/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ package org.jbox2d.dynamics.joints; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.SolverData; import org.jbox2d.dynamics.World; import org.jbox2d.dynamics.contacts.Position; import org.jbox2d.dynamics.contacts.Velocity; public class ConstantVolumeJoint extends Joint { private final Body[] bodies; private float[] targetLengths; private float targetVolume; private Vec2[] normals; private float m_impulse = 0.0f; private World world; private DistanceJoint[] distanceJoints; public Body[] getBodies() { return bodies; } public DistanceJoint[] getJoints() { return distanceJoints; } public void inflate(float factor) { targetVolume *= factor; } public ConstantVolumeJoint(World argWorld, ConstantVolumeJointDef def) { super(argWorld.getPool(), def); world = argWorld; if (def.bodies.size() <= 2) { throw new IllegalArgumentException( "You cannot create a constant volume joint with less than three bodies."); } bodies = def.bodies.toArray(new Body[0]); targetLengths = new float[bodies.length]; for (int i = 0; i < targetLengths.length; ++i) { final int next = (i == targetLengths.length - 1) ? 0 : i + 1; float dist = bodies[i].getWorldCenter().sub(bodies[next].getWorldCenter()).length(); targetLengths[i] = dist; } targetVolume = getBodyArea(); if (def.joints != null && def.joints.size() != def.bodies.size()) { throw new IllegalArgumentException( "Incorrect joint definition. Joints have to correspond to the bodies"); } if (def.joints == null) { final DistanceJointDef djd = new DistanceJointDef(); distanceJoints = new DistanceJoint[bodies.length]; for (int i = 0; i < targetLengths.length; ++i) { final int next = (i == targetLengths.length - 1) ? 0 : i + 1; djd.frequencyHz = def.frequencyHz;// 20.0f; djd.dampingRatio = def.dampingRatio;// 50.0f; djd.collideConnected = def.collideConnected; djd.initialize(bodies[i], bodies[next], bodies[i].getWorldCenter(), bodies[next].getWorldCenter()); distanceJoints[i] = (DistanceJoint) world.createJoint(djd); } } else { distanceJoints = def.joints.toArray(new DistanceJoint[0]); } normals = new Vec2[bodies.length]; for (int i = 0; i < normals.length; ++i) { normals[i] = new Vec2(); } } @Override public void destructor() { for (int i = 0; i < distanceJoints.length; ++i) { world.destroyJoint(distanceJoints[i]); } } private float getBodyArea() { float area = 0.0f; for (int i = 0; i < bodies.length; ++i) { final int next = (i == bodies.length - 1) ? 0 : i + 1; area += bodies[i].getWorldCenter().x * bodies[next].getWorldCenter().y - bodies[next].getWorldCenter().x * bodies[i].getWorldCenter().y; } area *= .5f; return area; } private float getSolverArea(Position[] positions) { float area = 0.0f; for (int i = 0; i < bodies.length; ++i) { final int next = (i == bodies.length - 1) ? 0 : i + 1; area += positions[bodies[i].m_islandIndex].c.x * positions[bodies[next].m_islandIndex].c.y - positions[bodies[next].m_islandIndex].c.x * positions[bodies[i].m_islandIndex].c.y; } area *= .5f; return area; } private boolean constrainEdges(Position[] positions) { float perimeter = 0.0f; for (int i = 0; i < bodies.length; ++i) { final int next = (i == bodies.length - 1) ? 0 : i + 1; float dx = positions[bodies[next].m_islandIndex].c.x - positions[bodies[i].m_islandIndex].c.x; float dy = positions[bodies[next].m_islandIndex].c.y - positions[bodies[i].m_islandIndex].c.y; float dist = MathUtils.sqrt(dx * dx + dy * dy); if (dist < Settings.EPSILON) { dist = 1.0f; } normals[i].x = dy / dist; normals[i].y = -dx / dist; perimeter += dist; } final Vec2 delta = pool.popVec2(); float deltaArea = targetVolume - getSolverArea(positions); float toExtrude = 0.5f * deltaArea / perimeter; // *relaxationFactor // float sumdeltax = 0.0f; boolean done = true; for (int i = 0; i < bodies.length; ++i) { final int next = (i == bodies.length - 1) ? 0 : i + 1; delta.set(toExtrude * (normals[i].x + normals[next].x), toExtrude * (normals[i].y + normals[next].y)); // sumdeltax += dx; float normSqrd = delta.lengthSquared(); if (normSqrd > Settings.maxLinearCorrection * Settings.maxLinearCorrection) { delta.mulLocal(Settings.maxLinearCorrection / MathUtils.sqrt(normSqrd)); } if (normSqrd > Settings.linearSlop * Settings.linearSlop) { done = false; } positions[bodies[next].m_islandIndex].c.x += delta.x; positions[bodies[next].m_islandIndex].c.y += delta.y; // bodies[next].m_linearVelocity.x += delta.x * step.inv_dt; // bodies[next].m_linearVelocity.y += delta.y * step.inv_dt; } pool.pushVec2(1); // System.out.println(sumdeltax); return done; } @Override public void initVelocityConstraints(final SolverData step) { Velocity[] velocities = step.velocities; Position[] positions = step.positions; final Vec2[] d = pool.getVec2Array(bodies.length); for (int i = 0; i < bodies.length; ++i) { final int prev = (i == 0) ? bodies.length - 1 : i - 1; final int next = (i == bodies.length - 1) ? 0 : i + 1; d[i].set(positions[bodies[next].m_islandIndex].c); d[i].subLocal(positions[bodies[prev].m_islandIndex].c); } if (step.step.warmStarting) { m_impulse *= step.step.dtRatio; // float lambda = -2.0f * crossMassSum / dotMassSum; // System.out.println(crossMassSum + " " +dotMassSum); // lambda = MathUtils.clamp(lambda, -Settings.maxLinearCorrection, // Settings.maxLinearCorrection); // m_impulse = lambda; for (int i = 0; i < bodies.length; ++i) { velocities[bodies[i].m_islandIndex].v.x += bodies[i].m_invMass * d[i].y * .5f * m_impulse; velocities[bodies[i].m_islandIndex].v.y += bodies[i].m_invMass * -d[i].x * .5f * m_impulse; } } else { m_impulse = 0.0f; } } @Override public boolean solvePositionConstraints(SolverData step) { return constrainEdges(step.positions); } @Override public void solveVelocityConstraints(final SolverData step) { float crossMassSum = 0.0f; float dotMassSum = 0.0f; Velocity[] velocities = step.velocities; Position[] positions = step.positions; final Vec2 d[] = pool.getVec2Array(bodies.length); for (int i = 0; i < bodies.length; ++i) { final int prev = (i == 0) ? bodies.length - 1 : i - 1; final int next = (i == bodies.length - 1) ? 0 : i + 1; d[i].set(positions[bodies[next].m_islandIndex].c); d[i].subLocal(positions[bodies[prev].m_islandIndex].c); dotMassSum += (d[i].lengthSquared()) / bodies[i].getMass(); crossMassSum += Vec2.cross(velocities[bodies[i].m_islandIndex].v, d[i]); } float lambda = -2.0f * crossMassSum / dotMassSum; // System.out.println(crossMassSum + " " +dotMassSum); // lambda = MathUtils.clamp(lambda, -Settings.maxLinearCorrection, // Settings.maxLinearCorrection); m_impulse += lambda; // System.out.println(m_impulse); for (int i = 0; i < bodies.length; ++i) { velocities[bodies[i].m_islandIndex].v.x += bodies[i].m_invMass * d[i].y * .5f * lambda; velocities[bodies[i].m_islandIndex].v.y += bodies[i].m_invMass * -d[i].x * .5f * lambda; } } /** No-op */ @Override public void getAnchorA(Vec2 argOut) {} /** No-op */ @Override public void getAnchorB(Vec2 argOut) {} /** No-op */ @Override public void getReactionForce(float inv_dt, Vec2 argOut) {} /** No-op */ @Override public float getReactionTorque(float inv_dt) { return 0; } }