/******************************************************************************* * 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.Mat22; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Rot; import org.jbox2d.common.Settings; import org.jbox2d.common.Transform; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.SolverData; import org.jbox2d.pooling.IWorldPool; /** * A mouse joint is used to make a point on a body track a specified world point. This a soft * constraint with a maximum force. This allows the constraint to stretch and without applying huge * forces. NOTE: this joint is not documented in the manual because it was developed to be used in * the testbed. If you want to learn how to use the mouse joint, look at the testbed. * * @author Daniel */ public class MouseJoint extends Joint { private final Vec2 m_localAnchorB = new Vec2(); private final Vec2 m_targetA = new Vec2(); private float m_frequencyHz; private float m_dampingRatio; private float m_beta; // Solver shared private final Vec2 m_impulse = new Vec2(); private float m_maxForce; private float m_gamma; // Solver temp private int m_indexB; private final Vec2 m_rB = new Vec2(); private final Vec2 m_localCenterB = new Vec2(); private float m_invMassB; private float m_invIB; private final Mat22 m_mass = new Mat22(); private final Vec2 m_C = new Vec2(); protected MouseJoint(IWorldPool argWorld, MouseJointDef def) { super(argWorld, def); assert (def.target.isValid()); assert (def.maxForce >= 0); assert (def.frequencyHz >= 0); assert (def.dampingRatio >= 0); m_targetA.set(def.target); Transform.mulTransToOutUnsafe(m_bodyB.getTransform(), m_targetA, m_localAnchorB); m_maxForce = def.maxForce; m_impulse.setZero(); m_frequencyHz = def.frequencyHz; m_dampingRatio = def.dampingRatio; m_beta = 0; m_gamma = 0; } @Override public void getAnchorA(Vec2 argOut) { argOut.set(m_targetA); } @Override public void getAnchorB(Vec2 argOut) { m_bodyB.getWorldPointToOut(m_localAnchorB, argOut); } @Override public void getReactionForce(float invDt, Vec2 argOut) { argOut.set(m_impulse).mulLocal(invDt); } @Override public float getReactionTorque(float invDt) { return invDt * 0.0f; } public void setTarget(Vec2 target) { if (m_bodyB.isAwake() == false) { m_bodyB.setAwake(true); } m_targetA.set(target); } public Vec2 getTarget() { return m_targetA; } // / set/get the maximum force in Newtons. public void setMaxForce(float force) { m_maxForce = force; } public float getMaxForce() { return m_maxForce; } // / set/get the frequency in Hertz. public void setFrequency(float hz) { m_frequencyHz = hz; } public float getFrequency() { return m_frequencyHz; } // / set/get the damping ratio (dimensionless). public void setDampingRatio(float ratio) { m_dampingRatio = ratio; } public float getDampingRatio() { return m_dampingRatio; } @Override public void initVelocityConstraints(final SolverData data) { m_indexB = m_bodyB.m_islandIndex; m_localCenterB.set(m_bodyB.m_sweep.localCenter); m_invMassB = m_bodyB.m_invMass; m_invIB = m_bodyB.m_invI; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; final Rot qB = pool.popRot(); qB.set(aB); float mass = m_bodyB.getMass(); // Frequency float omega = 2.0f * MathUtils.PI * m_frequencyHz; // Damping coefficient float d = 2.0f * mass * m_dampingRatio * omega; // Spring stiffness float k = mass * (omega * omega); // magic formulas // gamma has units of inverse mass. // beta has units of inverse time. float h = data.step.dt; assert (d + h * k > Settings.EPSILON); m_gamma = h * (d + h * k); if (m_gamma != 0.0f) { m_gamma = 1.0f / m_gamma; } m_beta = h * k * m_gamma; Vec2 temp = pool.popVec2(); // Compute the effective mass matrix. Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB); // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y] // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x] final Mat22 K = pool.popMat22(); K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma; K.ex.y = -m_invIB * m_rB.x * m_rB.y; K.ey.x = K.ex.y; K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma; K.invertToOut(m_mass); m_C.set(cB).addLocal(m_rB).subLocal(m_targetA); m_C.mulLocal(m_beta); // Cheat with some damping wB *= 0.98f; if (data.step.warmStarting) { m_impulse.mulLocal(data.step.dtRatio); vB.x += m_invMassB * m_impulse.x; vB.y += m_invMassB * m_impulse.y; wB += m_invIB * Vec2.cross(m_rB, m_impulse); } else { m_impulse.setZero(); } // data.velocities[m_indexB].v.set(vB); data.velocities[m_indexB].w = wB; pool.pushVec2(1); pool.pushMat22(1); pool.pushRot(1); } @Override public boolean solvePositionConstraints(final SolverData data) { return true; } @Override public void solveVelocityConstraints(final SolverData data) { Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; // Cdot = v + cross(w, r) final Vec2 Cdot = pool.popVec2(); Vec2.crossToOutUnsafe(wB, m_rB, Cdot); Cdot.addLocal(vB); final Vec2 impulse = pool.popVec2(); final Vec2 temp = pool.popVec2(); temp.set(m_impulse).mulLocal(m_gamma).addLocal(m_C).addLocal(Cdot).negateLocal(); Mat22.mulToOutUnsafe(m_mass, temp, impulse); Vec2 oldImpulse = temp; oldImpulse.set(m_impulse); m_impulse.addLocal(impulse); float maxImpulse = data.step.dt * m_maxForce; if (m_impulse.lengthSquared() > maxImpulse * maxImpulse) { m_impulse.mulLocal(maxImpulse / m_impulse.length()); } impulse.set(m_impulse).subLocal(oldImpulse); vB.x += m_invMassB * impulse.x; vB.y += m_invMassB * impulse.y; wB += m_invIB * Vec2.cross(m_rB, impulse); // data.velocities[m_indexB].v.set(vB); data.velocities[m_indexB].w = wB; pool.pushVec2(3); } }