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.TimeStep; import org.jbox2d.dynamics.World; import org.jbox2d.pooling.arrays.Vec2Array; public class ConstantVolumeJoint extends Joint { Body[] bodies; float[] targetLengths; float targetVolume; //float relaxationFactor;//1.0 is perfectly stiff (but doesn't work, unstable) World world; Vec2[] normals; TimeStep m_step; private float m_impulse = 0.0f; DistanceJoint[] distanceJoints; public Body[] getBodies() { return bodies; } public void inflate(final float factor) { targetVolume *= factor; } // djm this is not a hot method, so no pool. no one wants // to swim when it's cold out. except when you have a hot // tub.....then its amazing.....hmmmm...... public ConstantVolumeJoint(final ConstantVolumeJointDef def) { super(def); if (def.bodies.length <= 2) { throw new IllegalArgumentException("You cannot create a constant volume joint with less than three bodies."); } world = def.bodies[0].getWorld(); bodies = def.bodies; //relaxationFactor = def.relaxationFactor; targetLengths = new float[bodies.length]; for (int i=0; i<targetLengths.length; ++i) { final int next = (i == targetLengths.length-1)?0:i+1; final float dist = bodies[i].getMemberWorldCenter().sub(bodies[next].getMemberWorldCenter()).length(); targetLengths[i] = dist; } targetVolume = getArea(); distanceJoints = new DistanceJoint[bodies.length]; for (int i=0; i<targetLengths.length; ++i) { final int next = (i == targetLengths.length-1)?0:i+1; final DistanceJointDef djd = new DistanceJointDef(); djd.frequencyHz = def.frequencyHz;//20.0f; djd.dampingRatio = def.dampingRatio;//50.0f; djd.initialize(bodies[i], bodies[next], bodies[i].getMemberWorldCenter(), bodies[next].getMemberWorldCenter()); distanceJoints[i] = (DistanceJoint)world.createJoint(djd); } normals = new Vec2[bodies.length]; for (int i=0; i<normals.length; ++i) { normals[i] = new Vec2(); } this.m_body1 = bodies[0]; this.m_body2 = bodies[1]; this.m_collideConnected = false; } @Override public void destructor() { for (int i=0; i<distanceJoints.length; ++i) { world.destroyJoint(distanceJoints[i]); } } private float getArea() { float area = 0.0f; // i'm glad i changed these all to member access area += bodies[bodies.length-1].getMemberWorldCenter().x * bodies[0].getMemberWorldCenter().y - bodies[0].getMemberWorldCenter().x * bodies[bodies.length-1].getMemberWorldCenter().y; for (int i=0; i<bodies.length-1; ++i){ area += bodies[i].getMemberWorldCenter().x * bodies[i+1].getMemberWorldCenter().y - bodies[i+1].getMemberWorldCenter().x * bodies[i].getMemberWorldCenter().y; } area *= .5f; return area; } /** * Apply the position correction to the particles. * @param step */ public boolean constrainEdges(final TimeStep step) { float perimeter = 0.0f; for (int i=0; i<bodies.length; ++i) { final int next = (i==bodies.length-1)?0:i+1; final float dx = bodies[next].getMemberWorldCenter().x-bodies[i].getMemberWorldCenter().x; final float dy = bodies[next].getMemberWorldCenter().y-bodies[i].getMemberWorldCenter().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 float deltaArea = targetVolume - getArea(); final 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; final Vec2 delta = new Vec2(toExtrude * (normals[i].x + normals[next].x), toExtrude * (normals[i].y + normals[next].y)); //sumdeltax += dx; final float norm = delta.length(); if (norm > Settings.maxLinearCorrection){ delta.mulLocal(Settings.maxLinearCorrection/norm); } if (norm > Settings.linearSlop){ done = false; } bodies[next].m_sweep.c.x += delta.x; bodies[next].m_sweep.c.y += delta.y; bodies[next].synchronizeTransform(); //bodies[next].m_linearVelocity.x += delta.x * step.inv_dt; //bodies[next].m_linearVelocity.y += delta.y * step.inv_dt; } //System.out.println(sumdeltax); return done; } // djm pooled private static final Vec2Array tlD = new Vec2Array(); @Override public void initVelocityConstraints(final TimeStep step) { m_step = step; final Vec2[] d = tlD.get(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(bodies[next].getMemberWorldCenter()); d[i].subLocal(bodies[prev].getMemberWorldCenter()); } if (step.warmStarting) { m_impulse *= 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) { bodies[i].m_linearVelocity.x += bodies[i].m_invMass * d[i].y * .5f * m_impulse; bodies[i].m_linearVelocity.y += bodies[i].m_invMass * -d[i].x * .5f * m_impulse; } } else { m_impulse = 0.0f; } } @Override public boolean solvePositionConstraints() { return constrainEdges(m_step); } @Override public void solveVelocityConstraints(final TimeStep step) { float crossMassSum = 0.0f; float dotMassSum = 0.0f; final Vec2 d[] = tlD.get(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(bodies[next].getMemberWorldCenter()); d[i].subLocal(bodies[prev].getMemberWorldCenter()); dotMassSum += (d[i].lengthSquared())/bodies[i].getMass(); crossMassSum += Vec2.cross(bodies[i].getLinearVelocity(),d[i]); } final 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) { bodies[i].m_linearVelocity.x += bodies[i].m_invMass * d[i].y * .5f * lambda; bodies[i].m_linearVelocity.y += bodies[i].m_invMass * -d[i].x * .5f * lambda; } } @Override public Vec2 getAnchor1() { // TODO Auto-generated method stub return null; } @Override public Vec2 getAnchor2() { // TODO Auto-generated method stub return null; } @Override public Vec2 getReactionForce() { // TODO Auto-generated method stub return null; } @Override public float getReactionTorque() { // TODO Auto-generated method stub return 0; } }