import { b2Vec2, b2Mat22 } from '../../Common/Math'; import { b2Body } from '../b2Body'; import { b2Settings } from '../../Common/b2Settings'; import { b2TimeStep } from '../b2TimeStep'; import { b2Joint, b2RevoluteJoint, b2PrismaticJoint, b2GearJointDef, b2Jacobian } from '../Joints'; /** * A gear joint is used to connect two joints together. Either joint * can be a revolute or prismatic joint. You specify a gear ratio * to bind the motions together: * coordinate1 + ratio * coordinate2 = constant * The ratio can be negative or positive. If one joint is a revolute joint * and the other joint is a prismatic joint, then the ratio will have units * of length or units of 1/length. * @warning The revolute and prismatic joints must be attached to * fixed bodies (which must be body1 on those joints). * @see b2GearJointDef */ export class b2GearJoint extends b2Joint { /** @inheritDoc */ public GetAnchorA(): b2Vec2 { //return this.m_bodyA->GetWorldPoint(this.m_localAnchor1); return this.m_bodyA.GetWorldPoint(this.m_localAnchor1); } /** @inheritDoc */ public GetAnchorB(): b2Vec2 { //return this.m_bodyB->GetWorldPoint(this.m_localAnchor2); return this.m_bodyB.GetWorldPoint(this.m_localAnchor2); } /** @inheritDoc */ public GetReactionForce(inv_dt: number): b2Vec2 { // TODO_ERIN not tested // b2Vec2 P = this.m_impulse * this.m_J.linear2; //return inv_dt * P; return new b2Vec2(inv_dt * this.m_impulse * this.m_J.linearB.x, inv_dt * this.m_impulse * this.m_J.linearB.y); } /** @inheritDoc */ public GetReactionTorque(inv_dt: number): number { // TODO_ERIN not tested //b2Vec2 r = b2Mul(m_bodyB->m_xf.R, m_localAnchor2 - m_bodyB->GetLocalCenter()); const tMat: b2Mat22 = this.m_bodyB.m_xf.R; let rX: number = this.m_localAnchor1.x - this.m_bodyB.m_sweep.localCenter.x; let rY: number = this.m_localAnchor1.y - this.m_bodyB.m_sweep.localCenter.y; const tX: number = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //b2Vec2 P = m_impulse * m_J.linearB; const PX: number = this.m_impulse * this.m_J.linearB.x; const PY: number = this.m_impulse * this.m_J.linearB.y; //float32 L = this.m_impulse * this.m_J.angularB - b2Cross(r, P); //return inv_dt * L; return inv_dt * (this.m_impulse * this.m_J.angularB - rX * PY + rY * PX); } /** * Get the gear ratio. */ public GetRatio(): number { return this.m_ratio; } /** * Set the gear ratio. */ public SetRatio(ratio: number): void { //b2Settings.b2Assert(b2Math.b2IsValid(ratio)); this.m_ratio = ratio; } //--------------- Internals Below ------------------- /** @private */ constructor(def: b2GearJointDef) { // parent constructor super(def); const type1: number /** int */ = def.joint1.m_type; const type2: number /** int */ = def.joint2.m_type; //b2Settings.b2Assert(type1 == b2Joint.e_revoluteJoint || type1 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(type2 == b2Joint.e_revoluteJoint || type2 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(def.joint1.GetBodyA().GetType() == b2Body.b2_staticBody); //b2Settings.b2Assert(def.joint2.GetBodyA().GetType() == b2Body.b2_staticBody); this.m_revolute1 = null; this.m_prismatic1 = null; this.m_revolute2 = null; this.m_prismatic2 = null; let coordinate1: number; let coordinate2: number; this.m_ground1 = def.joint1.GetBodyA(); this.m_bodyA = def.joint1.GetBodyB(); if (type1 == b2Joint.e_revoluteJoint) { this.m_revolute1 = def.joint1 as b2RevoluteJoint; this.m_groundAnchor1.SetV(this.m_revolute1.m_localAnchor1); this.m_localAnchor1.SetV(this.m_revolute1.m_localAnchor2); coordinate1 = this.m_revolute1.GetJointAngle(); } else { this.m_prismatic1 = def.joint1 as b2PrismaticJoint; this.m_groundAnchor1.SetV(this.m_prismatic1.m_localAnchor1); this.m_localAnchor1.SetV(this.m_prismatic1.m_localAnchor2); coordinate1 = this.m_prismatic1.GetJointTranslation(); } this.m_ground2 = def.joint2.GetBodyA(); this.m_bodyB = def.joint2.GetBodyB(); if (type2 == b2Joint.e_revoluteJoint) { this.m_revolute2 = def.joint2 as b2RevoluteJoint; this.m_groundAnchor2.SetV(this.m_revolute2.m_localAnchor1); this.m_localAnchor2.SetV(this.m_revolute2.m_localAnchor2); coordinate2 = this.m_revolute2.GetJointAngle(); } else { this.m_prismatic2 = def.joint2 as b2PrismaticJoint; this.m_groundAnchor2.SetV(this.m_prismatic2.m_localAnchor1); this.m_localAnchor2.SetV(this.m_prismatic2.m_localAnchor2); coordinate2 = this.m_prismatic2.GetJointTranslation(); } this.m_ratio = def.ratio; this.m_constant = coordinate1 + this.m_ratio * coordinate2; this.m_impulse = 0.0; } public InitVelocityConstraints(step: b2TimeStep): void { const g1: b2Body = this.m_ground1; const g2: b2Body = this.m_ground2; const bA: b2Body = this.m_bodyA; const bB: b2Body = this.m_bodyB; // temp vars let ugX: number; let ugY: number; let rX: number; let rY: number; let tMat: b2Mat22; let tVec: b2Vec2; let crug: number; let tX: number; let K: number = 0.0; this.m_J.SetZero(); if (this.m_revolute1) { this.m_J.angularA = -1.0; K += bA.m_invI; } else { //b2Vec2 ug = b2MulMV(g1->m_xf.R, m_prismatic1->m_localXAxis1); tMat = g1.m_xf.R; tVec = this.m_prismatic1.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; rX = this.m_localAnchor1.x - bA.m_sweep.localCenter.x; rY = this.m_localAnchor1.y - bA.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //var crug:number = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //this.m_J.linearA = -ug; this.m_J.linearA.Set(-ugX, -ugY); this.m_J.angularA = -crug; K += bA.m_invMass + bA.m_invI * crug * crug; } if (this.m_revolute2) { this.m_J.angularB = -this.m_ratio; K += this.m_ratio * this.m_ratio * bB.m_invI; } else { //b2Vec2 ug = b2Mul(g2->m_xf.R, m_prismatic2->m_localXAxis1); tMat = g2.m_xf.R; tVec = this.m_prismatic2.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; rX = this.m_localAnchor2.x - bB.m_sweep.localCenter.x; rY = this.m_localAnchor2.y - bB.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //float32 crug = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //this.m_J.linearB = -this.m_ratio * ug; this.m_J.linearB.Set(-this.m_ratio * ugX, -this.m_ratio * ugY); this.m_J.angularB = -this.m_ratio * crug; K += this.m_ratio * this.m_ratio * (bB.m_invMass + bB.m_invI * crug * crug); } // Compute effective mass. this.m_mass = K > 0.0 ? 1.0 / K : 0.0; if (step.warmStarting) { // Warm starting. //bA.m_linearVelocity += bA.m_invMass * this.m_impulse * this.m_J.linearA; bA.m_linearVelocity.x += bA.m_invMass * this.m_impulse * this.m_J.linearA.x; bA.m_linearVelocity.y += bA.m_invMass * this.m_impulse * this.m_J.linearA.y; bA.m_angularVelocity += bA.m_invI * this.m_impulse * this.m_J.angularA; //bB.m_linearVelocity += bB.m_invMass * this.m_impulse * this.m_J.linearB; bB.m_linearVelocity.x += bB.m_invMass * this.m_impulse * this.m_J.linearB.x; bB.m_linearVelocity.y += bB.m_invMass * this.m_impulse * this.m_J.linearB.y; bB.m_angularVelocity += bB.m_invI * this.m_impulse * this.m_J.angularB; } else { this.m_impulse = 0.0; } } public SolveVelocityConstraints(step: b2TimeStep): void { //B2_NOT_USED(step); const bA: b2Body = this.m_bodyA; const bB: b2Body = this.m_bodyB; const Cdot: number = this.m_J.Compute(bA.m_linearVelocity, bA.m_angularVelocity, bB.m_linearVelocity, bB.m_angularVelocity); const impulse: number = -this.m_mass * Cdot; this.m_impulse += impulse; bA.m_linearVelocity.x += bA.m_invMass * impulse * this.m_J.linearA.x; bA.m_linearVelocity.y += bA.m_invMass * impulse * this.m_J.linearA.y; bA.m_angularVelocity += bA.m_invI * impulse * this.m_J.angularA; bB.m_linearVelocity.x += bB.m_invMass * impulse * this.m_J.linearB.x; bB.m_linearVelocity.y += bB.m_invMass * impulse * this.m_J.linearB.y; bB.m_angularVelocity += bB.m_invI * impulse * this.m_J.angularB; } public SolvePositionConstraints(baumgarte: number): boolean { //B2_NOT_USED(baumgarte); const linearError: number = 0.0; const bA: b2Body = this.m_bodyA; const bB: b2Body = this.m_bodyB; let coordinate1: number; let coordinate2: number; if (this.m_revolute1) { coordinate1 = this.m_revolute1.GetJointAngle(); } else { coordinate1 = this.m_prismatic1.GetJointTranslation(); } if (this.m_revolute2) { coordinate2 = this.m_revolute2.GetJointAngle(); } else { coordinate2 = this.m_prismatic2.GetJointTranslation(); } const C: number = this.m_constant - (coordinate1 + this.m_ratio * coordinate2); const impulse: number = -this.m_mass * C; bA.m_sweep.c.x += bA.m_invMass * impulse * this.m_J.linearA.x; bA.m_sweep.c.y += bA.m_invMass * impulse * this.m_J.linearA.y; bA.m_sweep.a += bA.m_invI * impulse * this.m_J.angularA; bB.m_sweep.c.x += bB.m_invMass * impulse * this.m_J.linearB.x; bB.m_sweep.c.y += bB.m_invMass * impulse * this.m_J.linearB.y; bB.m_sweep.a += bB.m_invI * impulse * this.m_J.angularB; bA.SynchronizeTransform(); bB.SynchronizeTransform(); // TODO_ERIN not implemented return linearError < b2Settings.b2_linearSlop; } private m_ground1: b2Body; private m_ground2: b2Body; // One of these is NULL. private m_revolute1: b2RevoluteJoint; private m_prismatic1: b2PrismaticJoint; // One of these is NULL. private m_revolute2: b2RevoluteJoint; private m_prismatic2: b2PrismaticJoint; private m_groundAnchor1: b2Vec2 = new b2Vec2(); private m_groundAnchor2: b2Vec2 = new b2Vec2(); private m_localAnchor1: b2Vec2 = new b2Vec2(); private m_localAnchor2: b2Vec2 = new b2Vec2(); private m_J: b2Jacobian = new b2Jacobian(); private m_constant: number; private m_ratio: number; // Effective mass private m_mass: number; // Impulse for accumulation/warm starting. private m_impulse: number; }