import { b2Vec2, b2Mat22 } from '../../Common/Math'; import { b2Body } from '../b2Body'; import { b2TimeStep } from '../b2TimeStep'; import { b2Joint, b2MouseJointDef } from '../Joints'; /** * 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 fully documented as it is intended primarily * for the testbed. See that for more instructions. * @see b2MouseJointDef */ export class b2MouseJoint extends b2Joint { /** @inheritDoc */ public GetAnchorA(): b2Vec2 { return this.m_target; } /** @inheritDoc */ public GetAnchorB(): b2Vec2 { return this.m_bodyB.GetWorldPoint(this.m_localAnchor); } /** @inheritDoc */ public GetReactionForce(inv_dt: number): b2Vec2 { return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); } /** @inheritDoc */ public GetReactionTorque(inv_dt: number): number { return 0.0; } public GetTarget(): b2Vec2 { return this.m_target; } /** * Use this to update the target point. */ public SetTarget(target: b2Vec2): void { if (this.m_bodyB.IsAwake() == false) { this.m_bodyB.SetAwake(true); } this.m_target = target; } /// Get the maximum force in Newtons. public GetMaxForce(): number { return this.m_maxForce; } /// Set the maximum force in Newtons. public SetMaxForce(maxForce: number): void { this.m_maxForce = maxForce; } /// Get frequency in Hz public GetFrequency(): number { return this.m_frequencyHz; } /// Set the frequency in Hz public SetFrequency(hz: number): void { this.m_frequencyHz = hz; } /// Get damping ratio public GetDampingRatio(): number { return this.m_dampingRatio; } /// Set damping ratio public SetDampingRatio(ratio: number): void { this.m_dampingRatio = ratio; } //--------------- Internals Below ------------------- /** @private */ constructor(def: b2MouseJointDef) { super(def); //b2Settings.b2Assert(def.target.IsValid()); //b2Settings.b2Assert(b2Math.b2IsValid(def.maxForce) && def.maxForce > 0.0); //b2Settings.b2Assert(b2Math.b2IsValid(def.frequencyHz) && def.frequencyHz > 0.0); //b2Settings.b2Assert(b2Math.b2IsValid(def.dampingRatio) && def.dampingRatio > 0.0); this.m_target.SetV(def.target); //this.m_localAnchor = b2MulT(this.m_bodyB.this.m_xf, this.m_target); const tX: number = this.m_target.x - this.m_bodyB.m_xf.position.x; const tY: number = this.m_target.y - this.m_bodyB.m_xf.position.y; const tMat: b2Mat22 = this.m_bodyB.m_xf.R; this.m_localAnchor.x = (tX * tMat.col1.x + tY * tMat.col1.y); this.m_localAnchor.y = (tX * tMat.col2.x + tY * tMat.col2.y); this.m_maxForce = def.maxForce; this.m_impulse.SetZero(); this.m_frequencyHz = def.frequencyHz; this.m_dampingRatio = def.dampingRatio; this.m_beta = 0.0; this.m_gamma = 0.0; } // Presolve vars private K: b2Mat22 = new b2Mat22(); private K1: b2Mat22 = new b2Mat22(); private K2: b2Mat22 = new b2Mat22(); public InitVelocityConstraints(step: b2TimeStep): void { const b: b2Body = this.m_bodyB; const mass: number = b.GetMass(); // Frequency const omega: number = 2.0 * Math.PI * this.m_frequencyHz; // Damping co-efficient const d: number = 2.0 * mass * this.m_dampingRatio * omega; // Spring stiffness const k: number = mass * omega * omega; // magic formulas // gamma has units of inverse mass // beta hs units of inverse time //b2Settings.b2Assert(d + step.dt * k > Number.MIN_VALUE) this.m_gamma = step.dt * (d + step.dt * k); this.m_gamma = this.m_gamma != 0 ? 1 / this.m_gamma : 0.0; this.m_beta = step.dt * k * this.m_gamma; let tMat: b2Mat22; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; let rX: number = this.m_localAnchor.x - b.m_sweep.localCenter.x; let rY: number = this.m_localAnchor.y - b.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; // 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] const invMass: number = b.m_invMass; const invI: number = b.m_invI; //b2Mat22 K1; this.K1.col1.x = invMass; this.K1.col2.x = 0.0; this.K1.col1.y = 0.0; this.K1.col2.y = invMass; //b2Mat22 K2; this.K2.col1.x = invI * rY * rY; this.K2.col2.x = -invI * rX * rY; this.K2.col1.y = -invI * rX * rY; this.K2.col2.y = invI * rX * rX; //b2Mat22 K = K1 + K2; this.K.SetM(this.K1); this.K.AddM(this.K2); this.K.col1.x += this.m_gamma; this.K.col2.y += this.m_gamma; //this.m_ptpMass = K.GetInverse(); this.K.GetInverse(this.m_mass); //m_C = b.m_position + r - m_target; this.m_C.x = b.m_sweep.c.x + rX - this.m_target.x; this.m_C.y = b.m_sweep.c.y + rY - this.m_target.y; // Cheat with some damping b.m_angularVelocity *= 0.98; // Warm starting. this.m_impulse.x *= step.dtRatio; this.m_impulse.y *= step.dtRatio; //b.m_linearVelocity += invMass * this.m_impulse; b.m_linearVelocity.x += invMass * this.m_impulse.x; b.m_linearVelocity.y += invMass * this.m_impulse.y; //b.m_angularVelocity += invI * b2Cross(r, this.m_impulse); b.m_angularVelocity += invI * (rX * this.m_impulse.y - rY * this.m_impulse.x); } public SolveVelocityConstraints(step: b2TimeStep): void { const b: b2Body = this.m_bodyB; let tMat: b2Mat22; let tX: number; let tY: number; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; let rX: number = this.m_localAnchor.x - b.m_sweep.localCenter.x; let rY: number = this.m_localAnchor.y - b.m_sweep.localCenter.y; tX = (tMat.col1.x * rX + tMat.col2.x * rY); rY = (tMat.col1.y * rX + tMat.col2.y * rY); rX = tX; // Cdot = v + cross(w, r) //b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r); const CdotX: number = b.m_linearVelocity.x + (-b.m_angularVelocity * rY); const CdotY: number = b.m_linearVelocity.y + (b.m_angularVelocity * rX); //b2Vec2 impulse = - b2Mul(this.m_mass, Cdot + this.m_beta * this.m_C + this.m_gamma * this.m_impulse); tMat = this.m_mass; tX = CdotX + this.m_beta * this.m_C.x + this.m_gamma * this.m_impulse.x; tY = CdotY + this.m_beta * this.m_C.y + this.m_gamma * this.m_impulse.y; let impulseX: number = -(tMat.col1.x * tX + tMat.col2.x * tY); let impulseY: number = -(tMat.col1.y * tX + tMat.col2.y * tY); const oldImpulseX: number = this.m_impulse.x; const oldImpulseY: number = this.m_impulse.y; //this.m_impulse += impulse; this.m_impulse.x += impulseX; this.m_impulse.y += impulseY; const maxImpulse: number = step.dt * this.m_maxForce; if (this.m_impulse.LengthSquared() > maxImpulse * maxImpulse) { //this.m_impulse *= this.m_maxImpulse / this.m_impulse.Length(); this.m_impulse.Multiply(maxImpulse / this.m_impulse.Length()); } //impulse = this.m_impulse - oldImpulse; impulseX = this.m_impulse.x - oldImpulseX; impulseY = this.m_impulse.y - oldImpulseY; //b->this.m_linearVelocity += b->m_invMass * impulse; b.m_linearVelocity.x += b.m_invMass * impulseX; b.m_linearVelocity.y += b.m_invMass * impulseY; //b->m_angularVelocity += b->m_invI * b2Cross(r, P); b.m_angularVelocity += b.m_invI * (rX * impulseY - rY * impulseX); } public SolvePositionConstraints(baumgarte: number): boolean { //B2_NOT_USED(baumgarte); return true; } private m_localAnchor: b2Vec2 = new b2Vec2(); private m_target: b2Vec2 = new b2Vec2(); private m_impulse: b2Vec2 = new b2Vec2(); private m_mass: b2Mat22 = new b2Mat22(); // effective mass for point-to-point constraint. private m_C: b2Vec2 = new b2Vec2(); // position error private m_maxForce: number; private m_frequencyHz: number; private m_dampingRatio: number; private m_beta: number; // bias factor private m_gamma: number; // softness }