/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ import { b2Joint, b2PrismaticJointDef } from '../Joints'; import { b2Vec2, b2Mat22, b2Math } from '../../Common/Math'; import { b2Body } from '../b2Body'; import { b2Settings } from '../../Common/b2Settings'; import { b2Jacobian } from './b2Jacobian'; import { b2TimeStep } from '../b2TimeStep'; // Linear constraint (point-to-line) // d = p2 - p1 = x2 + r2 - x1 - r1 // C = dot(ay1, d) // Cdot = dot(d, cross(w1, ay1)) + dot(ay1, v2 + cross(w2, r2) - v1 - cross(w1, r1)) // = -dot(ay1, v1) - dot(cross(d + r1, ay1), w1) + dot(ay1, v2) + dot(cross(r2, ay1), v2) // J = [-ay1 -cross(d+r1,ay1) ay1 cross(r2,ay1)] // // Angular constraint // C = a2 - a1 + a_initial // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // Motor/Limit linear constraint // C = dot(ax1, d) // Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2) // J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)] export class b2PrismaticJoint extends b2Joint { public GetAnchor1(): b2Vec2 { return this.m_body1.GetWorldPoint(this.m_localAnchor1); } public GetAnchor2(): b2Vec2 { return this.m_body2.GetWorldPoint(this.m_localAnchor2); } public GetReactionForce(): b2Vec2 { const tMat: b2Mat22 = this.m_body1.m_xf.R; //b2Vec2 ax1 = b2Mul(this.m_body1->this.m_xf.R, this.m_localXAxis1); const ax1X: number = this.m_limitForce * (tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y); const ax1Y: number = this.m_limitForce * (tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y); //b2Vec2 ay1 = b2Mul(this.m_body1->this.m_xf.R, this.m_localYAxis1); const ay1X: number = this.m_force * (tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y); const ay1Y: number = this.m_force * (tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y); //return this.m_limitForce * ax1 + this.m_force * ay1; return new b2Vec2(this.m_limitForce * ax1X + this.m_force * ay1X, this.m_limitForce * ax1Y + this.m_force * ay1Y); } public GetReactionTorque(): number { return this.m_torque; } /// Get the current joint translation, usually in meters. public GetJointTranslation(): number { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; const p1: b2Vec2 = b1.GetWorldPoint(this.m_localAnchor1); const p2: b2Vec2 = b2.GetWorldPoint(this.m_localAnchor2); //var d:b2Vec2 = b2Math.SubtractVV(p2, p1); const dX: number = p2.x - p1.x; const dY: number = p2.y - p1.y; //b2Vec2 axis = b1->GetWorldVector(this.m_localXAxis1); const axis: b2Vec2 = b1.GetWorldVector(this.m_localXAxis1); //float32 translation = b2Dot(d, axis); const translation: number = axis.x * dX + axis.y * dY; return translation; } /// Get the current joint translation speed, usually in meters per second. public GetJointSpeed(): number { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; let tX: number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; const p1X: number = b1.m_sweep.c.x + r1X; const p1Y: number = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; const p2X: number = b2.m_sweep.c.x + r2X; const p2Y: number = b2.m_sweep.c.y + r2Y; //var d:b2Vec2 = b2Math.SubtractVV(p2, p1); const dX: number = p2X - p1X; const dY: number = p2Y - p1Y; //b2Vec2 axis = b1->GetWorldVector(this.m_localXAxis1); const axis: b2Vec2 = b1.GetWorldVector(this.m_localXAxis1); const v1: b2Vec2 = b1.m_linearVelocity; const v2: b2Vec2 = b2.m_linearVelocity; const w1: number = b1.m_angularVelocity; const w2: number = b2.m_angularVelocity; //var speed:number = b2Math.b2Dot(d, b2Math.b2CrossFV(w1, ax1)) + b2Math.b2Dot(ax1, b2Math.SubtractVV( b2Math.SubtractVV( b2Math.AddVV( v2 , b2Math.b2CrossFV(w2, r2)) , v1) , b2Math.b2CrossFV(w1, r1))); //var b2D:number = (dX*(-w1 * ax1Y) + dY*(w1 * ax1X)); //var b2D2:number = (ax1X * ((( v2.x + (-w2 * r2Y)) - v1.x) - (-w1 * r1Y)) + ax1Y * ((( v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X))); const speed: number = (dX * (-w1 * axis.y) + dY * (w1 * axis.x)) + (axis.x * (((v2.x + (-w2 * r2Y)) - v1.x) - (-w1 * r1Y)) + axis.y * (((v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X))); return speed; } /// Is the joint limit enabled? public IsLimitEnabled(): boolean { return this.m_enableLimit; } /// Enable/disable the joint limit. public EnableLimit(flag: boolean): void { this.m_enableLimit = flag; } /// Get the lower joint limit, usually in meters. public GetLowerLimit(): number { return this.m_lowerTranslation; } /// Get the upper joint limit, usually in meters. public GetUpperLimit(): number { return this.m_upperTranslation; } /// Set the joint limits, usually in meters. public SetLimits(lower: number, upper: number): void { //b2Settings.b2Assert(lower <= upper); this.m_lowerTranslation = lower; this.m_upperTranslation = upper; } /// Is the joint motor enabled? public IsMotorEnabled(): boolean { return this.m_enableMotor; } /// Enable/disable the joint motor. public EnableMotor(flag: boolean): void { this.m_enableMotor = flag; } /// Set the motor speed, usually in meters per second. public SetMotorSpeed(speed: number): void { this.m_motorSpeed = speed; } /// Get the motor speed, usually in meters per second. public GetMotorSpeed(): number { return this.m_motorSpeed; } /// Set the maximum motor force, usually in N. public SetMaxMotorForce(force: number): void { this.m_maxMotorForce = force; } /// Get the current motor force, usually in N. public GetMotorForce(): number { return this.m_motorForce; } //--------------- Internals Below ------------------- constructor(def: b2PrismaticJointDef) { super(def); let tMat: b2Mat22; let tX: number; let tY: number; this.m_localAnchor1.SetV(def.localAnchor1); this.m_localAnchor2.SetV(def.localAnchor2); this.m_localXAxis1.SetV(def.localAxis1); //this.m_localYAxis1 = b2Cross(1.0f, this.m_localXAxis1); this.m_localYAxis1.x = -this.m_localXAxis1.y; this.m_localYAxis1.y = this.m_localXAxis1.x; this.m_refAngle = def.referenceAngle; this.m_linearJacobian.SetZero(); this.m_linearMass = 0.0; this.m_force = 0.0; this.m_angularMass = 0.0; this.m_torque = 0.0; this.m_motorJacobian.SetZero(); this.m_motorMass = 0.0; this.m_motorForce = 0.0; this.m_limitForce = 0.0; this.m_limitPositionImpulse = 0.0; this.m_lowerTranslation = def.lowerTranslation; this.m_upperTranslation = def.upperTranslation; this.m_maxMotorForce = def.maxMotorForce; this.m_motorSpeed = def.motorSpeed; this.m_enableLimit = def.enableLimit; this.m_enableMotor = def.enableMotor; } public InitVelocityConstraints(step: b2TimeStep): void { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; let tMat: b2Mat22; let tX: number; // Compute the effective masses. //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //float32 invMass1 = b1->this.m_invMass, invMass2 = b2->this.m_invMass; const invMass1: number = b1.m_invMass; const invMass2: number = b2.m_invMass; //float32 invI1 = b1->this.m_invI, invI2 = b2->this.m_invI; const invI1: number = b1.m_invI; const invI2: number = b2.m_invI; // Compute point to line constraint effective mass. // J = [-ay1 -cross(d+r1,ay1) ay1 cross(r2,ay1)] //b2Vec2 ay1 = b2Mul(b1->this.m_xf.R, this.m_localYAxis1); tMat = b1.m_xf.R; const ay1X: number = tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y; const ay1Y: number = tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y; //b2Vec2 e = b2->this.m_sweep.c + r2 - b1->this.m_sweep.c; // e = d + r1 const eX: number = b2.m_sweep.c.x + r2X - b1.m_sweep.c.x; const eY: number = b2.m_sweep.c.y + r2Y - b1.m_sweep.c.y; //this.m_linearJacobian.Set(-ay1, -b2Math.b2Cross(e, ay1), ay1, b2Math.b2Cross(r2, ay1)); this.m_linearJacobian.linear1.x = -ay1X; this.m_linearJacobian.linear1.y = -ay1Y; this.m_linearJacobian.linear2.x = ay1X; this.m_linearJacobian.linear2.y = ay1Y; this.m_linearJacobian.angular1 = -(eX * ay1Y - eY * ay1X); this.m_linearJacobian.angular2 = r2X * ay1Y - r2Y * ay1X; this.m_linearMass = invMass1 + invI1 * this.m_linearJacobian.angular1 * this.m_linearJacobian.angular1 + invMass2 + invI2 * this.m_linearJacobian.angular2 * this.m_linearJacobian.angular2; //b2Settings.b2Assert(this.m_linearMass > Number.MIN_VALUE); this.m_linearMass = 1.0 / this.m_linearMass; // Compute angular constraint effective mass. this.m_angularMass = invI1 + invI2; if (this.m_angularMass > Number.MIN_VALUE) { this.m_angularMass = 1.0 / this.m_angularMass; } // Compute motor and limit terms. if (this.m_enableLimit || this.m_enableMotor) { // The motor and limit share a Jacobian and effective mass. //b2Vec2 ax1 = b2Mul(b1->this.m_xf.R, this.m_localXAxis1); tMat = b1.m_xf.R; const ax1X: number = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y; const ax1Y: number = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y; //this.m_motorJacobian.Set(-ax1, -b2Cross(e, ax1), ax1, b2Cross(r2, ax1)); this.m_motorJacobian.linear1.x = -ax1X; this.m_motorJacobian.linear1.y = -ax1Y; this.m_motorJacobian.linear2.x = ax1X; this.m_motorJacobian.linear2.y = ax1Y; this.m_motorJacobian.angular1 = -(eX * ax1Y - eY * ax1X); this.m_motorJacobian.angular2 = r2X * ax1Y - r2Y * ax1X; this.m_motorMass = invMass1 + invI1 * this.m_motorJacobian.angular1 * this.m_motorJacobian.angular1 + invMass2 + invI2 * this.m_motorJacobian.angular2 * this.m_motorJacobian.angular2; //b2Settings.b2Assert(this.m_motorMass > Number.MIN_VALUE); this.m_motorMass = 1.0 / this.m_motorMass; if (this.m_enableLimit) { //b2Vec2 d = e - r1; // p2 - p1 const dX: number = eX - r1X; const dY: number = eY - r1Y; //float32 jointTranslation = b2Dot(ax1, d); const jointTranslation: number = ax1X * dX + ax1Y * dY; if (b2Math.b2Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop) { this.m_limitState = b2PrismaticJoint.e_equalLimits; } else if (jointTranslation <= this.m_lowerTranslation) { if (this.m_limitState != b2PrismaticJoint.e_atLowerLimit) { this.m_limitForce = 0.0; } this.m_limitState = b2PrismaticJoint.e_atLowerLimit; } else if (jointTranslation >= this.m_upperTranslation) { if (this.m_limitState != b2PrismaticJoint.e_atUpperLimit) { this.m_limitForce = 0.0; } this.m_limitState = b2PrismaticJoint.e_atUpperLimit; } else { this.m_limitState = b2PrismaticJoint.e_inactiveLimit; this.m_limitForce = 0.0; } } } if (this.m_enableMotor == false) { this.m_motorForce = 0.0; } if (this.m_enableLimit == false) { this.m_limitForce = 0.0; } if (step.warmStarting) { //b2Vec2 P1 = step.dt * (this.m_force * this.m_linearJacobian.linear1 + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear1); const P1X: number = step.dt * (this.m_force * this.m_linearJacobian.linear1.x + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear1.x); const P1Y: number = step.dt * (this.m_force * this.m_linearJacobian.linear1.y + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear1.y); //b2Vec2 P2 = step.dt * (this.m_force * this.m_linearJacobian.linear2 + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear2); const P2X: number = step.dt * (this.m_force * this.m_linearJacobian.linear2.x + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear2.x); const P2Y: number = step.dt * (this.m_force * this.m_linearJacobian.linear2.y + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.linear2.y); //float32 L1 = step.dt * (this.m_force * this.m_linearJacobian.angular1 - this.m_torque + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.angular1); const L1: number = step.dt * (this.m_force * this.m_linearJacobian.angular1 - this.m_torque + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.angular1); //float32 L2 = step.dt * (this.m_force * this.m_linearJacobian.angular2 + this.m_torque + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.angular2); const L2: number = step.dt * (this.m_force * this.m_linearJacobian.angular2 + this.m_torque + (this.m_motorForce + this.m_limitForce) * this.m_motorJacobian.angular2); //b1->this.m_linearVelocity += invMass1 * P1; b1.m_linearVelocity.x += invMass1 * P1X; b1.m_linearVelocity.y += invMass1 * P1Y; //b1->this.m_angularVelocity += invI1 * L1; b1.m_angularVelocity += invI1 * L1; //b2->this.m_linearVelocity += invMass2 * P2; b2.m_linearVelocity.x += invMass2 * P2X; b2.m_linearVelocity.y += invMass2 * P2Y; //b2->this.m_angularVelocity += invI2 * L2; b2.m_angularVelocity += invI2 * L2; } else { this.m_force = 0.0; this.m_torque = 0.0; this.m_limitForce = 0.0; this.m_motorForce = 0.0; } this.m_limitPositionImpulse = 0.0; } public SolveVelocityConstraints(step: b2TimeStep): void { const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; const invMass1: number = b1.m_invMass; const invMass2: number = b2.m_invMass; const invI1: number = b1.m_invI; const invI2: number = b2.m_invI; let oldLimitForce: number; // Solve linear constraint. const linearCdot: number = this.m_linearJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity); const force: number = -step.inv_dt * this.m_linearMass * linearCdot; this.m_force += force; let P: number = step.dt * force; //b1->this.m_linearVelocity += (invMass1 * P) * this.m_linearJacobian.linear1; b1.m_linearVelocity.x += (invMass1 * P) * this.m_linearJacobian.linear1.x; b1.m_linearVelocity.y += (invMass1 * P) * this.m_linearJacobian.linear1.y; //b1->this.m_angularVelocity += invI1 * P * this.m_linearJacobian.angular1; b1.m_angularVelocity += invI1 * P * this.m_linearJacobian.angular1; //b2->this.m_linearVelocity += (invMass2 * P) * this.m_linearJacobian.linear2; b2.m_linearVelocity.x += (invMass2 * P) * this.m_linearJacobian.linear2.x; b2.m_linearVelocity.y += (invMass2 * P) * this.m_linearJacobian.linear2.y; //b2.m_angularVelocity += invI2 * P * this.m_linearJacobian.angular2; b2.m_angularVelocity += invI2 * P * this.m_linearJacobian.angular2; // Solve angular constraint. const angularCdot: number = b2.m_angularVelocity - b1.m_angularVelocity; const torque: number = -step.inv_dt * this.m_angularMass * angularCdot; this.m_torque += torque; const L: number = step.dt * torque; b1.m_angularVelocity -= invI1 * L; b2.m_angularVelocity += invI2 * L; // Solve linear motor constraint. if (this.m_enableMotor && this.m_limitState != b2PrismaticJoint.e_equalLimits) { const motorCdot: number = this.m_motorJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity) - this.m_motorSpeed; let motorForce: number = -step.inv_dt * this.m_motorMass * motorCdot; const oldMotorForce: number = this.m_motorForce; this.m_motorForce = b2Math.b2Clamp(this.m_motorForce + motorForce, -this.m_maxMotorForce, this.m_maxMotorForce); motorForce = this.m_motorForce - oldMotorForce; P = step.dt * motorForce; //b1.m_linearVelocity += (invMass1 * P) * this.m_motorJacobian.linear1; b1.m_linearVelocity.x += (invMass1 * P) * this.m_motorJacobian.linear1.x; b1.m_linearVelocity.y += (invMass1 * P) * this.m_motorJacobian.linear1.y; //b1.m_angularVelocity += invI1 * P * this.m_motorJacobian.angular1; b1.m_angularVelocity += invI1 * P * this.m_motorJacobian.angular1; //b2->this.m_linearVelocity += (invMass2 * P) * this.m_motorJacobian.linear2; b2.m_linearVelocity.x += (invMass2 * P) * this.m_motorJacobian.linear2.x; b2.m_linearVelocity.y += (invMass2 * P) * this.m_motorJacobian.linear2.y; //b2->this.m_angularVelocity += invI2 * P * this.m_motorJacobian.angular2; b2.m_angularVelocity += invI2 * P * this.m_motorJacobian.angular2; } // Solve linear limit constraint. if (this.m_enableLimit && this.m_limitState != b2PrismaticJoint.e_inactiveLimit) { const limitCdot: number = this.m_motorJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity); let limitForce: number = -step.inv_dt * this.m_motorMass * limitCdot; if (this.m_limitState == b2PrismaticJoint.e_equalLimits) { this.m_limitForce += limitForce; } else if (this.m_limitState == b2PrismaticJoint.e_atLowerLimit) { oldLimitForce = this.m_limitForce; this.m_limitForce = b2Math.b2Max(this.m_limitForce + limitForce, 0.0); limitForce = this.m_limitForce - oldLimitForce; } else if (this.m_limitState == b2PrismaticJoint.e_atUpperLimit) { oldLimitForce = this.m_limitForce; this.m_limitForce = b2Math.b2Min(this.m_limitForce + limitForce, 0.0); limitForce = this.m_limitForce - oldLimitForce; } P = step.dt * limitForce; //b1->this.m_linearVelocity += (invMass1 * P) * this.m_motorJacobian.linear1; b1.m_linearVelocity.x += (invMass1 * P) * this.m_motorJacobian.linear1.x; b1.m_linearVelocity.y += (invMass1 * P) * this.m_motorJacobian.linear1.y; //b1->this.m_angularVelocity += invI1 * P * this.m_motorJacobian.angular1; b1.m_angularVelocity += invI1 * P * this.m_motorJacobian.angular1; //b2->this.m_linearVelocity += (invMass2 * P) * this.m_motorJacobian.linear2; b2.m_linearVelocity.x += (invMass2 * P) * this.m_motorJacobian.linear2.x; b2.m_linearVelocity.y += (invMass2 * P) * this.m_motorJacobian.linear2.y; //b2->this.m_angularVelocity += invI2 * P * this.m_motorJacobian.angular2; b2.m_angularVelocity += invI2 * P * this.m_motorJacobian.angular2; } } public SolvePositionConstraints(): boolean { let limitC: number; let oldLimitImpulse: number; const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; const invMass1: number = b1.m_invMass; const invMass2: number = b2.m_invMass; const invI1: number = b1.m_invI; const invI2: number = b2.m_invI; let tMat: b2Mat22; let tX: number; //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; let p1X: number = b1.m_sweep.c.x + r1X; let p1Y: number = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; let p2X: number = b2.m_sweep.c.x + r2X; let p2Y: number = b2.m_sweep.c.y + r2Y; //b2Vec2 d = p2 - p1; let dX: number = p2X - p1X; let dY: number = p2Y - p1Y; //b2Vec2 ay1 = b2Mul(b1->this.m_xf.R, this.m_localYAxis1); tMat = b1.m_xf.R; const ay1X: number = tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y; const ay1Y: number = tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y; // Solve linear (point-to-line) constraint. //float32 linearC = b2Dot(ay1, d); let linearC: number = ay1X * dX + ay1Y * dY; // Prevent overly large corrections. linearC = b2Math.b2Clamp(linearC, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection); const linearImpulse: number = -this.m_linearMass * linearC; //b1->this.m_sweep.c += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1; b1.m_sweep.c.x += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.x; b1.m_sweep.c.y += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.y; //b1->this.m_sweep.a += invI1 * linearImpulse * this.m_linearJacobian.angular1; b1.m_sweep.a += invI1 * linearImpulse * this.m_linearJacobian.angular1; //b1->SynchronizeTransform(); // updated by angular constraint //b2->this.m_sweep.c += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2; b2.m_sweep.c.x += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.x; b2.m_sweep.c.y += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.y; //b2->this.m_sweep.a += invI2 * linearImpulse * this.m_linearJacobian.angular2; b2.m_sweep.a += invI2 * linearImpulse * this.m_linearJacobian.angular2; //b2->SynchronizeTransform(); // updated by angular constraint let positionError: number = b2Math.b2Abs(linearC); // Solve angular constraint. let angularC: number = b2.m_sweep.a - b1.m_sweep.a - this.m_refAngle; // Prevent overly large corrections. angularC = b2Math.b2Clamp(angularC, -b2Settings.b2_maxAngularCorrection, b2Settings.b2_maxAngularCorrection); const angularImpulse: number = -this.m_angularMass * angularC; b1.m_sweep.a -= b1.m_invI * angularImpulse; b2.m_sweep.a += b2.m_invI * angularImpulse; b1.SynchronizeTransform(); b2.SynchronizeTransform(); const angularError: number = b2Math.b2Abs(angularC); // Solve linear limit constraint. if (this.m_enableLimit && this.m_limitState != b2PrismaticJoint.e_inactiveLimit) { //b2Vec2 r1 = b2Mul(b1->this.m_xf.R, this.m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; r1X = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; r1Y = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(b2->this.m_xf.R, this.m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; r2X = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; r2Y = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->this.m_sweep.c + r1; p1X = b1.m_sweep.c.x + r1X; p1Y = b1.m_sweep.c.y + r1Y; //b2Vec2 p2 = b2->this.m_sweep.c + r2; p2X = b2.m_sweep.c.x + r2X; p2Y = b2.m_sweep.c.y + r2Y; //b2Vec2 d = p2 - p1; dX = p2X - p1X; dY = p2Y - p1Y; //b2Vec2 ax1 = b2Mul(b1->this.m_xf.R, this.m_localXAxis1); tMat = b1.m_xf.R; const ax1X: number = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y; const ax1Y: number = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y; //float32 translation = b2Dot(ax1, d); const translation: number = (ax1X * dX + ax1Y * dY); let limitImpulse: number = 0.0; if (this.m_limitState == b2PrismaticJoint.e_equalLimits) { // Prevent large angular corrections limitC = b2Math.b2Clamp(translation, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection); limitImpulse = -this.m_motorMass * limitC; positionError = b2Math.b2Max(positionError, b2Math.b2Abs(angularC)); } else if (this.m_limitState == b2PrismaticJoint.e_atLowerLimit) { limitC = translation - this.m_lowerTranslation; positionError = b2Math.b2Max(positionError, -limitC); // Prevent large linear corrections and allow some slop. limitC = b2Math.b2Clamp(limitC + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); limitImpulse = -this.m_motorMass * limitC; oldLimitImpulse = this.m_limitPositionImpulse; this.m_limitPositionImpulse = b2Math.b2Max(this.m_limitPositionImpulse + limitImpulse, 0.0); limitImpulse = this.m_limitPositionImpulse - oldLimitImpulse; } else if (this.m_limitState == b2PrismaticJoint.e_atUpperLimit) { limitC = translation - this.m_upperTranslation; positionError = b2Math.b2Max(positionError, limitC); // Prevent large linear corrections and allow some slop. limitC = b2Math.b2Clamp(limitC - b2Settings.b2_linearSlop, 0.0, b2Settings.b2_maxLinearCorrection); limitImpulse = -this.m_motorMass * limitC; oldLimitImpulse = this.m_limitPositionImpulse; this.m_limitPositionImpulse = b2Math.b2Min(this.m_limitPositionImpulse + limitImpulse, 0.0); limitImpulse = this.m_limitPositionImpulse - oldLimitImpulse; } //b1->this.m_sweep.c += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1; b1.m_sweep.c.x += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.x; b1.m_sweep.c.y += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.y; //b1->this.m_sweep.a += invI1 * limitImpulse * this.m_motorJacobian.angular1; b1.m_sweep.a += invI1 * limitImpulse * this.m_motorJacobian.angular1; //b2->this.m_sweep.c += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2; b2.m_sweep.c.x += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.x; b2.m_sweep.c.y += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.y; //b2->this.m_sweep.a += invI2 * limitImpulse * this.m_motorJacobian.angular2; b2.m_sweep.a += invI2 * limitImpulse * this.m_motorJacobian.angular2; b1.SynchronizeTransform(); b2.SynchronizeTransform(); } return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; } public m_localAnchor1: b2Vec2 = new b2Vec2(); public m_localAnchor2: b2Vec2 = new b2Vec2(); public m_localXAxis1: b2Vec2 = new b2Vec2(); public m_localYAxis1: b2Vec2 = new b2Vec2(); public m_refAngle: number; public m_linearJacobian: b2Jacobian = new b2Jacobian(); public m_linearMass: number; // effective mass for point-to-line constraint. public m_force: number; public m_angularMass: number; // effective mass for angular constraint. public m_torque: number; public m_motorJacobian: b2Jacobian = new b2Jacobian(); public m_motorMass: number; // effective mass for motor/limit translational constraint. public m_motorForce: number; public m_limitForce: number; public m_limitPositionImpulse: number; public m_lowerTranslation: number; public m_upperTranslation: number; public m_maxMotorForce: number; public m_motorSpeed: number; public m_enableLimit: boolean; public m_enableMotor: boolean; public m_limitState: number /** int */; }