import { Vec3 } from '../math/Vec3' import { Equation } from '../equations/Equation' import type { Body } from '../objects/Body' export type ConeEquationOptions = ConstructorParameters[2] /** * Cone equation. Works to keep the given body world vectors aligned, or tilted within a given angle from each other. */ export class ConeEquation extends Equation { /** * Local axis in A */ axisA: Vec3 /** * Local axis in B */ axisB: Vec3 /** * The "cone angle" to keep */ angle: number constructor( bodyA: Body, bodyB: Body, options: { /** * @default 1e6 */ maxForce?: number axisA?: Vec3 axisB?: Vec3 angle?: number } = {} ) { const maxForce = typeof options.maxForce !== 'undefined' ? options.maxForce : 1e6 super(bodyA, bodyB, -maxForce, maxForce) this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0) this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0) this.angle = typeof options.angle !== 'undefined' ? options.angle : 0 } computeB(h: number): number { const a = this.a const b = this.b const ni = this.axisA const nj = this.axisB const nixnj = tmpVec1 const njxni = tmpVec2 const GA = this.jacobianElementA const GB = this.jacobianElementB // Caluclate cross products ni.cross(nj, nixnj) nj.cross(ni, njxni) // The angle between two vector is: // cos(theta) = a * b / (length(a) * length(b) = { len(a) = len(b) = 1 } = a * b // g = a * b // gdot = (b x a) * wi + (a x b) * wj // G = [0 bxa 0 axb] // W = [vi wi vj wj] GA.rotational.copy(njxni) GB.rotational.copy(nixnj) const g = Math.cos(this.angle) - ni.dot(nj) const GW = this.computeGW() const GiMf = this.computeGiMf() const B = -g * a - GW * b - h * GiMf return B } } const tmpVec1 = new Vec3() const tmpVec2 = new Vec3()