import { Equation } from '../equations/Equation' import { Vec3 } from '../math/Vec3' import type { Body } from '../objects/Body' export type RotationalEquationOptions = ConstructorParameters[2] /** * Rotational constraint. Works to keep the local vectors orthogonal to each other in world space. */ export class RotationalEquation extends Equation { /** * World oriented rotational axis. */ axisA: Vec3 /** * World oriented rotational axis. */ axisB: Vec3 /** * maxAngle */ maxAngle: number constructor( bodyA: Body, bodyB: Body, options: { /** * World oriented rotational axis. */ axisA?: Vec3 /** * World oriented rotational axis. */ axisB?: Vec3 /** * maxAngle */ maxAngle?: number /** * @default 1e6 */ maxForce?: 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.maxAngle = Math.PI / 2 } 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) // g = ni * nj // gdot = (nj x ni) * wi + (ni x nj) * wj // G = [0 njxni 0 nixnj] // W = [vi wi vj wj] GA.rotational.copy(njxni) GB.rotational.copy(nixnj) const g = Math.cos(this.maxAngle) - 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()