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A GWT-compatible port of JBox2D, for use with PlayN games.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
package org.jbox2d.dynamics.joints;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.TimeStep;
import org.jbox2d.dynamics.World;
public class ConstantVolumeJoint extends Joint {
Body[] bodies;
float[] targetLengths;
float targetVolume;
//float relaxationFactor;//1.0 is perfectly stiff (but doesn't work, unstable)
Vec2[] normals;
TimeStep m_step;
private float m_impulse = 0.0f;
private World world;
DistanceJoint[] distanceJoints;
public Body[] getBodies() {
return bodies;
}
public void inflate(float factor) {
targetVolume *= factor;
}
public ConstantVolumeJoint(World argWorld, ConstantVolumeJointDef def) {
super(argWorld.getPool(),def);
world = argWorld;
if (def.bodies.length <= 2) {
throw new IllegalArgumentException("You cannot create a constant volume joint with less than three bodies.");
}
bodies = def.bodies;
//relaxationFactor = def.relaxationFactor;
targetLengths = new float[bodies.length];
for (int i=0; i Settings.maxLinearCorrection){
delta.mulLocal(Settings.maxLinearCorrection/norm);
}
if (norm > Settings.linearSlop){
done = false;
}
bodies[next].m_sweep.c.x += delta.x;
bodies[next].m_sweep.c.y += delta.y;
bodies[next].synchronizeTransform();
//bodies[next].m_linearVelocity.x += delta.x * step.inv_dt;
//bodies[next].m_linearVelocity.y += delta.y * step.inv_dt;
}
pool.pushVec2(1);
//System.out.println(sumdeltax);
return done;
}
@Override
public void initVelocityConstraints(final TimeStep step) {
m_step = step;
final Vec2[] d = pool.getVec2Array(bodies.length);
for (int i=0; i