org.jbox2d.dynamics.joints.PrismaticJoint Maven / Gradle / Ivy
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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.Mat22;
import org.jbox2d.common.Mat33;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;
import org.jbox2d.common.Vec3;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.TimeStep;
import org.jbox2d.pooling.IWorldPool;
public class PrismaticJoint extends Joint {
public final Vec2 m_localAnchor1;
public final Vec2 m_localAnchor2;
public final Vec2 m_localXAxis1;
public final Vec2 m_localYAxis1;
public float m_refAngle;
public final Vec2 m_axis, m_perp;
public float m_s1, m_s2;
public float m_a1, m_a2;
public final Mat33 m_K;
public final Vec3 m_impulse;
public float m_motorMass; // effective mass for motor/limit translational constraint.
public float m_motorImpulse;
public float m_lowerTranslation;
public float m_upperTranslation;
public float m_maxMotorForce;
public float m_motorSpeed;
public boolean m_enableLimit;
public boolean m_enableMotor;
public LimitState m_limitState;
public PrismaticJoint(IWorldPool argWorld, PrismaticJointDef def) {
super(argWorld, def);
m_localAnchor1 = new Vec2(def.localAnchorA);
m_localAnchor2 = new Vec2(def.localAnchorB);
m_localXAxis1 = new Vec2(def.localAxis1);
m_localYAxis1 = new Vec2();
Vec2.crossToOut(1f, m_localXAxis1, m_localYAxis1);
m_refAngle = def.referenceAngle;
m_impulse = new Vec3();
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
m_lowerTranslation = def.lowerTranslation;
m_upperTranslation = def.upperTranslation;
m_maxMotorForce = def.maxMotorForce;
m_motorSpeed = def.motorSpeed;
m_enableLimit = def.enableLimit;
m_enableMotor = def.enableMotor;
m_limitState = LimitState.INACTIVE;
m_K = new Mat33();
m_axis = new Vec2();
m_perp = new Vec2();
}
@Override
public void getAnchorA(Vec2 argOut) {
m_bodyA.getWorldPointToOut(m_localAnchor1, argOut);
}
@Override
public void getAnchorB(Vec2 argOut) {
m_bodyB.getWorldPointToOut(m_localAnchor2, argOut);
}
@Override
public void getReactionForce(float inv_dt, Vec2 argOut) {
Vec2 temp = pool.popVec2();
temp.set(m_axis).mulLocal(m_motorImpulse + m_impulse.z);
argOut.set(m_perp).mulLocal(m_impulse.x).addLocal(temp).mulLocal(inv_dt);
pool.pushVec2(1);
}
@Override
public float getReactionTorque(float inv_dt) {
return inv_dt * m_impulse.y;
}
// / Get the current joint translation, usually in meters.
public float getJointTranslation() {
Body b1 = m_bodyA;
Body b2 = m_bodyB;
Vec2 p1 = pool.popVec2();
Vec2 p2 = pool.popVec2();
Vec2 axis = pool.popVec2();
b1.getWorldPointToOut(m_localAnchor1, p1);
b2.getWorldPointToOut(m_localAnchor2, p2);
p2.subLocal(p1);
b1.getWorldVectorToOut(m_localXAxis1, axis);
float translation = Vec2.dot(p2, axis);
pool.pushVec2(3);
return translation;
}
// / Get the current joint translation speed, usually in meters per second.
public float getJointSpeed() {
Body b1 = m_bodyA;
Body b2 = m_bodyB;
Vec2[] pc = pool.popVec2(9);
Vec2 temp = pc[0];
Vec2 r1 = pc[1];
Vec2 r2 = pc[2];
Vec2 p1 = pc[3];
Vec2 p2 = pc[4];
Vec2 d = pc[5];
Vec2 axis = pc[6];
Vec2 temp2 = pc[7];
Vec2 temp3 = pc[8];
temp.set(m_localAnchor1).subLocal(b1.getLocalCenter());
Mat22.mulToOut(b1.getTransform().R, temp, r1);
temp.set(m_localAnchor2).subLocal(b2.getLocalCenter());
Mat22.mulToOut(b2.getTransform().R, temp, r2);
p1.set(b1.m_sweep.c).addLocal(r1);
p2.set(b2.m_sweep.c).addLocal(r2);
d.set(p2).subLocal(p1);
b1.getWorldVectorToOut(m_localXAxis1, axis);
Vec2 v1 = b1.m_linearVelocity;
Vec2 v2 = b2.m_linearVelocity;
float w1 = b1.m_angularVelocity;
float w2 = b2.m_angularVelocity;
Vec2.crossToOut(w1, axis, temp);
Vec2.crossToOut(w2, r2, temp2);
Vec2.crossToOut(w1, r1, temp3);
temp2.addLocal(v2).subLocal(v1).subLocal(temp3);
float speed = Vec2.dot(d, temp) + Vec2.dot(axis, temp2);
pool.pushVec2(9);
return speed;
}
// / Is the joint limit enabled?
public boolean isLimitEnabled() {
return m_enableLimit;
}
// / Enable/disable the joint limit.
public void enableLimit(boolean flag) {
m_bodyA.setAwake(true);
m_bodyB.setAwake(true);
m_enableLimit = flag;
}
// / Get the lower joint limit, usually in meters.
public float getLowerLimit() {
return m_lowerTranslation;
}
// / Get the upper joint limit, usually in meters.
public float getUpperLimit() {
return m_upperTranslation;
}
// / Set the joint limits, usually in meters.
public void setLimits(float lower, float upper) {
assert (lower <= upper);
m_bodyA.setAwake(true);
m_bodyB.setAwake(true);
m_lowerTranslation = lower;
m_upperTranslation = upper;
}
// / Is the joint motor enabled?
public boolean isMotorEnabled() {
return m_enableMotor;
}
// / Enable/disable the joint motor.
public void enableMotor(boolean flag) {
m_bodyA.setAwake(true);
m_bodyB.setAwake(true);
m_enableMotor = flag;
}
// / Set the motor speed, usually in meters per second.
public void setMotorSpeed(float speed) {
m_bodyA.setAwake(true);
m_bodyB.setAwake(true);
m_motorSpeed = speed;
}
// / Get the motor speed, usually in meters per second.
public float getMotorSpeed() {
return m_motorSpeed;
}
// / Set the maximum motor force, usually in N.
public void setMaxMotorForce(float force) {
m_bodyA.setAwake(true);
m_bodyB.setAwake(true);
m_maxMotorForce = force;
}
// / Get the current motor force, usually in N.
public float getMotorForce() {
return m_motorImpulse;
}
@Override
public void initVelocityConstraints(TimeStep step) {
Body b1 = m_bodyA;
Body b2 = m_bodyB;
m_localCenterA.set(b1.getLocalCenter());
m_localCenterB.set(b2.getLocalCenter());
Transform xf1 = b1.getTransform();
Transform xf2 = b2.getTransform();
// Compute the effective masses.
final Vec2 temp = pool.popVec2();
final Vec2 r1 = pool.popVec2();
final Vec2 r2 = pool.popVec2();
final Vec2 d = pool.popVec2();
r1.set(m_localAnchor1).subLocal(m_localCenterA);
r2.set(m_localAnchor2).subLocal(m_localCenterB);
Mat22.mulToOut(xf1.R, r1, r1);
Mat22.mulToOut(xf2.R, r2, r2);
d.set(b2.m_sweep.c).addLocal(r2).subLocal(b1.m_sweep.c).subLocal(r1);
m_invMassA = b1.m_invMass;
m_invIA = b1.m_invI;
m_invMassB = b2.m_invMass;
m_invIB = b2.m_invI;
// Compute motor Jacobian and effective mass.
{
Mat22.mulToOut(xf1.R, m_localXAxis1, m_axis);
temp.set(d).addLocal(r1);
m_a1 = Vec2.cross(temp, m_axis);
m_a2 = Vec2.cross(r2, m_axis);
m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;
if (m_motorMass > Settings.EPSILON) {
m_motorMass = 1.0f / m_motorMass;
}
}
// Prismatic constraint.
{
Mat22.mulToOut(xf1.R, m_localYAxis1, m_perp);
temp.set(d).addLocal(r1);
m_s1 = Vec2.cross(temp, m_perp);
m_s2 = Vec2.cross(r2, m_perp);
float m1 = m_invMassA, m2 = m_invMassB;
float i1 = m_invIA, i2 = m_invIB;
float k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float k12 = i1 * m_s1 + i2 * m_s2;
float k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float k22 = i1 + i2;
float k23 = i1 * m_a1 + i2 * m_a2;
float k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.set(k11, k12, k13);
m_K.col2.set(k12, k22, k23);
m_K.col3.set(k13, k23, k33);
}
// Compute motor and limit terms.
if (m_enableLimit) {
float jointTranslation = Vec2.dot(m_axis, d);
if (MathUtils.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings.linearSlop) {
m_limitState = LimitState.EQUAL;
}
else if (jointTranslation <= m_lowerTranslation) {
if (m_limitState != LimitState.AT_LOWER) {
m_limitState = LimitState.AT_LOWER;
m_impulse.z = 0.0f;
}
}
else if (jointTranslation >= m_upperTranslation) {
if (m_limitState != LimitState.AT_UPPER) {
m_limitState = LimitState.AT_UPPER;
m_impulse.z = 0.0f;
}
}
else {
m_limitState = LimitState.INACTIVE;
m_impulse.z = 0.0f;
}
}
else {
m_limitState = LimitState.INACTIVE;
m_impulse.z = 0.0f;
}
if (m_enableMotor == false) {
m_motorImpulse = 0.0f;
}
if (step.warmStarting) {
// Account for variable time step.
m_impulse.mulLocal(step.dtRatio);
m_motorImpulse *= step.dtRatio;
final Vec2 P = pool.popVec2();
temp.set(m_axis).mulLocal(m_motorImpulse + m_impulse.z);
P.set(m_perp).mulLocal(m_impulse.x).addLocal(temp);
float L1 = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
float L2 = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
temp.set(P).mulLocal(m_invMassA);
b1.m_linearVelocity.subLocal(temp);
b1.m_angularVelocity -= m_invIA * L1;
temp.set(P).mulLocal(m_invMassB);
b2.m_linearVelocity.addLocal(temp);
b2.m_angularVelocity += m_invIB * L2;
pool.pushVec2(1);
}
else {
m_impulse.setZero();
m_motorImpulse = 0.0f;
}
pool.pushVec2(4);
}
@Override
public boolean solvePositionConstraints(float baumgarte) {
Body b1 = m_bodyA;
Body b2 = m_bodyB;
Vec2 c1 = b1.m_sweep.c;
float a1 = b1.m_sweep.a;
Vec2 c2 = b2.m_sweep.c;
float a2 = b2.m_sweep.a;
// Solve linear limit constraint.
float linearError = 0.0f, angularError = 0.0f;
boolean active = false;
float C2 = 0.0f;
final Mat22 R1 = pool.popMat22();
final Mat22 R2 = pool.popMat22();
R1.set(a1);
R2.set(a2);
final Vec2 temp = pool.popVec2();
final Vec2 r1 = pool.popVec2();
final Vec2 r2 = pool.popVec2();
final Vec2 d = pool.popVec2();
r1.set(m_localAnchor1).subLocal(m_localCenterA);
r2.set(m_localAnchor2).subLocal(m_localCenterB);
Mat22.mulToOut(R1, r1, r1);
Mat22.mulToOut(R2, r2, r2);
d.set(c2).addLocal(r2).subLocal(c1).subLocal(r1);
if (m_enableLimit) {
Mat22.mulToOut(R1, m_localXAxis1, m_axis);
temp.set(d).addLocal(r1);
m_a1 = Vec2.cross(temp, m_axis);
m_a2 = Vec2.cross(r2, m_axis);
float translation = Vec2.dot(m_axis, d);
if (MathUtils.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings.linearSlop) {
// Prevent large angular corrections
C2 = MathUtils.clamp(translation, -Settings.maxLinearCorrection, Settings.maxLinearCorrection);
linearError = MathUtils.abs(translation);
active = true;
}
else if (translation <= m_lowerTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.clamp(translation - m_lowerTranslation + Settings.linearSlop,
-Settings.maxLinearCorrection, 0.0f);
linearError = m_lowerTranslation - translation;
active = true;
}
else if (translation >= m_upperTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.clamp(translation - m_upperTranslation - Settings.linearSlop, 0.0f,
Settings.maxLinearCorrection);
linearError = translation - m_upperTranslation;
active = true;
}
}
Mat22.mulToOut(R1, m_localYAxis1, m_perp);
temp.set(d).addLocal(r1);
m_s1 = Vec2.cross(temp, m_perp);
m_s2 = Vec2.cross(r2, m_perp);
final Vec3 impulse = pool.popVec3();
final Vec2 C1 = pool.popVec2();
C1.x = Vec2.dot(m_perp, d);
C1.y = a2 - a1 - m_refAngle;
linearError = MathUtils.max(linearError, MathUtils.abs(C1.x));
angularError = MathUtils.abs(C1.y);
if (active) {
float m1 = m_invMassA, m2 = m_invMassB;
float i1 = m_invIA, i2 = m_invIB;
float k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float k12 = i1 * m_s1 + i2 * m_s2;
float k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float k22 = i1 + i2;
float k23 = i1 * m_a1 + i2 * m_a2;
float k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.set(k11, k12, k13);
m_K.col2.set(k12, k22, k23);
m_K.col3.set(k13, k23, k33);
final Vec3 C = pool.popVec3();
C.x = C1.x;
C.y = C1.y;
C.z = C2;
m_K.solve33ToOut(C.negateLocal(), impulse);
pool.pushVec3(1);
}
else {
float m1 = m_invMassA, m2 = m_invMassB;
float i1 = m_invIA, i2 = m_invIB;
float k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float k12 = i1 * m_s1 + i2 * m_s2;
float k22 = i1 + i2;
m_K.col1.set(k11, k12, 0.0f);
m_K.col2.set(k12, k22, 0.0f);
m_K.solve22ToOut(C1.negateLocal(), temp);
C1.negateLocal();
impulse.x = temp.x;
impulse.y = temp.y;
impulse.z = 0.0f;
}
final Vec2 P = pool.popVec2();
temp.set(m_perp).mulLocal(impulse.x);
P.set(m_axis).mulLocal(impulse.z).addLocal(temp);
float L1 = impulse.x * m_s1 + impulse.y + impulse.z * m_a1;
float L2 = impulse.x * m_s2 + impulse.y + impulse.z * m_a2;
temp.set(P).mulLocal(m_invMassA);
c1.subLocal(temp);
a1 -= m_invIA * L1;
temp.set(P).mulLocal(m_invMassB);
c2.addLocal(temp);
a2 += m_invIB * L2;
// TODO_ERIN remove need for this.
b1.m_sweep.c.set(c1);
b1.m_sweep.a = a1;
b2.m_sweep.c.set(c2);
b2.m_sweep.a = a2;
b1.synchronizeTransform();
b2.synchronizeTransform();
pool.pushVec2(6);
pool.pushVec3(1);
pool.pushMat22(2);
return linearError <= Settings.linearSlop && angularError <= Settings.angularSlop;
}
@Override
public void solveVelocityConstraints(TimeStep step) {
Body b1 = m_bodyA;
Body b2 = m_bodyB;
Vec2 v1 = b1.m_linearVelocity;
float w1 = b1.m_angularVelocity;
Vec2 v2 = b2.m_linearVelocity;
float w2 = b2.m_angularVelocity;
final Vec2 temp = pool.popVec2();
// Solve linear motor constraint.
if (m_enableMotor && m_limitState != LimitState.EQUAL) {
temp.set(v2).subLocal(v1);
float Cdot = Vec2.dot(m_axis, temp) + m_a2 * w2 - m_a1 * w1;
float impulse = m_motorMass * (m_motorSpeed - Cdot);
float oldImpulse = m_motorImpulse;
float maxImpulse = step.dt * m_maxMotorForce;
m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
final Vec2 P = pool.popVec2();
P.set(m_axis).mulLocal(impulse);
float L1 = impulse * m_a1;
float L2 = impulse * m_a2;
temp.set(P).mulLocal(m_invMassA);
v1.subLocal(temp);
w1 -= m_invIA * L1;
temp.set(P).mulLocal(m_invMassB);
v2.addLocal(temp);
w2 += m_invIB * L2;
pool.pushVec2(1);
}
final Vec2 Cdot1 = pool.popVec2();
temp.set(v2).subLocal(v1);
Cdot1.x = Vec2.dot(m_perp, temp) + m_s2 * w2 - m_s1 * w1;
Cdot1.y = w2 - w1;
//System.out.println(Cdot1);
if (m_enableLimit && m_limitState != LimitState.INACTIVE) {
// Solve prismatic and limit constraint in block form.
float Cdot2;
temp.set(v2).subLocal(v1);
Cdot2 = Vec2.dot(m_axis, temp) + m_a2 * w2 - m_a1 * w1;
final Vec3 Cdot = pool.popVec3();
Cdot.set(Cdot1.x, Cdot1.y, Cdot2);
Cdot.negateLocal();
final Vec3 f1 = pool.popVec3();
f1.set(m_impulse);
final Vec3 df = pool.popVec3();
m_K.solve33ToOut(Cdot, df);
m_impulse.addLocal(df);
if (m_limitState == LimitState.AT_LOWER) {
m_impulse.z = MathUtils.max(m_impulse.z, 0.0f);
}
else if (m_limitState == LimitState.AT_UPPER) {
m_impulse.z = MathUtils.min(m_impulse.z, 0.0f);
}
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) +
// f1(1:2)
final Vec2 b = pool.popVec2();
final Vec2 f2r = pool.popVec2();
temp.set(m_K.col3.x, m_K.col3.y).mulLocal(m_impulse.z - f1.z);
b.set(Cdot1).negateLocal().subLocal(temp);
temp.set(f1.x, f1.y);
m_K.solve22ToOut(b, f2r);
f2r.addLocal(temp);
m_impulse.x = f2r.x;
m_impulse.y = f2r.y;
df.set(m_impulse).subLocal(f1);
final Vec2 P = pool.popVec2();
temp.set(m_axis).mulLocal(df.z);
P.set(m_perp).mulLocal(df.x).addLocal(temp);
float L1 = df.x * m_s1 + df.y + df.z * m_a1;
float L2 = df.x * m_s2 + df.y + df.z * m_a2;
temp.set(P).mulLocal(m_invMassA);
v1.subLocal(temp);
w1 -= m_invIA * L1;
temp.set(P).mulLocal(m_invMassB);
v2.addLocal(temp);
w2 += m_invIB * L2;
pool.pushVec2(3);
pool.pushVec3(3);
}
else {
// Limit is inactive, just solve the prismatic constraint in block form.
final Vec2 df = pool.popVec2();
m_K.solve22ToOut(Cdot1.negateLocal(), df);
Cdot1.negateLocal();
m_impulse.x += df.x;
m_impulse.y += df.y;
final Vec2 P = pool.popVec2();
P.set(m_perp).mulLocal(df.x);
float L1 = df.x * m_s1 + df.y;
float L2 = df.x * m_s2 + df.y;
temp.set(P).mulLocal(m_invMassA);
v1.subLocal(temp);
w1 -= m_invIA * L1;
temp.set(P).mulLocal(m_invMassB);
v2.addLocal(temp);
w2 += m_invIB * L2;
pool.pushVec2(2);
}
b1.m_linearVelocity.set(v1);
b1.m_angularVelocity = w1;
b2.m_linearVelocity.set(v2);
b2.m_angularVelocity = w2;
pool.pushVec2(2);
}
}