/* * Copyright (c) 2012 Ju Hyung Lee * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software * and associated documentation files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or * substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ //------------------------------------------------------------------------------------------------- // Weld Joint // // Point-to-Point Constraint: // C1 = p2 - p1 // Cdot1 = v2 + cross(w2, r2) - v1 - cross(w1, r1) // = -v1 + cross(r1, w1) + v2 - cross(r2, w1) // J1 = [ -I, skew(r1), I, -skew(r2) ] // // Angular Constraint: // C2 = a2 - a1 // C2dot = w2 - w1 // J2 = [ 0, -1, 0, 1 ] // // Block Jacobian Matrix: // J = [ -I, skew(r1), I, -skew(r2) ] // [ 0, -1, 0, 1 ] // // impulse = JT * lambda = [ -lambda_xy, -(cross(r1, lambda_xy) + lambda_z), lambda_xy, cross(r1, lambda_xy) + lambda_z ] //------------------------------------------------------------------------------------------------- WeldJoint = function(body1, body2, anchor) { Joint.call(this, Joint.TYPE_WELD, body1, body2, false); this.anchor1 = this.body1.getLocalPoint(anchor); this.anchor2 = this.body2.getLocalPoint(anchor); // Soft constraint coefficients this.gamma = 0; this.beta_c = 0; // Spring coefficients this.frequencyHz = 0; this.dampingRatio = 0; // Accumulated lambda this.lambda_acc = new vec3(0, 0, 0); } WeldJoint.prototype = new Joint; WeldJoint.prototype.constructor = WeldJoint; WeldJoint.prototype.setWorldAnchor1 = function(anchor1) { this.anchor1 = this.body1.getLocalPoint(anchor1); this.anchor2 = this.body2.getLocalPoint(anchor1); } WeldJoint.prototype.setWorldAnchor2 = function(anchor2) { this.anchor1 = this.body1.getLocalPoint(anchor2); this.anchor2 = this.body2.getLocalPoint(anchor2); } WeldJoint.prototype.serialize = function() { return { "type": "WeldJoint", "body1": this.body1.id, "body2": this.body2.id, "anchor1": this.body1.getWorldPoint(this.anchor1), "anchor2": this.body2.getWorldPoint(this.anchor2), "collideConnected": this.collideConnected, "maxForce": this.maxForce, "breakable": this.breakable, "frequencyHz": this.frequencyHz, "dampingRatio": this.dampingRatio }; } WeldJoint.prototype.setSpringFrequencyHz = function(frequencyHz) { // NOTE: frequencyHz should be limited to under 4 times time steps this.frequencyHz = frequencyHz; } WeldJoint.prototype.setSpringDampingRatio = function(dampingRatio) { this.dampingRatio = dampingRatio; } WeldJoint.prototype.initSolver = function(dt, warmStarting) { var body1 = this.body1; var body2 = this.body2; // Max impulse this.maxImpulse = this.maxForce * dt; // Transformed r1, r2 this.r1 = body1.xf.rotate(vec2.sub(this.anchor1, body1.centroid)); this.r2 = body2.xf.rotate(vec2.sub(this.anchor2, body2.centroid)); // invEM = J * invM * JT var sum_m_inv = body1.m_inv + body2.m_inv; var r1 = this.r1; var r2 = this.r2; var r1x_i = r1.x * body1.i_inv; var r1y_i = r1.y * body1.i_inv; var r2x_i = r2.x * body2.i_inv; var r2y_i = r2.y * body2.i_inv; var k11 = sum_m_inv + r1.y * r1y_i + r2.y * r2y_i; var k12 = -r1.x * r1y_i - r2.x * r2y_i; var k13 = -r1y_i - r2y_i; var k22 = sum_m_inv + r1.x * r1x_i + r2.x * r2x_i; var k23 = r1x_i + r2x_i; var k33 = body1.i_inv + body2.i_inv; this.em_inv = new mat3(k11, k12, k13, k12, k22, k23, k13, k23, k33); // Compute soft constraint parameters if (this.frequencyHz > 0) { var m = k33 > 0 ? 1 / k33 : 0; // Frequency var omega = 2 * Math.PI * this.frequencyHz; // Spring stiffness var k = m * omega * omega; // Damping coefficient var c = m * 2 * this.dampingRatio * omega; // Soft constraint formulas // gamma and beta are divided by dt to reduce computation this.gamma = (c + k * dt) * dt; this.gamma = this.gamma == 0 ? 0 : 1 / this.gamma; var beta = dt * k * this.gamma; // Position constraint var pc = body2.a - body1.a; this.beta_c = beta * pc; // invEM = invEM + gamma * I (to reduce calculation) this.em_inv._33 += this.gamma; } else { this.gamma = 0; this.beta_c = 0; } if (warmStarting) { // Apply cached constraint impulses // V += JT * lambda * invM var lambda_xy = new vec2(this.lambda_acc.x, this.lambda_acc.y); var lambda_z = this.lambda_acc.z; body1.v.mad(lambda_xy, -body1.m_inv); body1.w -= (vec2.cross(this.r1, lambda_xy) + lambda_z) * body1.i_inv; body2.v.mad(lambda_xy, body2.m_inv); body2.w += (vec2.cross(this.r2, lambda_xy) + lambda_z) * body2.i_inv; } else { this.lambda_acc.set(0, 0, 0); } } WeldJoint.prototype.solveVelocityConstraints = function() { var body1 = this.body1; var body2 = this.body2; if (this.frequencyHz > 0) { // Compute lambda for angular velocity constraint // Solve J2 * invM * J2T * lambda = -(J2 * V + beta * C + gamma * (lambda_acc + lambda)) var cdot2 = body2.w - body1.w; lambda_z = -(cdot2 + this.beta_c + this.gamma * this.lambda_acc.z) / this.em_inv._33; // Apply angular constraint impulses // V += J2T * lambda * invM body1.w -= lambda_z * body1.i_inv; body2.w += lambda_z * body2.i_inv; // Compute lambda for velocity constraint // Solve J1 * invM * J1T * lambda = -J1 * V var v1 = vec2.mad(body1.v, vec2.perp(this.r1), body1.w); var v2 = vec2.mad(body2.v, vec2.perp(this.r2), body2.w); var cdot1 = vec2.sub(v2, v1); var lambda_xy = this.em_inv.solve2x2(cdot1.neg()); // Accumulate lambda this.lambda_acc.x += lambda_xy.x; this.lambda_acc.y += lambda_xy.y; this.lambda_acc.z += lambda_z; // Apply constraint impulses // V += J1T * lambda * invM body1.v.mad(lambda_xy, -body1.m_inv); body1.w -= vec2.cross(this.r1, lambda_xy) * body1.i_inv; body2.v.mad(lambda_xy, body2.m_inv); body2.w += vec2.cross(this.r2, lambda_xy) * body2.i_inv; } else { // Compute lambda for velocity constraint // Solve J * invM * JT * lambda = -J * V // in 2D: cross(w, r) = perp(r) * w var v1 = vec2.mad(body1.v, vec2.perp(this.r1), body1.w); var v2 = vec2.mad(body2.v, vec2.perp(this.r2), body2.w); var cdot1 = vec2.sub(v2, v1); var cdot2 = body2.w - body1.w; var cdot = vec3.fromVec2(cdot1, cdot2); var lambda = this.em_inv.solve(cdot.neg()); // Accumulate lambda this.lambda_acc.addself(lambda); // Apply constraint impulses // V += JT * lambda * invM var lambda_xy = new vec2(lambda.x, lambda.y); body1.v.mad(lambda_xy, -body1.m_inv); body1.w -= (vec2.cross(this.r1, lambda_xy) + lambda.z) * body1.i_inv; body2.v.mad(lambda_xy, body2.m_inv); body2.w += (vec2.cross(this.r2, lambda_xy) + lambda.z) * body2.i_inv; } } WeldJoint.prototype.solvePositionConstraints = function() { var body1 = this.body1; var body2 = this.body2; // Transformed r1, r2 var r1 = vec2.rotate(vec2.sub(this.anchor1, body1.centroid), body1.a); var r2 = vec2.rotate(vec2.sub(this.anchor2, body2.centroid), body2.a); // Compute J * invM * JT var sum_m_inv = body1.m_inv + body2.m_inv; var r1x_i = r1.x * body1.i_inv; var r1y_i = r1.y * body1.i_inv; var r2x_i = r2.x * body2.i_inv; var r2y_i = r2.y * body2.i_inv; var k11 = sum_m_inv + r1.y * r1y_i + r2.y * r2y_i; var k12 = -r1.x * r1y_i - r2.x * r2y_i; var k13 = -r1y_i - r2y_i; var k22 = sum_m_inv + r1.x * r1x_i + r2.x * r2x_i; var k23 = r1x_i + r2x_i; var k33 = body1.i_inv + body2.i_inv; var em_inv = new mat3(k11, k12, k13, k12, k22, k23, k13, k23, k33); if (this.frequencyHz > 0) { // Position constraint var c1 = vec2.sub(vec2.add(body2.p, r2), vec2.add(body1.p, r1)); var c2 = 0; var correction = vec2.truncate(c1, Joint.MAX_LINEAR_CORRECTION); // Compute lambda for position constraint // Solve J1 * invM * J1T * lambda = -C / dt var lambda_dt_xy = em_inv.solve2x2(correction.neg()); // Apply constraint impulses // impulse = J1T * lambda // X += impulse * invM * dt body1.p.mad(lambda_dt_xy, -body1.m_inv); body1.a -= vec2.cross(r1, lambda_dt_xy) * body1.i_inv; body2.p.mad(lambda_dt_xy, body2.m_inv); body2.a += vec2.cross(r2, lambda_dt_xy) * body2.i_inv; } else { // Position constraint var c1 = vec2.sub(vec2.add(body2.p, r2), vec2.add(body1.p, r1)); var c2 = body2.a - body1.a; var correction = vec3.fromVec2( vec2.truncate(c1, Joint.MAX_LINEAR_CORRECTION), Math.clamp(c2, -Joint.MAX_ANGULAR_CORRECTION, Joint.MAX_ANGULAR_CORRECTION)); // Compute lambda for position constraint // Solve J * invM * JT * lambda = -C / dt var lambda_dt = em_inv.solve(correction.neg()); // Apply constraint impulses // impulse = JT * lambda // X += impulse * invM * dt var lambda_dt_xy = new vec2(lambda_dt.x, lambda_dt.y); body1.p.mad(lambda_dt_xy, -body1.m_inv); body1.a -= (vec2.cross(r1, lambda_dt_xy) + lambda_dt.z) * body1.i_inv; body2.p.mad(lambda_dt_xy, body2.m_inv); body2.a += (vec2.cross(r2, lambda_dt_xy) + lambda_dt.z) * body2.i_inv; } return c1.length() < Joint.LINEAR_SLOP && Math.abs(c2) <= Joint.ANGULAR_SLOP; } WeldJoint.prototype.getReactionForce = function(dt_inv) { return vec2.scale(this.lambda_acc.toVec2(), dt_inv); } WeldJoint.prototype.getReactionTorque = function(dt_inv) { return this.lambda_acc.z * dt_inv; }