Beispiel #1
0
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
{
    b2Vec2 vA = data.velocities[m_indexA].v;
    float32 wA = data.velocities[m_indexA].w;
    b2Vec2 vB = data.velocities[m_indexB].v;
    float32 wB = data.velocities[m_indexB].w;

    float32 mA = m_invMassA, mB = m_invMassB;
    float32 iA = m_invIA, iB = m_invIB;

    if (m_frequencyHz > 0.0f)
    {
        float32 Cdot2 = wB - wA;

        float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
        m_impulse.z += impulse2;

        wA -= iA * impulse2;
        wB += iB * impulse2;

        b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);

        b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
        m_impulse.x += impulse1.x;
        m_impulse.y += impulse1.y;

        b2Vec2 P = impulse1;

        vA -= mA * P;
        wA -= iA * b2Cross(m_rA, P);

        vB += mB * P;
        wB += iB * b2Cross(m_rB, P);
    }
    else
    {
        b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
        float32 Cdot2 = wB - wA;
        b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

        b2Vec3 impulse = -b2Mul(m_mass, Cdot);
        m_impulse += impulse;

        b2Vec2 P(impulse.x, impulse.y);

        vA -= mA * P;
        wA -= iA * (b2Cross(m_rA, P) + impulse.z);

        vB += mB * P;
        wB += iB * (b2Cross(m_rB, P) + impulse.z);
    }

    data.velocities[m_indexA].v = vA;
    data.velocities[m_indexA].w = wA;
    data.velocities[m_indexB].v = vB;
    data.velocities[m_indexB].w = wB;
}
void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
{
	b2Vec2 vA = data.velocities[m_indexA].v;
	float32 wA = data.velocities[m_indexA].w;
	b2Vec2 vB = data.velocities[m_indexB].v;
	float32 wB = data.velocities[m_indexB].w;

	float32 mA = m_invMassA, mB = m_invMassB;
	float32 iA = m_invIA, iB = m_invIB;

	// Solve linear motor constraint.
	if (m_enableMotor && m_limitState != e_equalLimits)
	{
		float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
		float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
		float32 oldImpulse = m_motorImpulse;
		float32 maxImpulse = data.step.dt * m_maxMotorForce;
		m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
		impulse = m_motorImpulse - oldImpulse;

		b2Vec2 P = impulse * m_axis;
		float32 LA = impulse * m_a1;
		float32 LB = impulse * m_a2;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;
	}

	b2Vec2 Cdot1;
	Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
	Cdot1.y = wB - wA;

	if (m_enableLimit && m_limitState != e_inactiveLimit)
	{
		// Solve prismatic and limit constraint in block form.
		float32 Cdot2;
		Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
		b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);

		b2Vec3 f1 = m_impulse;
		b2Vec3 df =  m_K.Solve33(-Cdot);
		m_impulse += df;

		if (m_limitState == e_atLowerLimit)
		{
			m_impulse.z = b2Max(m_impulse.z, 0.0f);
		}
		else if (m_limitState == e_atUpperLimit)
		{
			m_impulse.z = b2Min(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)
		b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
		b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
		m_impulse.x = f2r.x;
		m_impulse.y = f2r.y;

		df = m_impulse - f1;

		b2Vec2 P = df.x * m_perp + df.z * m_axis;
		float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
		float32 LB = df.x * m_s2 + df.y + df.z * m_a2;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;
	}
	else
	{
		// Limit is inactive, just solve the prismatic constraint in block form.
		b2Vec2 df = m_K.Solve22(-Cdot1);
		m_impulse.x += df.x;
		m_impulse.y += df.y;

		b2Vec2 P = df.x * m_perp;
		float32 LA = df.x * m_s1 + df.y;
		float32 LB = df.x * m_s2 + df.y;

		vA -= mA * P;
		wA -= iA * LA;

		vB += mB * P;
		wB += iB * LB;

		b2Vec2 Cdot10 = Cdot1;

		Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
		Cdot1.y = wB - wA;

		if (b2Abs(Cdot1.x) > 0.01f || b2Abs(Cdot1.y) > 0.01f)
		{
			b2Vec2 test = b2Mul22(m_K, df);
			Cdot1.x += 0.0f;
		}
	}

	data.velocities[m_indexA].v = vA;
	data.velocities[m_indexA].w = wA;
	data.velocities[m_indexB].v = vB;
	data.velocities[m_indexB].w = wB;
}