void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step) { b2Body* b1 = m_body1; b2Body* b2 = m_body2; b2Vec2 r1 = b2Mul(b1->GetXForm().R, m_localAnchor1 - b1->GetLocalCenter()); b2Vec2 r2 = b2Mul(b2->GetXForm().R, m_localAnchor2 - b2->GetLocalCenter()); if (m_state == e_atUpperLimit) { b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1); b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2); float32 Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2); float32 force = -B2FORCE_INV_SCALE(step.inv_dt) * m_pulleyMass * Cdot; float32 oldForce = m_force; m_force = b2Max(0.0f, m_force + force); force = m_force - oldForce; b2Vec2 P1 = -B2FORCE_SCALE(step.dt) * force * m_u1; b2Vec2 P2 = -B2FORCE_SCALE(step.dt) * m_ratio * force * m_u2; b1->m_linearVelocity += b1->m_invMass * P1; b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1); b2->m_linearVelocity += b2->m_invMass * P2; b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2); } if (m_limitState1 == e_atUpperLimit) { b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1); float32 Cdot = -b2Dot(m_u1, v1); float32 force = -B2FORCE_INV_SCALE(step.inv_dt) * m_limitMass1 * Cdot; float32 oldForce = m_limitForce1; m_limitForce1 = b2Max(0.0f, m_limitForce1 + force); force = m_limitForce1 - oldForce; b2Vec2 P1 = -B2FORCE_SCALE(step.dt) * force * m_u1; b1->m_linearVelocity += b1->m_invMass * P1; b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1); } if (m_limitState2 == e_atUpperLimit) { b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2); float32 Cdot = -b2Dot(m_u2, v2); float32 force = -B2FORCE_INV_SCALE(step.inv_dt) * m_limitMass2 * Cdot; float32 oldForce = m_limitForce2; m_limitForce2 = b2Max(0.0f, m_limitForce2 + force); force = m_limitForce2 - oldForce; b2Vec2 P2 = -B2FORCE_SCALE(step.dt) * force * m_u2; b2->m_linearVelocity += b2->m_invMass * P2; b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2); } }
void b2MouseJoint::SolveVelocityConstraints(const b2TimeStep& step) { b2Body* b = m_body2; b2Vec2 r = b2Mul(b->GetXForm().R, m_localAnchor - b->GetLocalCenter()); // Cdot = v + cross(w, r) b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r); b2Vec2 force = -B2FORCE_INV_SCALE(step.inv_dt) * b2Mul(m_mass, Cdot + (m_beta * step.inv_dt) * m_C + B2FORCE_SCALE(step.dt) * (m_gamma * m_impulse)); b2Vec2 oldForce = m_impulse; m_impulse += force; float32 forceMagnitude = m_impulse.Length(); if (forceMagnitude > m_maxForce) { m_impulse *= m_maxForce / forceMagnitude; } force = m_impulse - oldForce; b2Vec2 P = B2FORCE_SCALE(step.dt) * force; b->m_linearVelocity += b->m_invMass * P; b->m_angularVelocity += b->m_invI * b2Cross(r, P); }
void b2MouseJoint::InitVelocityConstraints(const b2TimeStep& step) { b2Body* b = m_body2; // Compute the effective mass matrix. b2Vec2 r = b2Mul(b->GetXForm().R, m_localAnchor - b->GetLocalCenter()); // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y] // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x] float32 invMass = b->m_invMass; float32 invI = b->m_invI; b2Mat22 K1; K1.col1.x = invMass; K1.col2.x = 0.0f; K1.col1.y = 0.0f; K1.col2.y = invMass; b2Mat22 K2; K2.col1.x = invI * r.y * r.y; K2.col2.x = -invI * r.x * r.y; K2.col1.y = -invI * r.x * r.y; K2.col2.y = invI * r.x * r.x; b2Mat22 K = K1 + K2; K.col1.x += m_gamma; K.col2.y += m_gamma; m_mass = K.Invert(); m_C = b->m_sweep.c + r - m_target; // Cheat with some damping b->m_angularVelocity *= 0.98f; // Warm starting. b2Vec2 P = B2FORCE_SCALE(step.dt) * m_impulse; b->m_linearVelocity += invMass * P; b->m_angularVelocity += invI * b2Cross(r, P); }
void b2LineJoint::SetMaxMotorForce(float32 force) { m_body1->WakeUp(); m_body2->WakeUp(); m_maxMotorForce = B2FORCE_SCALE(float32(1.0))*force; }
void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step) { b2Body* b1 = m_body1; b2Body* b2 = m_body2; b2Vec2 r1 = b2Mul(b1->GetXForm().R, m_localAnchor1 - b1->GetLocalCenter()); b2Vec2 r2 = b2Mul(b2->GetXForm().R, m_localAnchor2 - b2->GetLocalCenter()); b2Vec2 p1 = b1->m_sweep.c + r1; b2Vec2 p2 = b2->m_sweep.c + r2; b2Vec2 s1 = m_ground->GetXForm().position + m_groundAnchor1; b2Vec2 s2 = m_ground->GetXForm().position + m_groundAnchor2; // Get the pulley axes. m_u1 = p1 - s1; m_u2 = p2 - s2; float32 length1 = m_u1.Length(); float32 length2 = m_u2.Length(); if (length1 > b2_linearSlop) { m_u1 *= 1.0f / length1; } else { m_u1.SetZero(); } if (length2 > b2_linearSlop) { m_u2 *= 1.0f / length2; } else { m_u2.SetZero(); } float32 C = m_constant - length1 - m_ratio * length2; if (C > 0.0f) { m_state = e_inactiveLimit; m_force = 0.0f; } else { m_state = e_atUpperLimit; m_positionImpulse = 0.0f; } if (length1 < m_maxLength1) { m_limitState1 = e_inactiveLimit; m_limitForce1 = 0.0f; } else { m_limitState1 = e_atUpperLimit; m_limitPositionImpulse1 = 0.0f; } if (length2 < m_maxLength2) { m_limitState2 = e_inactiveLimit; m_limitForce2 = 0.0f; } else { m_limitState2 = e_atUpperLimit; m_limitPositionImpulse2 = 0.0f; } // Compute effective mass. float32 cr1u1 = b2Cross(r1, m_u1); float32 cr2u2 = b2Cross(r2, m_u2); m_limitMass1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1; m_limitMass2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2; m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2; b2Assert(m_limitMass1 > B2_FLT_EPSILON); b2Assert(m_limitMass2 > B2_FLT_EPSILON); b2Assert(m_pulleyMass > B2_FLT_EPSILON); m_limitMass1 = 1.0f / m_limitMass1; m_limitMass2 = 1.0f / m_limitMass2; m_pulleyMass = 1.0f / m_pulleyMass; if (step.warmStarting) { // Warm starting. b2Vec2 P1 = B2FORCE_SCALE(step.dt) * (-m_force - m_limitForce1) * m_u1; b2Vec2 P2 = B2FORCE_SCALE(step.dt) * (-m_ratio * m_force - m_limitForce2) * m_u2; b1->m_linearVelocity += b1->m_invMass * P1; b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1); b2->m_linearVelocity += b2->m_invMass * P2; b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2); } else { m_force = 0.0f; m_limitForce1 = 0.0f; m_limitForce2 = 0.0f; } }
b2Vec2 b2PulleyJoint::GetReactionForce() const { b2Vec2 F = B2FORCE_SCALE(m_force) * m_u2; return F; }
b2Vec2 b2MouseJoint::GetReactionForce() const { return B2FORCE_SCALE(float32(1.0))*m_impulse; }