Пример #1
0
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);
}
Пример #4
0
void b2LineJoint::SetMaxMotorForce(float32 force)
{
	m_body1->WakeUp();
	m_body2->WakeUp();
	m_maxMotorForce = B2FORCE_SCALE(float32(1.0))*force;
}
Пример #5
0
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;
	}
}
Пример #6
0
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;
}