// MIT License // Copyright (c) 2019 Erin Catto // 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. #include "box2d/b2_body.h" #include "box2d/b2_mouse_joint.h" #include "box2d/b2_time_step.h" // p = attached point, m = mouse point // C = p - m // Cdot = v // = v + cross(w, r) // J = [I r_skew] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def) : b2Joint(def) { m_targetA = def->target; m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA); m_maxForce = def->maxForce; m_stiffness = def->stiffness; m_damping = def->damping; m_impulse.SetZero(); m_beta = 0.0f; m_gamma = 0.0f; } void b2MouseJoint::SetTarget(const b2Vec2& target) { if (target != m_targetA) { m_bodyB->SetAwake(true); m_targetA = target; } } const b2Vec2& b2MouseJoint::GetTarget() const { return m_targetA; } void b2MouseJoint::SetMaxForce(float force) { m_maxForce = force; } float b2MouseJoint::GetMaxForce() const { return m_maxForce; } void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data) { m_indexB = m_bodyB->m_islandIndex; m_localCenterB = m_bodyB->m_sweep.localCenter; m_invMassB = m_bodyB->m_invMass; m_invIB = m_bodyB->m_invI; b2Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; b2Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; b2Rot qB(aB); float mass = m_bodyB->GetMass(); float d = m_damping; float k = m_stiffness; // magic formulas // gamma has units of inverse mass. // beta has units of inverse time. float h = data.step.dt; m_gamma = h * (d + h * k); if (m_gamma != 0.0f) { m_gamma = 1.0f / m_gamma; } m_beta = h * k * m_gamma; // Compute the effective mass matrix. m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); // 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] b2Mat22 K; K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma; K.ex.y = -m_invIB * m_rB.x * m_rB.y; K.ey.x = K.ex.y; K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma; m_mass = K.GetInverse(); m_C = cB + m_rB - m_targetA; m_C *= m_beta; // Cheat with some damping wB *= 0.98f; if (data.step.warmStarting) { m_impulse *= data.step.dtRatio; vB += m_invMassB * m_impulse; wB += m_invIB * b2Cross(m_rB, m_impulse); } else { m_impulse.SetZero(); } data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data) { b2Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; // Cdot = v + cross(w, r) b2Vec2 Cdot = vB + b2Cross(wB, m_rB); b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse)); b2Vec2 oldImpulse = m_impulse; m_impulse += impulse; float maxImpulse = data.step.dt * m_maxForce; if (m_impulse.LengthSquared() > maxImpulse * maxImpulse) { m_impulse *= maxImpulse / m_impulse.Length(); } impulse = m_impulse - oldImpulse; vB += m_invMassB * impulse; wB += m_invIB * b2Cross(m_rB, impulse); data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data) { B2_NOT_USED(data); return true; } b2Vec2 b2MouseJoint::GetAnchorA() const { return m_targetA; } b2Vec2 b2MouseJoint::GetAnchorB() const { return m_bodyB->GetWorldPoint(m_localAnchorB); } b2Vec2 b2MouseJoint::GetReactionForce(float inv_dt) const { return inv_dt * m_impulse; } float b2MouseJoint::GetReactionTorque(float inv_dt) const { return inv_dt * 0.0f; } void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin) { m_targetA -= newOrigin; }