Package net.phys2d.raw

Source Code of net.phys2d.raw.DistanceJoint

/*
* Phys2D - a 2D physics engine based on the work of Erin Catto. The
* original source remains:
*
* Copyright (c) 2006 Erin Catto http://www.gphysics.com
*
* This source is provided under the terms of the BSD License.
*
* Copyright (c) 2006, Phys2D
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or
* without modification, are permitted provided that the following
* conditions are met:
*
*  * Redistributions of source code must retain the above
*    copyright notice, this list of conditions and the
*    following disclaimer.
*  * Redistributions in binary form must reproduce the above
*    copyright notice, this list of conditions and the following
*    disclaimer in the documentation and/or other materials provided
*    with the distribution.
*  * Neither the name of the Phys2D/New Dawn Software nor the names of
*    its contributors may be used to endorse or promote products
*    derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
* CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY,
* OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
* OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
* TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
* OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
* OF SUCH DAMAGE.
*/
package net.phys2d.raw;

import net.phys2d.math.MathUtil;
import net.phys2d.math.Matrix2f;
import net.phys2d.math.Vector2f;

/**
* A joint that constrains the distance that two bodies can be from each other
*
* @author guRuQu
*/
public class DistanceJoint implements Joint {
  /** The cached impulse through the calculation to yield correct impulse faster */
  protected float accumulatedImpulse;
  /** Anchor point for first body, on which impulse is going to apply*/
  protected Vector2f anchor1;
  /** Anchor point for second body, on which impulse is going to apply*/
  protected Vector2f anchor2;
  /** The caculated bias */
  protected float bias;
  /** The first body in this joint */
  protected Body body1;
  /** The second bodu in this joint */
  protected Body body2;
  /** The distance between the bodies */
  private float distant;
  /** Distance Vector*/
  protected Vector2f dp;
  /** The matrix for applying impulse */
  protected Matrix2f M;
  /** The rotation of the first body */
  protected Vector2f r1;
  /** The rotation of the second body */
  protected Vector2f r2;
  /** The scalar */
  protected float sc;

  /**
   * @param body1  The first body to be attached on constraint
   * @param body2 The second body to be attached on constraint
   * @param anchor1 The anchor point on first body
   * @param anchor2 The anchor point on second body
   * @param distant The fixed distance that is going to keep between two bodies
   */
  public DistanceJoint(Body body1, Body body2, Vector2f anchor1,
      Vector2f anchor2, float distant) {
    this.body1 = body1;
    this.body2 = body2;
    this.anchor1 = anchor1;
    this.anchor2 = anchor2;
    this.distant = distant * distant;
  }
 
  /**
   * @see net.phys2d.raw.Joint#applyImpulse()
   */
  public void applyImpulse() {
    Vector2f dv = new Vector2f(body2.getVelocity());
    dv.add(MathUtil.cross(body2.getAngularVelocity(), r2));
    dv.sub(body1.getVelocity());
    dv.sub(MathUtil.cross(body1.getAngularVelocity(), r1));

    float ju = -dv.dot(dp) + bias;
    float p = ju / sc;

    Vector2f impulse = new Vector2f(dp);
    impulse.scale(p);

    if (!body1.isStatic()) {
      Vector2f accum1 = new Vector2f(impulse);
      accum1.scale(-body1.getInvMass());
      body1.adjustVelocity(accum1);
      body1.adjustAngularVelocity(-(body1.getInvI() * MathUtil.cross(r1,
          impulse)));
    }

    if (!body2.isStatic()) {
      Vector2f accum2 = new Vector2f(impulse);
      accum2.scale(body2.getInvMass());
      body2.adjustVelocity(accum2);
      body2.adjustAngularVelocity(body2.getInvI()
          * MathUtil.cross(r2, impulse));
    }

    accumulatedImpulse += p;
  }

  /**
   * Get the anchor of the joint on the first body
   *
   * @return The anchor of the joint on the first body
   */
  public Vector2f getAnchor1() {
    return anchor1;
  }

  /**
   * Get the anchor of the joint on the second body
   *
   * @return The anchor of the joint on the second body
   */
  public Vector2f getAnchor2() {
    return anchor2;
  }

  /**
   * @see net.phys2d.raw.Joint#getBody1()
   */
  public Body getBody1() {
    return body1;
  }

  /**
   * @see net.phys2d.raw.Joint#getBody2()
   */
  public Body getBody2() {
    return body2;
  }

  /**
   * @see net.phys2d.raw.Joint#preStep(float)
   */
  public void preStep(float invDT) {
    Matrix2f rot1 = new Matrix2f(body1.getRotation());
    Matrix2f rot2 = new Matrix2f(body2.getRotation());
    r1 = MathUtil.mul(rot1, anchor1);
    r2 = MathUtil.mul(rot2, anchor2);

    Matrix2f K1 = new Matrix2f();
    K1.col1.x = body1.getInvMass() + body2.getInvMass();
    K1.col2.x = 0.0f;
    K1.col1.y = 0.0f;
    K1.col2.y = body1.getInvMass() + body2.getInvMass();

    Matrix2f K2 = new Matrix2f();
    K2.col1.x = body1.getInvI() * r1.y * r1.y;
    K2.col2.x = -body1.getInvI() * r1.x * r1.y;
    K2.col1.y = -body1.getInvI() * r1.x * r1.y;
    K2.col2.y = body1.getInvI() * r1.x * r1.x;

    Matrix2f K3 = new Matrix2f();
    K3.col1.x = body2.getInvI() * r2.y * r2.y;
    K3.col2.x = -body2.getInvI() * r2.x * r2.y;
    K3.col1.y = -body2.getInvI() * r2.x * r2.y;
    K3.col2.y = body2.getInvI() * r2.x * r2.x;

    Matrix2f K = MathUtil.add(MathUtil.add(K1, K2), K3);

    Vector2f p1 = new Vector2f(body1.getPosition());
    p1.add(r1);
    Vector2f p2 = new Vector2f(body2.getPosition());
    p2.add(r2);
    dp = new Vector2f(p2);
    dp.sub(p1);

    float biasFactor = 0.3f;
    bias = biasFactor * (-dp.lengthSquared() + distant);

    dp.normalise();

    sc = MathUtil.mul(K, dp).dot(dp);

    Vector2f impulse = new Vector2f(dp);
    impulse.scale(accumulatedImpulse);

    if (!body1.isStatic()) {
      Vector2f accum1 = new Vector2f(impulse);
      accum1.scale(-body1.getInvMass());
      body1.adjustVelocity(accum1);
      body1.adjustAngularVelocity(-(body1.getInvI() * MathUtil.cross(r1,
          impulse)));
    }

    if (!body2.isStatic()) {
      Vector2f accum2 = new Vector2f(impulse);
      accum2.scale(body2.getInvMass());
      body2.adjustVelocity(accum2);
      body2.adjustAngularVelocity(body2.getInvI()
          * MathUtil.cross(r2, impulse));
    }
  }

  /**
   * @see net.phys2d.raw.Joint#setRelaxation(float)
   */
  public void setRelaxation(float relaxation) {
  }

}
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