box2d_sys 0.2.1

Bindings for Box2D v3.0
Documentation
// SPDX-FileCopyrightText: 2023 Erin Catto
// SPDX-License-Identifier: MIT

#include "body.h"
#include "core.h"
#include "joint.h"
#include "solver.h"
#include "solver_set.h"
#include "world.h"

// needed for dll export
#include "box2d/box2d.h"

void b2WeldJoint_SetLinearHertz( b2JointId jointId, float hertz )
{
	B2_ASSERT( b2IsValid( hertz ) && hertz >= 0.0f );
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	joint->weldJoint.linearHertz = hertz;
}

float b2WeldJoint_GetLinearHertz( b2JointId jointId )
{
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	return joint->weldJoint.linearHertz;
}

void b2WeldJoint_SetLinearDampingRatio( b2JointId jointId, float dampingRatio )
{
	B2_ASSERT( b2IsValid( dampingRatio ) && dampingRatio >= 0.0f );
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	joint->weldJoint.linearDampingRatio = dampingRatio;
}

float b2WeldJoint_GetLinearDampingRatio( b2JointId jointId )
{
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	return joint->weldJoint.linearDampingRatio;
}

void b2WeldJoint_SetAngularHertz( b2JointId jointId, float hertz )
{
	B2_ASSERT( b2IsValid( hertz ) && hertz >= 0.0f );
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	joint->weldJoint.angularHertz = hertz;
}

float b2WeldJoint_GetAngularHertz( b2JointId jointId )
{
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	return joint->weldJoint.angularHertz;
}

void b2WeldJoint_SetAngularDampingRatio( b2JointId jointId, float dampingRatio )
{
	B2_ASSERT( b2IsValid( dampingRatio ) && dampingRatio >= 0.0f );
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	joint->weldJoint.angularDampingRatio = dampingRatio;
}

float b2WeldJoint_GetAngularDampingRatio( b2JointId jointId )
{
	b2JointSim* joint = b2GetJointSimCheckType( jointId, b2_weldJoint );
	return joint->weldJoint.angularDampingRatio;
}

b2Vec2 b2GetWeldJointForce( b2World* world, b2JointSim* base )
{
	b2Vec2 force = b2MulSV( world->inv_h, base->weldJoint.linearImpulse );
	return force;
}

float b2GetWeldJointTorque( b2World* world, b2JointSim* base )
{
	return world->inv_h * base->weldJoint.angularImpulse;
}

// Point-to-point constraint
// C = p2 - p1
// Cdot = v2 - v1
//      = v2 + cross(w2, r2) - v1 - cross(w1, r1)
// J = [-I -r1_skew I r2_skew ]
// Identity used:
// w k % (rx i + ry j) = w * (-ry i + rx j)

// Angle constraint
// C = angle2 - angle1 - referenceAngle
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2

void b2PrepareWeldJoint( b2JointSim* base, b2StepContext* context )
{
	B2_ASSERT( base->type == b2_weldJoint );

	// chase body id to the solver set where the body lives
	int idA = base->bodyIdA;
	int idB = base->bodyIdB;

	b2World* world = context->world;

	b2Body* bodyA = b2BodyArray_Get( &world->bodies, idA );
	b2Body* bodyB = b2BodyArray_Get( &world->bodies, idB );

	B2_ASSERT( bodyA->setIndex == b2_awakeSet || bodyB->setIndex == b2_awakeSet );
	b2SolverSet* setA = b2SolverSetArray_Get( &world->solverSets, bodyA->setIndex );
	b2SolverSet* setB = b2SolverSetArray_Get( &world->solverSets, bodyB->setIndex );

	int localIndexA = bodyA->localIndex;
	int localIndexB = bodyB->localIndex;

	b2BodySim* bodySimA = b2BodySimArray_Get( &setA->bodySims, localIndexA );
	b2BodySim* bodySimB = b2BodySimArray_Get( &setB->bodySims, localIndexB );

	float mA = bodySimA->invMass;
	float iA = bodySimA->invInertia;
	float mB = bodySimB->invMass;
	float iB = bodySimB->invInertia;

	base->invMassA = mA;
	base->invMassB = mB;
	base->invIA = iA;
	base->invIB = iB;

	b2WeldJoint* joint = &base->weldJoint;
	joint->indexA = bodyA->setIndex == b2_awakeSet ? localIndexA : B2_NULL_INDEX;
	joint->indexB = bodyB->setIndex == b2_awakeSet ? localIndexB : B2_NULL_INDEX;

	b2Rot qA = bodySimA->transform.q;
	b2Rot qB = bodySimB->transform.q;

	joint->anchorA = b2RotateVector( qA, b2Sub( base->localOriginAnchorA, bodySimA->localCenter ) );
	joint->anchorB = b2RotateVector( qB, b2Sub( base->localOriginAnchorB, bodySimB->localCenter ) );
	joint->deltaCenter = b2Sub( bodySimB->center, bodySimA->center );
	joint->deltaAngle = b2RelativeAngle( qB, qA ) - joint->referenceAngle;

	float ka = iA + iB;
	joint->axialMass = ka > 0.0f ? 1.0f / ka : 0.0f;

	const float h = context->dt;

	if ( joint->linearHertz == 0.0f )
	{
		joint->linearSoftness = context->jointSoftness;
	}
	else
	{
		joint->linearSoftness = b2MakeSoft( joint->linearHertz, joint->linearDampingRatio, context->h );
	}

	if ( joint->angularHertz == 0.0f )
	{
		joint->angularSoftness = context->jointSoftness;
	}
	else
	{
		joint->angularSoftness = b2MakeSoft( joint->angularHertz, joint->angularDampingRatio, context->h );
	}

	if ( context->enableWarmStarting == false )
	{
		joint->linearImpulse = b2Vec2_zero;
		joint->angularImpulse = 0.0f;
	}
}

void b2WarmStartWeldJoint( b2JointSim* base, b2StepContext* context )
{
	float mA = base->invMassA;
	float mB = base->invMassB;
	float iA = base->invIA;
	float iB = base->invIB;

	// dummy state for static bodies
	b2BodyState dummyState = b2_identityBodyState;

	b2WeldJoint* joint = &base->weldJoint;

	b2BodyState* stateA = joint->indexA == B2_NULL_INDEX ? &dummyState : context->states + joint->indexA;
	b2BodyState* stateB = joint->indexB == B2_NULL_INDEX ? &dummyState : context->states + joint->indexB;

	b2Vec2 rA = b2RotateVector( stateA->deltaRotation, joint->anchorA );
	b2Vec2 rB = b2RotateVector( stateB->deltaRotation, joint->anchorB );

	stateA->linearVelocity = b2MulSub( stateA->linearVelocity, mA, joint->linearImpulse );
	stateA->angularVelocity -= iA * ( b2Cross( rA, joint->linearImpulse ) + joint->angularImpulse );

	stateB->linearVelocity = b2MulAdd( stateB->linearVelocity, mB, joint->linearImpulse );
	stateB->angularVelocity += iB * ( b2Cross( rB, joint->linearImpulse ) + joint->angularImpulse );
}

void b2SolveWeldJoint( b2JointSim* base, b2StepContext* context, bool useBias )
{
	B2_ASSERT( base->type == b2_weldJoint );

	float mA = base->invMassA;
	float mB = base->invMassB;
	float iA = base->invIA;
	float iB = base->invIB;

	// dummy state for static bodies
	b2BodyState dummyState = b2_identityBodyState;

	b2WeldJoint* joint = &base->weldJoint;

	b2BodyState* stateA = joint->indexA == B2_NULL_INDEX ? &dummyState : context->states + joint->indexA;
	b2BodyState* stateB = joint->indexB == B2_NULL_INDEX ? &dummyState : context->states + joint->indexB;

	b2Vec2 vA = stateA->linearVelocity;
	float wA = stateA->angularVelocity;
	b2Vec2 vB = stateB->linearVelocity;
	float wB = stateB->angularVelocity;

	// angular constraint
	{
		float bias = 0.0f;
		float massScale = 1.0f;
		float impulseScale = 0.0f;
		if ( useBias || joint->angularHertz > 0.0f )
		{
			float C = b2RelativeAngle( stateB->deltaRotation, stateA->deltaRotation ) + joint->deltaAngle;
			bias = joint->angularSoftness.biasRate * C;
			massScale = joint->angularSoftness.massScale;
			impulseScale = joint->angularSoftness.impulseScale;
		}

		float Cdot = wB - wA;
		float impulse = -massScale * joint->axialMass * ( Cdot + bias ) - impulseScale * joint->angularImpulse;
		joint->angularImpulse += impulse;

		wA -= iA * impulse;
		wB += iB * impulse;
	}

	// linear constraint
	{
		b2Vec2 rA = b2RotateVector( stateA->deltaRotation, joint->anchorA );
		b2Vec2 rB = b2RotateVector( stateB->deltaRotation, joint->anchorB );

		b2Vec2 bias = b2Vec2_zero;
		float massScale = 1.0f;
		float impulseScale = 0.0f;
		if ( useBias || joint->linearHertz > 0.0f )
		{
			b2Vec2 dcA = stateA->deltaPosition;
			b2Vec2 dcB = stateB->deltaPosition;
			b2Vec2 C = b2Add( b2Add( b2Sub( dcB, dcA ), b2Sub( rB, rA ) ), joint->deltaCenter );

			bias = b2MulSV( joint->linearSoftness.biasRate, C );
			massScale = joint->linearSoftness.massScale;
			impulseScale = joint->linearSoftness.impulseScale;
		}

		b2Vec2 Cdot = b2Sub( b2Add( vB, b2CrossSV( wB, rB ) ), b2Add( vA, b2CrossSV( wA, rA ) ) );

		b2Mat22 K;
		K.cx.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
		K.cy.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
		K.cx.y = K.cy.x;
		K.cy.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
		b2Vec2 b = b2Solve22( K, b2Add( Cdot, bias ) );

		b2Vec2 impulse = {
			-massScale * b.x - impulseScale * joint->linearImpulse.x,
			-massScale * b.y - impulseScale * joint->linearImpulse.y,
		};

		joint->linearImpulse = b2Add( joint->linearImpulse, impulse );

		vA = b2MulSub( vA, mA, impulse );
		wA -= iA * b2Cross( rA, impulse );
		vB = b2MulAdd( vB, mB, impulse );
		wB += iB * b2Cross( rB, impulse );
	}

	stateA->linearVelocity = vA;
	stateA->angularVelocity = wA;
	stateB->linearVelocity = vB;
	stateB->angularVelocity = wB;
}

#if 0
void b2DumpWeldJoint()
{
	int32 indexA = m_bodyA->m_islandIndex;
	int32 indexB = m_bodyB->m_islandIndex;

	b2Dump("  b2WeldJointDef jd;\n");
	b2Dump("  jd.bodyA = sims[%d];\n", indexA);
	b2Dump("  jd.bodyB = sims[%d];\n", indexB);
	b2Dump("  jd.collideConnected = bool(%d);\n", m_collideConnected);
	b2Dump("  jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
	b2Dump("  jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
	b2Dump("  jd.referenceAngle = %.9g;\n", m_referenceAngle);
	b2Dump("  jd.stiffness = %.9g;\n", m_stiffness);
	b2Dump("  jd.damping = %.9g;\n", m_damping);
	b2Dump("  joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
#endif