#include "joint.h"
#include "body.h"
#include "contact.h"
#include "core.h"
#include "island.h"
#include "physics_world.h"
#include "shape.h"
#include "solver.h"
#include "solver_set.h"
#include "box2d/box2d.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
B2_ARRAY_SOURCE( b2Joint, b2Joint )
B2_ARRAY_SOURCE( b2JointSim, b2JointSim )
B2_ARRAY_SOURCE( b2JointEvent, b2JointEvent )
static b2JointDef b2DefaultJointDef( void )
{
b2JointDef def = { 0 };
def.localFrameA.q = b2Rot_identity;
def.localFrameB.q = b2Rot_identity;
def.forceThreshold = FLT_MAX;
def.torqueThreshold = FLT_MAX;
def.constraintHertz = 60.0f;
def.constraintDampingRatio = 2.0f;
def.drawScale = b2_lengthUnitsPerMeter;
return def;
}
b2DistanceJointDef b2DefaultDistanceJointDef( void )
{
b2DistanceJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.lowerSpringForce = -FLT_MAX;
def.upperSpringForce = FLT_MAX;
def.length = 1.0f;
def.maxLength = B2_HUGE;
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2MotorJointDef b2DefaultMotorJointDef( void )
{
b2MotorJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2FilterJointDef b2DefaultFilterJointDef( void )
{
b2FilterJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2PrismaticJointDef b2DefaultPrismaticJointDef( void )
{
b2PrismaticJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2RevoluteJointDef b2DefaultRevoluteJointDef( void )
{
b2RevoluteJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2WeldJointDef b2DefaultWeldJointDef( void )
{
b2WeldJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2WheelJointDef b2DefaultWheelJointDef( void )
{
b2WheelJointDef def = { 0 };
def.base = b2DefaultJointDef();
def.enableSpring = true;
def.hertz = 1.0f;
def.dampingRatio = 0.7f;
def.internalValue = B2_SECRET_COOKIE;
return def;
}
b2ExplosionDef b2DefaultExplosionDef( void )
{
b2ExplosionDef def = { 0 };
def.maskBits = B2_DEFAULT_MASK_BITS;
return def;
}
b2Joint* b2GetJointFullId( b2World* world, b2JointId jointId )
{
int id = jointId.index1 - 1;
b2Joint* joint = b2JointArray_Get( &world->joints, id );
B2_ASSERT( joint->jointId == id && joint->generation == jointId.generation );
return joint;
}
b2JointSim* b2GetJointSim( b2World* world, b2Joint* joint )
{
if ( joint->setIndex == b2_awakeSet )
{
B2_ASSERT( 0 <= joint->colorIndex && joint->colorIndex < B2_GRAPH_COLOR_COUNT );
b2GraphColor* color = world->constraintGraph.colors + joint->colorIndex;
return b2JointSimArray_Get( &color->jointSims, joint->localIndex );
}
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, joint->setIndex );
return b2JointSimArray_Get( &set->jointSims, joint->localIndex );
}
b2JointSim* b2GetJointSimCheckType( b2JointId jointId, b2JointType type )
{
B2_UNUSED( type );
b2World* world = b2GetWorld( jointId.world0 );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return NULL;
}
b2Joint* joint = b2GetJointFullId( world, jointId );
B2_ASSERT( joint->type == type );
b2JointSim* jointSim = b2GetJointSim( world, joint );
B2_ASSERT( jointSim->type == type );
return jointSim;
}
static void b2DestroyContactsBetweenBodies( b2World* world, b2Body* bodyA, b2Body* bodyB )
{
int contactKey;
int otherBodyId;
if ( bodyA->contactCount < bodyB->contactCount )
{
contactKey = bodyA->headContactKey;
otherBodyId = bodyB->id;
}
else
{
contactKey = bodyB->headContactKey;
otherBodyId = bodyA->id;
}
bool wakeBodies = false;
while ( contactKey != B2_NULL_INDEX )
{
int contactId = contactKey >> 1;
int edgeIndex = contactKey & 1;
b2Contact* contact = b2ContactArray_Get( &world->contacts, contactId );
contactKey = contact->edges[edgeIndex].nextKey;
int otherEdgeIndex = edgeIndex ^ 1;
if ( contact->edges[otherEdgeIndex].bodyId == otherBodyId )
{
b2DestroyContact( world, contact, wakeBodies );
}
}
b2ValidateSolverSets( world );
}
typedef struct b2JointPair
{
b2Joint* joint;
b2JointSim* jointSim;
} b2JointPair;
static b2JointPair b2CreateJoint( b2World* world, const b2JointDef* def, b2JointType type )
{
B2_ASSERT( b2IsValidTransform( def->localFrameA ) );
B2_ASSERT( b2IsValidTransform( def->localFrameB ) );
B2_ASSERT( world->worldId == def->bodyIdA.world0 );
B2_ASSERT( world->worldId == def->bodyIdB.world0 );
B2_ASSERT( B2_ID_EQUALS( def->bodyIdA, def->bodyIdB ) == false );
b2Body* bodyA = b2GetBodyFullId( world, def->bodyIdA );
b2Body* bodyB = b2GetBodyFullId( world, def->bodyIdB );
int bodyIdA = bodyA->id;
int bodyIdB = bodyB->id;
int maxSetIndex = b2MaxInt( bodyA->setIndex, bodyB->setIndex );
int jointId = b2AllocId( &world->jointIdPool );
if ( jointId == world->joints.count )
{
b2JointArray_Push( &world->joints, (b2Joint){ 0 } );
}
b2Joint* joint = b2JointArray_Get( &world->joints, jointId );
joint->jointId = jointId;
joint->userData = def->userData;
joint->generation += 1;
joint->setIndex = B2_NULL_INDEX;
joint->colorIndex = B2_NULL_INDEX;
joint->localIndex = B2_NULL_INDEX;
joint->islandId = B2_NULL_INDEX;
joint->islandPrev = B2_NULL_INDEX;
joint->islandNext = B2_NULL_INDEX;
joint->drawScale = def->drawScale;
joint->type = type;
joint->collideConnected = def->collideConnected;
joint->edges[0].bodyId = bodyIdA;
joint->edges[0].prevKey = B2_NULL_INDEX;
joint->edges[0].nextKey = bodyA->headJointKey;
int keyA = ( jointId << 1 ) | 0;
if ( bodyA->headJointKey != B2_NULL_INDEX )
{
b2Joint* jointA = b2JointArray_Get( &world->joints, bodyA->headJointKey >> 1 );
b2JointEdge* edgeA = jointA->edges + ( bodyA->headJointKey & 1 );
edgeA->prevKey = keyA;
}
bodyA->headJointKey = keyA;
bodyA->jointCount += 1;
joint->edges[1].bodyId = bodyIdB;
joint->edges[1].prevKey = B2_NULL_INDEX;
joint->edges[1].nextKey = bodyB->headJointKey;
int keyB = ( jointId << 1 ) | 1;
if ( bodyB->headJointKey != B2_NULL_INDEX )
{
b2Joint* jointB = b2JointArray_Get( &world->joints, bodyB->headJointKey >> 1 );
b2JointEdge* edgeB = jointB->edges + ( bodyB->headJointKey & 1 );
edgeB->prevKey = keyB;
}
bodyB->headJointKey = keyB;
bodyB->jointCount += 1;
b2JointSim* jointSim;
if ( bodyA->setIndex == b2_disabledSet || bodyB->setIndex == b2_disabledSet )
{
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, b2_disabledSet );
joint->setIndex = b2_disabledSet;
joint->localIndex = set->jointSims.count;
jointSim = b2JointSimArray_Add( &set->jointSims );
memset( jointSim, 0, sizeof( b2JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else if ( bodyA->type != b2_dynamicBody && bodyB->type != b2_dynamicBody )
{
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, b2_staticSet );
joint->setIndex = b2_staticSet;
joint->localIndex = set->jointSims.count;
jointSim = b2JointSimArray_Add( &set->jointSims );
memset( jointSim, 0, sizeof( b2JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else if ( bodyA->setIndex == b2_awakeSet || bodyB->setIndex == b2_awakeSet )
{
if ( maxSetIndex >= b2_firstSleepingSet )
{
b2WakeSolverSet( world, maxSetIndex );
}
joint->setIndex = b2_awakeSet;
jointSim = b2CreateJointInGraph( world, joint );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
}
else
{
B2_ASSERT( bodyA->setIndex >= b2_firstSleepingSet || bodyB->setIndex >= b2_firstSleepingSet );
B2_ASSERT( bodyA->setIndex != b2_staticSet || bodyB->setIndex != b2_staticSet );
int setIndex = maxSetIndex;
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, setIndex );
joint->setIndex = setIndex;
joint->localIndex = set->jointSims.count;
jointSim = b2JointSimArray_Add( &set->jointSims );
memset( jointSim, 0, sizeof( b2JointSim ) );
jointSim->jointId = jointId;
jointSim->bodyIdA = bodyIdA;
jointSim->bodyIdB = bodyIdB;
if ( bodyA->setIndex != bodyB->setIndex && bodyA->setIndex >= b2_firstSleepingSet &&
bodyB->setIndex >= b2_firstSleepingSet )
{
b2MergeSolverSets( world, bodyA->setIndex, bodyB->setIndex );
B2_ASSERT( bodyA->setIndex == bodyB->setIndex );
setIndex = bodyA->setIndex;
b2SolverSet* mergedSet = b2SolverSetArray_Get( &world->solverSets, setIndex );
jointSim = b2JointSimArray_Get( &mergedSet->jointSims, joint->localIndex );
}
B2_ASSERT( joint->setIndex == setIndex );
}
jointSim->localFrameA = def->localFrameA;
jointSim->localFrameB = def->localFrameB;
jointSim->type = type;
jointSim->constraintHertz = def->constraintHertz;
jointSim->constraintDampingRatio = def->constraintDampingRatio;
jointSim->constraintSoftness = (b2Softness){
.biasRate = 0.0f,
.massScale = 1.0f,
.impulseScale = 0.0f,
};
B2_ASSERT( b2IsValidFloat( def->forceThreshold ) && def->forceThreshold >= 0.0f );
B2_ASSERT( b2IsValidFloat( def->torqueThreshold ) && def->torqueThreshold >= 0.0f );
jointSim->forceThreshold = def->forceThreshold;
jointSim->torqueThreshold = def->torqueThreshold;
B2_ASSERT( jointSim->jointId == jointId );
B2_ASSERT( jointSim->bodyIdA == bodyIdA );
B2_ASSERT( jointSim->bodyIdB == bodyIdB );
if ( joint->setIndex > b2_disabledSet )
{
b2LinkJoint( world, joint );
}
if ( def->collideConnected == false )
{
b2DestroyContactsBetweenBodies( world, bodyA, bodyB );
}
b2ValidateSolverSets( world );
return (b2JointPair){ joint, jointSim };
}
b2JointId b2CreateDistanceJoint( b2WorldId worldId, const b2DistanceJointDef* def )
{
B2_CHECK_DEF( def );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
B2_ASSERT( b2IsValidFloat( def->length ) && def->length > 0.0f );
B2_ASSERT( def->lowerSpringForce <= def->upperSpringForce );
b2JointPair pair = b2CreateJoint( world, &def->base, b2_distanceJoint );
b2JointSim* joint = pair.jointSim;
b2DistanceJoint empty = { 0 };
joint->distanceJoint = empty;
joint->distanceJoint.length = b2MaxFloat( def->length, B2_LINEAR_SLOP );
joint->distanceJoint.hertz = def->hertz;
joint->distanceJoint.dampingRatio = def->dampingRatio;
joint->distanceJoint.minLength = b2MaxFloat( def->minLength, B2_LINEAR_SLOP );
joint->distanceJoint.maxLength = b2MaxFloat( def->minLength, def->maxLength );
joint->distanceJoint.maxMotorForce = def->maxMotorForce;
joint->distanceJoint.motorSpeed = def->motorSpeed;
joint->distanceJoint.enableSpring = def->enableSpring;
joint->distanceJoint.lowerSpringForce = def->lowerSpringForce;
joint->distanceJoint.upperSpringForce = def->upperSpringForce;
joint->distanceJoint.enableLimit = def->enableLimit;
joint->distanceJoint.enableMotor = def->enableMotor;
joint->distanceJoint.impulse = 0.0f;
joint->distanceJoint.lowerImpulse = 0.0f;
joint->distanceJoint.upperImpulse = 0.0f;
joint->distanceJoint.motorImpulse = 0.0f;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreateMotorJoint( b2WorldId worldId, const b2MotorJointDef* def )
{
B2_CHECK_DEF( def );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_motorJoint );
b2JointSim* joint = pair.jointSim;
joint->motorJoint = (b2MotorJoint){ 0 };
joint->motorJoint.linearVelocity = def->linearVelocity;
joint->motorJoint.maxVelocityForce = def->maxVelocityForce;
joint->motorJoint.angularVelocity = def->angularVelocity;
joint->motorJoint.maxVelocityTorque = def->maxVelocityTorque;
joint->motorJoint.linearHertz = def->linearHertz;
joint->motorJoint.linearDampingRatio = def->linearDampingRatio;
joint->motorJoint.maxSpringForce = def->maxSpringForce;
joint->motorJoint.angularHertz = def->angularHertz;
joint->motorJoint.angularDampingRatio = def->angularDampingRatio;
joint->motorJoint.maxSpringTorque = def->maxSpringTorque;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreateFilterJoint( b2WorldId worldId, const b2FilterJointDef* def )
{
B2_CHECK_DEF( def );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_filterJoint );
b2JointSim* joint = pair.jointSim;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreatePrismaticJoint( b2WorldId worldId, const b2PrismaticJointDef* def )
{
B2_CHECK_DEF( def );
B2_ASSERT( def->lowerTranslation <= def->upperTranslation );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_prismaticJoint );
b2JointSim* joint = pair.jointSim;
joint->prismaticJoint = (b2PrismaticJoint){ 0 };
joint->prismaticJoint.hertz = def->hertz;
joint->prismaticJoint.dampingRatio = def->dampingRatio;
joint->prismaticJoint.targetTranslation = def->targetTranslation;
joint->prismaticJoint.lowerTranslation = def->lowerTranslation;
joint->prismaticJoint.upperTranslation = def->upperTranslation;
joint->prismaticJoint.maxMotorForce = def->maxMotorForce;
joint->prismaticJoint.motorSpeed = def->motorSpeed;
joint->prismaticJoint.enableSpring = def->enableSpring;
joint->prismaticJoint.enableLimit = def->enableLimit;
joint->prismaticJoint.enableMotor = def->enableMotor;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreateRevoluteJoint( b2WorldId worldId, const b2RevoluteJointDef* def )
{
B2_CHECK_DEF( def );
B2_ASSERT( def->lowerAngle <= def->upperAngle );
B2_ASSERT( def->lowerAngle >= -0.99f * B2_PI );
B2_ASSERT( def->upperAngle <= 0.99f * B2_PI );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_revoluteJoint );
b2JointSim* joint = pair.jointSim;
b2RevoluteJoint empty = { 0 };
joint->revoluteJoint = empty;
joint->revoluteJoint.targetAngle = b2ClampFloat( def->targetAngle, -B2_PI, B2_PI );
joint->revoluteJoint.hertz = def->hertz;
joint->revoluteJoint.dampingRatio = def->dampingRatio;
joint->revoluteJoint.lowerAngle = def->lowerAngle;
joint->revoluteJoint.upperAngle = def->upperAngle;
joint->revoluteJoint.maxMotorTorque = def->maxMotorTorque;
joint->revoluteJoint.motorSpeed = def->motorSpeed;
joint->revoluteJoint.enableSpring = def->enableSpring;
joint->revoluteJoint.enableLimit = def->enableLimit;
joint->revoluteJoint.enableMotor = def->enableMotor;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreateWeldJoint( b2WorldId worldId, const b2WeldJointDef* def )
{
B2_CHECK_DEF( def );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_weldJoint );
b2JointSim* joint = pair.jointSim;
b2WeldJoint empty = { 0 };
joint->weldJoint = empty;
joint->weldJoint.linearHertz = def->linearHertz;
joint->weldJoint.linearDampingRatio = def->linearDampingRatio;
joint->weldJoint.angularHertz = def->angularHertz;
joint->weldJoint.angularDampingRatio = def->angularDampingRatio;
joint->weldJoint.linearImpulse = b2Vec2_zero;
joint->weldJoint.angularImpulse = 0.0f;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
b2JointId b2CreateWheelJoint( b2WorldId worldId, const b2WheelJointDef* def )
{
B2_CHECK_DEF( def );
B2_ASSERT( def->lowerTranslation <= def->upperTranslation );
b2World* world = b2GetWorldFromId( worldId );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return (b2JointId){ 0 };
}
b2JointPair pair = b2CreateJoint( world, &def->base, b2_wheelJoint );
b2JointSim* joint = pair.jointSim;
joint->wheelJoint = (b2WheelJoint){ 0 };
joint->wheelJoint.perpMass = 0.0f;
joint->wheelJoint.axialMass = 0.0f;
joint->wheelJoint.motorImpulse = 0.0f;
joint->wheelJoint.lowerImpulse = 0.0f;
joint->wheelJoint.upperImpulse = 0.0f;
joint->wheelJoint.lowerTranslation = def->lowerTranslation;
joint->wheelJoint.upperTranslation = def->upperTranslation;
joint->wheelJoint.maxMotorTorque = def->maxMotorTorque;
joint->wheelJoint.motorSpeed = def->motorSpeed;
joint->wheelJoint.hertz = def->hertz;
joint->wheelJoint.dampingRatio = def->dampingRatio;
joint->wheelJoint.enableSpring = def->enableSpring;
joint->wheelJoint.enableLimit = def->enableLimit;
joint->wheelJoint.enableMotor = def->enableMotor;
b2JointId jointId = { joint->jointId + 1, world->worldId, pair.joint->generation };
return jointId;
}
void b2DestroyJointInternal( b2World* world, b2Joint* joint, bool wakeBodies )
{
int jointId = joint->jointId;
b2JointEdge* edgeA = joint->edges + 0;
b2JointEdge* edgeB = joint->edges + 1;
int idA = edgeA->bodyId;
int idB = edgeB->bodyId;
b2Body* bodyA = b2BodyArray_Get( &world->bodies, idA );
b2Body* bodyB = b2BodyArray_Get( &world->bodies, idB );
if ( edgeA->prevKey != B2_NULL_INDEX )
{
b2Joint* prevJoint = b2JointArray_Get( &world->joints, edgeA->prevKey >> 1 );
b2JointEdge* prevEdge = prevJoint->edges + ( edgeA->prevKey & 1 );
prevEdge->nextKey = edgeA->nextKey;
}
if ( edgeA->nextKey != B2_NULL_INDEX )
{
b2Joint* nextJoint = b2JointArray_Get( &world->joints, edgeA->nextKey >> 1 );
b2JointEdge* nextEdge = nextJoint->edges + ( edgeA->nextKey & 1 );
nextEdge->prevKey = edgeA->prevKey;
}
int edgeKeyA = ( jointId << 1 ) | 0;
if ( bodyA->headJointKey == edgeKeyA )
{
bodyA->headJointKey = edgeA->nextKey;
}
bodyA->jointCount -= 1;
if ( edgeB->prevKey != B2_NULL_INDEX )
{
b2Joint* prevJoint = b2JointArray_Get( &world->joints, edgeB->prevKey >> 1 );
b2JointEdge* prevEdge = prevJoint->edges + ( edgeB->prevKey & 1 );
prevEdge->nextKey = edgeB->nextKey;
}
if ( edgeB->nextKey != B2_NULL_INDEX )
{
b2Joint* nextJoint = b2JointArray_Get( &world->joints, edgeB->nextKey >> 1 );
b2JointEdge* nextEdge = nextJoint->edges + ( edgeB->nextKey & 1 );
nextEdge->prevKey = edgeB->prevKey;
}
int edgeKeyB = ( jointId << 1 ) | 1;
if ( bodyB->headJointKey == edgeKeyB )
{
bodyB->headJointKey = edgeB->nextKey;
}
bodyB->jointCount -= 1;
if ( joint->islandId != B2_NULL_INDEX )
{
B2_ASSERT( joint->setIndex > b2_disabledSet );
b2UnlinkJoint( world, joint );
}
else
{
B2_ASSERT( joint->setIndex <= b2_disabledSet );
}
int setIndex = joint->setIndex;
int localIndex = joint->localIndex;
if ( setIndex == b2_awakeSet )
{
b2RemoveJointFromGraph( world, joint->edges[0].bodyId, joint->edges[1].bodyId, joint->colorIndex, localIndex );
}
else
{
b2SolverSet* set = b2SolverSetArray_Get( &world->solverSets, setIndex );
int movedIndex = b2JointSimArray_RemoveSwap( &set->jointSims, localIndex );
if ( movedIndex != B2_NULL_INDEX )
{
b2JointSim* movedJointSim = set->jointSims.data + localIndex;
int movedId = movedJointSim->jointId;
b2Joint* movedJoint = b2JointArray_Get( &world->joints, movedId );
B2_ASSERT( movedJoint->localIndex == movedIndex );
movedJoint->localIndex = localIndex;
}
}
joint->setIndex = B2_NULL_INDEX;
joint->localIndex = B2_NULL_INDEX;
joint->colorIndex = B2_NULL_INDEX;
joint->jointId = B2_NULL_INDEX;
b2FreeId( &world->jointIdPool, jointId );
if ( wakeBodies )
{
b2WakeBody( world, bodyA );
b2WakeBody( world, bodyB );
}
b2ValidateSolverSets( world );
}
void b2DestroyJoint( b2JointId jointId, bool wakeAttached )
{
b2World* world = b2GetWorld( jointId.world0 );
B2_ASSERT( world->locked == false );
if ( world->locked )
{
return;
}
b2Joint* joint = b2GetJointFullId( world, jointId );
b2DestroyJointInternal( world, joint, wakeAttached );
}
b2JointType b2Joint_GetType( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return joint->type;
}
b2BodyId b2Joint_GetBodyA( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return b2MakeBodyId( world, joint->edges[0].bodyId );
}
b2BodyId b2Joint_GetBodyB( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return b2MakeBodyId( world, joint->edges[1].bodyId );
}
b2WorldId b2Joint_GetWorld( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
return (b2WorldId){ jointId.world0 + 1, world->generation };
}
void b2Joint_SetLocalFrameA( b2JointId jointId, b2Transform localFrame )
{
B2_ASSERT( b2IsValidTransform( localFrame ) );
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* jointSim = b2GetJointSim( world, joint );
jointSim->localFrameA = localFrame;
}
b2Transform b2Joint_GetLocalFrameA( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* jointSim = b2GetJointSim( world, joint );
return jointSim->localFrameA;
}
void b2Joint_SetLocalFrameB( b2JointId jointId, b2Transform localFrame )
{
B2_ASSERT( b2IsValidTransform( localFrame ) );
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* jointSim = b2GetJointSim( world, joint );
jointSim->localFrameB = localFrame;
}
b2Transform b2Joint_GetLocalFrameB( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* jointSim = b2GetJointSim( world, joint );
return jointSim->localFrameB;
}
void b2Joint_SetCollideConnected( b2JointId jointId, bool shouldCollide )
{
b2World* world = b2GetWorldLocked( jointId.world0 );
if ( world == NULL )
{
return;
}
b2Joint* joint = b2GetJointFullId( world, jointId );
if ( joint->collideConnected == shouldCollide )
{
return;
}
joint->collideConnected = shouldCollide;
b2Body* bodyA = b2BodyArray_Get( &world->bodies, joint->edges[0].bodyId );
b2Body* bodyB = b2BodyArray_Get( &world->bodies, joint->edges[1].bodyId );
if ( shouldCollide )
{
int shapeCountA = bodyA->shapeCount;
int shapeCountB = bodyB->shapeCount;
int shapeId = shapeCountA < shapeCountB ? bodyA->headShapeId : bodyB->headShapeId;
while ( shapeId != B2_NULL_INDEX )
{
b2Shape* shape = b2ShapeArray_Get( &world->shapes, shapeId );
if ( shape->proxyKey != B2_NULL_INDEX )
{
b2BufferMove( &world->broadPhase, shape->proxyKey );
}
shapeId = shape->nextShapeId;
}
}
else
{
b2DestroyContactsBetweenBodies( world, bodyA, bodyB );
}
}
bool b2Joint_GetCollideConnected( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return joint->collideConnected;
}
void b2Joint_SetUserData( b2JointId jointId, void* userData )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
joint->userData = userData;
}
void* b2Joint_GetUserData( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return joint->userData;
}
void b2Joint_WakeBodies( b2JointId jointId )
{
b2World* world = b2GetWorldLocked( jointId.world0 );
if ( world == NULL )
{
return;
}
b2Joint* joint = b2GetJointFullId( world, jointId );
b2Body* bodyA = b2BodyArray_Get( &world->bodies, joint->edges[0].bodyId );
b2Body* bodyB = b2BodyArray_Get( &world->bodies, joint->edges[1].bodyId );
b2WakeBody( world, bodyA );
b2WakeBody( world, bodyB );
}
void b2GetJointReaction( b2JointSim* sim, float invTimeStep, float* force, float* torque )
{
float linearImpulse = 0.0f;
float angularImpulse = 0.0f;
switch ( sim->type )
{
case b2_distanceJoint:
{
b2DistanceJoint* joint = &sim->distanceJoint;
linearImpulse = b2AbsFloat( joint->impulse + joint->lowerImpulse - joint->upperImpulse + joint->motorImpulse );
}
break;
case b2_motorJoint:
{
b2MotorJoint* joint = &sim->motorJoint;
linearImpulse = b2Length( b2Add(joint->linearVelocityImpulse, joint->linearSpringImpulse) );
angularImpulse = b2AbsFloat( joint->angularVelocityImpulse + joint->angularSpringImpulse );
}
break;
case b2_prismaticJoint:
{
b2PrismaticJoint* joint = &sim->prismaticJoint;
float perpImpulse = joint->impulse.x;
float axialImpulse = joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse;
linearImpulse = sqrtf( perpImpulse * perpImpulse + axialImpulse * axialImpulse );
angularImpulse = b2AbsFloat( joint->impulse.y );
}
break;
case b2_revoluteJoint:
{
b2RevoluteJoint* joint = &sim->revoluteJoint;
linearImpulse = b2Length( joint->linearImpulse );
angularImpulse = b2AbsFloat( joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse );
}
break;
case b2_weldJoint:
{
b2WeldJoint* joint = &sim->weldJoint;
linearImpulse = b2Length( joint->linearImpulse );
angularImpulse = b2AbsFloat( joint->angularImpulse );
}
break;
case b2_wheelJoint:
{
b2WheelJoint* joint = &sim->wheelJoint;
float perpImpulse = joint->perpImpulse;
float axialImpulse = joint->springImpulse + joint->lowerImpulse - joint->upperImpulse;
linearImpulse = sqrtf( perpImpulse * perpImpulse + axialImpulse * axialImpulse );
angularImpulse = b2AbsFloat( joint->motorImpulse );
}
break;
default:
break;
}
*force = linearImpulse * invTimeStep;
*torque = angularImpulse * invTimeStep;
}
static b2Vec2 b2GetJointConstraintForce( b2World* world, b2Joint* joint )
{
b2JointSim* base = b2GetJointSim( world, joint );
switch ( joint->type )
{
case b2_distanceJoint:
return b2GetDistanceJointForce( world, base );
case b2_motorJoint:
return b2GetMotorJointForce( world, base );
case b2_filterJoint:
return b2Vec2_zero;
case b2_prismaticJoint:
return b2GetPrismaticJointForce( world, base );
case b2_revoluteJoint:
return b2GetRevoluteJointForce( world, base );
case b2_weldJoint:
return b2GetWeldJointForce( world, base );
case b2_wheelJoint:
return b2GetWheelJointForce( world, base );
default:
B2_ASSERT( false );
return b2Vec2_zero;
}
}
static float b2GetJointConstraintTorque( b2World* world, b2Joint* joint )
{
b2JointSim* base = b2GetJointSim( world, joint );
switch ( joint->type )
{
case b2_distanceJoint:
return 0.0f;
case b2_motorJoint:
return b2GetMotorJointTorque( world, base );
case b2_filterJoint:
return 0.0f;
case b2_prismaticJoint:
return b2GetPrismaticJointTorque( world, base );
case b2_revoluteJoint:
return b2GetRevoluteJointTorque( world, base );
case b2_weldJoint:
return b2GetWeldJointTorque( world, base );
case b2_wheelJoint:
return b2GetWheelJointTorque( world, base );
default:
B2_ASSERT( false );
return 0.0f;
}
}
b2Vec2 b2Joint_GetConstraintForce( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return b2GetJointConstraintForce( world, joint );
}
float b2Joint_GetConstraintTorque( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
return b2GetJointConstraintTorque( world, joint );
}
float b2Joint_GetLinearSeparation( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
b2Transform xfA = b2GetBodyTransform( world, joint->edges[0].bodyId );
b2Transform xfB = b2GetBodyTransform( world, joint->edges[1].bodyId );
b2Vec2 pA = b2TransformPoint( xfA, base->localFrameA.p );
b2Vec2 pB = b2TransformPoint( xfB, base->localFrameB.p );
b2Vec2 dp = b2Sub( pB, pA );
switch ( joint->type )
{
case b2_distanceJoint:
{
b2DistanceJoint* distanceJoint = &base->distanceJoint;
float length = b2Length( dp );
if ( distanceJoint->enableSpring )
{
if ( distanceJoint->enableLimit )
{
if ( length < distanceJoint->minLength )
{
return distanceJoint->minLength - length;
}
if ( length > distanceJoint->maxLength )
{
return length - distanceJoint->maxLength;
}
return 0.0f;
}
return 0.0f;
}
return b2AbsFloat( length - distanceJoint->length );
}
case b2_motorJoint:
return 0.0f;
case b2_filterJoint:
return 0.0f;
case b2_prismaticJoint:
{
b2PrismaticJoint* prismaticJoint = &base->prismaticJoint;
b2Vec2 axisA = b2RotateVector( xfA.q, (b2Vec2){ 1.0f, 0.0f } );
b2Vec2 perpA = b2LeftPerp( axisA );
float perpendicularSeparation = b2AbsFloat( b2Dot( perpA, dp ) );
float limitSeparation = 0.0f;
if ( prismaticJoint->enableLimit )
{
float translation = b2Dot( axisA, dp );
if ( translation < prismaticJoint->lowerTranslation )
{
limitSeparation = prismaticJoint->lowerTranslation - translation;
}
if ( prismaticJoint->upperTranslation < translation )
{
limitSeparation = translation - prismaticJoint->upperTranslation;
}
}
return sqrtf( perpendicularSeparation * perpendicularSeparation + limitSeparation * limitSeparation );
}
case b2_revoluteJoint:
return b2Length( dp );
case b2_weldJoint:
{
b2WeldJoint* weldJoint = &base->weldJoint;
if ( weldJoint->linearHertz == 0.0f )
{
return b2Length( dp );
}
return 0.0f;
}
case b2_wheelJoint:
{
b2WheelJoint* wheelJoint = &base->wheelJoint;
b2Vec2 axisA = b2RotateVector( xfA.q, (b2Vec2){ 1.0f, 0.0f } );
b2Vec2 perpA = b2LeftPerp( axisA );
float perpendicularSeparation = b2AbsFloat( b2Dot( perpA, dp ) );
float limitSeparation = 0.0f;
if ( wheelJoint->enableLimit )
{
float translation = b2Dot( axisA, dp );
if ( translation < wheelJoint->lowerTranslation )
{
limitSeparation = wheelJoint->lowerTranslation - translation;
}
if ( wheelJoint->upperTranslation < translation )
{
limitSeparation = translation - wheelJoint->upperTranslation;
}
}
return sqrtf( perpendicularSeparation * perpendicularSeparation + limitSeparation * limitSeparation );
}
default:
B2_ASSERT( false );
return 0.0f;
}
}
float b2Joint_GetAngularSeparation( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
b2Transform xfA = b2GetBodyTransform( world, joint->edges[0].bodyId );
b2Transform xfB = b2GetBodyTransform( world, joint->edges[1].bodyId );
float relativeAngle = b2RelativeAngle( xfA.q, xfB.q );
switch ( joint->type )
{
case b2_distanceJoint:
return 0.0f;
case b2_motorJoint:
return 0.0f;
case b2_filterJoint:
return 0.0f;
case b2_prismaticJoint:
{
return relativeAngle;
}
case b2_revoluteJoint:
{
b2RevoluteJoint* revoluteJoint = &base->revoluteJoint;
if ( revoluteJoint->enableLimit )
{
float angle = relativeAngle;
if ( angle < revoluteJoint->lowerAngle )
{
return revoluteJoint->lowerAngle - angle;
}
if ( revoluteJoint->upperAngle < angle )
{
return angle - revoluteJoint->upperAngle;
}
}
return 0.0f;
}
case b2_weldJoint:
{
b2WeldJoint* weldJoint = &base->weldJoint;
if ( weldJoint->angularHertz == 0.0f )
{
return relativeAngle;
}
return 0.0f;
}
case b2_wheelJoint:
return 0.0f;
default:
B2_ASSERT( false );
return 0.0f;
}
}
void b2Joint_SetConstraintTuning( b2JointId jointId, float hertz, float dampingRatio )
{
B2_ASSERT( b2IsValidFloat( hertz ) && hertz >= 0.0f );
B2_ASSERT( b2IsValidFloat( dampingRatio ) && dampingRatio >= 0.0f );
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
base->constraintHertz = hertz;
base->constraintDampingRatio = dampingRatio;
}
void b2Joint_GetConstraintTuning( b2JointId jointId, float* hertz, float* dampingRatio )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
*hertz = base->constraintHertz;
*dampingRatio = base->constraintDampingRatio;
}
void b2Joint_SetForceThreshold( b2JointId jointId, float threshold )
{
B2_ASSERT( b2IsValidFloat( threshold ) && threshold >= 0.0f );
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
base->forceThreshold = threshold;
}
float b2Joint_GetForceThreshold( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
return base->forceThreshold;
}
void b2Joint_SetTorqueThreshold( b2JointId jointId, float threshold )
{
B2_ASSERT( b2IsValidFloat( threshold ) && threshold >= 0.0f );
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
base->torqueThreshold = threshold;
}
float b2Joint_GetTorqueThreshold( b2JointId jointId )
{
b2World* world = b2GetWorld( jointId.world0 );
b2Joint* joint = b2GetJointFullId( world, jointId );
b2JointSim* base = b2GetJointSim( world, joint );
return base->torqueThreshold;
}
void b2PrepareJoint( b2JointSim* joint, b2StepContext* context )
{
float hertz = b2MinFloat( joint->constraintHertz, 0.25f * context->inv_h );
joint->constraintSoftness = b2MakeSoft( hertz, joint->constraintDampingRatio, context->h );
switch ( joint->type )
{
case b2_distanceJoint:
b2PrepareDistanceJoint( joint, context );
break;
case b2_motorJoint:
b2PrepareMotorJoint( joint, context );
break;
case b2_filterJoint:
break;
case b2_prismaticJoint:
b2PreparePrismaticJoint( joint, context );
break;
case b2_revoluteJoint:
b2PrepareRevoluteJoint( joint, context );
break;
case b2_weldJoint:
b2PrepareWeldJoint( joint, context );
break;
case b2_wheelJoint:
b2PrepareWheelJoint( joint, context );
break;
default:
B2_ASSERT( false );
}
}
void b2WarmStartJoint( b2JointSim* joint, b2StepContext* context )
{
switch ( joint->type )
{
case b2_distanceJoint:
b2WarmStartDistanceJoint( joint, context );
break;
case b2_motorJoint:
b2WarmStartMotorJoint( joint, context );
break;
case b2_filterJoint:
break;
case b2_prismaticJoint:
b2WarmStartPrismaticJoint( joint, context );
break;
case b2_revoluteJoint:
b2WarmStartRevoluteJoint( joint, context );
break;
case b2_weldJoint:
b2WarmStartWeldJoint( joint, context );
break;
case b2_wheelJoint:
b2WarmStartWheelJoint( joint, context );
break;
default:
B2_ASSERT( false );
}
}
void b2SolveJoint( b2JointSim* joint, b2StepContext* context, bool useBias )
{
switch ( joint->type )
{
case b2_distanceJoint:
b2SolveDistanceJoint( joint, context, useBias );
break;
case b2_motorJoint:
b2SolveMotorJoint( joint, context );
break;
case b2_filterJoint:
break;
case b2_prismaticJoint:
b2SolvePrismaticJoint( joint, context, useBias );
break;
case b2_revoluteJoint:
b2SolveRevoluteJoint( joint, context, useBias );
break;
case b2_weldJoint:
b2SolveWeldJoint( joint, context, useBias );
break;
case b2_wheelJoint:
b2SolveWheelJoint( joint, context, useBias );
break;
default:
B2_ASSERT( false );
}
}
void b2PrepareOverflowJoints( b2StepContext* context )
{
b2TracyCZoneNC( prepare_joints, "PrepJoints", b2_colorOldLace, true );
b2ConstraintGraph* graph = context->graph;
b2JointSim* joints = graph->colors[B2_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B2_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b2JointSim* joint = joints + i;
b2PrepareJoint( joint, context );
}
b2TracyCZoneEnd( prepare_joints );
}
void b2WarmStartOverflowJoints( b2StepContext* context )
{
b2TracyCZoneNC( prepare_joints, "PrepJoints", b2_colorOldLace, true );
b2ConstraintGraph* graph = context->graph;
b2JointSim* joints = graph->colors[B2_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B2_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b2JointSim* joint = joints + i;
b2WarmStartJoint( joint, context );
}
b2TracyCZoneEnd( prepare_joints );
}
void b2SolveOverflowJoints( b2StepContext* context, bool useBias )
{
b2TracyCZoneNC( solve_joints, "SolveJoints", b2_colorLemonChiffon, true );
b2ConstraintGraph* graph = context->graph;
b2JointSim* joints = graph->colors[B2_OVERFLOW_INDEX].jointSims.data;
int jointCount = graph->colors[B2_OVERFLOW_INDEX].jointSims.count;
for ( int i = 0; i < jointCount; ++i )
{
b2JointSim* joint = joints + i;
b2SolveJoint( joint, context, useBias );
}
b2TracyCZoneEnd( solve_joints );
}
void b2DrawJoint( b2DebugDraw* draw, b2World* world, b2Joint* joint )
{
b2Body* bodyA = b2BodyArray_Get( &world->bodies, joint->edges[0].bodyId );
b2Body* bodyB = b2BodyArray_Get( &world->bodies, joint->edges[1].bodyId );
if ( bodyA->setIndex == b2_disabledSet || bodyB->setIndex == b2_disabledSet )
{
return;
}
b2JointSim* jointSim = b2GetJointSim( world, joint );
b2Transform transformA = b2GetBodyTransformQuick( world, bodyA );
b2Transform transformB = b2GetBodyTransformQuick( world, bodyB );
b2Vec2 pA = b2TransformPoint( transformA, jointSim->localFrameA.p );
b2Vec2 pB = b2TransformPoint( transformB, jointSim->localFrameB.p );
b2HexColor color = b2_colorDarkSeaGreen;
float scale = b2MaxFloat( 0.0001f, draw->jointScale * joint->drawScale );
switch ( joint->type )
{
case b2_distanceJoint:
b2DrawDistanceJoint( draw, jointSim, transformA, transformB );
break;
case b2_filterJoint:
draw->DrawLineFcn( pA, pB, b2_colorGold, draw->context );
break;
case b2_motorJoint:
draw->DrawPointFcn( pA, 8.0f, b2_colorYellowGreen, draw->context );
draw->DrawPointFcn( pB, 8.0f, b2_colorPlum, draw->context );
draw->DrawLineFcn( pA, pB, b2_colorLightGray, draw->context );
break;
case b2_prismaticJoint:
b2DrawPrismaticJoint( draw, jointSim, transformA, transformB, scale );
break;
case b2_revoluteJoint:
b2DrawRevoluteJoint( draw, jointSim, transformA, transformB, scale );
break;
case b2_weldJoint:
b2DrawWeldJoint( draw, jointSim, transformA, transformB, scale );
break;
case b2_wheelJoint:
b2DrawWheelJoint( draw, jointSim, transformA, transformB, scale );
break;
default:
draw->DrawLineFcn( transformA.p, pA, color, draw->context );
draw->DrawLineFcn( pA, pB, color, draw->context );
draw->DrawLineFcn( transformB.p, pB, color, draw->context );
break;
}
if ( draw->drawGraphColors )
{
int colorIndex = joint->colorIndex;
if ( colorIndex != B2_NULL_INDEX )
{
b2Vec2 p = b2Lerp( pA, pB, 0.5f );
draw->DrawPointFcn( p, 5.0f, b2_graphColors[colorIndex], draw->context );
}
}
if ( draw->drawJointExtras )
{
b2Vec2 force = b2GetJointConstraintForce( world, joint );
float torque = b2GetJointConstraintTorque( world, joint );
b2Vec2 p = b2Lerp( pA, pB, 0.5f );
draw->DrawLineFcn( p, b2MulAdd( p, 0.001f, force ), b2_colorAzure, draw->context );
char buffer[64];
snprintf( buffer, 64, "f = [%g, %g], t = %g", force.x, force.y, torque );
draw->DrawStringFcn( p, buffer, b2_colorAzure, draw->context );
}
}