#include "body.h"
#include "core.h"
#include "joint.h"
#include "math_internal.h"
#include "physics_world.h"
#include "solver.h"
#include "solver_set.h"
#include "recording.h"
#include "box3d/box3d.h"
void b3MotorJoint_SetLinearVelocity( b3JointId jointId, b3Vec3 velocity )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetLinearVelocity, jointId, velocity );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.linearVelocity = velocity;
}
b3Vec3 b3MotorJoint_GetLinearVelocity( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.linearVelocity;
}
void b3MotorJoint_SetAngularVelocity( b3JointId jointId, b3Vec3 velocity )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetAngularVelocity, jointId, velocity );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.angularVelocity = velocity;
}
b3Vec3 b3MotorJoint_GetAngularVelocity( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.angularVelocity;
}
void b3MotorJoint_SetMaxVelocityTorque( b3JointId jointId, float maxTorque )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetMaxVelocityTorque, jointId, maxTorque );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.maxVelocityTorque = maxTorque;
}
float b3MotorJoint_GetMaxVelocityTorque( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.maxVelocityTorque;
}
void b3MotorJoint_SetMaxVelocityForce( b3JointId jointId, float maxForce )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetMaxVelocityForce, jointId, maxForce );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.maxVelocityForce = maxForce;
}
float b3MotorJoint_GetMaxVelocityForce( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.maxVelocityForce;
}
void b3MotorJoint_SetLinearHertz( b3JointId jointId, float hertz )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetLinearHertz, jointId, hertz );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.linearHertz = hertz;
}
float b3MotorJoint_GetLinearHertz( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.linearHertz;
}
void b3MotorJoint_SetLinearDampingRatio( b3JointId jointId, float damping )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetLinearDampingRatio, jointId, damping );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.linearDampingRatio = damping;
}
float b3MotorJoint_GetLinearDampingRatio( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.linearDampingRatio;
}
void b3MotorJoint_SetAngularHertz( b3JointId jointId, float hertz )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetAngularHertz, jointId, hertz );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.angularHertz = hertz;
}
float b3MotorJoint_GetAngularHertz( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.angularHertz;
}
void b3MotorJoint_SetAngularDampingRatio( b3JointId jointId, float damping )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetAngularDampingRatio, jointId, damping );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.angularDampingRatio = damping;
}
float b3MotorJoint_GetAngularDampingRatio( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.angularDampingRatio;
}
void b3MotorJoint_SetMaxSpringForce( b3JointId jointId, float maxForce )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetMaxSpringForce, jointId, maxForce );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.maxSpringForce = b3MaxFloat( 0.0f, maxForce );
}
float b3MotorJoint_GetMaxSpringForce( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.maxSpringForce;
}
void b3MotorJoint_SetMaxSpringTorque( b3JointId jointId, float maxTorque )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, MotorJointSetMaxSpringTorque, jointId, maxTorque );
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
joint->motorJoint.maxSpringTorque = b3MaxFloat( 0.0f, maxTorque );
}
float b3MotorJoint_GetMaxSpringTorque( b3JointId jointId )
{
b3JointSim* joint = b3GetJointSimCheckType( jointId, b3_motorJoint );
return joint->motorJoint.maxSpringTorque;
}
b3Vec3 b3GetMotorJointForce( b3World* world, b3JointSim* base )
{
b3Vec3 force = b3MulSV( world->inv_h, b3Add( base->motorJoint.linearVelocityImpulse, base->motorJoint.linearSpringImpulse ) );
return force;
}
b3Vec3 b3GetMotorJointTorque( b3World* world, b3JointSim* base )
{
return b3MulSV( world->inv_h, b3Add( base->motorJoint.angularVelocityImpulse, base->motorJoint.angularSpringImpulse ) );
}
void b3PrepareMotorJoint( b3JointSim* base, b3StepContext* context )
{
B3_ASSERT( base->type == b3_motorJoint );
int idA = base->bodyIdA;
int idB = base->bodyIdB;
b3World* world = context->world;
b3Body* bodyA = b3Array_Get( world->bodies, idA );
b3Body* bodyB = b3Array_Get( world->bodies, idB );
B3_ASSERT( bodyA->setIndex == b3_awakeSet || bodyB->setIndex == b3_awakeSet );
b3SolverSet* setA = b3Array_Get( world->solverSets, bodyA->setIndex );
b3SolverSet* setB = b3Array_Get( world->solverSets, bodyB->setIndex );
int localIndexA = bodyA->localIndex;
int localIndexB = bodyB->localIndex;
b3BodySim* bodySimA = b3Array_Get( setA->bodySims, localIndexA );
b3BodySim* bodySimB = b3Array_Get( setB->bodySims, localIndexB );
base->invMassA = bodySimA->invMass;
base->invMassB = bodySimB->invMass;
base->invIA = bodySimA->invInertiaWorld;
base->invIB = bodySimB->invInertiaWorld;
b3Matrix3 invInertiaSum = b3AddMM( base->invIA, base->invIB );
base->fixedRotation = b3Det( invInertiaSum ) < 1000.0f * FLT_MIN;
b3MotorJoint* joint = &base->motorJoint;
joint->indexA = bodyA->setIndex == b3_awakeSet ? localIndexA : B3_NULL_INDEX;
joint->indexB = bodyB->setIndex == b3_awakeSet ? localIndexB : B3_NULL_INDEX;
joint->frameA.q = b3MulQuat( bodySimA->transform.q, base->localFrameA.q );
joint->frameA.p = b3RotateVector( bodySimA->transform.q, b3Sub( base->localFrameA.p, bodySimA->localCenter ) );
joint->frameB.q = b3MulQuat( bodySimB->transform.q, base->localFrameB.q );
joint->frameB.p = b3RotateVector( bodySimB->transform.q, b3Sub( base->localFrameB.p, bodySimB->localCenter ) );
joint->deltaCenter = b3SubPos( bodySimB->center, bodySimA->center );
joint->linearSpring = b3MakeSoft( joint->linearHertz, joint->linearDampingRatio, context->h );
joint->angularSpring = b3MakeSoft( joint->angularHertz, joint->angularDampingRatio, context->h );
joint->angularMass = b3InvertMatrix( invInertiaSum );
if ( context->enableWarmStarting == false )
{
joint->linearVelocityImpulse = b3Vec3_zero;
joint->angularVelocityImpulse = b3Vec3_zero;
joint->linearSpringImpulse = b3Vec3_zero;
joint->angularSpringImpulse = b3Vec3_zero;
}
}
void b3WarmStartMotorJoint( b3JointSim* base, b3StepContext* context )
{
B3_ASSERT( base->type == b3_motorJoint );
float mA = base->invMassA;
float mB = base->invMassB;
b3Matrix3 iA = base->invIA;
b3Matrix3 iB = base->invIB;
b3MotorJoint* joint = &base->motorJoint;
b3BodyState dummyState = b3_identityBodyState;
b3BodyState* stateA = joint->indexA == B3_NULL_INDEX ? &dummyState : context->states + joint->indexA;
b3BodyState* stateB = joint->indexB == B3_NULL_INDEX ? &dummyState : context->states + joint->indexB;
b3Vec3 rA = b3RotateVector( stateA->deltaRotation, joint->frameA.p );
b3Vec3 rB = b3RotateVector( stateB->deltaRotation, joint->frameB.p );
b3Vec3 linearImpulse = b3Add( joint->linearVelocityImpulse, joint->linearSpringImpulse );
b3Vec3 angularImpulse = b3Add( joint->angularVelocityImpulse, joint->angularSpringImpulse );
stateA->linearVelocity = b3MulSub( stateA->linearVelocity, mA, linearImpulse );
stateA->angularVelocity = b3Sub( stateA->angularVelocity, b3MulMV( iA, b3Add( b3Cross( rA, linearImpulse ), angularImpulse ) ) );
stateB->linearVelocity = b3MulAdd( stateB->linearVelocity, mB, linearImpulse );
stateB->angularVelocity = b3Add( stateB->angularVelocity, b3MulMV( iB, b3Add( b3Cross( rB, linearImpulse ), angularImpulse ) ) );
}
void b3SolveMotorJoint( b3JointSim* base, b3StepContext* context )
{
B3_ASSERT( base->type == b3_motorJoint );
float mA = base->invMassA;
float mB = base->invMassB;
b3Matrix3 iA = base->invIA;
b3Matrix3 iB = base->invIB;
b3BodyState dummyState = b3_identityBodyState;
b3MotorJoint* joint = &base->motorJoint;
b3BodyState* stateA = joint->indexA == B3_NULL_INDEX ? &dummyState : context->states + joint->indexA;
b3BodyState* stateB = joint->indexB == B3_NULL_INDEX ? &dummyState : context->states + joint->indexB;
b3Vec3 vA = stateA->linearVelocity;
b3Vec3 wA = stateA->angularVelocity;
b3Vec3 vB = stateB->linearVelocity;
b3Vec3 wB = stateB->angularVelocity;
b3Quat quatA = b3MulQuat( stateA->deltaRotation, joint->frameA.q );
b3Quat quatB = b3MulQuat( stateB->deltaRotation, joint->frameB.q );
if ( b3DotQuat( quatA, quatB ) < 0.0f )
{
quatB = b3NegateQuat( quatB );
}
b3Quat relQ = b3InvMulQuat( quatA, quatB );
if ( joint->maxSpringTorque > 0.0f && joint->angularHertz > 0.0f )
{
b3Quat targetQuat = b3Quat_identity;
b3Vec3 deltaRotation = b3DeltaQuatToRotation( relQ, targetQuat );
b3Vec3 c = b3Neg( b3RotateVector( quatA, deltaRotation ) );
b3Vec3 bias = b3MulSV( joint->angularSpring.biasRate, c );
float massScale = joint->angularSpring.massScale;
float impulseScale = joint->angularSpring.impulseScale;
b3Vec3 cdot = b3Sub( wB, wA );
float maxImpulse = context->h * joint->maxSpringTorque;
b3Vec3 oldImpulse = joint->angularSpringImpulse;
b3Vec3 impulse = b3MulSub( b3MulSV( -massScale, b3MulMV( joint->angularMass, b3Add( cdot, bias ) ) ), impulseScale, oldImpulse );
joint->angularSpringImpulse = b3Add( oldImpulse, impulse );
if ( b3LengthSquared( joint->angularSpringImpulse ) > maxImpulse * maxImpulse )
{
joint->angularSpringImpulse = b3MulSV( maxImpulse, b3Normalize( joint->angularSpringImpulse ) );
}
impulse = b3Sub( joint->angularSpringImpulse, oldImpulse );
wA = b3Sub( wA, b3MulMV( iA, impulse ) );
wB = b3Add( wB, b3MulMV( iB, impulse ) );
}
if ( joint->maxVelocityTorque > 0.0 )
{
b3Vec3 cdot = b3Sub( b3Sub( wB, wA ), joint->angularVelocity );
b3Vec3 impulse = b3Neg( b3MulMV( joint->angularMass, cdot ) );
float maxImpulse = context->h * joint->maxVelocityTorque;
b3Vec3 oldImpulse = joint->angularVelocityImpulse;
joint->angularVelocityImpulse = b3Add( oldImpulse, impulse );
if ( b3LengthSquared( joint->angularVelocityImpulse ) > maxImpulse * maxImpulse )
{
joint->angularVelocityImpulse = b3MulSV( maxImpulse, b3Normalize( joint->angularVelocityImpulse ) );
}
impulse = b3Sub( joint->angularVelocityImpulse, oldImpulse );
wA = b3Sub( wA, b3MulMV( iA, impulse ) );
wB = b3Add( wB, b3MulMV( iB, impulse ) );
}
b3Vec3 rA = b3RotateVector( stateA->deltaRotation, joint->frameA.p );
b3Vec3 rB = b3RotateVector( stateB->deltaRotation, joint->frameB.p );
if ( joint->maxSpringForce > 0.0f && joint->linearHertz > 0.0f )
{
b3Vec3 dcA = stateA->deltaPosition;
b3Vec3 dcB = stateB->deltaPosition;
b3Vec3 c = b3Add( b3Add( b3Sub( dcB, dcA ), b3Sub( rB, rA ) ), joint->deltaCenter );
b3Vec3 bias = b3MulSV( joint->linearSpring.biasRate, c );
float massScale = joint->linearSpring.massScale;
float impulseScale = joint->linearSpring.impulseScale;
b3Vec3 cdot = b3Sub( b3Add( vB, b3Cross( wB, rB ) ), b3Add( vA, b3Cross( wA, rA ) ) );
b3Matrix3 sA = b3Skew( rA );
b3Matrix3 sB = b3Skew( rB );
b3Matrix3 kA = b3MulMM( sA, b3MulMM( base->invIA, sA ) );
b3Matrix3 kB = b3MulMM( sB, b3MulMM( base->invIB, sB ) );
b3Matrix3 k = b3NegateMat3( b3AddMM( kA, kB ) );
k.cx.x += mA + mB;
k.cy.y += mA + mB;
k.cz.z += mA + mB;
b3Vec3 b = b3Solve3( k, b3Add( cdot, bias ) );
b3Vec3 oldImpulse = joint->linearSpringImpulse;
b3Vec3 impulse = b3MulSub( b3MulSV( -massScale, b ), impulseScale, oldImpulse );
float maxImpulse = context->h * joint->maxSpringForce;
joint->linearSpringImpulse = b3Add( joint->linearSpringImpulse, impulse );
if ( b3LengthSquared( joint->linearSpringImpulse ) > maxImpulse * maxImpulse )
{
joint->linearSpringImpulse = b3MulSV( maxImpulse, b3Normalize( joint->linearSpringImpulse ) );
}
impulse = b3Sub( joint->linearSpringImpulse, oldImpulse );
vA = b3MulSub( vA, mA, impulse );
wA = b3Sub( wA, b3MulMV( iA, b3Cross( rA, impulse ) ) );
vB = b3MulAdd( vB, mB, impulse );
wB = b3Add( wB, b3MulMV( iB, b3Cross( rB, impulse ) ) );
}
if ( joint->maxVelocityForce > 0.0f )
{
b3Vec3 cdot = b3Sub( b3Add( vB, b3Cross( wB, rB ) ), b3Add( vA, b3Cross( wA, rA ) ) );
cdot = b3Sub( cdot, joint->linearVelocity );
b3Matrix3 sA = b3Skew( rA );
b3Matrix3 sB = b3Skew( rB );
b3Matrix3 kA = b3MulMM( sA, b3MulMM( base->invIA, sA ) );
b3Matrix3 kB = b3MulMM( sB, b3MulMM( base->invIB, sB ) );
b3Matrix3 k = b3NegateMat3( b3AddMM( kA, kB ) );
k.cx.x += mA + mB;
k.cy.y += mA + mB;
k.cz.z += mA + mB;
b3Vec3 b = b3Solve3( k, cdot );
b3Vec3 impulse = b3Neg( b );
b3Vec3 oldImpulse = joint->linearVelocityImpulse;
float maxImpulse = context->h * joint->maxVelocityForce;
joint->linearVelocityImpulse = b3Add( joint->linearVelocityImpulse, impulse );
if ( b3LengthSquared( joint->linearVelocityImpulse ) > maxImpulse * maxImpulse )
{
joint->linearVelocityImpulse = b3MulSV( maxImpulse, b3Normalize( joint->linearVelocityImpulse ) );
}
impulse = b3Sub( joint->linearVelocityImpulse, oldImpulse );
vA = b3MulSub( vA, mA, impulse );
wA = b3Sub( wA, b3MulMV( iA, b3Cross( rA, impulse ) ) );
vB = b3MulAdd( vB, mB, impulse );
wB = b3Add( wB, b3MulMV( iB, b3Cross( rB, impulse ) ) );
}
if ( stateA->flags & b3_dynamicFlag )
{
stateA->linearVelocity = vA;
stateA->angularVelocity = wA;
}
if ( stateB->flags & b3_dynamicFlag )
{
stateB->linearVelocity = vB;
stateB->angularVelocity = wB;
}
}