#include "body.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 b3RevoluteJoint_EnableLimit( b3JointId jointId, bool enableLimit )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointEnableLimit, jointId, enableLimit );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
if ( enableLimit != base->revoluteJoint.enableLimit )
{
base->revoluteJoint.lowerImpulse = 0.0f;
base->revoluteJoint.upperImpulse = 0.0f;
}
base->revoluteJoint.enableLimit = enableLimit;
}
bool b3RevoluteJoint_IsLimitEnabled( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.enableLimit;
}
float b3RevoluteJoint_GetLowerLimit( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.lowerAngle;
}
float b3RevoluteJoint_GetUpperLimit( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.upperAngle;
}
void b3RevoluteJoint_SetLimits( b3JointId jointId, float lowerLimitRadians, float upperLimitRadians )
{
B3_ASSERT( b3IsValidFloat( lowerLimitRadians ) && b3IsValidFloat( upperLimitRadians ) );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetLimits, jointId, lowerLimitRadians, upperLimitRadians );
float lowerAngle = b3MinFloat( lowerLimitRadians, upperLimitRadians );
float upperAngle = b3MaxFloat( lowerLimitRadians, upperLimitRadians );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.lowerAngle = b3ClampFloat( lowerAngle, -0.99f * B3_PI, 0.99f * B3_PI );
base->revoluteJoint.upperAngle = b3ClampFloat( upperAngle, -0.99f * B3_PI, 0.99f * B3_PI );
}
float b3RevoluteJoint_GetAngle( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
b3WorldTransform transformA = b3GetBodyTransform( world, base->bodyIdA );
b3WorldTransform transformB = b3GetBodyTransform( world, base->bodyIdB );
b3Quat quatA = b3MulQuat( transformA.q, base->localFrameA.q );
b3Quat quatB = b3MulQuat( transformB.q, base->localFrameB.q );
if ( b3DotQuat( quatA, quatB ) < 0.0f )
{
quatB = b3NegateQuat( quatB );
}
b3Quat relQ = b3InvMulQuat( quatA, quatB );
return b3GetTwistAngle( relQ );
}
void b3RevoluteJoint_EnableSpring( b3JointId jointId, bool enableSpring )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointEnableSpring, jointId, enableSpring );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
if ( enableSpring != base->revoluteJoint.enableSpring )
{
base->revoluteJoint.springImpulse = 0.0f;
}
base->revoluteJoint.enableSpring = enableSpring;
}
bool b3RevoluteJoint_IsSpringEnabled( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.enableSpring;
}
void b3RevoluteJoint_SetTargetAngle( b3JointId jointId, float targetRadians )
{
B3_ASSERT( b3IsValidFloat( targetRadians ) && -B3_PI <= targetRadians && targetRadians <= B3_PI );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetTargetAngle, jointId, targetRadians );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.targetAngle = targetRadians;
}
float b3RevoluteJoint_GetTargetAngle( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.targetAngle;
}
void b3RevoluteJoint_SetSpringHertz( b3JointId jointId, float hertz )
{
B3_ASSERT( b3IsValidFloat( hertz ) && hertz >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetSpringHertz, jointId, hertz );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.hertz = hertz;
}
float b3RevoluteJoint_GetSpringHertz( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.hertz;
}
void b3RevoluteJoint_SetSpringDampingRatio( b3JointId jointId, float dampingRatio )
{
B3_ASSERT( b3IsValidFloat( dampingRatio ) && dampingRatio >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetSpringDampingRatio, jointId, dampingRatio );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.dampingRatio = dampingRatio;
}
float b3RevoluteJoint_GetSpringDampingRatio( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.dampingRatio;
}
void b3RevoluteJoint_EnableMotor( b3JointId jointId, bool enableMotor )
{
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointEnableMotor, jointId, enableMotor );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
if ( enableMotor != base->revoluteJoint.enableMotor )
{
base->revoluteJoint.motorImpulse = 0.0f;
}
base->revoluteJoint.enableMotor = enableMotor;
}
bool b3RevoluteJoint_IsMotorEnabled( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.enableMotor;
}
void b3RevoluteJoint_SetMotorSpeed( b3JointId jointId, float motorSpeed )
{
B3_ASSERT( b3IsValidFloat( motorSpeed ) );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetMotorSpeed, jointId, motorSpeed );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.motorSpeed = motorSpeed;
}
float b3RevoluteJoint_GetMotorSpeed( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.motorSpeed;
}
void b3RevoluteJoint_SetMaxMotorTorque( b3JointId jointId, float maxForce )
{
B3_ASSERT( b3IsValidFloat( maxForce ) && maxForce >= 0.0f );
b3World* world = b3GetWorld( jointId.world0 );
B3_REC( world, RevoluteJointSetMaxMotorTorque, jointId, maxForce );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
base->revoluteJoint.maxMotorTorque = maxForce;
}
float b3RevoluteJoint_GetMaxMotorTorque( b3JointId jointId )
{
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return base->revoluteJoint.maxMotorTorque;
}
float b3RevoluteJoint_GetMotorTorque( b3JointId jointId )
{
b3World* world = b3GetWorld( jointId.world0 );
b3JointSim* base = b3GetJointSimCheckType( jointId, b3_revoluteJoint );
return world->inv_h * base->revoluteJoint.motorImpulse;
}
b3Vec3 b3GetRevoluteJointForce( b3World* world, b3JointSim* base )
{
b3Vec3 force = b3MulSV( world->inv_h, base->revoluteJoint.linearImpulse );
return force;
}
b3Vec3 b3GetRevoluteJointTorque( b3World* world, b3JointSim* base )
{
b3WorldTransform transformA = b3GetBodyTransform( world, base->bodyIdA );
b3RevoluteJoint* joint = &base->revoluteJoint;
b3Vec3 axis = b3RotateVector( base->localFrameA.q, b3Vec3_axisZ );
axis = b3RotateVector( transformA.q, axis );
b3Quat relQ = b3InvMulQuat( joint->frameA.q, joint->frameB.q );
joint->perpAxisX = b3MulSV(
0.5f, b3RotateVector( joint->frameA.q, b3Add( b3MulSV( relQ.s, b3Vec3_axisX ), b3Cross( relQ.v, b3Vec3_axisX ) ) ) );
joint->perpAxisY = b3MulSV(
0.5f, b3RotateVector( joint->frameA.q, b3Add( b3MulSV( relQ.s, b3Vec3_axisY ), b3Cross( relQ.v, b3Vec3_axisY ) ) ) );
float axialImpulse = joint->springImpulse + joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse;
b3Vec3 angularImpulse =
b3Add( b3MulSV( joint->perpImpulse.x, joint->perpAxisX ), b3MulSV( joint->perpImpulse.y, joint->perpAxisY ) );
angularImpulse = b3MulAdd( angularImpulse, axialImpulse, joint->rotationAxisZ );
b3Vec3 impulse = b3MulAdd( angularImpulse,
joint->springImpulse + joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse, axis );
b3Vec3 torque = b3MulSV( world->inv_h, impulse );
return torque;
}
void b3PrepareRevoluteJoint( b3JointSim* base, b3StepContext* context )
{
B3_ASSERT( base->type == b3_revoluteJoint );
b3World* world = context->world;
b3Body* bodyA = b3Array_Get( world->bodies, base->bodyIdA );
b3Body* bodyB = b3Array_Get( world->bodies, base->bodyIdB );
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;
b3RevoluteJoint* joint = &base->revoluteJoint;
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 );
{
b3Vec3 rotationAxisZ = b3RotateVector( joint->frameA.q, b3Vec3_axisZ );
float k = b3Dot( rotationAxisZ, b3MulMV( invInertiaSum, rotationAxisZ ) );
joint->axialMass = k > 0.0f ? 1.0f / k : 0.0f;
joint->rotationAxisZ = rotationAxisZ;
}
b3Quat relQ = b3InvMulQuat( joint->frameA.q, joint->frameB.q );
{
joint->perpAxisX = b3MulSV(
0.5f, b3RotateVector( joint->frameA.q, b3Add( b3MulSV( relQ.s, b3Vec3_axisX ), b3Cross( relQ.v, b3Vec3_axisX ) ) ) );
joint->perpAxisY = b3MulSV(
0.5f, b3RotateVector( joint->frameA.q, b3Add( b3MulSV( relQ.s, b3Vec3_axisY ), b3Cross( relQ.v, b3Vec3_axisY ) ) ) );
}
joint->springSoftness = b3MakeSoft( joint->hertz, joint->dampingRatio, context->h );
if ( context->enableWarmStarting == false )
{
joint->linearImpulse = b3Vec3_zero;
joint->perpImpulse = (b3Vec2){ 0.0f, 0.0f };
joint->motorImpulse = 0.0f;
joint->springImpulse = 0.0f;
joint->lowerImpulse = 0.0f;
joint->upperImpulse = 0.0f;
}
}
void b3WarmStartRevoluteJoint( b3JointSim* base, b3StepContext* context )
{
B3_ASSERT( base->type == b3_revoluteJoint );
float mA = base->invMassA;
float mB = base->invMassB;
b3Matrix3 iA = base->invIA;
b3Matrix3 iB = base->invIB;
b3BodyState dummyState = b3_identityBodyState;
b3RevoluteJoint* joint = &base->revoluteJoint;
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;
b3Vec3 rA = b3RotateVector( stateA->deltaRotation, joint->frameA.p );
b3Vec3 rB = b3RotateVector( stateB->deltaRotation, joint->frameB.p );
float axialImpulse = joint->springImpulse + joint->motorImpulse + joint->lowerImpulse - joint->upperImpulse;
b3Vec3 angularImpulse =
b3Add( b3MulSV( joint->perpImpulse.x, joint->perpAxisX ), b3MulSV( joint->perpImpulse.y, joint->perpAxisY ) );
angularImpulse = b3MulAdd( angularImpulse, axialImpulse, joint->rotationAxisZ );
vA = b3MulSub( vA, mA, joint->linearImpulse );
wA = b3Sub( wA, b3MulMV( iA, b3Add( b3Cross( rA, joint->linearImpulse ), angularImpulse ) ) );
vB = b3MulAdd( vB, mB, joint->linearImpulse );
wB = b3Add( wB, b3MulMV( iB, b3Add( b3Cross( rB, joint->linearImpulse ), angularImpulse ) ) );
if ( stateA->flags & b3_dynamicFlag )
{
stateA->linearVelocity = vA;
stateA->angularVelocity = wA;
}
if ( stateB->flags & b3_dynamicFlag )
{
stateB->linearVelocity = vB;
stateB->angularVelocity = wB;
}
}
void b3SolveRevoluteJoint( b3JointSim* base, b3StepContext* context, bool useBias )
{
float mA = base->invMassA;
float mB = base->invMassB;
b3Matrix3 iA = base->invIA;
b3Matrix3 iB = base->invIB;
b3BodyState dummyState = b3_identityBodyState;
b3RevoluteJoint* joint = &base->revoluteJoint;
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;
bool fixedRotation = base->fixedRotation;
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->enableSpring && fixedRotation == false )
{
float targetAngle = joint->targetAngle;
float angle = b3GetTwistAngle( relQ );
float c = angle - targetAngle;
float bias = joint->springSoftness.biasRate * c;
float massScale = joint->springSoftness.massScale;
float impulseScale = joint->springSoftness.impulseScale;
float cdot = b3Dot( b3Sub( wB, wA ), joint->rotationAxisZ );
float deltaImpulse = -massScale * joint->axialMass * ( cdot + bias ) - impulseScale * joint->springImpulse;
joint->springImpulse += deltaImpulse;
wA = b3MulSub( wA, deltaImpulse, b3MulMV( iA, joint->rotationAxisZ ) );
wB = b3MulAdd( wB, deltaImpulse, b3MulMV( iB, joint->rotationAxisZ ) );
}
if ( joint->enableMotor && fixedRotation == false )
{
float cdot = b3Dot( b3Sub( wB, wA ), joint->rotationAxisZ ) - joint->motorSpeed;
float deltaImpulse = -joint->axialMass * cdot;
float newImpulse = joint->motorImpulse + deltaImpulse;
float maxImpulse = joint->maxMotorTorque * context->h;
newImpulse = b3ClampFloat( newImpulse, -maxImpulse, maxImpulse );
deltaImpulse = newImpulse - joint->motorImpulse;
joint->motorImpulse = newImpulse;
wA = b3MulSub( wA, deltaImpulse, b3MulMV( iA, joint->rotationAxisZ ) );
wB = b3MulAdd( wB, deltaImpulse, b3MulMV( iB, joint->rotationAxisZ ) );
}
if ( joint->enableLimit && fixedRotation == false )
{
float angle = b3GetTwistAngle( relQ );
b3Vec3 axis = joint->rotationAxisZ;
{
float c = angle - joint->lowerAngle;
float bias = 0.0f;
float massScale = 1.0f;
float impulseScale = 0.0f;
if ( c > 0.0f )
{
bias = c * context->inv_h;
}
else if ( useBias )
{
bias = base->constraintSoftness.biasRate * c;
massScale = base->constraintSoftness.massScale;
impulseScale = base->constraintSoftness.impulseScale;
}
float cdot = b3Dot( b3Sub( wB, wA ), axis );
float oldImpulse = joint->lowerImpulse;
float deltaImpulse = -massScale * joint->axialMass * ( cdot + bias ) - impulseScale * oldImpulse;
joint->lowerImpulse = b3MaxFloat( oldImpulse + deltaImpulse, 0.0f );
deltaImpulse = joint->lowerImpulse - oldImpulse;
wA = b3MulSub( wA, deltaImpulse, b3MulMV( iA, axis ) );
wB = b3MulAdd( wB, deltaImpulse, b3MulMV( iB, axis ) );
}
{
float c = joint->upperAngle - angle;
float bias = 0.0f;
float massScale = 1.0f;
float impulseScale = 0.0f;
if ( c > 0.0f )
{
bias = c * context->inv_h;
}
else if ( useBias )
{
bias = base->constraintSoftness.biasRate * c;
massScale = base->constraintSoftness.massScale;
impulseScale = base->constraintSoftness.impulseScale;
}
float cdot = b3Dot( b3Sub( wA, wB ), axis );
float oldImpulse = joint->upperImpulse;
float deltaImpulse = -massScale * joint->axialMass * ( cdot + bias ) - impulseScale * oldImpulse;
joint->upperImpulse = b3MaxFloat( oldImpulse + deltaImpulse, 0.0f );
deltaImpulse = joint->upperImpulse - oldImpulse;
wA = b3MulAdd( wA, deltaImpulse, b3MulMV( iA, axis ) );
wB = b3MulSub( wB, deltaImpulse, b3MulMV( iB, axis ) );
}
}
if ( fixedRotation == false )
{
b3Vec2 bias = { 0.0f, 0.0f };
float massScale = 1.0f;
float impulseScale = 0.0f;
if ( useBias )
{
b3Vec2 c = { relQ.v.x, relQ.v.y };
bias = b3MulSV2( base->constraintSoftness.biasRate, c );
massScale = base->constraintSoftness.massScale;
impulseScale = base->constraintSoftness.impulseScale;
}
b3Vec3 perpAxisX =
b3MulSV( 0.5f, b3RotateVector( quatA, b3Add( b3MulSV( relQ.s, b3Vec3_axisX ), b3Cross( relQ.v, b3Vec3_axisX ) ) ) );
b3Vec3 perpAxisY =
b3MulSV( 0.5f, b3RotateVector( quatA, b3Add( b3MulSV( relQ.s, b3Vec3_axisY ), b3Cross( relQ.v, b3Vec3_axisY ) ) ) );
joint->perpAxisX = perpAxisX;
joint->perpAxisY = perpAxisY;
b3Matrix3 invInertiaSum = b3AddMM( iA, iB );
float kxx = b3Dot( perpAxisX, b3MulMV( invInertiaSum, perpAxisX ) );
float kyy = b3Dot( perpAxisY, b3MulMV( invInertiaSum, perpAxisY ) );
float kxy = b3Dot( perpAxisX, b3MulMV( invInertiaSum, perpAxisY ) );
b3Matrix2 k = { { kxx, kxy }, { kxy, kyy } };
b3Vec3 wRel = b3Sub( wB, wA );
b3Vec2 cdot = { b3Dot( wRel, perpAxisX ), b3Dot( wRel, perpAxisY ) };
b3Vec2 oldImpulse = joint->perpImpulse;
b3Vec2 sol = b3Solve2( k, b3Add2( cdot, bias ) );
b3Vec2 deltaImpulse = b3Sub2( b3MulSV2( -massScale, sol ), b3MulSV2( impulseScale, oldImpulse ) );
joint->perpImpulse = b3Add2( joint->perpImpulse, deltaImpulse );
b3Vec3 angularImpulse = b3Add( b3MulSV( deltaImpulse.x, perpAxisX ), b3MulSV( deltaImpulse.y, perpAxisY ) );
wA = b3Sub( wA, b3MulMV( iA, angularImpulse ) );
wB = b3Add( wB, b3MulMV( iB, angularImpulse ) );
}
{
b3Vec3 rA = b3RotateVector( stateA->deltaRotation, joint->frameA.p );
b3Vec3 rB = b3RotateVector( stateB->deltaRotation, joint->frameB.p );
b3Vec3 cdot = b3Sub( b3Sub( b3Add( vB, b3Cross( wB, rB ) ), vA ), b3Cross( wA, rA ) );
b3Vec3 bias = b3Vec3_zero;
float massScale = 1.0f;
float impulseScale = 0.0f;
if ( useBias )
{
b3Vec3 dcA = stateA->deltaPosition;
b3Vec3 dcB = stateB->deltaPosition;
b3Vec3 separation = b3Add( b3Add( b3Sub( dcB, dcA ), b3Sub( rB, rA ) ), joint->deltaCenter );
bias = b3MulSV( base->constraintSoftness.biasRate, separation );
massScale = base->constraintSoftness.massScale;
impulseScale = base->constraintSoftness.impulseScale;
}
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 impulse = b3Sub( b3MulSV( -massScale, b ), b3MulSV( impulseScale, joint->linearImpulse ) );
joint->linearImpulse = b3Add( joint->linearImpulse, impulse );
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;
}
}
void b3DrawRevoluteJoint( b3DebugDraw* draw, b3JointSim* base, b3WorldTransform transformA, b3WorldTransform transformB, float scale )
{
b3WorldTransform frameA = b3MulWorldTransforms( transformA, base->localFrameA );
float length1 = 0.1f * scale;
draw->DrawSegmentFcn( frameA.p, b3OffsetPos( frameA.p, b3MulSV( length1, b3RotateVector( frameA.q, b3Vec3_axisX ) ) ), b3_colorRed,
draw->context );
draw->DrawSegmentFcn( frameA.p, b3OffsetPos( frameA.p, b3MulSV( length1, b3RotateVector( frameA.q, b3Vec3_axisY ) ) ), b3_colorGreen,
draw->context );
draw->DrawSegmentFcn( frameA.p, b3OffsetPos( frameA.p, b3MulSV( length1, b3RotateVector( frameA.q, b3Vec3_axisZ ) ) ), b3_colorBlue,
draw->context );
b3WorldTransform frameB = b3MulWorldTransforms( transformB, base->localFrameB );
b3RevoluteJoint* joint = &base->revoluteJoint;
enum { kSliceCount = 16 };
if ( joint->enableLimit )
{
b3Quat quatA = frameA.q;
b3Quat quatB = frameB.q;
if ( b3DotQuat( quatA, quatB ) < 0.0f )
{
quatB = b3NegateQuat( quatB );
}
b3Quat relQ = b3InvMulQuat( quatA, quatB );
const float wedgeRadius = 0.2f * scale;
for ( int index = 0; index < kSliceCount; ++index )
{
float t1 = (float)( index + 0 ) / kSliceCount;
float alpha1 = ( 1.0f - t1 ) * joint->lowerAngle + t1 * joint->upperAngle;
float t2 = (float)( index + 1 ) / kSliceCount;
float alpha2 = ( 1.0f - t2 ) * joint->lowerAngle + t2 * joint->upperAngle;
b3Vec3 vertex1 = { wedgeRadius * b3Cos( alpha1 ), wedgeRadius * b3Sin( alpha1 ), 0.0f };
b3Vec3 vertex2 = { wedgeRadius * b3Cos( alpha2 ), wedgeRadius * b3Sin( alpha2 ), 0.0f };
if ( index == 0 )
{
draw->DrawSegmentFcn( frameA.p, b3TransformWorldPoint( frameA, vertex1 ), b3_colorCyan, draw->context );
}
if ( index == kSliceCount - 1 )
{
draw->DrawSegmentFcn( b3TransformWorldPoint( frameA, vertex2 ), frameA.p, b3_colorCyan, draw->context );
}
draw->DrawSegmentFcn( b3TransformWorldPoint( frameA, vertex1 ), b3TransformWorldPoint( frameA, vertex2 ), b3_colorCyan,
draw->context );
}
float twistAngle = b3GetTwistAngle( relQ );
b3Vec3 p2 = { wedgeRadius * b3Cos( twistAngle ), wedgeRadius * b3Sin( twistAngle ), 0.0f };
draw->DrawSegmentFcn( frameA.p, b3TransformWorldPoint( frameA, p2 ), b3_colorYellow, draw->context );
}
}