#include "box2d/b2_body.h"
#include "box2d/b2_draw.h"
#include "box2d/b2_distance_joint.h"
#include "box2d/b2_time_step.h"
void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
const b2Vec2& anchor1, const b2Vec2& anchor2)
{
bodyA = b1;
bodyB = b2;
localAnchorA = bodyA->GetLocalPoint(anchor1);
localAnchorB = bodyB->GetLocalPoint(anchor2);
b2Vec2 d = anchor2 - anchor1;
length = b2Max(d.Length(), b2_linearSlop);
minLength = length;
maxLength = length;
}
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_length = b2Max(def->length, b2_linearSlop);
m_minLength = b2Max(def->minLength, b2_linearSlop);
m_maxLength = b2Max(def->maxLength, m_minLength);
m_stiffness = def->stiffness;
m_damping = def->damping;
m_gamma = 0.0f;
m_bias = 0.0f;
m_impulse = 0.0f;
m_lowerImpulse = 0.0f;
m_upperImpulse = 0.0f;
m_currentLength = 0.0f;
}
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
m_currentLength = m_u.Length();
if (m_currentLength > b2_linearSlop)
{
m_u *= 1.0f / m_currentLength;
}
else
{
m_u.Set(0.0f, 0.0f);
m_mass = 0.0f;
m_impulse = 0.0f;
m_lowerImpulse = 0.0f;
m_upperImpulse = 0.0f;
}
float crAu = b2Cross(m_rA, m_u);
float crBu = b2Cross(m_rB, m_u);
float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (m_stiffness > 0.0f && m_minLength < m_maxLength)
{
float C = m_currentLength - m_length;
float d = m_damping;
float k = m_stiffness;
float h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invMass += m_gamma;
m_softMass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
}
else
{
m_gamma = 0.0f;
m_bias = 0.0f;
m_softMass = m_mass;
}
if (data.step.warmStarting)
{
m_impulse *= data.step.dtRatio;
m_lowerImpulse *= data.step.dtRatio;
m_upperImpulse *= data.step.dtRatio;
b2Vec2 P = (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
if (m_minLength < m_maxLength)
{
if (m_stiffness > 0.0f)
{
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float Cdot = b2Dot(m_u, vpB - vpA);
float impulse = -m_softMass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
{
float C = m_currentLength - m_minLength;
float bias = b2Max(0.0f, C) * data.step.inv_dt;
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float Cdot = b2Dot(m_u, vpB - vpA);
float impulse = -m_mass * (Cdot + bias);
float oldImpulse = m_lowerImpulse;
m_lowerImpulse = b2Max(0.0f, m_lowerImpulse + impulse);
impulse = m_lowerImpulse - oldImpulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
{
float C = m_maxLength - m_currentLength;
float bias = b2Max(0.0f, C) * data.step.inv_dt;
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float Cdot = b2Dot(m_u, vpA - vpB);
float impulse = -m_mass * (Cdot + bias);
float oldImpulse = m_upperImpulse;
m_upperImpulse = b2Max(0.0f, m_upperImpulse + impulse);
impulse = m_upperImpulse - oldImpulse;
b2Vec2 P = -impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
}
else
{
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float Cdot = b2Dot(m_u, vpB - vpA);
float impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float length = u.Normalize();
float C;
if (m_minLength == m_maxLength)
{
C = length - m_minLength;
}
else if (length < m_minLength)
{
C = length - m_minLength;
}
else if (m_maxLength < length)
{
C = length - m_maxLength;
}
else
{
return true;
}
float impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) < b2_linearSlop;
}
b2Vec2 b2DistanceJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2DistanceJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2DistanceJoint::GetReactionForce(float inv_dt) const
{
b2Vec2 F = inv_dt * (m_impulse + m_lowerImpulse - m_upperImpulse) * m_u;
return F;
}
float b2DistanceJoint::GetReactionTorque(float inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
float b2DistanceJoint::SetLength(float length)
{
m_impulse = 0.0f;
m_length = b2Max(b2_linearSlop, length);
return m_length;
}
float b2DistanceJoint::SetMinLength(float minLength)
{
m_lowerImpulse = 0.0f;
m_minLength = b2Clamp(minLength, b2_linearSlop, m_maxLength);
return m_minLength;
}
float b2DistanceJoint::SetMaxLength(float maxLength)
{
m_upperImpulse = 0.0f;
m_maxLength = b2Max(maxLength, m_minLength);
return m_maxLength;
}
float b2DistanceJoint::GetCurrentLength() const
{
b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 d = pB - pA;
float length = d.Length();
return length;
}
void b2DistanceJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Dump(" b2DistanceJointDef jd;\n");
b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
b2Dump(" jd.bodyB = bodies[%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.length = %.9g;\n", m_length);
b2Dump(" jd.minLength = %.9g;\n", m_minLength);
b2Dump(" jd.maxLength = %.9g;\n", m_maxLength);
b2Dump(" jd.stiffness = %.9g;\n", m_stiffness);
b2Dump(" jd.damping = %.9g;\n", m_damping);
b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
void b2DistanceJoint::Draw(b2Draw* draw) const
{
const b2Transform& xfA = m_bodyA->GetTransform();
const b2Transform& xfB = m_bodyB->GetTransform();
b2Vec2 pA = b2Mul(xfA, m_localAnchorA);
b2Vec2 pB = b2Mul(xfB, m_localAnchorB);
b2Vec2 axis = pB - pA;
float length = axis.Normalize();
b2Color c1(0.7f, 0.7f, 0.7f);
b2Color c2(0.3f, 0.9f, 0.3f);
b2Color c3(0.9f, 0.3f, 0.3f);
b2Color c4(0.4f, 0.4f, 0.4f);
draw->DrawSegment(pA, pB, c4);
b2Vec2 pRest = pA + m_length * axis;
draw->DrawPoint(pRest, 8.0f, c1);
if (m_minLength != m_maxLength)
{
if (m_minLength > b2_linearSlop)
{
b2Vec2 pMin = pA + m_minLength * axis;
draw->DrawPoint(pMin, 4.0f, c2);
}
if (m_maxLength < FLT_MAX)
{
b2Vec2 pMax = pA + m_maxLength * axis;
draw->DrawPoint(pMax, 4.0f, c3);
}
}
}