#include "box2d/b2_body.h"
#include "box2d/b2_mouse_joint.h"
#include "box2d/b2_time_step.h"
b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
: b2Joint(def)
{
m_targetA = def->target;
m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
m_maxForce = def->maxForce;
m_stiffness = def->stiffness;
m_damping = def->damping;
m_impulse.SetZero();
m_beta = 0.0f;
m_gamma = 0.0f;
}
void b2MouseJoint::SetTarget(const b2Vec2& target)
{
if (target != m_targetA)
{
m_bodyB->SetAwake(true);
m_targetA = target;
}
}
const b2Vec2& b2MouseJoint::GetTarget() const
{
return m_targetA;
}
void b2MouseJoint::SetMaxForce(float force)
{
m_maxForce = force;
}
float b2MouseJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexB = m_bodyB->m_islandIndex;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassB = m_bodyB->m_invMass;
m_invIB = m_bodyB->m_invI;
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 qB(aB);
float mass = m_bodyB->GetMass();
float d = m_damping;
float k = m_stiffness;
float h = data.step.dt;
m_gamma = h * (d + h * k);
if (m_gamma != 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_beta = h * k * m_gamma;
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Mat22 K;
K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
K.ex.y = -m_invIB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
m_mass = K.GetInverse();
m_C = cB + m_rB - m_targetA;
m_C *= m_beta;
wB *= 0.98f;
if (data.step.warmStarting)
{
m_impulse *= data.step.dtRatio;
vB += m_invMassB * m_impulse;
wB += m_invIB * b2Cross(m_rB, m_impulse);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
b2Vec2 oldImpulse = m_impulse;
m_impulse += impulse;
float maxImpulse = data.step.dt * m_maxForce;
if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_impulse *= maxImpulse / m_impulse.Length();
}
impulse = m_impulse - oldImpulse;
vB += m_invMassB * impulse;
wB += m_invIB * b2Cross(m_rB, impulse);
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2MouseJoint::GetAnchorA() const
{
return m_targetA;
}
b2Vec2 b2MouseJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2MouseJoint::GetReactionForce(float inv_dt) const
{
return inv_dt * m_impulse;
}
float b2MouseJoint::GetReactionTorque(float inv_dt) const
{
return inv_dt * 0.0f;
}
void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin)
{
m_targetA -= newOrigin;
}