Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-03 15:39:32 -04:00
parent b3434997bf
commit 915e3e9d86
126 changed files with 8581 additions and 3772 deletions
+250 -109
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,9 +24,8 @@
// Gear Joint:
// C0 = (coordinate1 + ratio * coordinate2)_initial
// C = C0 - (cordinate1 + ratio * coordinate2) = 0
// Cdot = -(Cdot1 + ratio * Cdot2)
// J = -[J1 ratio * J2]
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
// J = [J1 ratio * J2]
// K = J * invM * JT
// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
//
@@ -45,177 +44,323 @@
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
: b2Joint(def)
{
b2JointType type1 = def->joint1->GetType();
b2JointType type2 = def->joint2->GetType();
m_typeA = def->joint1->GetType();
m_typeB = def->joint2->GetType();
b2Assert(type1 == e_revoluteJoint || type1 == e_prismaticJoint);
b2Assert(type2 == e_revoluteJoint || type2 == e_prismaticJoint);
b2Assert(def->joint1->GetBodyA()->GetType() == b2_staticBody);
b2Assert(def->joint2->GetBodyA()->GetType() == b2_staticBody);
b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
m_revolute1 = NULL;
m_prismatic1 = NULL;
m_revolute2 = NULL;
m_prismatic2 = NULL;
float32 coordinateA, coordinateB;
float32 coordinate1, coordinate2;
m_ground1 = def->joint1->GetBodyA();
m_bodyC = def->joint1->GetBodyA();
m_bodyA = def->joint1->GetBodyB();
if (type1 == e_revoluteJoint)
// Get geometry of joint1
b2Transform xfA = m_bodyA->m_xf;
float32 aA = m_bodyA->m_sweep.a;
b2Transform xfC = m_bodyC->m_xf;
float32 aC = m_bodyC->m_sweep.a;
if (m_typeA == e_revoluteJoint)
{
m_revolute1 = (b2RevoluteJoint*)def->joint1;
m_groundAnchor1 = m_revolute1->m_localAnchor1;
m_localAnchor1 = m_revolute1->m_localAnchor2;
coordinate1 = m_revolute1->GetJointAngle();
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
m_localAnchorC = revolute->m_localAnchorA;
m_localAnchorA = revolute->m_localAnchorB;
m_referenceAngleA = revolute->m_referenceAngle;
m_localAxisC.SetZero();
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
m_prismatic1 = (b2PrismaticJoint*)def->joint1;
m_groundAnchor1 = m_prismatic1->m_localAnchor1;
m_localAnchor1 = m_prismatic1->m_localAnchor2;
coordinate1 = m_prismatic1->GetJointTranslation();
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
m_localAnchorC = prismatic->m_localAnchorA;
m_localAnchorA = prismatic->m_localAnchorB;
m_referenceAngleA = prismatic->m_refAngle;
m_localAxisC = prismatic->m_localXAxisA;
b2Vec2 pC = m_localAnchorC;
b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
m_ground2 = def->joint2->GetBodyA();
m_bodyD = def->joint2->GetBodyA();
m_bodyB = def->joint2->GetBodyB();
if (type2 == e_revoluteJoint)
// Get geometry of joint2
b2Transform xfB = m_bodyB->m_xf;
float32 aB = m_bodyB->m_sweep.a;
b2Transform xfD = m_bodyD->m_xf;
float32 aD = m_bodyD->m_sweep.a;
if (m_typeB == e_revoluteJoint)
{
m_revolute2 = (b2RevoluteJoint*)def->joint2;
m_groundAnchor2 = m_revolute2->m_localAnchor1;
m_localAnchor2 = m_revolute2->m_localAnchor2;
coordinate2 = m_revolute2->GetJointAngle();
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
m_localAnchorD = revolute->m_localAnchorA;
m_localAnchorB = revolute->m_localAnchorB;
m_referenceAngleB = revolute->m_referenceAngle;
m_localAxisD.SetZero();
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
m_prismatic2 = (b2PrismaticJoint*)def->joint2;
m_groundAnchor2 = m_prismatic2->m_localAnchor1;
m_localAnchor2 = m_prismatic2->m_localAnchor2;
coordinate2 = m_prismatic2->GetJointTranslation();
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
m_localAnchorD = prismatic->m_localAnchorA;
m_localAnchorB = prismatic->m_localAnchorB;
m_referenceAngleB = prismatic->m_refAngle;
m_localAxisD = prismatic->m_localXAxisA;
b2Vec2 pD = m_localAnchorD;
b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
m_ratio = def->ratio;
m_constant = coordinate1 + m_ratio * coordinate2;
m_constant = coordinateA + m_ratio * coordinateB;
m_impulse = 0.0f;
}
void b2GearJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* g1 = m_ground1;
b2Body* g2 = m_ground2;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_indexC = m_bodyC->m_islandIndex;
m_indexD = m_bodyD->m_islandIndex;
m_lcA = m_bodyA->m_sweep.localCenter;
m_lcB = m_bodyB->m_sweep.localCenter;
m_lcC = m_bodyC->m_sweep.localCenter;
m_lcD = m_bodyD->m_sweep.localCenter;
m_mA = m_bodyA->m_invMass;
m_mB = m_bodyB->m_invMass;
m_mC = m_bodyC->m_invMass;
m_mD = m_bodyD->m_invMass;
m_iA = m_bodyA->m_invI;
m_iB = m_bodyB->m_invI;
m_iC = m_bodyC->m_invI;
m_iD = m_bodyD->m_invI;
float32 K = 0.0f;
m_J.SetZero();
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
if (m_revolute1)
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
m_mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
m_J.angularA = -1.0f;
K += b1->m_invI;
m_JvAC.SetZero();
m_JwA = 1.0f;
m_JwC = 1.0f;
m_mass += m_iA + m_iC;
}
else
{
b2Vec2 ug = b2Mul(g1->GetTransform().R, m_prismatic1->m_localXAxis1);
b2Vec2 r = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
float32 crug = b2Cross(r, ug);
m_J.linearA = -ug;
m_J.angularA = -crug;
K += b1->m_invMass + b1->m_invI * crug * crug;
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
m_JvAC = u;
m_JwC = b2Cross(rC, u);
m_JwA = b2Cross(rA, u);
m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
}
if (m_revolute2)
if (m_typeB == e_revoluteJoint)
{
m_J.angularB = -m_ratio;
K += m_ratio * m_ratio * b2->m_invI;
m_JvBD.SetZero();
m_JwB = m_ratio;
m_JwD = m_ratio;
m_mass += m_ratio * m_ratio * (m_iB + m_iD);
}
else
{
b2Vec2 ug = b2Mul(g2->GetTransform().R, m_prismatic2->m_localXAxis1);
b2Vec2 r = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
float32 crug = b2Cross(r, ug);
m_J.linearB = -m_ratio * ug;
m_J.angularB = -m_ratio * crug;
K += m_ratio * m_ratio * (b2->m_invMass + b2->m_invI * crug * crug);
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
m_JvBD = m_ratio * u;
m_JwD = m_ratio * b2Cross(rD, u);
m_JwB = m_ratio * b2Cross(rB, u);
m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
}
// Compute effective mass.
m_mass = K > 0.0f ? 1.0f / K : 0.0f;
m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
if (step.warmStarting)
if (data.step.warmStarting)
{
// Warm starting.
b1->m_linearVelocity += b1->m_invMass * m_impulse * m_J.linearA;
b1->m_angularVelocity += b1->m_invI * m_impulse * m_J.angularA;
b2->m_linearVelocity += b2->m_invMass * m_impulse * m_J.linearB;
b2->m_angularVelocity += b2->m_invI * m_impulse * m_J.angularB;
vA += (m_mA * m_impulse) * m_JvAC;
wA += m_iA * m_impulse * m_JwA;
vB += (m_mB * m_impulse) * m_JvBD;
wB += m_iB * m_impulse * m_JwB;
vC -= (m_mC * m_impulse) * m_JvAC;
wC -= m_iC * m_impulse * m_JwC;
vD -= (m_mD * m_impulse) * m_JvBD;
wD -= m_iD * m_impulse * m_JwD;
}
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;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
void b2GearJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
float32 Cdot = m_J.Compute( b1->m_linearVelocity, b1->m_angularVelocity,
b2->m_linearVelocity, b2->m_angularVelocity);
float32 impulse = m_mass * (-Cdot);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b1->m_linearVelocity += b1->m_invMass * impulse * m_J.linearA;
b1->m_angularVelocity += b1->m_invI * impulse * m_J.angularA;
b2->m_linearVelocity += b2->m_invMass * impulse * m_J.linearB;
b2->m_angularVelocity += b2->m_invI * impulse * m_J.angularB;
vA += (m_mA * impulse) * m_JvAC;
wA += m_iA * impulse * m_JwA;
vB += (m_mB * impulse) * m_JvBD;
wB += m_iB * impulse * m_JwB;
vC -= (m_mC * impulse) * m_JvAC;
wC -= m_iC * impulse * m_JwC;
vD -= (m_mD * impulse) * m_JvBD;
wD -= m_iD * impulse * m_JwD;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
bool b2GearJoint::SolvePositionConstraints(float32 baumgarte)
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
float32 linearError = 0.0f;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
float32 coordinateA, coordinateB;
float32 coordinate1, coordinate2;
if (m_revolute1)
b2Vec2 JvAC, JvBD;
float32 JwA, JwB, JwC, JwD;
float32 mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
coordinate1 = m_revolute1->GetJointAngle();
JvAC.SetZero();
JwA = 1.0f;
JwC = 1.0f;
mass += m_iA + m_iC;
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
coordinate1 = m_prismatic1->GetJointTranslation();
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
JvAC = u;
JwC = b2Cross(rC, u);
JwA = b2Cross(rA, u);
mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
b2Vec2 pC = m_localAnchorC - m_lcC;
b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
if (m_revolute2)
if (m_typeB == e_revoluteJoint)
{
coordinate2 = m_revolute2->GetJointAngle();
JvBD.SetZero();
JwB = 1.0f;
JwD = 1.0f;
mass += m_iB + m_iD;
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
coordinate2 = m_prismatic2->GetJointTranslation();
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
JvBD = m_ratio * u;
JwD = m_ratio * b2Cross(rD, u);
JwB = m_ratio * b2Cross(rB, u);
mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
b2Vec2 pD = m_localAnchorD - m_lcD;
b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
float32 C = m_constant - (coordinate1 + m_ratio * coordinate2);
float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
float32 impulse = m_mass * (-C);
float32 impulse = 0.0f;
if (mass > 0.0f)
{
impulse = -C / mass;
}
b1->m_sweep.c += b1->m_invMass * impulse * m_J.linearA;
b1->m_sweep.a += b1->m_invI * impulse * m_J.angularA;
b2->m_sweep.c += b2->m_invMass * impulse * m_J.linearB;
b2->m_sweep.a += b2->m_invI * impulse * m_J.angularB;
cA += m_mA * impulse * JvAC;
aA += m_iA * impulse * JwA;
cB += m_mB * impulse * JvBD;
aB += m_iB * impulse * JwB;
cC -= m_mC * impulse * JvAC;
aC -= m_iC * impulse * JwC;
cD -= m_mD * impulse * JvBD;
aD -= m_iD * impulse * JwD;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
data.positions[m_indexC].c = cC;
data.positions[m_indexC].a = aC;
data.positions[m_indexD].c = cD;
data.positions[m_indexD].a = aD;
// TODO_ERIN not implemented
return linearError < b2_linearSlop;
@@ -223,27 +368,23 @@ bool b2GearJoint::SolvePositionConstraints(float32 baumgarte)
b2Vec2 b2GearJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2GearJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
{
// TODO_ERIN not tested
b2Vec2 P = m_impulse * m_J.linearB;
b2Vec2 P = m_impulse * m_JvAC;
return inv_dt * P;
}
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
{
// TODO_ERIN not tested
b2Vec2 r = b2Mul(m_bodyB->GetTransform().R, m_localAnchor2 - m_bodyB->GetLocalCenter());
b2Vec2 P = m_impulse * m_J.linearB;
float32 L = m_impulse * m_J.angularB - b2Cross(r, P);
float32 L = m_impulse * m_JwA;
return inv_dt * L;
}