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Fix RopeJoints not working.
This commit is contained in:
@@ -53,7 +53,6 @@
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#include "b2_prismatic_joint.h"
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#include "b2_pulley_joint.h"
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#include "b2_revolute_joint.h"
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#include "b2_rope_joint.h"
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#include "b2_weld_joint.h"
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#include "b2_wheel_joint.h"
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@@ -1,118 +0,0 @@
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifndef B2_ROPE_JOINT_H
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#define B2_ROPE_JOINT_H
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#include "b2_joint.h"
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/// Rope joint definition. This requires two body anchor points and
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/// a maximum lengths.
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/// Note: by default the connected objects will not collide.
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/// see collideConnected in b2JointDef.
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struct b2RopeJointDef : public b2JointDef
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{
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b2RopeJointDef()
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{
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type = e_ropeJoint;
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localAnchorA.Set(-1.0f, 0.0f);
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localAnchorB.Set(1.0f, 0.0f);
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maxLength = 0.0f;
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}
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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The maximum length of the rope.
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/// Warning: this must be larger than b2_linearSlop or
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/// the joint will have no effect.
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float maxLength;
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};
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/// A rope joint enforces a maximum distance between two points
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/// on two bodies. It has no other effect.
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/// Warning: if you attempt to change the maximum length during
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/// the simulation you will get some non-physical behavior.
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/// A model that would allow you to dynamically modify the length
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/// would have some sponginess, so I chose not to implement it
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/// that way. See b2DistanceJoint if you want to dynamically
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/// control length.
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class b2RopeJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const override;
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b2Vec2 GetAnchorB() const override;
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b2Vec2 GetReactionForce(float inv_dt) const override;
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float GetReactionTorque(float inv_dt) const override;
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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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/// The local anchor point relative to bodyB's origin.
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const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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/// Set/Get the maximum length of the rope.
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void SetMaxLength(float length) { m_maxLength = length; }
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float GetMaxLength() const;
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// Get current length
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float GetLength() const;
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/// Dump joint to dmLog
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void Dump() override;
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protected:
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friend class b2Joint;
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b2RopeJoint(const b2RopeJointDef* data);
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void InitVelocityConstraints(const b2SolverData& data) override;
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void SolveVelocityConstraints(const b2SolverData& data) override;
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bool SolvePositionConstraints(const b2SolverData& data) override;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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float m_maxLength;
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float m_length;
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float m_impulse;
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// Solver temp
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int32 m_indexA;
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int32 m_indexB;
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b2Vec2 m_u;
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b2Vec2 m_rA;
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b2Vec2 m_rB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float m_invMassA;
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float m_invMassB;
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float m_invIA;
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float m_invIB;
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float m_mass;
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};
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#endif
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@@ -1,234 +0,0 @@
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// MIT License
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// Copyright (c) 2019 Erin Catto
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "box2d/b2_body.h"
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#include "box2d/b2_rope_joint.h"
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#include "box2d/b2_time_step.h"
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// Limit:
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// C = norm(pB - pA) - L
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// u = (pB - pA) / norm(pB - pA)
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// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
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// J = [-u -cross(rA, u) u cross(rB, u)]
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// K = J * invM * JT
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// = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
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b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
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: b2Joint(def)
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{
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m_localAnchorA = def->localAnchorA;
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m_localAnchorB = def->localAnchorB;
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m_maxLength = def->maxLength;
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m_mass = 0.0f;
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m_impulse = 0.0f;
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m_length = 0.0f;
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}
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void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
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{
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m_indexA = m_bodyA->m_islandIndex;
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m_indexB = m_bodyB->m_islandIndex;
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m_localCenterA = m_bodyA->m_sweep.localCenter;
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m_localCenterB = m_bodyB->m_sweep.localCenter;
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m_invMassA = m_bodyA->m_invMass;
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m_invMassB = m_bodyB->m_invMass;
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m_invIA = m_bodyA->m_invI;
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m_invIB = m_bodyB->m_invI;
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b2Vec2 cA = data.positions[m_indexA].c;
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float aA = data.positions[m_indexA].a;
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b2Vec2 vA = data.velocities[m_indexA].v;
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float wA = data.velocities[m_indexA].w;
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b2Vec2 cB = data.positions[m_indexB].c;
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float aB = data.positions[m_indexB].a;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float wB = data.velocities[m_indexB].w;
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b2Rot qA(aA), qB(aB);
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m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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m_u = cB + m_rB - cA - m_rA;
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m_length = m_u.Length();
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if (m_length > b2_linearSlop)
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{
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m_u *= 1.0f / m_length;
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}
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else
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{
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m_u.SetZero();
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m_mass = 0.0f;
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m_impulse = 0.0f;
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return;
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}
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// Compute effective mass.
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float crA = b2Cross(m_rA, m_u);
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float crB = b2Cross(m_rB, m_u);
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float invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
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m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
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if (data.step.warmStarting)
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{
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// Scale the impulse to support a variable time step.
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m_impulse *= data.step.dtRatio;
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b2Vec2 P = m_impulse * m_u;
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vA -= m_invMassA * P;
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wA -= m_invIA * b2Cross(m_rA, P);
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vB += m_invMassB * P;
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wB += m_invIB * b2Cross(m_rB, P);
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}
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else
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{
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m_impulse = 0.0f;
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}
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
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{
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b2Vec2 vA = data.velocities[m_indexA].v;
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float wA = data.velocities[m_indexA].w;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float wB = data.velocities[m_indexB].w;
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// Cdot = dot(u, v + cross(w, r))
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b2Vec2 vpA = vA + b2Cross(wA, m_rA);
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b2Vec2 vpB = vB + b2Cross(wB, m_rB);
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float C = m_length - m_maxLength;
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float Cdot = b2Dot(m_u, vpB - vpA);
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// Predictive constraint.
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if (C < 0.0f)
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{
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Cdot += data.step.inv_dt * C;
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}
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float impulse = -m_mass * Cdot;
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float oldImpulse = m_impulse;
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m_impulse = b2Min(0.0f, m_impulse + impulse);
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impulse = m_impulse - oldImpulse;
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b2Vec2 P = impulse * m_u;
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vA -= m_invMassA * P;
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wA -= m_invIA * b2Cross(m_rA, P);
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vB += m_invMassB * P;
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wB += m_invIB * b2Cross(m_rB, P);
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
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{
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b2Vec2 cA = data.positions[m_indexA].c;
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float aA = data.positions[m_indexA].a;
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b2Vec2 cB = data.positions[m_indexB].c;
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float aB = data.positions[m_indexB].a;
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b2Rot qA(aA), qB(aB);
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b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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b2Vec2 u = cB + rB - cA - rA;
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m_length = u.Normalize();
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float C = m_length - m_maxLength;
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C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
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float impulse = -m_mass * C;
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b2Vec2 P = impulse * u;
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cA -= m_invMassA * P;
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aA -= m_invIA * b2Cross(rA, P);
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cB += m_invMassB * P;
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aB += m_invIB * b2Cross(rB, P);
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data.positions[m_indexA].c = cA;
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data.positions[m_indexA].a = aA;
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data.positions[m_indexB].c = cB;
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data.positions[m_indexB].a = aB;
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return m_length - m_maxLength < b2_linearSlop;
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}
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b2Vec2 b2RopeJoint::GetAnchorA() const
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{
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return m_bodyA->GetWorldPoint(m_localAnchorA);
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}
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b2Vec2 b2RopeJoint::GetAnchorB() const
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{
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return m_bodyB->GetWorldPoint(m_localAnchorB);
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}
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b2Vec2 b2RopeJoint::GetReactionForce(float inv_dt) const
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{
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b2Vec2 F = (inv_dt * m_impulse) * m_u;
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return F;
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}
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float b2RopeJoint::GetReactionTorque(float inv_dt) const
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{
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B2_NOT_USED(inv_dt);
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return 0.0f;
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}
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float b2RopeJoint::GetMaxLength() const
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{
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return m_maxLength;
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}
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float b2RopeJoint::GetLength() const
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{
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return m_length;
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}
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void b2RopeJoint::Dump()
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{
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int32 indexA = m_bodyA->m_islandIndex;
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int32 indexB = m_bodyB->m_islandIndex;
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b2Dump(" b2RopeJointDef jd;\n");
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b2Dump(" jd.bodyA = bodies[%d];\n", indexA);
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b2Dump(" jd.bodyB = bodies[%d];\n", indexB);
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b2Dump(" jd.collideConnected = bool(%d);\n", m_collideConnected);
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b2Dump(" jd.localAnchorA.Set(%.9g, %.9g);\n", m_localAnchorA.x, m_localAnchorA.y);
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b2Dump(" jd.localAnchorB.Set(%.9g, %.9g);\n", m_localAnchorB.x, m_localAnchorB.y);
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b2Dump(" jd.maxLength = %.9g;\n", m_maxLength);
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b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
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}
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@@ -38,7 +38,7 @@ RopeJoint::RopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, flo
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: Joint(body1, body2)
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, joint(NULL)
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{
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b2RopeJointDef def;
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b2DistanceJointDef def;
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def.bodyA = body1->body;
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def.bodyB = body2->body;
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body1->getLocalPoint(x1, y1, x1, y1);
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@@ -49,7 +49,7 @@ RopeJoint::RopeJoint(Body *body1, Body *body2, float x1, float y1, float x2, flo
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def.localAnchorB.y = Physics::scaleDown(y2);
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def.maxLength = Physics::scaleDown(maxLength);
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def.collideConnected = collideConnected;
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joint = (b2RopeJoint *)createJoint(&def);
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joint = (b2DistanceJoint *)createJoint(&def);
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}
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RopeJoint::~RopeJoint()
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@@ -56,7 +56,7 @@ public:
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private:
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// The Box2D RopeJoint object.
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b2RopeJoint *joint;
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b2DistanceJoint *joint;
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};
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} // box2d
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