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645 lines
17 KiB
C++
645 lines
17 KiB
C++
// 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_draw.h"
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#include "box2d/b2_prismatic_joint.h"
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#include "box2d/b2_time_step.h"
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// Linear constraint (point-to-line)
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// d = p2 - p1 = x2 + r2 - x1 - r1
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// C = dot(perp, d)
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// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
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// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
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//
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// Angular constraint
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// C = a2 - a1 + a_initial
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// Cdot = w2 - w1
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// J = [0 0 -1 0 0 1]
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//
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// K = J * invM * JT
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//
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// J = [-a -s1 a s2]
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// [0 -1 0 1]
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// a = perp
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// s1 = cross(d + r1, a) = cross(p2 - x1, a)
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// s2 = cross(r2, a) = cross(p2 - x2, a)
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// Motor/Limit linear constraint
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// C = dot(ax1, d)
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// Cdot = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
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// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
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// Predictive limit is applied even when the limit is not active.
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// Prevents a constraint speed that can lead to a constraint error in one time step.
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// Want C2 = C1 + h * Cdot >= 0
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// Or:
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// Cdot + C1/h >= 0
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// I do not apply a negative constraint error because that is handled in position correction.
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// So:
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// Cdot + max(C1, 0)/h >= 0
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// Block Solver
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// We develop a block solver that includes the angular and linear constraints. This makes the limit stiffer.
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//
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// The Jacobian has 2 rows:
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// J = [-uT -s1 uT s2] // linear
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// [0 -1 0 1] // angular
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//
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// u = perp
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// s1 = cross(d + r1, u), s2 = cross(r2, u)
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// a1 = cross(d + r1, v), a2 = cross(r2, v)
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void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
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{
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bodyA = bA;
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bodyB = bB;
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localAnchorA = bodyA->GetLocalPoint(anchor);
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localAnchorB = bodyB->GetLocalPoint(anchor);
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localAxisA = bodyA->GetLocalVector(axis);
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referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
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}
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b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* 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_localXAxisA = def->localAxisA;
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m_localXAxisA.Normalize();
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m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
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m_referenceAngle = def->referenceAngle;
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m_impulse.SetZero();
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m_axialMass = 0.0f;
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m_motorImpulse = 0.0f;
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 0.0f;
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m_lowerTranslation = def->lowerTranslation;
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m_upperTranslation = def->upperTranslation;
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b2Assert(m_lowerTranslation <= m_upperTranslation);
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m_maxMotorForce = def->maxMotorForce;
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m_motorSpeed = def->motorSpeed;
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m_enableLimit = def->enableLimit;
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m_enableMotor = def->enableMotor;
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m_translation = 0.0f;
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m_axis.SetZero();
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m_perp.SetZero();
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}
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void b2PrismaticJoint::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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// Compute the effective masses.
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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 d = (cB - cA) + rB - rA;
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float mA = m_invMassA, mB = m_invMassB;
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float iA = m_invIA, iB = m_invIB;
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// Compute motor Jacobian and effective mass.
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{
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m_axis = b2Mul(qA, m_localXAxisA);
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m_a1 = b2Cross(d + rA, m_axis);
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m_a2 = b2Cross(rB, m_axis);
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m_axialMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
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if (m_axialMass > 0.0f)
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{
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m_axialMass = 1.0f / m_axialMass;
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}
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}
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// Prismatic constraint.
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{
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m_perp = b2Mul(qA, m_localYAxisA);
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m_s1 = b2Cross(d + rA, m_perp);
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m_s2 = b2Cross(rB, m_perp);
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float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
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float k12 = iA * m_s1 + iB * m_s2;
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float k22 = iA + iB;
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if (k22 == 0.0f)
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{
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// For bodies with fixed rotation.
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k22 = 1.0f;
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}
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m_K.ex.Set(k11, k12);
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m_K.ey.Set(k12, k22);
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}
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if (m_enableLimit)
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{
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m_translation = b2Dot(m_axis, d);
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}
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else
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{
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 0.0f;
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}
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if (m_enableMotor == false)
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{
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m_motorImpulse = 0.0f;
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}
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if (data.step.warmStarting)
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{
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// Account for variable time step.
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m_impulse *= data.step.dtRatio;
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m_motorImpulse *= data.step.dtRatio;
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m_lowerImpulse *= data.step.dtRatio;
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m_upperImpulse *= data.step.dtRatio;
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float axialImpulse = m_motorImpulse + m_lowerImpulse - m_upperImpulse;
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b2Vec2 P = m_impulse.x * m_perp + axialImpulse * m_axis;
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float LA = m_impulse.x * m_s1 + m_impulse.y + axialImpulse * m_a1;
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float LB = m_impulse.x * m_s2 + m_impulse.y + axialImpulse * m_a2;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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else
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{
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m_impulse.SetZero();
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m_motorImpulse = 0.0f;
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m_lowerImpulse = 0.0f;
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m_upperImpulse = 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 b2PrismaticJoint::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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float mA = m_invMassA, mB = m_invMassB;
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float iA = m_invIA, iB = m_invIB;
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// Solve linear motor constraint
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if (m_enableMotor)
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{
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float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
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float impulse = m_axialMass * (m_motorSpeed - Cdot);
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float oldImpulse = m_motorImpulse;
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float maxImpulse = data.step.dt * m_maxMotorForce;
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m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
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impulse = m_motorImpulse - oldImpulse;
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b2Vec2 P = impulse * m_axis;
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float LA = impulse * m_a1;
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float LB = impulse * m_a2;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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if (m_enableLimit)
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{
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// Lower limit
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{
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float C = m_translation - m_lowerTranslation;
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float Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
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float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
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float oldImpulse = m_lowerImpulse;
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m_lowerImpulse = b2Max(m_lowerImpulse + impulse, 0.0f);
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impulse = m_lowerImpulse - oldImpulse;
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b2Vec2 P = impulse * m_axis;
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float LA = impulse * m_a1;
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float LB = impulse * m_a2;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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}
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// Upper limit
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// Note: signs are flipped to keep C positive when the constraint is satisfied.
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// This also keeps the impulse positive when the limit is active.
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{
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float C = m_upperTranslation - m_translation;
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float Cdot = b2Dot(m_axis, vA - vB) + m_a1 * wA - m_a2 * wB;
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float impulse = -m_axialMass * (Cdot + b2Max(C, 0.0f) * data.step.inv_dt);
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float oldImpulse = m_upperImpulse;
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m_upperImpulse = b2Max(m_upperImpulse + impulse, 0.0f);
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impulse = m_upperImpulse - oldImpulse;
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b2Vec2 P = impulse * m_axis;
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float LA = impulse * m_a1;
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float LB = impulse * m_a2;
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vA += mA * P;
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wA += iA * LA;
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vB -= mB * P;
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wB -= iB * LB;
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}
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}
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// Solve the prismatic constraint in block form.
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{
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b2Vec2 Cdot;
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Cdot.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
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Cdot.y = wB - wA;
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b2Vec2 df = m_K.Solve(-Cdot);
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m_impulse += df;
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b2Vec2 P = df.x * m_perp;
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float LA = df.x * m_s1 + df.y;
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float LB = df.x * m_s2 + df.y;
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vA -= mA * P;
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wA -= iA * LA;
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vB += mB * P;
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wB += iB * LB;
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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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// A velocity based solver computes reaction forces(impulses) using the velocity constraint solver.Under this context,
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// the position solver is not there to resolve forces.It is only there to cope with integration error.
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//
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// Therefore, the pseudo impulses in the position solver do not have any physical meaning.Thus it is okay if they suck.
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//
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// We could take the active state from the velocity solver.However, the joint might push past the limit when the velocity
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// solver indicates the limit is inactive.
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bool b2PrismaticJoint::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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float mA = m_invMassA, mB = m_invMassB;
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float iA = m_invIA, iB = m_invIB;
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// Compute fresh Jacobians
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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 d = cB + rB - cA - rA;
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b2Vec2 axis = b2Mul(qA, m_localXAxisA);
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float a1 = b2Cross(d + rA, axis);
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float a2 = b2Cross(rB, axis);
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b2Vec2 perp = b2Mul(qA, m_localYAxisA);
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float s1 = b2Cross(d + rA, perp);
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float s2 = b2Cross(rB, perp);
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b2Vec3 impulse;
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b2Vec2 C1;
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C1.x = b2Dot(perp, d);
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C1.y = aB - aA - m_referenceAngle;
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float linearError = b2Abs(C1.x);
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float angularError = b2Abs(C1.y);
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bool active = false;
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float C2 = 0.0f;
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if (m_enableLimit)
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{
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float translation = b2Dot(axis, d);
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if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
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{
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C2 = translation;
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linearError = b2Max(linearError, b2Abs(translation));
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active = true;
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}
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else if (translation <= m_lowerTranslation)
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{
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C2 = b2Min(translation - m_lowerTranslation, 0.0f);
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linearError = b2Max(linearError, m_lowerTranslation - translation);
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active = true;
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}
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else if (translation >= m_upperTranslation)
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{
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C2 = b2Max(translation - m_upperTranslation, 0.0f);
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linearError = b2Max(linearError, translation - m_upperTranslation);
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active = true;
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}
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}
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if (active)
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{
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float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
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float k12 = iA * s1 + iB * s2;
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float k13 = iA * s1 * a1 + iB * s2 * a2;
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float k22 = iA + iB;
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if (k22 == 0.0f)
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{
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// For fixed rotation
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k22 = 1.0f;
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}
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float k23 = iA * a1 + iB * a2;
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float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
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b2Mat33 K;
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K.ex.Set(k11, k12, k13);
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K.ey.Set(k12, k22, k23);
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K.ez.Set(k13, k23, k33);
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b2Vec3 C;
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C.x = C1.x;
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C.y = C1.y;
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C.z = C2;
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impulse = K.Solve33(-C);
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}
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else
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{
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float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
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float k12 = iA * s1 + iB * s2;
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float k22 = iA + iB;
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if (k22 == 0.0f)
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{
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k22 = 1.0f;
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}
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b2Mat22 K;
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K.ex.Set(k11, k12);
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K.ey.Set(k12, k22);
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b2Vec2 impulse1 = K.Solve(-C1);
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impulse.x = impulse1.x;
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impulse.y = impulse1.y;
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impulse.z = 0.0f;
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}
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b2Vec2 P = impulse.x * perp + impulse.z * axis;
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float LA = impulse.x * s1 + impulse.y + impulse.z * a1;
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float LB = impulse.x * s2 + impulse.y + impulse.z * a2;
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cA -= mA * P;
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aA -= iA * LA;
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cB += mB * P;
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aB += iB * LB;
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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 linearError <= b2_linearSlop && angularError <= b2_angularSlop;
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}
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b2Vec2 b2PrismaticJoint::GetAnchorA() const
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{
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return m_bodyA->GetWorldPoint(m_localAnchorA);
|
|
}
|
|
|
|
b2Vec2 b2PrismaticJoint::GetAnchorB() const
|
|
{
|
|
return m_bodyB->GetWorldPoint(m_localAnchorB);
|
|
}
|
|
|
|
b2Vec2 b2PrismaticJoint::GetReactionForce(float inv_dt) const
|
|
{
|
|
return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_lowerImpulse + m_upperImpulse) * m_axis);
|
|
}
|
|
|
|
float b2PrismaticJoint::GetReactionTorque(float inv_dt) const
|
|
{
|
|
return inv_dt * m_impulse.y;
|
|
}
|
|
|
|
float b2PrismaticJoint::GetJointTranslation() const
|
|
{
|
|
b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
|
|
b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
|
|
b2Vec2 d = pB - pA;
|
|
b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
|
|
|
|
float translation = b2Dot(d, axis);
|
|
return translation;
|
|
}
|
|
|
|
float b2PrismaticJoint::GetJointSpeed() const
|
|
{
|
|
b2Body* bA = m_bodyA;
|
|
b2Body* bB = m_bodyB;
|
|
|
|
b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
|
|
b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
|
|
b2Vec2 p1 = bA->m_sweep.c + rA;
|
|
b2Vec2 p2 = bB->m_sweep.c + rB;
|
|
b2Vec2 d = p2 - p1;
|
|
b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
|
|
|
|
b2Vec2 vA = bA->m_linearVelocity;
|
|
b2Vec2 vB = bB->m_linearVelocity;
|
|
float wA = bA->m_angularVelocity;
|
|
float wB = bB->m_angularVelocity;
|
|
|
|
float speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
|
|
return speed;
|
|
}
|
|
|
|
bool b2PrismaticJoint::IsLimitEnabled() const
|
|
{
|
|
return m_enableLimit;
|
|
}
|
|
|
|
void b2PrismaticJoint::EnableLimit(bool flag)
|
|
{
|
|
if (flag != m_enableLimit)
|
|
{
|
|
m_bodyA->SetAwake(true);
|
|
m_bodyB->SetAwake(true);
|
|
m_enableLimit = flag;
|
|
m_lowerImpulse = 0.0f;
|
|
m_upperImpulse = 0.0f;
|
|
}
|
|
}
|
|
|
|
float b2PrismaticJoint::GetLowerLimit() const
|
|
{
|
|
return m_lowerTranslation;
|
|
}
|
|
|
|
float b2PrismaticJoint::GetUpperLimit() const
|
|
{
|
|
return m_upperTranslation;
|
|
}
|
|
|
|
void b2PrismaticJoint::SetLimits(float lower, float upper)
|
|
{
|
|
b2Assert(lower <= upper);
|
|
if (lower != m_lowerTranslation || upper != m_upperTranslation)
|
|
{
|
|
m_bodyA->SetAwake(true);
|
|
m_bodyB->SetAwake(true);
|
|
m_lowerTranslation = lower;
|
|
m_upperTranslation = upper;
|
|
m_lowerImpulse = 0.0f;
|
|
m_upperImpulse = 0.0f;
|
|
}
|
|
}
|
|
|
|
bool b2PrismaticJoint::IsMotorEnabled() const
|
|
{
|
|
return m_enableMotor;
|
|
}
|
|
|
|
void b2PrismaticJoint::EnableMotor(bool flag)
|
|
{
|
|
if (flag != m_enableMotor)
|
|
{
|
|
m_bodyA->SetAwake(true);
|
|
m_bodyB->SetAwake(true);
|
|
m_enableMotor = flag;
|
|
}
|
|
}
|
|
|
|
void b2PrismaticJoint::SetMotorSpeed(float speed)
|
|
{
|
|
if (speed != m_motorSpeed)
|
|
{
|
|
m_bodyA->SetAwake(true);
|
|
m_bodyB->SetAwake(true);
|
|
m_motorSpeed = speed;
|
|
}
|
|
}
|
|
|
|
void b2PrismaticJoint::SetMaxMotorForce(float force)
|
|
{
|
|
if (force != m_maxMotorForce)
|
|
{
|
|
m_bodyA->SetAwake(true);
|
|
m_bodyB->SetAwake(true);
|
|
m_maxMotorForce = force;
|
|
}
|
|
}
|
|
|
|
float b2PrismaticJoint::GetMotorForce(float inv_dt) const
|
|
{
|
|
return inv_dt * m_motorImpulse;
|
|
}
|
|
|
|
void b2PrismaticJoint::Dump()
|
|
{
|
|
// FLT_DECIMAL_DIG == 9
|
|
|
|
int32 indexA = m_bodyA->m_islandIndex;
|
|
int32 indexB = m_bodyB->m_islandIndex;
|
|
|
|
b2Dump(" b2PrismaticJointDef 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.localAxisA.Set(%.9g, %.9g);\n", m_localXAxisA.x, m_localXAxisA.y);
|
|
b2Dump(" jd.referenceAngle = %.9g;\n", m_referenceAngle);
|
|
b2Dump(" jd.enableLimit = bool(%d);\n", m_enableLimit);
|
|
b2Dump(" jd.lowerTranslation = %.9g;\n", m_lowerTranslation);
|
|
b2Dump(" jd.upperTranslation = %.9g;\n", m_upperTranslation);
|
|
b2Dump(" jd.enableMotor = bool(%d);\n", m_enableMotor);
|
|
b2Dump(" jd.motorSpeed = %.9g;\n", m_motorSpeed);
|
|
b2Dump(" jd.maxMotorForce = %.9g;\n", m_maxMotorForce);
|
|
b2Dump(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
|
|
}
|
|
|
|
///
|
|
void b2PrismaticJoint::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 = b2Mul(xfA.q, m_localXAxisA);
|
|
|
|
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(0.3f, 0.3f, 0.9f);
|
|
b2Color c5(0.4f, 0.4f, 0.4f);
|
|
|
|
draw->DrawSegment(pA, pB, c5);
|
|
|
|
if (m_enableLimit)
|
|
{
|
|
b2Vec2 lower = pA + m_lowerTranslation * axis;
|
|
b2Vec2 upper = pA + m_upperTranslation * axis;
|
|
b2Vec2 perp = b2Mul(xfA.q, m_localYAxisA);
|
|
draw->DrawSegment(lower, upper, c1);
|
|
draw->DrawSegment(lower - 0.5f * perp, lower + 0.5f * perp, c2);
|
|
draw->DrawSegment(upper - 0.5f * perp, upper + 0.5f * perp, c3);
|
|
}
|
|
else
|
|
{
|
|
draw->DrawSegment(pA - 1.0f * axis, pA + 1.0f * axis, c1);
|
|
}
|
|
|
|
draw->DrawPoint(pA, 5.0f, c1);
|
|
draw->DrawPoint(pB, 5.0f, c4);
|
|
}
|