use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class RopeJoint method initVelocityConstraints.
@Override
public void initVelocityConstraints(final SolverData data) {
m_indexA = m_bodyA.m_islandIndex;
m_indexB = m_bodyB.m_islandIndex;
m_localCenterA.set(m_bodyA.m_sweep.localCenter);
m_localCenterB.set(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;
Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 temp = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rotation.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rotation.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);
m_u.set(cB).addLocal(m_rB).subLocal(cA).subLocal(m_rA);
m_length = m_u.length();
float C = m_length - m_maxLength;
if (C > 0.0f) {
m_state = LimitState.AT_UPPER;
} else {
m_state = LimitState.INACTIVE;
}
if (m_length > JBoxSettings.linearSlop) {
m_u.mulLocal(1.0f / m_length);
} else {
m_u.setZero();
m_mass = 0.0f;
m_impulse = 0.0f;
return;
}
// Compute effective mass.
float crA = Vec2.cross(m_rA, m_u);
float crB = Vec2.cross(m_rB, m_u);
float invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (data.step.warmStarting) {
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
float Px = m_impulse * m_u.x;
float Py = m_impulse * m_u.y;
vA.x -= m_invMassA * Px;
vA.y -= m_invMassA * Py;
wA -= m_invIA * (m_rA.x * Py - m_rA.y * Px);
vB.x += m_invMassB * Px;
vB.y += m_invMassB * Py;
wB += m_invIB * (m_rB.x * Py - m_rB.y * Px);
} else {
m_impulse = 0.0f;
}
pool.pushRot(2);
pool.pushVec2(1);
// data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class RopeJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
Vec2 cA = data.positions[m_indexA].c;
float aA = data.positions[m_indexA].a;
Vec2 cB = data.positions[m_indexB].c;
float aB = data.positions[m_indexB].a;
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 u = pool.popVec2();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 temp = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rotation.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rotation.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
float length = u.getLengthAndNormalize();
float C = length - m_maxLength;
C = FXGLMath.clamp(C, 0.0f, JBoxSettings.maxLinearCorrection);
float impulse = -m_mass * C;
float Px = impulse * u.x;
float Py = impulse * u.y;
cA.x -= m_invMassA * Px;
cA.y -= m_invMassA * Py;
aA -= m_invIA * (rA.x * Py - rA.y * Px);
cB.x += m_invMassB * Px;
cB.y += m_invMassB * Py;
aB += m_invIB * (rB.x * Py - rB.y * Px);
pool.pushRot(2);
pool.pushVec2(4);
// 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 length - m_maxLength < JBoxSettings.linearSlop;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class WeldJoint method solveVelocityConstraints.
@Override
public void solveVelocityConstraints(final SolverData data) {
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
final Vec2 Cdot1 = pool.popVec2();
final Vec2 P = pool.popVec2();
final Vec2 temp = pool.popVec2();
if (m_frequencyHz > 0.0f) {
float Cdot2 = wB - wA;
float impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
m_impulse.z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
Vec2.crossToOutUnsafe(wB, m_rB, Cdot1);
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Cdot1.addLocal(vB).subLocal(vA).subLocal(temp);
final Vec2 impulse1 = P;
Mat33.mul22ToOutUnsafe(m_mass, Cdot1, impulse1);
impulse1.negateLocal();
m_impulse.x += impulse1.x;
m_impulse.y += impulse1.y;
vA.x -= mA * P.x;
vA.y -= mA * P.y;
wA -= iA * Vec2.cross(m_rA, P);
vB.x += mB * P.x;
vB.y += mB * P.y;
wB += iB * Vec2.cross(m_rB, P);
} else {
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Vec2.crossToOutUnsafe(wB, m_rB, Cdot1);
Cdot1.addLocal(vB).subLocal(vA).subLocal(temp);
float Cdot2 = wB - wA;
final Vec3 Cdot = pool.popVec3();
Cdot.set(Cdot1.x, Cdot1.y, Cdot2);
final Vec3 impulse = pool.popVec3();
Mat33.mulToOutUnsafe(m_mass, Cdot, impulse);
impulse.negateLocal();
m_impulse.addLocal(impulse);
P.set(impulse.x, impulse.y);
vA.x -= mA * P.x;
vA.y -= mA * P.y;
wA -= iA * (Vec2.cross(m_rA, P) + impulse.z);
vB.x += mB * P.x;
vB.y += mB * P.y;
wB += iB * (Vec2.cross(m_rB, P) + impulse.z);
pool.pushVec3(2);
}
// data.velocities[m_indexA].v.set(vA);
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v.set(vB);
data.velocities[m_indexB].w = wB;
pool.pushVec2(3);
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class GearJoint method solveVelocityConstraints.
@Override
public void solveVelocityConstraints(SolverData data) {
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
Vec2 vC = data.velocities[m_indexC].v;
float wC = data.velocities[m_indexC].w;
Vec2 vD = data.velocities[m_indexD].v;
float wD = data.velocities[m_indexD].w;
Vec2 temp1 = pool.popVec2();
Vec2 temp2 = pool.popVec2();
float Cdot = Vec2.dot(m_JvAC, temp1.set(vA).subLocal(vC)) + Vec2.dot(m_JvBD, temp2.set(vB).subLocal(vD));
Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
pool.pushVec2(2);
float impulse = -m_mass * Cdot;
m_impulse += impulse;
vA.x += (m_mA * impulse) * m_JvAC.x;
vA.y += (m_mA * impulse) * m_JvAC.y;
wA += m_iA * impulse * m_JwA;
vB.x += (m_mB * impulse) * m_JvBD.x;
vB.y += (m_mB * impulse) * m_JvBD.y;
wB += m_iB * impulse * m_JwB;
vC.x -= (m_mC * impulse) * m_JvAC.x;
vC.y -= (m_mC * impulse) * m_JvAC.y;
wC -= m_iC * impulse * m_JwC;
vD.x -= (m_mD * impulse) * m_JvBD.x;
vD.y -= (m_mD * impulse) * m_JvBD.y;
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;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class DistanceJoint method solveVelocityConstraints.
@Override
public void solveVelocityConstraints(final SolverData data) {
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
final Vec2 vpA = pool.popVec2();
final Vec2 vpB = pool.popVec2();
// Cdot = dot(u, v + cross(w, r))
Vec2.crossToOutUnsafe(wA, m_rA, vpA);
vpA.addLocal(vA);
Vec2.crossToOutUnsafe(wB, m_rB, vpB);
vpB.addLocal(vB);
float Cdot = Vec2.dot(m_u, vpB.subLocal(vpA));
float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
float Px = impulse * m_u.x;
float Py = impulse * m_u.y;
vA.x -= m_invMassA * Px;
vA.y -= m_invMassA * Py;
wA -= m_invIA * (m_rA.x * Py - m_rA.y * Px);
vB.x += m_invMassB * Px;
vB.y += m_invMassB * Py;
wB += m_invIB * (m_rB.x * Py - m_rB.y * Px);
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].w = wB;
pool.pushVec2(2);
}
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