use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class DistanceJoint 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();
qA.set(aA);
qB.set(aB);
// use m_u as temporary variable
Rotation.mulToOutUnsafe(qA, m_u.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rotation.mulToOutUnsafe(qB, m_u.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);
m_u.set(cB).addLocal(m_rB).subLocal(cA).subLocal(m_rA);
pool.pushRot(2);
// Handle singularity.
float length = m_u.length();
if (length > JBoxSettings.linearSlop) {
m_u.x *= 1.0f / length;
m_u.y *= 1.0f / length;
} else {
m_u.set(0.0f, 0.0f);
}
float crAu = Vec2.cross(m_rA, m_u);
float crBu = Vec2.cross(m_rB, m_u);
float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
// Compute the effective mass matrix.
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (m_frequencyHz > 0.0f) {
float C = length - m_length;
// Frequency
float omega = 2.0f * (float) FXGLMath.PI * m_frequencyHz;
// Damping coefficient
float d = 2.0f * m_mass * m_dampingRatio * omega;
// Spring stiffness
float k = m_mass * omega * omega;
// magic formulas
float h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invMass += m_gamma;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
} else {
m_gamma = 0.0f;
m_bias = 0.0f;
}
if (data.step.warmStarting) {
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
Vec2 P = pool.popVec2();
P.set(m_u).mulLocal(m_impulse);
vA.x -= m_invMassA * P.x;
vA.y -= m_invMassA * P.y;
wA -= m_invIA * Vec2.cross(m_rA, P);
vB.x += m_invMassB * P.x;
vB.y += m_invMassB * P.y;
wB += m_invIB * Vec2.cross(m_rB, P);
pool.pushVec2(1);
} else {
m_impulse = 0.0f;
}
// 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;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class MotorJoint method solveVelocityConstraints.
@Override
public void solveVelocityConstraints(SolverData data) {
final Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
final Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
float mA = m_invMassA;
float mB = m_invMassB;
float iA = m_invIA;
float iB = m_invIB;
float h = data.step.dt;
float inv_h = data.step.inv_dt;
final Vec2 temp = pool.popVec2();
// Solve angular friction
{
float Cdot = wB - wA + inv_h * correctionFactor * m_angularError;
float impulse = -m_angularMass * Cdot;
float oldImpulse = angularImpulse;
float maxImpulse = h * maxTorque;
angularImpulse = FXGLMath.clamp(angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
final Vec2 Cdot = pool.popVec2();
// Solve linear friction
{
// Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor *
// m_linearError;
Cdot.x = vB.x + -wB * m_rB.y - vA.x - -wA * m_rA.y + inv_h * correctionFactor * m_linearError.x;
Cdot.y = vB.y + wB * m_rB.x - vA.y - wA * m_rA.x + inv_h * correctionFactor * m_linearError.y;
final Vec2 impulse = temp;
Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse);
impulse.negateLocal();
final Vec2 oldImpulse = pool.popVec2();
oldImpulse.set(linearImpulse);
linearImpulse.addLocal(impulse);
float maxImpulse = h * maxForce;
if (linearImpulse.lengthSquared() > maxImpulse * maxImpulse) {
linearImpulse.getLengthAndNormalize();
linearImpulse.mulLocal(maxImpulse);
}
impulse.x = linearImpulse.x - oldImpulse.x;
impulse.y = linearImpulse.y - oldImpulse.y;
vA.x -= mA * impulse.x;
vA.y -= mA * impulse.y;
wA -= iA * (m_rA.x * impulse.y - m_rA.y * impulse.x);
vB.x += mB * impulse.x;
vB.y += mB * impulse.y;
wB += iB * (m_rB.x * impulse.y - m_rB.y * impulse.x);
}
pool.pushVec2(3);
// 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;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class Body method getLinearVelocityFromLocalPoint.
/**
* Get the world velocity of a local point.
*
* @param localPoint point in local coordinates.
* @return the world velocity of a point.
*/
public Vec2 getLinearVelocityFromLocalPoint(Vec2 localPoint) {
Vec2 out = new Vec2();
getLinearVelocityFromLocalPointToOut(localPoint, out);
return out;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class PulleyJointDef method initialize.
/**
* Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
*/
public void initialize(Body b1, Body b2, Vec2 ga1, Vec2 ga2, Vec2 anchor1, Vec2 anchor2, float r) {
setBodyA(b1);
setBodyB(b2);
groundAnchorA = ga1;
groundAnchorB = ga2;
localAnchorA = b1.getLocalPoint(anchor1);
localAnchorB = b2.getLocalPoint(anchor2);
Vec2 d1 = anchor1.sub(ga1);
lengthA = d1.length();
Vec2 d2 = anchor2.sub(ga2);
lengthB = d2.length();
ratio = r;
}
use of com.almasb.fxgl.core.math.Vec2 in project FXGL by AlmasB.
the class EdgeShape method computeAABB.
@Override
@SuppressWarnings("PMD.UselessParentheses")
public void computeAABB(AABB aabb, Transform xf, int childIndex) {
final Vec2 lowerBound = aabb.lowerBound;
final Vec2 upperBound = aabb.upperBound;
final Rotation xfq = xf.q;
final float v1x = (xfq.c * m_vertex1.x - xfq.s * m_vertex1.y) + xf.p.x;
final float v1y = (xfq.s * m_vertex1.x + xfq.c * m_vertex1.y) + xf.p.y;
final float v2x = (xfq.c * m_vertex2.x - xfq.s * m_vertex2.y) + xf.p.x;
final float v2y = (xfq.s * m_vertex2.x + xfq.c * m_vertex2.y) + xf.p.y;
lowerBound.x = v1x < v2x ? v1x : v2x;
lowerBound.y = v1y < v2y ? v1y : v2y;
upperBound.x = v1x > v2x ? v1x : v2x;
upperBound.y = v1y > v2y ? v1y : v2y;
lowerBound.x -= getRadius();
lowerBound.y -= getRadius();
upperBound.x += getRadius();
upperBound.y += getRadius();
}
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