use of com.almasb.fxgl.physics.box2d.common.Rotation in project FXGL by AlmasB.
the class ParticleSystem method solveRigid.
private void solveRigid(final TimeStep step) {
for (ParticleGroup group = m_groupList; group != null; group = group.getNext()) {
if ((group.m_groupFlags & ParticleGroupType.b2_rigidParticleGroup) != 0) {
group.updateStatistics();
Vec2 temp = tempVec;
Vec2 cross = tempVec2;
Rotation rotation = tempRotation;
rotation.set(step.dt * group.m_angularVelocity);
Rotation.mulToOutUnsafe(rotation, group.m_center, cross);
temp.set(group.m_linearVelocity).mulLocal(step.dt).addLocal(group.m_center).subLocal(cross);
tempXf.p.set(temp);
tempXf.q.set(rotation);
Transform.mulToOut(tempXf, group.m_transform, group.m_transform);
final Transform velocityTransform = tempXf2;
velocityTransform.p.x = step.inv_dt * tempXf.p.x;
velocityTransform.p.y = step.inv_dt * tempXf.p.y;
velocityTransform.q.s = step.inv_dt * tempXf.q.s;
velocityTransform.q.c = step.inv_dt * (tempXf.q.c - 1);
for (int i = group.m_firstIndex; i < group.m_lastIndex; i++) {
Transform.mulToOutUnsafe(velocityTransform, m_positionBuffer.data[i], m_velocityBuffer.data[i]);
}
}
}
}
use of com.almasb.fxgl.physics.box2d.common.Rotation in project FXGL by AlmasB.
the class PrismaticJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 d = pool.popVec2();
final Vec2 axis = pool.popVec2();
final Vec2 perp = pool.popVec2();
final Vec2 temp = pool.popVec2();
final Vec2 C1 = pool.popVec2();
final Vec3 impulse = pool.popVec3();
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;
qA.set(aA);
qB.set(aB);
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
// Compute fresh Jacobians
Rotation.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rotation.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
d.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
Rotation.mulToOutUnsafe(qA, m_localXAxisA, axis);
float a1 = Vec2.cross(temp.set(d).addLocal(rA), axis);
float a2 = Vec2.cross(rB, axis);
Rotation.mulToOutUnsafe(qA, m_localYAxisA, perp);
float s1 = Vec2.cross(temp.set(d).addLocal(rA), perp);
float s2 = Vec2.cross(rB, perp);
C1.x = Vec2.dot(perp, d);
C1.y = aB - aA - m_referenceAngle;
float linearError = FXGLMath.abs(C1.x);
float angularError = FXGLMath.abs(C1.y);
boolean active = false;
float C2 = 0.0f;
if (m_enableLimit) {
float translation = Vec2.dot(axis, d);
if (FXGLMath.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * JBoxSettings.linearSlop) {
// Prevent large angular corrections
C2 = FXGLMath.clamp(translation, -JBoxSettings.maxLinearCorrection, JBoxSettings.maxLinearCorrection);
linearError = Math.max(linearError, FXGLMath.abs(translation));
active = true;
} else if (translation <= m_lowerTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = FXGLMath.clamp(translation - m_lowerTranslation + JBoxSettings.linearSlop, -JBoxSettings.maxLinearCorrection, 0.0f);
linearError = Math.max(linearError, m_lowerTranslation - translation);
active = true;
} else if (translation >= m_upperTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = FXGLMath.clamp(translation - m_upperTranslation - JBoxSettings.linearSlop, 0.0f, JBoxSettings.maxLinearCorrection);
linearError = Math.max(linearError, translation - m_upperTranslation);
active = true;
}
}
if (active) {
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
float k12 = iA * s1 + iB * s2;
float k13 = iA * s1 * a1 + iB * s2 * a2;
float k22 = iA + iB;
if (k22 == 0.0f) {
// For fixed rotation
k22 = 1.0f;
}
float k23 = iA * a1 + iB * a2;
float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
final Mat33 K = pool.popMat33();
K.ex.set(k11, k12, k13);
K.ey.set(k12, k22, k23);
K.ez.set(k13, k23, k33);
final Vec3 C = pool.popVec3();
C.x = C1.x;
C.y = C1.y;
C.z = C2;
K.solve33ToOut(C.negateLocal(), impulse);
pool.pushVec3(1);
pool.pushMat33(1);
} else {
float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
float k12 = iA * s1 + iB * s2;
float k22 = iA + iB;
if (k22 == 0.0f) {
k22 = 1.0f;
}
final Mat22 K = pool.popMat22();
K.ex.set(k11, k12);
K.ey.set(k12, k22);
// temp is impulse1
K.solveToOut(C1.negateLocal(), temp);
C1.negateLocal();
impulse.x = temp.x;
impulse.y = temp.y;
impulse.z = 0.0f;
pool.pushMat22(1);
}
float Px = impulse.x * perp.x + impulse.z * axis.x;
float Py = impulse.x * perp.y + impulse.z * axis.y;
float LA = impulse.x * s1 + impulse.y + impulse.z * a1;
float LB = impulse.x * s2 + impulse.y + impulse.z * a2;
cA.x -= mA * Px;
cA.y -= mA * Py;
aA -= iA * LA;
cB.x += mB * Px;
cB.y += mB * Py;
aB += iB * LB;
// data.positions[m_indexA].c.set(cA);
data.positions[m_indexA].a = aA;
// data.positions[m_indexB].c.set(cB);
data.positions[m_indexB].a = aB;
pool.pushVec2(7);
pool.pushVec3(1);
pool.pushRot(2);
return linearError <= JBoxSettings.linearSlop && angularError <= JBoxSettings.angularSlop;
}
use of com.almasb.fxgl.physics.box2d.common.Rotation in project FXGL by AlmasB.
the class RevoluteJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
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;
qA.set(aA);
qB.set(aB);
float angularError = 0.0f;
float positionError = 0.0f;
boolean fixedRotation = m_invIA + m_invIB == 0.0f;
// Solve angular limit constraint.
if (m_enableLimit && m_limitState != LimitState.INACTIVE && !fixedRotation) {
float angle = aB - aA - m_referenceAngle;
float limitImpulse = 0.0f;
if (m_limitState == LimitState.EQUAL) {
// Prevent large angular corrections
float C = FXGLMath.clamp(angle - m_lowerAngle, -JBoxSettings.maxAngularCorrection, JBoxSettings.maxAngularCorrection);
limitImpulse = -m_motorMass * C;
angularError = FXGLMath.abs(C);
} else if (m_limitState == LimitState.AT_LOWER) {
float C = angle - m_lowerAngle;
angularError = -C;
// Prevent large angular corrections and allow some slop.
C = FXGLMath.clamp(C + JBoxSettings.angularSlop, -JBoxSettings.maxAngularCorrection, 0.0f);
limitImpulse = -m_motorMass * C;
} else if (m_limitState == LimitState.AT_UPPER) {
float C = angle - m_upperAngle;
angularError = C;
// Prevent large angular corrections and allow some slop.
C = FXGLMath.clamp(C - JBoxSettings.angularSlop, 0.0f, JBoxSettings.maxAngularCorrection);
limitImpulse = -m_motorMass * C;
}
aA -= m_invIA * limitImpulse;
aB += m_invIB * limitImpulse;
}
// Solve point-to-point constraint.
{
qA.set(aA);
qB.set(aB);
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 C = pool.popVec2();
final Vec2 impulse = pool.popVec2();
Rotation.mulToOutUnsafe(qA, C.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rotation.mulToOutUnsafe(qB, C.set(m_localAnchorB).subLocal(m_localCenterB), rB);
C.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
positionError = C.length();
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
final Mat22 K = pool.popMat22();
K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;
K.solveToOut(C, impulse);
impulse.negateLocal();
cA.x -= mA * impulse.x;
cA.y -= mA * impulse.y;
aA -= iA * Vec2.cross(rA, impulse);
cB.x += mB * impulse.x;
cB.y += mB * impulse.y;
aB += iB * Vec2.cross(rB, impulse);
pool.pushVec2(4);
pool.pushMat22(1);
}
// data.positions[m_indexA].c.set(cA);
data.positions[m_indexA].a = aA;
// data.positions[m_indexB].c.set(cB);
data.positions[m_indexB].a = aB;
pool.pushRot(2);
return positionError <= JBoxSettings.linearSlop && angularError <= JBoxSettings.angularSlop;
}
use of com.almasb.fxgl.physics.box2d.common.Rotation in project FXGL by AlmasB.
the class Body method synchronizeTransform.
void synchronizeTransform() {
// m_xf.position = m_sweep.c - Mul(m_xf.R, m_sweep.localCenter);
// Rot.mulToOutUnsafe(m_xf.q, m_sweep.localCenter, m_xf.p);
// m_xf.p.mulLocal(-1).addLocal(m_sweep.c);
m_xf.q.set(m_sweep.a);
Rotation q = m_xf.q;
Vec2 v = m_sweep.localCenter;
m_xf.p.x = m_sweep.c.x - q.c * v.x + q.s * v.y;
m_xf.p.y = m_sweep.c.y - q.s * v.x - q.c * v.y;
}
use of com.almasb.fxgl.physics.box2d.common.Rotation in project FXGL by AlmasB.
the class DistanceJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
if (m_frequencyHz > 0.0f) {
return true;
}
final Rotation qA = pool.popRot();
final Rotation qB = pool.popRot();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 u = pool.popVec2();
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;
qA.set(aA);
qB.set(aB);
Rotation.mulToOutUnsafe(qA, u.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rotation.mulToOutUnsafe(qB, u.set(m_localAnchorB).subLocal(m_localCenterB), rB);
u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
float length = u.getLengthAndNormalize();
float C = length - m_length;
C = FXGLMath.clamp(C, -JBoxSettings.maxLinearCorrection, 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);
// data.positions[m_indexA].c.set(cA);
data.positions[m_indexA].a = aA;
// data.positions[m_indexB].c.set(cB);
data.positions[m_indexB].a = aB;
pool.pushVec2(3);
pool.pushRot(2);
return FXGLMath.abs(C) < JBoxSettings.linearSlop;
}
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