use of org.jbox2d.common.Rot in project libgdx by libgdx.
the class PrismaticJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
final Rot qA = pool.popRot();
final Rot 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
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
d.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
Rot.mulToOutUnsafe(qA, m_localXAxisA, axis);
float a1 = Vec2.cross(temp.set(d).addLocal(rA), axis);
float a2 = Vec2.cross(rB, axis);
Rot.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 = MathUtils.abs(C1.x);
float angularError = MathUtils.abs(C1.y);
boolean active = false;
float C2 = 0.0f;
if (m_enableLimit) {
float translation = Vec2.dot(axis, d);
if (MathUtils.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings.linearSlop) {
// Prevent large angular corrections
C2 = MathUtils.clamp(translation, -Settings.maxLinearCorrection, Settings.maxLinearCorrection);
linearError = MathUtils.max(linearError, MathUtils.abs(translation));
active = true;
} else if (translation <= m_lowerTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.clamp(translation - m_lowerTranslation + Settings.linearSlop, -Settings.maxLinearCorrection, 0.0f);
linearError = MathUtils.max(linearError, m_lowerTranslation - translation);
active = true;
} else if (translation >= m_upperTranslation) {
// Prevent large linear corrections and allow some slop.
C2 = MathUtils.clamp(translation - m_upperTranslation - Settings.linearSlop, 0.0f, Settings.maxLinearCorrection);
linearError = MathUtils.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 <= Settings.linearSlop && angularError <= Settings.angularSlop;
}
use of org.jbox2d.common.Rot in project libgdx by libgdx.
the class PrismaticJoint 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 Rot qA = pool.popRot();
final Rot qB = pool.popRot();
final Vec2 d = pool.popVec2();
final Vec2 temp = pool.popVec2();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rot.mulToOutUnsafe(qA, d.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.mulToOutUnsafe(qB, d.set(m_localAnchorB).subLocal(m_localCenterB), rB);
d.set(cB).subLocal(cA).addLocal(rB).subLocal(rA);
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
// Compute motor Jacobian and effective mass.
{
Rot.mulToOutUnsafe(qA, m_localXAxisA, m_axis);
temp.set(d).addLocal(rA);
m_a1 = Vec2.cross(temp, m_axis);
m_a2 = Vec2.cross(rB, m_axis);
m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
if (m_motorMass > 0.0f) {
m_motorMass = 1.0f / m_motorMass;
}
}
// Prismatic constraint.
{
Rot.mulToOutUnsafe(qA, m_localYAxisA, m_perp);
temp.set(d).addLocal(rA);
m_s1 = Vec2.cross(temp, m_perp);
m_s2 = Vec2.cross(rB, m_perp);
float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
float k12 = iA * m_s1 + iB * m_s2;
float k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
float k22 = iA + iB;
if (k22 == 0.0f) {
// For bodies with fixed rotation.
k22 = 1.0f;
}
float k23 = iA * m_a1 + iB * m_a2;
float k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
m_K.ex.set(k11, k12, k13);
m_K.ey.set(k12, k22, k23);
m_K.ez.set(k13, k23, k33);
}
// Compute motor and limit terms.
if (m_enableLimit) {
float jointTranslation = Vec2.dot(m_axis, d);
if (MathUtils.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings.linearSlop) {
m_limitState = LimitState.EQUAL;
} else if (jointTranslation <= m_lowerTranslation) {
if (m_limitState != LimitState.AT_LOWER) {
m_limitState = LimitState.AT_LOWER;
m_impulse.z = 0.0f;
}
} else if (jointTranslation >= m_upperTranslation) {
if (m_limitState != LimitState.AT_UPPER) {
m_limitState = LimitState.AT_UPPER;
m_impulse.z = 0.0f;
}
} else {
m_limitState = LimitState.INACTIVE;
m_impulse.z = 0.0f;
}
} else {
m_limitState = LimitState.INACTIVE;
m_impulse.z = 0.0f;
}
if (m_enableMotor == false) {
m_motorImpulse = 0.0f;
}
if (data.step.warmStarting) {
// Account for variable time step.
m_impulse.mulLocal(data.step.dtRatio);
m_motorImpulse *= data.step.dtRatio;
final Vec2 P = pool.popVec2();
temp.set(m_axis).mulLocal(m_motorImpulse + m_impulse.z);
P.set(m_perp).mulLocal(m_impulse.x).addLocal(temp);
float LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
float LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
vA.x -= mA * P.x;
vA.y -= mA * P.y;
wA -= iA * LA;
vB.x += mB * P.x;
vB.y += mB * P.y;
wB += iB * LB;
pool.pushVec2(1);
} else {
m_impulse.setZero();
m_motorImpulse = 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;
pool.pushRot(2);
pool.pushVec2(4);
}
use of org.jbox2d.common.Rot in project libgdx by libgdx.
the class PulleyJoint 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 Rot qA = pool.popRot();
final Rot qB = pool.popRot();
final Vec2 temp = pool.popVec2();
qA.set(aA);
qB.set(aB);
// Compute the effective masses.
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);
m_uA.set(cA).addLocal(m_rA).subLocal(m_groundAnchorA);
m_uB.set(cB).addLocal(m_rB).subLocal(m_groundAnchorB);
float lengthA = m_uA.length();
float lengthB = m_uB.length();
if (lengthA > 10f * Settings.linearSlop) {
m_uA.mulLocal(1.0f / lengthA);
} else {
m_uA.setZero();
}
if (lengthB > 10f * Settings.linearSlop) {
m_uB.mulLocal(1.0f / lengthB);
} else {
m_uB.setZero();
}
// Compute effective mass.
float ruA = Vec2.cross(m_rA, m_uA);
float ruB = Vec2.cross(m_rB, m_uB);
float mA = m_invMassA + m_invIA * ruA * ruA;
float mB = m_invMassB + m_invIB * ruB * ruB;
m_mass = mA + m_ratio * m_ratio * mB;
if (m_mass > 0.0f) {
m_mass = 1.0f / m_mass;
}
if (data.step.warmStarting) {
// Scale impulses to support variable time steps.
m_impulse *= data.step.dtRatio;
// Warm starting.
final Vec2 PA = pool.popVec2();
final Vec2 PB = pool.popVec2();
PA.set(m_uA).mulLocal(-m_impulse);
PB.set(m_uB).mulLocal(-m_ratio * m_impulse);
vA.x += m_invMassA * PA.x;
vA.y += m_invMassA * PA.y;
wA += m_invIA * Vec2.cross(m_rA, PA);
vB.x += m_invMassB * PB.x;
vB.y += m_invMassB * PB.y;
wB += m_invIB * Vec2.cross(m_rB, PB);
pool.pushVec2(2);
} 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;
pool.pushVec2(1);
pool.pushRot(2);
}
use of org.jbox2d.common.Rot in project libgdx by libgdx.
the class PulleyJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
final Rot qA = pool.popRot();
final Rot qB = pool.popRot();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
final Vec2 uA = pool.popVec2();
final Vec2 uB = pool.popVec2();
final Vec2 temp = pool.popVec2();
final Vec2 PA = pool.popVec2();
final Vec2 PB = 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);
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
uA.set(cA).addLocal(rA).subLocal(m_groundAnchorA);
uB.set(cB).addLocal(rB).subLocal(m_groundAnchorB);
float lengthA = uA.length();
float lengthB = uB.length();
if (lengthA > 10.0f * Settings.linearSlop) {
uA.mulLocal(1.0f / lengthA);
} else {
uA.setZero();
}
if (lengthB > 10.0f * Settings.linearSlop) {
uB.mulLocal(1.0f / lengthB);
} else {
uB.setZero();
}
// Compute effective mass.
float ruA = Vec2.cross(rA, uA);
float ruB = Vec2.cross(rB, uB);
float mA = m_invMassA + m_invIA * ruA * ruA;
float mB = m_invMassB + m_invIB * ruB * ruB;
float mass = mA + m_ratio * m_ratio * mB;
if (mass > 0.0f) {
mass = 1.0f / mass;
}
float C = m_constant - lengthA - m_ratio * lengthB;
float linearError = MathUtils.abs(C);
float impulse = -mass * C;
PA.set(uA).mulLocal(-impulse);
PB.set(uB).mulLocal(-m_ratio * impulse);
cA.x += m_invMassA * PA.x;
cA.y += m_invMassA * PA.y;
aA += m_invIA * Vec2.cross(rA, PA);
cB.x += m_invMassB * PB.x;
cB.y += m_invMassB * PB.y;
aB += m_invIB * Vec2.cross(rB, PB);
// 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);
pool.pushVec2(7);
return linearError < Settings.linearSlop;
}
use of org.jbox2d.common.Rot in project libgdx by libgdx.
the class RevoluteJoint method solvePositionConstraints.
@Override
public boolean solvePositionConstraints(final SolverData data) {
final Rot qA = pool.popRot();
final Rot 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 == false) {
float angle = aB - aA - m_referenceAngle;
float limitImpulse = 0.0f;
if (m_limitState == LimitState.EQUAL) {
// Prevent large angular corrections
float C = MathUtils.clamp(angle - m_lowerAngle, -Settings.maxAngularCorrection, Settings.maxAngularCorrection);
limitImpulse = -m_motorMass * C;
angularError = MathUtils.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 = MathUtils.clamp(C + Settings.angularSlop, -Settings.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 = MathUtils.clamp(C - Settings.angularSlop, 0.0f, Settings.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();
Rot.mulToOutUnsafe(qA, C.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.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 <= Settings.linearSlop && angularError <= Settings.angularSlop;
}
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