use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
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 Rot qA = pool.popRot();
final Rot qB = pool.popRot();
qA.set(aA);
qB.set(aB);
// use m_u as temporary variable
Rot.mulToOutUnsafe(qA, m_u.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rot.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 > Settings.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 * MathUtils.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 org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class DistanceJointDef method initialize.
/**
* Initialize the bodies, anchors, and length using the world anchors.
*
* @param b1 First body
* @param b2 Second body
* @param anchor1 World anchor on first body
* @param anchor2 World anchor on second body
*/
public void initialize(final Body b1, final Body b2, final Vec2 anchor1, final Vec2 anchor2) {
bodyA = b1;
bodyB = b2;
localAnchorA.set(bodyA.getLocalPoint(anchor1));
localAnchorB.set(bodyB.getLocalPoint(anchor2));
Vec2 d = anchor2.sub(anchor1);
length = d.length();
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class FrictionJoint 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;
float h = data.step.dt;
// Solve angular friction
{
float Cdot = wB - wA;
float impulse = -m_angularMass * Cdot;
float oldImpulse = m_angularImpulse;
float maxImpulse = h * m_maxTorque;
m_angularImpulse = MathUtils.clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
final Vec2 Cdot = pool.popVec2();
final Vec2 temp = pool.popVec2();
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Vec2.crossToOutUnsafe(wB, m_rB, Cdot);
Cdot.addLocal(vB).subLocal(vA).subLocal(temp);
final Vec2 impulse = pool.popVec2();
Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse);
impulse.negateLocal();
final Vec2 oldImpulse = pool.popVec2();
oldImpulse.set(m_linearImpulse);
m_linearImpulse.addLocal(impulse);
float maxImpulse = h * m_maxForce;
if (m_linearImpulse.lengthSquared() > maxImpulse * maxImpulse) {
m_linearImpulse.normalize();
m_linearImpulse.mulLocal(maxImpulse);
}
impulse.set(m_linearImpulse).subLocal(oldImpulse);
temp.set(impulse).mulLocal(mA);
vA.subLocal(temp);
wA -= iA * Vec2.cross(m_rA, impulse);
temp.set(impulse).mulLocal(mB);
vB.addLocal(temp);
wB += iB * Vec2.cross(m_rB, impulse);
}
// data.velocities[m_indexA].v.set(vA);
if (data.velocities[m_indexA].w != wA) {
assert (data.velocities[m_indexA].w != wA);
}
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v.set(vB);
data.velocities[m_indexB].w = wB;
pool.pushVec2(4);
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class FrictionJoint method initVelocityConstraints.
/**
* @see org.jbox2d.dynamics.joints.Joint#initVelocityConstraints(org.jbox2d.dynamics.TimeStep)
*/
@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;
float aA = data.positions[m_indexA].a;
Vec2 vA = data.velocities[m_indexA].v;
float wA = data.velocities[m_indexA].w;
float aB = data.positions[m_indexB].a;
Vec2 vB = data.velocities[m_indexB].v;
float wB = data.velocities[m_indexB].w;
final Vec2 temp = pool.popVec2();
final Rot qA = pool.popRot();
final Rot qB = pool.popRot();
qA.set(aA);
qB.set(aB);
// Compute the effective mass matrix.
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
// r_skew = [-ry; rx]
// Matlab
// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
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 * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
K.invertToOut(m_linearMass);
m_angularMass = iA + iB;
if (m_angularMass > 0.0f) {
m_angularMass = 1.0f / m_angularMass;
}
if (data.step.warmStarting) {
// Scale impulses to support a variable time step.
m_linearImpulse.mulLocal(data.step.dtRatio);
m_angularImpulse *= data.step.dtRatio;
final Vec2 P = pool.popVec2();
P.set(m_linearImpulse);
temp.set(P).mulLocal(mA);
vA.subLocal(temp);
wA -= iA * (Vec2.cross(m_rA, P) + m_angularImpulse);
temp.set(P).mulLocal(mB);
vB.addLocal(temp);
wB += iB * (Vec2.cross(m_rB, P) + m_angularImpulse);
pool.pushVec2(1);
} else {
m_linearImpulse.setZero();
m_angularImpulse = 0.0f;
}
// data.velocities[m_indexA].v.set(vA);
if (data.velocities[m_indexA].w != wA) {
assert (data.velocities[m_indexA].w != wA);
}
data.velocities[m_indexA].w = wA;
// data.velocities[m_indexB].v.set(vB);
data.velocities[m_indexB].w = wB;
pool.pushRot(2);
pool.pushVec2(1);
pool.pushMat22(1);
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
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;
}
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