use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class RevoluteJoint 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;
boolean fixedRotation = (iA + iB == 0.0f);
// Solve motor constraint.
if (m_enableMotor && m_limitState != LimitState.EQUAL && fixedRotation == false) {
float Cdot = wB - wA - m_motorSpeed;
float impulse = -m_motorMass * Cdot;
float oldImpulse = m_motorImpulse;
float maxImpulse = data.step.dt * m_maxMotorTorque;
m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
final Vec2 temp = pool.popVec2();
// Solve limit constraint.
if (m_enableLimit && m_limitState != LimitState.INACTIVE && fixedRotation == false) {
final Vec2 Cdot1 = pool.popVec2();
final Vec3 Cdot = pool.popVec3();
// Solve point-to-point constraint
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Vec2.crossToOutUnsafe(wB, m_rB, Cdot1);
Cdot1.addLocal(vB).subLocal(vA).subLocal(temp);
float Cdot2 = wB - wA;
Cdot.set(Cdot1.x, Cdot1.y, Cdot2);
Vec3 impulse = pool.popVec3();
m_mass.solve33ToOut(Cdot, impulse);
impulse.negateLocal();
if (m_limitState == LimitState.EQUAL) {
m_impulse.addLocal(impulse);
} else if (m_limitState == LimitState.AT_LOWER) {
float newImpulse = m_impulse.z + impulse.z;
if (newImpulse < 0.0f) {
final Vec2 rhs = pool.popVec2();
rhs.set(m_mass.ez.x, m_mass.ez.y).mulLocal(m_impulse.z).subLocal(Cdot1);
m_mass.solve22ToOut(rhs, temp);
impulse.x = temp.x;
impulse.y = temp.y;
impulse.z = -m_impulse.z;
m_impulse.x += temp.x;
m_impulse.y += temp.y;
m_impulse.z = 0.0f;
pool.pushVec2(1);
} else {
m_impulse.addLocal(impulse);
}
} else if (m_limitState == LimitState.AT_UPPER) {
float newImpulse = m_impulse.z + impulse.z;
if (newImpulse > 0.0f) {
final Vec2 rhs = pool.popVec2();
rhs.set(m_mass.ez.x, m_mass.ez.y).mulLocal(m_impulse.z).subLocal(Cdot1);
m_mass.solve22ToOut(rhs, temp);
impulse.x = temp.x;
impulse.y = temp.y;
impulse.z = -m_impulse.z;
m_impulse.x += temp.x;
m_impulse.y += temp.y;
m_impulse.z = 0.0f;
pool.pushVec2(1);
} else {
m_impulse.addLocal(impulse);
}
}
final Vec2 P = pool.popVec2();
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.pushVec2(2);
pool.pushVec3(2);
} else {
// Solve point-to-point constraint
Vec2 Cdot = pool.popVec2();
Vec2 impulse = pool.popVec2();
Vec2.crossToOutUnsafe(wA, m_rA, temp);
Vec2.crossToOutUnsafe(wB, m_rB, Cdot);
Cdot.addLocal(vB).subLocal(vA).subLocal(temp);
// just leave negated
m_mass.solve22ToOut(Cdot.negateLocal(), impulse);
m_impulse.x += impulse.x;
m_impulse.y += impulse.y;
vA.x -= mA * impulse.x;
vA.y -= mA * impulse.y;
wA -= iA * Vec2.cross(m_rA, impulse);
vB.x += mB * impulse.x;
vB.y += mB * impulse.y;
wB += iB * Vec2.cross(m_rB, impulse);
pool.pushVec2(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(1);
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
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 Rot qA = pool.popRot();
final Rot 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.
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
float length = u.normalize();
float C = length - m_maxLength;
C = MathUtils.clamp(C, 0.0f, Settings.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 < Settings.linearSlop;
}
use of org.jbox2d.common.Vec2 in project libgdx by libgdx.
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 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_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 > Settings.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 org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class RopeJoint 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;
// Cdot = dot(u, v + cross(w, r))
Vec2 vpA = pool.popVec2();
Vec2 vpB = pool.popVec2();
Vec2 temp = pool.popVec2();
Vec2.crossToOutUnsafe(wA, m_rA, vpA);
vpA.addLocal(vA);
Vec2.crossToOutUnsafe(wB, m_rB, vpB);
vpB.addLocal(vB);
float C = m_length - m_maxLength;
float Cdot = Vec2.dot(m_u, temp.set(vpB).subLocal(vpA));
// Predictive constraint.
if (C < 0.0f) {
Cdot += data.step.inv_dt * C;
}
float impulse = -m_mass * Cdot;
float oldImpulse = m_impulse;
m_impulse = MathUtils.min(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
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);
pool.pushVec2(3);
// 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 org.jbox2d.common.Vec2 in project libgdx by libgdx.
the class WeldJoint 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 Rot qA = pool.popRot();
final Rot qB = pool.popRot();
final Vec2 temp = pool.popVec2();
final Vec2 rA = pool.popVec2();
final Vec2 rB = pool.popVec2();
qA.set(aA);
qB.set(aB);
float mA = m_invMassA, mB = m_invMassB;
float iA = m_invIA, iB = m_invIB;
Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);
float positionError, angularError;
final Mat33 K = pool.popMat33();
final Vec2 C1 = pool.popVec2();
final Vec2 P = pool.popVec2();
K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
K.ez.x = -rA.y * iA - rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
K.ez.y = rA.x * iA + rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (m_frequencyHz > 0.0f) {
C1.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
positionError = C1.length();
angularError = 0.0f;
K.solve22ToOut(C1, P);
P.negateLocal();
cA.x -= mA * P.x;
cA.y -= mA * P.y;
aA -= iA * Vec2.cross(rA, P);
cB.x += mB * P.x;
cB.y += mB * P.y;
aB += iB * Vec2.cross(rB, P);
} else {
C1.set(cB).addLocal(rB).subLocal(cA).subLocal(rA);
float C2 = aB - aA - m_referenceAngle;
positionError = C1.length();
angularError = MathUtils.abs(C2);
final Vec3 C = pool.popVec3();
final Vec3 impulse = pool.popVec3();
C.set(C1.x, C1.y, C2);
K.solve33ToOut(C, impulse);
impulse.negateLocal();
P.set(impulse.x, impulse.y);
cA.x -= mA * P.x;
cA.y -= mA * P.y;
aA -= iA * (Vec2.cross(rA, P) + impulse.z);
cB.x += mB * P.x;
cB.y += mB * P.y;
aB += iB * (Vec2.cross(rB, P) + impulse.z);
pool.pushVec3(2);
}
// 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(5);
pool.pushRot(2);
pool.pushMat33(1);
return positionError <= Settings.linearSlop && angularError <= Settings.angularSlop;
}
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