1 /*
2 * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #include "b2MouseJoint.h"
20 #include "../b2Body.h"
21 #include "../b2TimeStep.h"
22 
23 // p = attached point, m = mouse point
24 // C = p - m
25 // Cdot = v
26 //      = v + cross(w, r)
27 // J = [I r_skew]
28 // Identity used:
29 // w k % (rx i + ry j) = w * (-ry i + rx j)
30 
b2MouseJoint(const b2MouseJointDef * def)31 b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
32 : b2Joint(def)
33 {
34 	b2Assert(def->target.IsValid());
35 	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
36 	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
37 	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
38 
39 	m_targetA = def->target;
40 	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
41 
42 	m_maxForce = def->maxForce;
43 	m_impulse.SetZero();
44 
45 	m_frequencyHz = def->frequencyHz;
46 	m_dampingRatio = def->dampingRatio;
47 
48 	m_beta = 0.0f;
49 	m_gamma = 0.0f;
50 }
51 
SetTarget(const b2Vec2 & target)52 void b2MouseJoint::SetTarget(const b2Vec2& target)
53 {
54 	if (m_bodyB->IsAwake() == false)
55 	{
56 		m_bodyB->SetAwake(true);
57 	}
58 	m_targetA = target;
59 }
60 
GetTarget() const61 const b2Vec2& b2MouseJoint::GetTarget() const
62 {
63 	return m_targetA;
64 }
65 
SetMaxForce(float32 force)66 void b2MouseJoint::SetMaxForce(float32 force)
67 {
68 	m_maxForce = force;
69 }
70 
GetMaxForce() const71 float32 b2MouseJoint::GetMaxForce() const
72 {
73 	return m_maxForce;
74 }
75 
SetFrequency(float32 hz)76 void b2MouseJoint::SetFrequency(float32 hz)
77 {
78 	m_frequencyHz = hz;
79 }
80 
GetFrequency() const81 float32 b2MouseJoint::GetFrequency() const
82 {
83 	return m_frequencyHz;
84 }
85 
SetDampingRatio(float32 ratio)86 void b2MouseJoint::SetDampingRatio(float32 ratio)
87 {
88 	m_dampingRatio = ratio;
89 }
90 
GetDampingRatio() const91 float32 b2MouseJoint::GetDampingRatio() const
92 {
93 	return m_dampingRatio;
94 }
95 
InitVelocityConstraints(const b2SolverData & data)96 void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
97 {
98 	m_indexB = m_bodyB->m_islandIndex;
99 	m_localCenterB = m_bodyB->m_sweep.localCenter;
100 	m_invMassB = m_bodyB->m_invMass;
101 	m_invIB = m_bodyB->m_invI;
102 
103 	b2Vec2 cB = data.positions[m_indexB].c;
104 	float32 aB = data.positions[m_indexB].a;
105 	b2Vec2 vB = data.velocities[m_indexB].v;
106 	float32 wB = data.velocities[m_indexB].w;
107 
108 	b2Rot qB(aB);
109 
110 	float32 mass = m_bodyB->GetMass();
111 
112 	// Frequency
113 	float32 omega = 2.0f * b2_pi * m_frequencyHz;
114 
115 	// Damping coefficient
116 	float32 d = 2.0f * mass * m_dampingRatio * omega;
117 
118 	// Spring stiffness
119 	float32 k = mass * (omega * omega);
120 
121 	// magic formulas
122 	// gamma has units of inverse mass.
123 	// beta has units of inverse time.
124 	float32 h = data.step.dt;
125 	b2Assert(d + h * k > b2_epsilon);
126 	m_gamma = h * (d + h * k);
127 	if (m_gamma != 0.0f)
128 	{
129 		m_gamma = 1.0f / m_gamma;
130 	}
131 	m_beta = h * k * m_gamma;
132 
133 	// Compute the effective mass matrix.
134 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
135 
136 	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
137 	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
138 	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
139 	b2Mat22 K;
140 	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
141 	K.ex.y = -m_invIB * m_rB.x * m_rB.y;
142 	K.ey.x = K.ex.y;
143 	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
144 
145 	m_mass = K.GetInverse();
146 
147 	m_C = cB + m_rB - m_targetA;
148 	m_C *= m_beta;
149 
150 	// Cheat with some damping
151 	wB *= 0.98f;
152 
153 	if (data.step.warmStarting)
154 	{
155 		m_impulse *= data.step.dtRatio;
156 		vB += m_invMassB * m_impulse;
157 		wB += m_invIB * b2Cross(m_rB, m_impulse);
158 	}
159 	else
160 	{
161 		m_impulse.SetZero();
162 	}
163 
164 	data.velocities[m_indexB].v = vB;
165 	data.velocities[m_indexB].w = wB;
166 }
167 
SolveVelocityConstraints(const b2SolverData & data)168 void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
169 {
170 	b2Vec2 vB = data.velocities[m_indexB].v;
171 	float32 wB = data.velocities[m_indexB].w;
172 
173 	// Cdot = v + cross(w, r)
174 	b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
175 	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
176 
177 	b2Vec2 oldImpulse = m_impulse;
178 	m_impulse += impulse;
179 	float32 maxImpulse = data.step.dt * m_maxForce;
180 	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
181 	{
182 		m_impulse *= maxImpulse / m_impulse.Length();
183 	}
184 	impulse = m_impulse - oldImpulse;
185 
186 	vB += m_invMassB * impulse;
187 	wB += m_invIB * b2Cross(m_rB, impulse);
188 
189 	data.velocities[m_indexB].v = vB;
190 	data.velocities[m_indexB].w = wB;
191 }
192 
SolvePositionConstraints(const b2SolverData & data)193 bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
194 {
195 	B2_NOT_USED(data);
196 	return true;
197 }
198 
GetAnchorA() const199 b2Vec2 b2MouseJoint::GetAnchorA() const
200 {
201 	return m_targetA;
202 }
203 
GetAnchorB() const204 b2Vec2 b2MouseJoint::GetAnchorB() const
205 {
206 	return m_bodyB->GetWorldPoint(m_localAnchorB);
207 }
208 
GetReactionForce(float32 inv_dt) const209 b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
210 {
211 	return inv_dt * m_impulse;
212 }
213 
GetReactionTorque(float32 inv_dt) const214 float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
215 {
216 	return inv_dt * 0.0f;
217 }
218