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DistanceConstraint.js
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var Constraint = require('./Constraint')
, Equation = require('../equations/Equation')
, vec2 = require('../math/vec2');
module.exports = DistanceConstraint;
/**
* Constraint that tries to keep the distance between two bodies constant.
*
* @class DistanceConstraint
* @constructor
* @author schteppe
* @param {Body} bodyA
* @param {Body} bodyB
* @param {object} [options]
* @param {number} [options.distance] The distance to keep between the anchor points. Defaults to the current distance between the bodies.
* @param {Array} [options.localAnchorA] The anchor point for bodyA, defined locally in bodyA frame. Defaults to [0,0].
* @param {Array} [options.localAnchorB] The anchor point for bodyB, defined locally in bodyB frame. Defaults to [0,0].
* @param {object} [options.maxForce=Number.MAX_VALUE] Maximum force to apply.
* @extends Constraint
*
* @example
* // If distance is not given as an option, then the current distance between the bodies is used.
* // In this example, the bodies will be constrained to have a distance of 2 between their centers.
* var bodyA = new Body({ mass: 1, position: [-1, 0] });
* var bodyB = new Body({ mass: 1, position: [1, 0] });
* var constraint = new DistanceConstraint(bodyA, bodyB);
* world.addConstraint(constraint);
*
* @example
* // Manually set the distance and anchors
* var constraint = new DistanceConstraint(bodyA, bodyB, {
* distance: 1, // Distance to keep between the points
* localAnchorA: [1, 0], // Point on bodyA
* localAnchorB: [-1, 0] // Point on bodyB
* });
* world.addConstraint(constraint);
*/
function DistanceConstraint(bodyA,bodyB,options){
options = options || {};
Constraint.call(this,bodyA,bodyB,Constraint.DISTANCE,options);
/**
* Local anchor in body A.
* @property localAnchorA
* @type {Array}
*/
this.localAnchorA = options.localAnchorA ? vec2.clone(options.localAnchorA) : vec2.create();
/**
* Local anchor in body B.
* @property localAnchorB
* @type {Array}
*/
this.localAnchorB = options.localAnchorB ? vec2.clone(options.localAnchorB) : vec2.create();
var localAnchorA = this.localAnchorA;
var localAnchorB = this.localAnchorB;
/**
* The distance to keep.
* @property distance
* @type {Number}
*/
this.distance = 0;
if(typeof(options.distance) === 'number'){
this.distance = options.distance;
} else {
// Use the current world distance between the world anchor points.
var worldAnchorA = vec2.create(),
worldAnchorB = vec2.create(),
r = vec2.create();
// Transform local anchors to world
vec2.rotate(worldAnchorA, localAnchorA, bodyA.angle);
vec2.rotate(worldAnchorB, localAnchorB, bodyB.angle);
vec2.add(r, bodyB.position, worldAnchorB);
vec2.subtract(r, r, worldAnchorA);
vec2.subtract(r, r, bodyA.position);
this.distance = vec2.length(r);
}
var maxForce;
if(typeof(options.maxForce)==="undefined" ){
maxForce = Number.MAX_VALUE;
} else {
maxForce = options.maxForce;
}
var normal = new Equation(bodyA,bodyB,-maxForce,maxForce); // Just in the normal direction
this.equations = [ normal ];
/**
* Max force to apply.
* @property {number} maxForce
*/
this.maxForce = maxForce;
// g = (xi - xj).dot(n)
// dg/dt = (vi - vj).dot(n) = G*W = [n 0 -n 0] * [vi wi vj wj]'
// ...and if we were to include offset points:
// g =
// (xj + rj - xi - ri).dot(n) - distance
//
// dg/dt =
// (vj + wj x rj - vi - wi x ri).dot(n) =
// { term 2 is near zero } =
// [-n -ri x n n rj x n] * [vi wi vj wj]' =
// G * W
//
// => G = [-n -rixn n rjxn]
var r = vec2.create();
var ri = vec2.create(); // worldAnchorA
var rj = vec2.create(); // worldAnchorB
var that = this;
normal.computeGq = function(){
var bodyA = this.bodyA,
bodyB = this.bodyB,
xi = bodyA.position,
xj = bodyB.position;
// Transform local anchors to world
vec2.rotate(ri, localAnchorA, bodyA.angle);
vec2.rotate(rj, localAnchorB, bodyB.angle);
vec2.add(r, xj, rj);
vec2.subtract(r, r, ri);
vec2.subtract(r, r, xi);
//vec2.subtract(r, bodyB.position, bodyA.position);
return vec2.length(r) - that.distance;
};
// Make the contact constraint bilateral
this.setMaxForce(maxForce);
/**
* If the upper limit is enabled or not.
* @property {Boolean} upperLimitEnabled
*/
var upperLimitEnabled;
if(typeof(options.upperLimitEnabled)==="undefined" ){
upperLimitEnabled = false;
} else {
upperLimitEnabled = options.upperLimitEnabled;
}
this.upperLimitEnabled = upperLimitEnabled;
/**
* The upper constraint limit.
* @property {number} upperLimit
*/
var upperLimit;
if(typeof(options.upperLimit)==="undefined" ){
upperLimit = 1;
} else {
upperLimit = options.upperLimit;
}
this.upperLimit = upperLimit;
/**
* If the lower limit is enabled or not.
* @property {Boolean} lowerLimitEnabled
*/
var lowerLimitEnabled;
if(typeof(options.lowerLimitEnabled)==="undefined" ){
lowerLimitEnabled = false;
} else {
lowerLimitEnabled = options.lowerLimitEnabled;
}
this.lowerLimitEnabled = lowerLimitEnabled;
/**
* The lower constraint limit.
* @property {number} lowerLimit
*/
var lowerLimit;
if(typeof(options.lowerLimit)==="undefined" ){
lowerLimit = 0;
} else {
lowerLimit = options.lowerLimit;
}
this.lowerLimit = lowerLimit;
/**
* Current constraint position. This is equal to the current distance between the world anchor points.
* @property {number} position
*/
this.position = 0;
}
DistanceConstraint.prototype = new Constraint();
DistanceConstraint.prototype.constructor = DistanceConstraint;
/**
* Update the constraint equations. Should be done if any of the bodies changed position, before solving.
* @method update
*/
var n = vec2.create();
var ri = vec2.create(); // worldAnchorA
var rj = vec2.create(); // worldAnchorB
DistanceConstraint.prototype.update = function(){
var normal = this.equations[0],
bodyA = this.bodyA,
bodyB = this.bodyB,
xi = bodyA.position,
xj = bodyB.position,
normalEquation = this.equations[0],
G = normal.G;
// Transform local anchors to world
vec2.rotate(ri, this.localAnchorA, bodyA.angle);
vec2.rotate(rj, this.localAnchorB, bodyB.angle);
// Get world anchor points and normal
vec2.add(n, xj, rj);
vec2.subtract(n, n, ri);
vec2.subtract(n, n, xi);
this.position = vec2.length(n);
var violating = false;
if(this.upperLimitEnabled){
if(this.position > this.upperLimit){
normalEquation.maxForce = 0;
normalEquation.minForce = -this.maxForce;
this.distance = this.upperLimit;
violating = true;
}
}
if(this.lowerLimitEnabled){
if(this.position < this.lowerLimit){
normalEquation.maxForce = this.maxForce;
normalEquation.minForce = 0;
this.distance = this.lowerLimit;
violating = true;
}
}
if((this.lowerLimitEnabled || this.upperLimitEnabled) && !violating){
// No constraint needed.
normalEquation.enabled = false;
return;
}
normalEquation.enabled = true;
vec2.normalize(n,n);
// Caluclate cross products
var rixn = vec2.crossLength(ri, n),
rjxn = vec2.crossLength(rj, n);
// G = [-n -rixn n rjxn]
G[0] = -n[0];
G[1] = -n[1];
G[2] = -rixn;
G[3] = n[0];
G[4] = n[1];
G[5] = rjxn;
};
/**
* Set the max force to be used
* @method setMaxForce
* @param {Number} maxForce
*/
DistanceConstraint.prototype.setMaxForce = function(maxForce){
var normal = this.equations[0];
normal.minForce = -maxForce;
normal.maxForce = maxForce;
};
/**
* Get the max force
* @method getMaxForce
* @return {Number}
*/
DistanceConstraint.prototype.getMaxForce = function(){
var normal = this.equations[0];
return normal.maxForce;
};