The WeldJoint class represents a joint that “welds” two bodies together. This can be used to fix two bodies together as one, then removed to simulate destructible bodies. When bodies are joined by a WeldJoint their relative rotation and translation is constant (determined by the initial configuration).
This joint requires one world space anchor point, a, which is used as the weld point.
A weld joint is basically a revolute joint + an angle joint.
b2_weld_joint.cpp files of the full version Box2D gives the following useful guidance notes.
// Point-to-point constraint
// C = p2 - p1
// Cdot = v2 - v1
// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
// J = [-I -r1_skew I r2_skew ]
// Identity used:
// w k % (rx i + ry j) = w * (-ry i + rx j)
// Angle constraint
// C = angle2 - angle1 - referenceAngle
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
// 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]
Javascript Implementation
// Revolute joint + Angle joint
class WeldJoint extends Joint {
constructor(b1, b2, anchor = Util.mid(b1.position, b2.position), collideConnected = false) {
super(JointType.e_weldJoint, b1, b2, collideConnected);
this.impulseSum = new Vec3();
this.initialAngleOffset = this.bodyB.rotation - this.bodyA.rotation;
this.localAnchorA = Vec2.InverseRotateAndTranslate(this.bodyA.Rot, this.bodyA.position, anchor);
this.localAnchorB = Vec2.InverseRotateAndTranslate(this.bodyB.Rot, this.bodyB.position, anchor);
}
preStep(inv_dt) {
var mA = this.bodyA.invMass;
var mB = this.bodyB.invMass;
var iA = this.bodyA.invI;
var iB = this.bodyB.invI;
// Calculate Jacobian J and effective mass M
// J = [-I, -skew(ra), I, skew(rb)] // Revolute
// [ 0, -1, 0, 1] // Angle
// M = (J · M^-1 · J^t)^-1
// Pre-compute anchors, mass matrix, and bias.
Vec2.Rotate(this.bodyA.Rot, this.localAnchorA, this.rA);
Vec2.Rotate(this.bodyB.Rot, this.localAnchorB, this.rB);
let k = new Mat33();
k.ex.x = mA + mB + iA * this.rA.y * this.rA.y + iB * this.rB.y * this.rB.y;
k.ey.x = 0 - iA * this.rA.y * this.rA.x - iB * this.rB.y * this.rB.x;
k.ex.y = 0 - iA * this.rA.x * this.rA.y - iB * this.rB.x * this.rB.y;
k.ey.y = mA + mB + iA * this.rA.x * this.rA.x + iB * this.rB.x * this.rB.x;
k.ez.x = 0 - iA * this.rA.y - iB * this.rB.y;
k.ez.y = iA * this.rA.x + iB * this.rB.x;
k.ex.z = 0 - iA * this.rA.y - iB * this.rB.y;
k.ey.z = iA * this.rA.x + iB * this.rB.x;
k.ez.z = iA + iB;
k.ex.x += this.gamma;
k.ey.y += this.gamma;
k.ez.z += this.gamma;
this.m = k.inverted();
let pa = Vec2.Add(this.bodyA.position, this.rA);
let pb = Vec2.Add(this.bodyB.position, this.rB);
let error01 = Vec2.Subtract(pb, pa);
let error2 = this.bodyB.rotation - this.bodyA.rotation - this.initialAngleOffset;
if (Settings.positionCorrection)
this.bias = new Vec3(error01.x, error01.y, error2).mul(this.beta * inv_dt);
else
this.bias = new Vec3(0.0, 0.0, 0.0);
if (Settings.warmStarting)
this.applyImpulse(this.impulseSum);
}
solve() {
// Calculate corrective impulse: Pc
// Pc = J^t * λ (λ: lagrangian multiplier)
// λ = (J · M^-1 · J^t)^-1 ⋅ -(J·v+b)
let jv01 = Vec2.Subtract(Vec2.Add(this.bodyB.linearVelocity, Util.cross(this.bodyB.angularVelocity, this.rB))
, Vec2.Add(this.bodyA.linearVelocity, Util.cross(this.bodyA.angularVelocity, this.rA)));
let jv2 = this.bodyB.angularVelocity - this.bodyA.angularVelocity;
let jv = new Vec3(jv01.x, jv01.y, jv2);
let lambda = this.m.mulVec3(jv.add(this.bias).add(this.impulseSum.mul(this.gamma)).inverted());
this.applyImpulse(lambda);
if (Settings.warmStarting)
this.impulseSum = this.impulseSum.add(lambda);
}
applyImpulse(lambda) {
var mA = this.bodyA.invMass;
var mB = this.bodyB.invMass;
var iA = this.bodyA.invI;
var iB = this.bodyB.invI;
// V2 = V2' + M^-1 ⋅ Pc
// Pc = J^t ⋅ λ
let lambda1 = new Vec2(lambda.x, lambda.y);
let lambda2 = lambda.z;
// Solve for point-to-point constraint
this.bodyA.linearVelocity.subtractScaled(lambda1, mA);
this.bodyA.angularVelocity -= iA * this.rA.cross(lambda1);
this.bodyB.linearVelocity.addScaled(lambda1, mB);
this.bodyB.angularVelocity += iB * this.rB.cross(lambda1);
// Solve for angle constraint
this.bodyA.angularVelocity -= lambda2 * iA;
this.bodyB.angularVelocity += lambda2 * iB;
}
}
Box2D
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
goog.provide('box2d.b2WeldJoint');
goog.require('box2d.b2Settings');
goog.require('box2d.b2Joint');
goog.require('box2d.b2Math');
/**
* Weld joint definition. You need to specify local anchor
* points where they are attached and the relative body angle.
* The position of the anchor points is important for computing
* the reaction torque.
* @export
* @constructor
* @extends {box2d.b2JointDef}
*/
box2d.b2WeldJointDef = function() {
box2d.b2JointDef.call(this, box2d.b2JointType.e_weldJoint); // base class constructor
this.localAnchorA = new box2d.b2Vec2();
this.localAnchorB = new box2d.b2Vec2();
}
goog.inherits(box2d.b2WeldJointDef, box2d.b2JointDef);
/**
* The local anchor point relative to bodyA's origin.
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJointDef.prototype.localAnchorA = null;
/**
* The local anchor point relative to bodyB's origin.
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJointDef.prototype.localAnchorB = null;
/**
* The bodyB angle minus bodyA angle in the reference state
* (radians).
* @export
* @type {number}
*/
box2d.b2WeldJointDef.prototype.referenceAngle = 0;
/**
* The mass-spring-damper frequency in Hertz. Rotation only.
* Disable softness with a value of 0.
* @export
* @type {number}
*/
box2d.b2WeldJointDef.prototype.frequencyHz = 0;
/**
* The damping ratio. 0 = no damping, 1 = critical damping.
* @export
* @type {number}
*/
box2d.b2WeldJointDef.prototype.dampingRatio = 0;
/**
* @export
* @return {void}
* @param {box2d.b2Body} bA
* @param {box2d.b2Body} bB
* @param {box2d.b2Vec2} anchor
*/
box2d.b2WeldJointDef.prototype.Initialize = function(bA, bB, anchor) {
this.bodyA = bA;
this.bodyB = bB;
this.bodyA.GetLocalPoint(anchor, this.localAnchorA);
this.bodyB.GetLocalPoint(anchor, this.localAnchorB);
this.referenceAngle = this.bodyB.GetAngle() - this.bodyA.GetAngle();
}
/**
* A weld joint essentially glues two bodies together. A weld
* joint may distort somewhat because the island constraint
* solver is approximate.
* @export
* @constructor
* @extends {box2d.b2Joint}
* @param {box2d.b2WeldJointDef} def
*/
box2d.b2WeldJoint = function(def) {
box2d.b2Joint.call(this, def); // base class constructor
this.m_frequencyHz = def.frequencyHz;
this.m_dampingRatio = def.dampingRatio;
this.m_localAnchorA = def.localAnchorA.Clone();
this.m_localAnchorB = def.localAnchorB.Clone();
this.m_referenceAngle = def.referenceAngle;
this.m_impulse = new box2d.b2Vec3(0, 0, 0);
this.m_rA = new box2d.b2Vec2();
this.m_rB = new box2d.b2Vec2();
this.m_localCenterA = new box2d.b2Vec2();
this.m_localCenterB = new box2d.b2Vec2();
this.m_mass = new box2d.b2Mat33();
this.m_qA = new box2d.b2Rot();
this.m_qB = new box2d.b2Rot();
this.m_lalcA = new box2d.b2Vec2();
this.m_lalcB = new box2d.b2Vec2();
this.m_K = new box2d.b2Mat33();
}
goog.inherits(box2d.b2WeldJoint, box2d.b2Joint);
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_frequencyHz = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_dampingRatio = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_bias = 0;
// Solver shared
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_localAnchorA = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_localAnchorB = null;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_referenceAngle = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_gamma = 0;
/**
* @export
* @type {box2d.b2Vec3}
*/
box2d.b2WeldJoint.prototype.m_impulse = null;
// Solver temp
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_indexA = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_indexB = 0;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_rA = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_rB = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_localCenterA = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_localCenterB = null;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_invMassA = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_invMassB = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_invIA = 0;
/**
* @export
* @type {number}
*/
box2d.b2WeldJoint.prototype.m_invIB = 0;
/**
* @export
* @type {box2d.b2Mat33}
*/
box2d.b2WeldJoint.prototype.m_mass = null;
/**
* @export
* @type {box2d.b2Rot}
*/
box2d.b2WeldJoint.prototype.m_qA = null;
/**
* @export
* @type {box2d.b2Rot}
*/
box2d.b2WeldJoint.prototype.m_qB = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_lalcA = null;
/**
* @export
* @type {box2d.b2Vec2}
*/
box2d.b2WeldJoint.prototype.m_lalcB = null;
/**
* @export
* @type {box2d.b2Mat33}
*/
box2d.b2WeldJoint.prototype.m_K = null;
/**
* @param {box2d.b2SolverData} data
*/
box2d.b2WeldJoint.prototype.InitVelocityConstraints = function(data) {
this.m_indexA = this.m_bodyA.m_islandIndex;
this.m_indexB = this.m_bodyB.m_islandIndex;
this.m_localCenterA.Copy(this.m_bodyA.m_sweep.localCenter);
this.m_localCenterB.Copy(this.m_bodyB.m_sweep.localCenter);
this.m_invMassA = this.m_bodyA.m_invMass;
this.m_invMassB = this.m_bodyB.m_invMass;
this.m_invIA = this.m_bodyA.m_invI;
this.m_invIB = this.m_bodyB.m_invI;
/*float32*/
var aA = data.positions[this.m_indexA].a;
/*box2d.b2Vec2&*/
var vA = data.velocities[this.m_indexA].v;
/*float32*/
var wA = data.velocities[this.m_indexA].w;
/*float32*/
var aB = data.positions[this.m_indexB].a;
/*box2d.b2Vec2&*/
var vB = data.velocities[this.m_indexB].v;
/*float32*/
var wB = data.velocities[this.m_indexB].w;
/*box2d.b2Rot*/
var qA = this.m_qA.SetAngle(aA),
qB = this.m_qB.SetAngle(aB);
// m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
box2d.b2Sub_V2_V2(this.m_localAnchorA, this.m_localCenterA, this.m_lalcA);
box2d.b2Mul_R_V2(qA, this.m_lalcA, this.m_rA);
// m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
box2d.b2Sub_V2_V2(this.m_localAnchorB, this.m_localCenterB, this.m_lalcB);
box2d.b2Mul_R_V2(qB, this.m_lalcB, this.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]
/*float32*/
var mA = this.m_invMassA,
mB = this.m_invMassB;
/*float32*/
var iA = this.m_invIA,
iB = this.m_invIB;
/*b2Mat33*/
var K = this.m_K;
K.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y * this.m_rB.y * iB;
K.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y * this.m_rB.x * iB;
K.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x * this.m_rB.x * iB;
K.ez.y = this.m_rA.x * iA + this.m_rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (this.m_frequencyHz > 0) {
K.GetInverse22(this.m_mass);
/*float32*/
var invM = iA + iB;
/*float32*/
var m = invM > 0 ? 1 / invM : 0;
/*float32*/
var C = aB - aA - this.m_referenceAngle;
// Frequency
/*float32*/
var omega = 2 * box2d.b2_pi * this.m_frequencyHz;
// Damping coefficient
/*float32*/
var d = 2 * m * this.m_dampingRatio * omega;
// Spring stiffness
/*float32*/
var k = m * omega * omega;
// magic formulas
/*float32*/
var h = data.step.dt;
this.m_gamma = h * (d + h * k);
this.m_gamma = this.m_gamma !== 0 ? 1 / this.m_gamma : 0;
this.m_bias = C * h * k * this.m_gamma;
invM += this.m_gamma;
this.m_mass.ez.z = invM !== 0 ? 1 / invM : 0;
} else if (K.ez.z === 0) {
K.GetInverse22(this.m_mass);
this.m_gamma = 0;
this.m_bias = 0;
} else {
K.GetSymInverse33(this.m_mass);
this.m_gamma = 0;
this.m_bias = 0;
}
if (data.step.warmStarting) {
// Scale impulses to support a variable time step.
this.m_impulse.SelfMulScalar(data.step.dtRatio);
// box2d.b2Vec2 P(m_impulse.x, m_impulse.y);
var P = box2d.b2WeldJoint.prototype.InitVelocityConstraints.s_P.Set(this.m_impulse.x, this.m_impulse.y);
// vA -= mA * P;
vA.SelfMulSub(mA, P);
wA -= iA * (box2d.b2Cross_V2_V2(this.m_rA, P) + this.m_impulse.z);
// vB += mB * P;
vB.SelfMulAdd(mB, P);
wB += iB * (box2d.b2Cross_V2_V2(this.m_rB, P) + this.m_impulse.z);
} else {
this.m_impulse.SetZero();
}
// data.velocities[this.m_indexA].v = vA;
data.velocities[this.m_indexA].w = wA;
// data.velocities[this.m_indexB].v = vB;
data.velocities[this.m_indexB].w = wB;
}
box2d.b2WeldJoint.prototype.InitVelocityConstraints.s_P = new box2d.b2Vec2();
/**
* @export
* @return {void}
* @param {box2d.b2SolverData} data
*/
box2d.b2WeldJoint.prototype.SolveVelocityConstraints = function(data) {
/*box2d.b2Vec2&*/
var vA = data.velocities[this.m_indexA].v;
/*float32*/
var wA = data.velocities[this.m_indexA].w;
/*box2d.b2Vec2&*/
var vB = data.velocities[this.m_indexB].v;
/*float32*/
var wB = data.velocities[this.m_indexB].w;
/*float32*/
var mA = this.m_invMassA,
mB = this.m_invMassB;
/*float32*/
var iA = this.m_invIA,
iB = this.m_invIB;
if (this.m_frequencyHz > 0) {
/*float32*/
var Cdot2 = wB - wA;
/*float32*/
var impulse2 = -this.m_mass.ez.z * (Cdot2 + this.m_bias + this.m_gamma * this.m_impulse.z);
this.m_impulse.z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
// b2Vec2 Cdot1 = vB + b2CrossSV(wB, this.m_rB) - vA - b2CrossSV(wA, this.m_rA);
var Cdot1 = box2d.b2Sub_V2_V2(
box2d.b2AddCross_V2_S_V2(vB, wB, this.m_rB, box2d.b2Vec2.s_t0),
box2d.b2AddCross_V2_S_V2(vA, wA, this.m_rA, box2d.b2Vec2.s_t1),
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_Cdot1)
// b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
var impulse1 = box2d.b2Mul_M33_X_Y(this.m_mass, Cdot1.x, Cdot1.y, box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_impulse1).SelfNeg();
this.m_impulse.x += impulse1.x;
this.m_impulse.y += impulse1.y;
// b2Vec2 P = impulse1;
var P = impulse1;
// vA -= mA * P;
vA.SelfMulSub(mA, P);
// wA -= iA * b2Cross(m_rA, P);
wA -= iA * box2d.b2Cross_V2_V2(this.m_rA, P);
// vB += mB * P;
vB.SelfMulAdd(mB, P);
// wB += iB * b2Cross(m_rB, P);
wB += iB * box2d.b2Cross_V2_V2(this.m_rB, P);
} else {
// b2Vec2 Cdot1 = vB + b2Cross(wB, this.m_rB) - vA - b2Cross(wA, this.m_rA);
var Cdot1 = box2d.b2Sub_V2_V2(
box2d.b2AddCross_V2_S_V2(vB, wB, this.m_rB, box2d.b2Vec2.s_t0),
box2d.b2AddCross_V2_S_V2(vA, wA, this.m_rA, box2d.b2Vec2.s_t1),
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_Cdot1)
/*float32*/
var Cdot2 = wB - wA;
// b2Vec3 var Cdot(Cdot1.x, Cdot1.y, Cdot2);
// b2Vec3 impulse = -b2Mul(m_mass, Cdot);
var impulse = box2d.b2Mul_M33_X_Y_Z(this.m_mass, Cdot1.x, Cdot1.y, Cdot2, box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_impulse).SelfNeg();
this.m_impulse.SelfAdd(impulse);
// box2d.b2Vec2 P(impulse.x, impulse.y);
var P = box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_P.Set(impulse.x, impulse.y);
// vA -= mA * P;
vA.SelfMulSub(mA, P);
wA -= iA * (box2d.b2Cross_V2_V2(this.m_rA, P) + impulse.z);
// vB += mB * P;
vB.SelfMulAdd(mB, P);
wB += iB * (box2d.b2Cross_V2_V2(this.m_rB, P) + impulse.z);
}
// data.velocities[this.m_indexA].v = vA;
data.velocities[this.m_indexA].w = wA;
// data.velocities[this.m_indexB].v = vB;
data.velocities[this.m_indexB].w = wB;
}
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_Cdot1 = new box2d.b2Vec2();
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_impulse1 = new box2d.b2Vec2();
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_impulse = new box2d.b2Vec3();
box2d.b2WeldJoint.prototype.SolveVelocityConstraints.s_P = new box2d.b2Vec2();
/**
* @export
* @return {boolean}
* @param {box2d.b2SolverData} data
*/
box2d.b2WeldJoint.prototype.SolvePositionConstraints = function(data) {
/*box2d.b2Vec2&*/
var cA = data.positions[this.m_indexA].c;
/*float32*/
var aA = data.positions[this.m_indexA].a;
/*box2d.b2Vec2&*/
var cB = data.positions[this.m_indexB].c;
/*float32*/
var aB = data.positions[this.m_indexB].a;
/*box2d.b2Rot*/
var qA = this.m_qA.SetAngle(aA),
qB = this.m_qB.SetAngle(aB);
/*float32*/
var mA = this.m_invMassA,
mB = this.m_invMassB;
/*float32*/
var iA = this.m_invIA,
iB = this.m_invIB;
// b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
box2d.b2Sub_V2_V2(this.m_localAnchorA, this.m_localCenterA, this.m_lalcA);
var rA = box2d.b2Mul_R_V2(qA, this.m_lalcA, this.m_rA);
// b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
box2d.b2Sub_V2_V2(this.m_localAnchorB, this.m_localCenterB, this.m_lalcB);
var rB = box2d.b2Mul_R_V2(qB, this.m_lalcB, this.m_rB);
/*float32*/
var positionError, angularError;
/*b2Mat33*/
var K = this.m_K;
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 (this.m_frequencyHz > 0) {
// b2Vec2 C1 = cB + rB - cA - rA;
var C1 =
box2d.b2Sub_V2_V2(
box2d.b2Add_V2_V2(cB, rB, box2d.b2Vec2.s_t0),
box2d.b2Add_V2_V2(cA, rA, box2d.b2Vec2.s_t1),
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_C1);
positionError = C1.Length();
angularError = 0;
// b2Vec2 P = -K.Solve22(C1);
var P = K.Solve22(C1.x, C1.y, box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_P).SelfNeg();
// cA -= mA * P;
cA.SelfMulSub(mA, P);
aA -= iA * box2d.b2Cross_V2_V2(rA, P);
// cB += mB * P;
cB.SelfMulAdd(mB, P);
aB += iB * box2d.b2Cross_V2_V2(rB, P);
} else {
// b2Vec2 C1 = cB + rB - cA - rA;
var C1 =
box2d.b2Sub_V2_V2(
box2d.b2Add_V2_V2(cB, rB, box2d.b2Vec2.s_t0),
box2d.b2Add_V2_V2(cA, rA, box2d.b2Vec2.s_t1),
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_C1);
/*float32*/
var C2 = aB - aA - this.m_referenceAngle;
positionError = C1.Length();
angularError = box2d.b2Abs(C2);
// b2Vec3 C(C1.x, C1.y, C2);
// b2Vec3 impulse;
/*box2d.b2Vec3*/
var impulse = box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_impulse;
if (K.ez.z > 0) {
// impulse = -K.Solve33(C);
K.Solve33(C1.x, C1.y, C2, impulse).SelfNeg();
} else {
// b2Vec2 impulse2 = -K.Solve22(C1);
var impulse2 = K.Solve22(C1.x, C1.y, box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_impulse2).SelfNeg();
// impulse.Set(impulse2.x, impulse2.y, 0.0f);
impulse.x = impulse2.x;
impulse.y = impulse2.y;
impulse.z = 0;
}
// b2Vec2 P(impulse.x, impulse.y);
var P = box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_P.Set(impulse.x, impulse.y);
// cA -= mA * P;
cA.SelfMulSub(mA, P);
aA -= iA * (box2d.b2Cross_V2_V2(this.m_rA, P) + impulse.z);
// cB += mB * P;
cB.SelfMulAdd(mB, P);
aB += iB * (box2d.b2Cross_V2_V2(this.m_rB, P) + impulse.z);
}
// data.positions[this.m_indexA].c = cA;
data.positions[this.m_indexA].a = aA;
// data.positions[this.m_indexB].c = cB;
data.positions[this.m_indexB].a = aB;
return positionError <= box2d.b2_linearSlop && angularError <= box2d.b2_angularSlop;
}
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_C1 = new box2d.b2Vec2();
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_P = new box2d.b2Vec2();
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_impulse = new box2d.b2Vec3();
box2d.b2WeldJoint.prototype.SolvePositionConstraints.s_impulse2 = new box2d.b2Vec2();
/**
* @export
* @return {box2d.b2Vec2}
* @param {box2d.b2Vec2} out
*/
box2d.b2WeldJoint.prototype.GetAnchorA = function(out) {
return this.m_bodyA.GetWorldPoint(this.m_localAnchorA, out);
}
/**
* @export
* @return {box2d.b2Vec2}
* @param {box2d.b2Vec2} out
*/
box2d.b2WeldJoint.prototype.GetAnchorB = function(out) {
return this.m_bodyB.GetWorldPoint(this.m_localAnchorB, out);
}
/**
* @export
* @return {box2d.b2Vec2}
* @param {number} inv_dt
* @param {box2d.b2Vec2} out
*/
box2d.b2WeldJoint.prototype.GetReactionForce = function(inv_dt, out) {
// box2d.b2Vec2 P(this.m_impulse.x, this.m_impulse.y);
// return inv_dt * P;
return out.Set(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y);
}
/**
* @export
* @return {number}
* @param {number} inv_dt
*/
box2d.b2WeldJoint.prototype.GetReactionTorque = function(inv_dt) {
return inv_dt * this.m_impulse.z;
}
/**
* The local anchor point relative to bodyA's origin.
* @export
* @return {box2d.b2Vec2}
* @param {box2d.b2Vec2} out
*/
box2d.b2WeldJoint.prototype.GetLocalAnchorA = function(out) {
return out.Copy(this.m_localAnchorA);
}
/**
* The local anchor point relative to bodyB's origin.
* @export
* @return {box2d.b2Vec2}
* @param {box2d.b2Vec2} out
*/
box2d.b2WeldJoint.prototype.GetLocalAnchorB = function(out) {
return out.Copy(this.m_localAnchorB);
}
/**
* Get the reference angle.
* @export
* @return {number}
*/
box2d.b2WeldJoint.prototype.GetReferenceAngle = function() {
return this.m_referenceAngle;
}
/**
* Set/get frequency in Hz.
* @return {void}
* @param {number} hz
*/
box2d.b2WeldJoint.prototype.SetFrequency = function(hz) {
this.m_frequencyHz = hz;
}
/**
* @export
* @return {number}
*/
box2d.b2WeldJoint.prototype.GetFrequency = function() {
return this.m_frequencyHz;
}
/**
* Set/get damping ratio.
* @return {void}
* @param {number} ratio
*/
box2d.b2WeldJoint.prototype.SetDampingRatio = function(ratio) {
this.m_dampingRatio = ratio;
}
/**
* @export
* @return {number}
*/
box2d.b2WeldJoint.prototype.GetDampingRatio = function() {
return this.m_dampingRatio;
}
/**
* Dump to b2Log
* @export
* @return {void}
*/
box2d.b2WeldJoint.prototype.Dump = function() {
if (box2d.DEBUG) {
var indexA = this.m_bodyA.m_islandIndex;
var indexB = this.m_bodyB.m_islandIndex;
box2d.b2Log(" /*box2d.b2WeldJointDef*/ var jd = new box2d.b2WeldJointDef();\n");
box2d.b2Log(" jd.bodyA = bodies[%d];\n", indexA);
box2d.b2Log(" jd.bodyB = bodies[%d];\n", indexB);
box2d.b2Log(" jd.collideConnected = %s;\n", (this.m_collideConnected) ? ('true') : ('false'));
box2d.b2Log(" jd.localAnchorA.Set(%.15f, %.15f);\n", this.m_localAnchorA.x, this.m_localAnchorA.y);
box2d.b2Log(" jd.localAnchorB.Set(%.15f, %.15f);\n", this.m_localAnchorB.x, this.m_localAnchorB.y);
box2d.b2Log(" jd.referenceAngle = %.15f;\n", this.m_referenceAngle);
box2d.b2Log(" jd.frequencyHz = %.15f;\n", this.m_frequencyHz);
box2d.b2Log(" jd.dampingRatio = %.15f;\n", this.m_dampingRatio);
box2d.b2Log(" joints[%d] = this.m_world.CreateJoint(jd);\n", this.m_index);
}
}
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