reflexion 0.1.7 → 0.1.8

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Files changed (223) hide show
  1. checksums.yaml +4 -4
  2. data/.doc/ext/reflex/application.cpp +5 -5
  3. data/.doc/ext/reflex/body.cpp +167 -0
  4. data/.doc/ext/reflex/capture_event.cpp +4 -4
  5. data/.doc/ext/reflex/draw_event.cpp +4 -4
  6. data/.doc/ext/reflex/event.cpp +4 -4
  7. data/.doc/ext/reflex/fixture.cpp +101 -0
  8. data/.doc/ext/reflex/focus_event.cpp +4 -4
  9. data/.doc/ext/reflex/frame_event.cpp +4 -4
  10. data/.doc/ext/reflex/image_view.cpp +22 -5
  11. data/.doc/ext/reflex/key_event.cpp +4 -4
  12. data/.doc/ext/reflex/native.cpp +6 -0
  13. data/.doc/ext/reflex/pointer_event.cpp +4 -4
  14. data/.doc/ext/reflex/reflex.cpp +2 -3
  15. data/.doc/ext/reflex/scroll_event.cpp +4 -4
  16. data/.doc/ext/reflex/selector.cpp +4 -4
  17. data/.doc/ext/reflex/style.cpp +4 -4
  18. data/.doc/ext/reflex/style_length.cpp +4 -4
  19. data/.doc/ext/reflex/style_length2.cpp +4 -4
  20. data/.doc/ext/reflex/style_length4.cpp +4 -4
  21. data/.doc/ext/reflex/update_event.cpp +4 -4
  22. data/.doc/ext/reflex/view.cpp +110 -8
  23. data/.doc/ext/reflex/wheel_event.cpp +4 -4
  24. data/.doc/ext/reflex/window.cpp +36 -12
  25. data/README.md +2 -2
  26. data/Rakefile +2 -1
  27. data/VERSION +1 -1
  28. data/ext/reflex/application.cpp +8 -8
  29. data/ext/reflex/body.cpp +181 -0
  30. data/ext/reflex/capture_event.cpp +4 -4
  31. data/ext/reflex/draw_event.cpp +4 -4
  32. data/ext/reflex/event.cpp +4 -4
  33. data/ext/reflex/fixture.cpp +108 -0
  34. data/ext/reflex/focus_event.cpp +4 -4
  35. data/ext/reflex/frame_event.cpp +4 -4
  36. data/ext/reflex/image_view.cpp +24 -5
  37. data/ext/reflex/key_event.cpp +4 -4
  38. data/ext/reflex/native.cpp +6 -0
  39. data/ext/reflex/pointer_event.cpp +4 -4
  40. data/ext/reflex/reflex.cpp +2 -3
  41. data/ext/reflex/scroll_event.cpp +4 -4
  42. data/ext/reflex/selector.cpp +4 -4
  43. data/ext/reflex/style.cpp +4 -4
  44. data/ext/reflex/style_length.cpp +4 -4
  45. data/ext/reflex/style_length2.cpp +4 -4
  46. data/ext/reflex/style_length4.cpp +4 -4
  47. data/ext/reflex/update_event.cpp +4 -4
  48. data/ext/reflex/view.cpp +126 -12
  49. data/ext/reflex/wheel_event.cpp +4 -4
  50. data/ext/reflex/window.cpp +39 -12
  51. data/include/reflex/bitmap.h +20 -0
  52. data/include/reflex/body.h +82 -0
  53. data/include/reflex/bounds.h +20 -0
  54. data/include/reflex/color.h +20 -0
  55. data/include/reflex/color_space.h +20 -0
  56. data/include/reflex/defs.h +5 -1
  57. data/include/reflex/event.h +16 -25
  58. data/include/reflex/fixture.h +116 -0
  59. data/include/reflex/font.h +20 -0
  60. data/include/reflex/image.h +20 -0
  61. data/include/reflex/image_view.h +1 -1
  62. data/include/reflex/matrix.h +20 -0
  63. data/include/reflex/painter.h +20 -0
  64. data/include/reflex/point.h +24 -0
  65. data/include/reflex/ruby/application.h +6 -0
  66. data/include/reflex/ruby/body.h +41 -0
  67. data/include/reflex/ruby/event.h +68 -0
  68. data/include/reflex/ruby/fixture.h +41 -0
  69. data/include/reflex/ruby/image_view.h +14 -0
  70. data/include/reflex/ruby/selector.h +14 -0
  71. data/include/reflex/ruby/style.h +14 -0
  72. data/include/reflex/ruby/style_length.h +26 -0
  73. data/include/reflex/ruby/view.h +43 -39
  74. data/include/reflex/ruby/window.h +27 -21
  75. data/include/reflex/ruby.h +2 -0
  76. data/include/reflex/shader.h +20 -0
  77. data/include/reflex/style.h +2 -3
  78. data/include/reflex/texture.h +20 -0
  79. data/include/reflex/view.h +45 -24
  80. data/include/reflex/window.h +11 -14
  81. data/include/reflex.h +3 -0
  82. data/lib/reflex/application.rb +6 -2
  83. data/lib/reflex/body.rb +17 -0
  84. data/lib/reflex/fixture.rb +17 -0
  85. data/lib/reflex/view.rb +16 -1
  86. data/lib/reflex/window.rb +13 -1
  87. data/lib/reflex.rb +2 -0
  88. data/reflex.gemspec +1 -1
  89. data/samples/bats.rb +4 -3
  90. data/samples/checker.rb +4 -3
  91. data/samples/fans.rb +4 -3
  92. data/samples/fps.rb +5 -3
  93. data/samples/grid.rb +5 -4
  94. data/samples/hello.rb +1 -1
  95. data/samples/image.rb +3 -2
  96. data/samples/ios/hello/hello/main.cpp +12 -3
  97. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +376 -123
  98. data/samples/key.rb +5 -4
  99. data/samples/layout.rb +3 -2
  100. data/samples/model.rb +3 -2
  101. data/samples/osx/hello/hello/main.cpp +12 -3
  102. data/samples/osx/hello/hello.xcodeproj/project.pbxproj +375 -120
  103. data/samples/physics.rb +37 -0
  104. data/samples/repl.rb +3 -2
  105. data/samples/shader.rb +4 -4
  106. data/samples/shapes.rb +4 -4
  107. data/samples/text.rb +6 -4
  108. data/samples/tree.rb +5 -4
  109. data/samples/views.rb +3 -2
  110. data/samples/visuals.rb +1 -2
  111. data/src/body.cpp +244 -0
  112. data/src/event.cpp +18 -18
  113. data/src/fixture.cpp +108 -0
  114. data/src/image_view.cpp +1 -1
  115. data/src/ios/native_window.h +2 -0
  116. data/src/ios/native_window.mm +18 -1
  117. data/src/ios/opengl_view.mm +8 -0
  118. data/src/ios/window.mm +24 -3
  119. data/src/ios/window_data.h +3 -3
  120. data/src/osx/native_window.mm +17 -1
  121. data/src/osx/window.mm +24 -3
  122. data/src/osx/window_data.h +3 -3
  123. data/src/physics/Box2D/Box2D.h +68 -0
  124. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +193 -0
  125. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +105 -0
  126. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +99 -0
  127. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +91 -0
  128. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +138 -0
  129. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +74 -0
  130. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +467 -0
  131. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +101 -0
  132. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +101 -0
  133. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +119 -0
  134. data/src/physics/Box2D/Collision/b2BroadPhase.h +257 -0
  135. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +154 -0
  136. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +698 -0
  137. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +239 -0
  138. data/src/physics/Box2D/Collision/b2Collision.cpp +252 -0
  139. data/src/physics/Box2D/Collision/b2Collision.h +277 -0
  140. data/src/physics/Box2D/Collision/b2Distance.cpp +603 -0
  141. data/src/physics/Box2D/Collision/b2Distance.h +141 -0
  142. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +778 -0
  143. data/src/physics/Box2D/Collision/b2DynamicTree.h +289 -0
  144. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +486 -0
  145. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +58 -0
  146. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +215 -0
  147. data/src/physics/Box2D/Common/b2BlockAllocator.h +62 -0
  148. data/src/physics/Box2D/Common/b2Draw.cpp +44 -0
  149. data/src/physics/Box2D/Common/b2Draw.h +86 -0
  150. data/src/physics/Box2D/Common/b2GrowableStack.h +85 -0
  151. data/src/physics/Box2D/Common/b2Math.cpp +94 -0
  152. data/src/physics/Box2D/Common/b2Math.h +720 -0
  153. data/src/physics/Box2D/Common/b2Settings.cpp +44 -0
  154. data/src/physics/Box2D/Common/b2Settings.h +151 -0
  155. data/src/physics/Box2D/Common/b2StackAllocator.cpp +83 -0
  156. data/src/physics/Box2D/Common/b2StackAllocator.h +60 -0
  157. data/src/physics/Box2D/Common/b2Timer.cpp +101 -0
  158. data/src/physics/Box2D/Common/b2Timer.h +50 -0
  159. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +53 -0
  160. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +39 -0
  161. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +53 -0
  162. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +39 -0
  163. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +52 -0
  164. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +39 -0
  165. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +247 -0
  166. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +349 -0
  167. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +838 -0
  168. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +95 -0
  169. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +49 -0
  170. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +39 -0
  171. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +49 -0
  172. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +39 -0
  173. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +49 -0
  174. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +38 -0
  175. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +52 -0
  176. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +39 -0
  177. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +260 -0
  178. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +169 -0
  179. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +251 -0
  180. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +119 -0
  181. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +419 -0
  182. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +125 -0
  183. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +211 -0
  184. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +226 -0
  185. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +304 -0
  186. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +133 -0
  187. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +222 -0
  188. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +129 -0
  189. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +629 -0
  190. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +196 -0
  191. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +348 -0
  192. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +152 -0
  193. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +502 -0
  194. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +204 -0
  195. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +241 -0
  196. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +114 -0
  197. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +344 -0
  198. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +126 -0
  199. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +419 -0
  200. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +210 -0
  201. data/src/physics/Box2D/Dynamics/b2Body.cpp +549 -0
  202. data/src/physics/Box2D/Dynamics/b2Body.h +860 -0
  203. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +296 -0
  204. data/src/physics/Box2D/Dynamics/b2ContactManager.h +52 -0
  205. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +303 -0
  206. data/src/physics/Box2D/Dynamics/b2Fixture.h +345 -0
  207. data/src/physics/Box2D/Dynamics/b2Island.cpp +539 -0
  208. data/src/physics/Box2D/Dynamics/b2Island.h +93 -0
  209. data/src/physics/Box2D/Dynamics/b2TimeStep.h +70 -0
  210. data/src/physics/Box2D/Dynamics/b2World.cpp +1339 -0
  211. data/src/physics/Box2D/Dynamics/b2World.h +354 -0
  212. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +36 -0
  213. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +155 -0
  214. data/src/physics/Box2D/Rope/b2Rope.cpp +259 -0
  215. data/src/physics/Box2D/Rope/b2Rope.h +115 -0
  216. data/src/style.cpp +2 -2
  217. data/src/view.cpp +217 -17
  218. data/src/window.cpp +25 -15
  219. data/src/world.cpp +206 -0
  220. data/src/world.h +96 -0
  221. data/task/box2d.rake +25 -0
  222. data/test/test_view.rb +5 -5
  223. metadata +125 -3
@@ -0,0 +1,260 @@
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+ /*
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+ * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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+ *
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+ * This software is provided 'as-is', without any express or implied
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+ * warranty. In no event will the authors be held liable for any damages
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+ * arising from the use of this software.
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+ * Permission is granted to anyone to use this software for any purpose,
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+ * including commercial applications, and to alter it and redistribute it
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+ * freely, subject to the following restrictions:
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+ * 1. The origin of this software must not be misrepresented; you must not
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+ * claim that you wrote the original software. If you use this software
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+ * in a product, an acknowledgment in the product documentation would be
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+ * appreciated but is not required.
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+ * 2. Altered source versions must be plainly marked as such, and must not be
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+ * misrepresented as being the original software.
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+ * 3. This notice may not be removed or altered from any source distribution.
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+ */
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+
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+ #include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
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+ #include <Box2D/Dynamics/b2Body.h>
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+ #include <Box2D/Dynamics/b2TimeStep.h>
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+
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+ // 1-D constrained system
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+ // m (v2 - v1) = lambda
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+ // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
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+ // x2 = x1 + h * v2
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+
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+ // 1-D mass-damper-spring system
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+ // m (v2 - v1) + h * d * v2 + h * k *
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+
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+ // C = norm(p2 - p1) - L
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+ // u = (p2 - p1) / norm(p2 - p1)
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+ // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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+ // J = [-u -cross(r1, u) u cross(r2, u)]
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+ // K = J * invM * JT
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+ // = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
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+
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+ void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
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+ const b2Vec2& anchor1, const b2Vec2& anchor2)
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+ {
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+ bodyA = b1;
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+ bodyB = b2;
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+ localAnchorA = bodyA->GetLocalPoint(anchor1);
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+ localAnchorB = bodyB->GetLocalPoint(anchor2);
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+ b2Vec2 d = anchor2 - anchor1;
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+ length = d.Length();
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+ }
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+
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+ b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
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+ : b2Joint(def)
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+ {
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+ m_localAnchorA = def->localAnchorA;
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+ m_localAnchorB = def->localAnchorB;
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+ m_length = def->length;
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+ m_frequencyHz = def->frequencyHz;
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+ m_dampingRatio = def->dampingRatio;
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+ m_impulse = 0.0f;
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+ m_gamma = 0.0f;
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+ m_bias = 0.0f;
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+ }
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+
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+ void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
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+ {
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+ m_indexA = m_bodyA->m_islandIndex;
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+ m_indexB = m_bodyB->m_islandIndex;
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+ m_localCenterA = m_bodyA->m_sweep.localCenter;
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+ m_localCenterB = m_bodyB->m_sweep.localCenter;
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+ m_invMassA = m_bodyA->m_invMass;
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+ m_invMassB = m_bodyB->m_invMass;
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+ m_invIA = m_bodyA->m_invI;
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+ m_invIB = m_bodyB->m_invI;
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+
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+ b2Vec2 cA = data.positions[m_indexA].c;
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+ float32 aA = data.positions[m_indexA].a;
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+ b2Vec2 vA = data.velocities[m_indexA].v;
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+ float32 wA = data.velocities[m_indexA].w;
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+
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+ b2Vec2 cB = data.positions[m_indexB].c;
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+ float32 aB = data.positions[m_indexB].a;
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+ b2Vec2 vB = data.velocities[m_indexB].v;
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+ float32 wB = data.velocities[m_indexB].w;
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+
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+ b2Rot qA(aA), qB(aB);
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+
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+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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+ m_u = cB + m_rB - cA - m_rA;
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+
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+ // Handle singularity.
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+ float32 length = m_u.Length();
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+ if (length > b2_linearSlop)
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+ {
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+ m_u *= 1.0f / length;
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+ }
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+ else
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+ {
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+ m_u.Set(0.0f, 0.0f);
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+ }
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+
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+ float32 crAu = b2Cross(m_rA, m_u);
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+ float32 crBu = b2Cross(m_rB, m_u);
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+ float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
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+
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+ // Compute the effective mass matrix.
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+ m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
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+
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+ if (m_frequencyHz > 0.0f)
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+ {
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+ float32 C = length - m_length;
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+
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+ // Frequency
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+ float32 omega = 2.0f * b2_pi * m_frequencyHz;
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+
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+ // Damping coefficient
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+ float32 d = 2.0f * m_mass * m_dampingRatio * omega;
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+
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+ // Spring stiffness
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+ float32 k = m_mass * omega * omega;
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+
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+ // magic formulas
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+ float32 h = data.step.dt;
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+ m_gamma = h * (d + h * k);
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+ m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
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+ m_bias = C * h * k * m_gamma;
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+
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+ invMass += m_gamma;
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+ m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
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+ }
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+ else
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+ {
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+ m_gamma = 0.0f;
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+ m_bias = 0.0f;
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+ }
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+
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+ if (data.step.warmStarting)
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+ {
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+ // Scale the impulse to support a variable time step.
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+ m_impulse *= data.step.dtRatio;
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+
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+ b2Vec2 P = m_impulse * m_u;
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+ vA -= m_invMassA * P;
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+ wA -= m_invIA * b2Cross(m_rA, P);
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+ vB += m_invMassB * P;
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+ wB += m_invIB * b2Cross(m_rB, P);
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+ }
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+ else
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+ {
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+ m_impulse = 0.0f;
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+ }
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+
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+ data.velocities[m_indexA].v = vA;
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+ data.velocities[m_indexA].w = wA;
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+ data.velocities[m_indexB].v = vB;
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+ data.velocities[m_indexB].w = wB;
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+ }
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+
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+ void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
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+ {
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+ b2Vec2 vA = data.velocities[m_indexA].v;
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+ float32 wA = data.velocities[m_indexA].w;
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+ b2Vec2 vB = data.velocities[m_indexB].v;
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+ float32 wB = data.velocities[m_indexB].w;
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+
164
+ // Cdot = dot(u, v + cross(w, r))
165
+ b2Vec2 vpA = vA + b2Cross(wA, m_rA);
166
+ b2Vec2 vpB = vB + b2Cross(wB, m_rB);
167
+ float32 Cdot = b2Dot(m_u, vpB - vpA);
168
+
169
+ float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
170
+ m_impulse += impulse;
171
+
172
+ b2Vec2 P = impulse * m_u;
173
+ vA -= m_invMassA * P;
174
+ wA -= m_invIA * b2Cross(m_rA, P);
175
+ vB += m_invMassB * P;
176
+ wB += m_invIB * b2Cross(m_rB, P);
177
+
178
+ data.velocities[m_indexA].v = vA;
179
+ data.velocities[m_indexA].w = wA;
180
+ data.velocities[m_indexB].v = vB;
181
+ data.velocities[m_indexB].w = wB;
182
+ }
183
+
184
+ bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
185
+ {
186
+ if (m_frequencyHz > 0.0f)
187
+ {
188
+ // There is no position correction for soft distance constraints.
189
+ return true;
190
+ }
191
+
192
+ b2Vec2 cA = data.positions[m_indexA].c;
193
+ float32 aA = data.positions[m_indexA].a;
194
+ b2Vec2 cB = data.positions[m_indexB].c;
195
+ float32 aB = data.positions[m_indexB].a;
196
+
197
+ b2Rot qA(aA), qB(aB);
198
+
199
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
200
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
201
+ b2Vec2 u = cB + rB - cA - rA;
202
+
203
+ float32 length = u.Normalize();
204
+ float32 C = length - m_length;
205
+ C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
206
+
207
+ float32 impulse = -m_mass * C;
208
+ b2Vec2 P = impulse * u;
209
+
210
+ cA -= m_invMassA * P;
211
+ aA -= m_invIA * b2Cross(rA, P);
212
+ cB += m_invMassB * P;
213
+ aB += m_invIB * b2Cross(rB, P);
214
+
215
+ data.positions[m_indexA].c = cA;
216
+ data.positions[m_indexA].a = aA;
217
+ data.positions[m_indexB].c = cB;
218
+ data.positions[m_indexB].a = aB;
219
+
220
+ return b2Abs(C) < b2_linearSlop;
221
+ }
222
+
223
+ b2Vec2 b2DistanceJoint::GetAnchorA() const
224
+ {
225
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
226
+ }
227
+
228
+ b2Vec2 b2DistanceJoint::GetAnchorB() const
229
+ {
230
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
231
+ }
232
+
233
+ b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
234
+ {
235
+ b2Vec2 F = (inv_dt * m_impulse) * m_u;
236
+ return F;
237
+ }
238
+
239
+ float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
240
+ {
241
+ B2_NOT_USED(inv_dt);
242
+ return 0.0f;
243
+ }
244
+
245
+ void b2DistanceJoint::Dump()
246
+ {
247
+ int32 indexA = m_bodyA->m_islandIndex;
248
+ int32 indexB = m_bodyB->m_islandIndex;
249
+
250
+ b2Log(" b2DistanceJointDef jd;\n");
251
+ b2Log(" jd.bodyA = bodies[%d];\n", indexA);
252
+ b2Log(" jd.bodyB = bodies[%d];\n", indexB);
253
+ b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
254
+ b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
255
+ b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
256
+ b2Log(" jd.length = %.15lef;\n", m_length);
257
+ b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
258
+ b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
259
+ b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
260
+ }
@@ -0,0 +1,169 @@
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
+ #ifndef B2_DISTANCE_JOINT_H
20
+ #define B2_DISTANCE_JOINT_H
21
+
22
+ #include <Box2D/Dynamics/Joints/b2Joint.h>
23
+
24
+ /// Distance joint definition. This requires defining an
25
+ /// anchor point on both bodies and the non-zero length of the
26
+ /// distance joint. The definition uses local anchor points
27
+ /// so that the initial configuration can violate the constraint
28
+ /// slightly. This helps when saving and loading a game.
29
+ /// @warning Do not use a zero or short length.
30
+ struct b2DistanceJointDef : public b2JointDef
31
+ {
32
+ b2DistanceJointDef()
33
+ {
34
+ type = e_distanceJoint;
35
+ localAnchorA.Set(0.0f, 0.0f);
36
+ localAnchorB.Set(0.0f, 0.0f);
37
+ length = 1.0f;
38
+ frequencyHz = 0.0f;
39
+ dampingRatio = 0.0f;
40
+ }
41
+
42
+ /// Initialize the bodies, anchors, and length using the world
43
+ /// anchors.
44
+ void Initialize(b2Body* bodyA, b2Body* bodyB,
45
+ const b2Vec2& anchorA, const b2Vec2& anchorB);
46
+
47
+ /// The local anchor point relative to bodyA's origin.
48
+ b2Vec2 localAnchorA;
49
+
50
+ /// The local anchor point relative to bodyB's origin.
51
+ b2Vec2 localAnchorB;
52
+
53
+ /// The natural length between the anchor points.
54
+ float32 length;
55
+
56
+ /// The mass-spring-damper frequency in Hertz. A value of 0
57
+ /// disables softness.
58
+ float32 frequencyHz;
59
+
60
+ /// The damping ratio. 0 = no damping, 1 = critical damping.
61
+ float32 dampingRatio;
62
+ };
63
+
64
+ /// A distance joint constrains two points on two bodies
65
+ /// to remain at a fixed distance from each other. You can view
66
+ /// this as a massless, rigid rod.
67
+ class b2DistanceJoint : public b2Joint
68
+ {
69
+ public:
70
+
71
+ b2Vec2 GetAnchorA() const;
72
+ b2Vec2 GetAnchorB() const;
73
+
74
+ /// Get the reaction force given the inverse time step.
75
+ /// Unit is N.
76
+ b2Vec2 GetReactionForce(float32 inv_dt) const;
77
+
78
+ /// Get the reaction torque given the inverse time step.
79
+ /// Unit is N*m. This is always zero for a distance joint.
80
+ float32 GetReactionTorque(float32 inv_dt) const;
81
+
82
+ /// The local anchor point relative to bodyA's origin.
83
+ const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
84
+
85
+ /// The local anchor point relative to bodyB's origin.
86
+ const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
87
+
88
+ /// Set/get the natural length.
89
+ /// Manipulating the length can lead to non-physical behavior when the frequency is zero.
90
+ void SetLength(float32 length);
91
+ float32 GetLength() const;
92
+
93
+ /// Set/get frequency in Hz.
94
+ void SetFrequency(float32 hz);
95
+ float32 GetFrequency() const;
96
+
97
+ /// Set/get damping ratio.
98
+ void SetDampingRatio(float32 ratio);
99
+ float32 GetDampingRatio() const;
100
+
101
+ /// Dump joint to dmLog
102
+ void Dump();
103
+
104
+ protected:
105
+
106
+ friend class b2Joint;
107
+ b2DistanceJoint(const b2DistanceJointDef* data);
108
+
109
+ void InitVelocityConstraints(const b2SolverData& data);
110
+ void SolveVelocityConstraints(const b2SolverData& data);
111
+ bool SolvePositionConstraints(const b2SolverData& data);
112
+
113
+ float32 m_frequencyHz;
114
+ float32 m_dampingRatio;
115
+ float32 m_bias;
116
+
117
+ // Solver shared
118
+ b2Vec2 m_localAnchorA;
119
+ b2Vec2 m_localAnchorB;
120
+ float32 m_gamma;
121
+ float32 m_impulse;
122
+ float32 m_length;
123
+
124
+ // Solver temp
125
+ int32 m_indexA;
126
+ int32 m_indexB;
127
+ b2Vec2 m_u;
128
+ b2Vec2 m_rA;
129
+ b2Vec2 m_rB;
130
+ b2Vec2 m_localCenterA;
131
+ b2Vec2 m_localCenterB;
132
+ float32 m_invMassA;
133
+ float32 m_invMassB;
134
+ float32 m_invIA;
135
+ float32 m_invIB;
136
+ float32 m_mass;
137
+ };
138
+
139
+ inline void b2DistanceJoint::SetLength(float32 length)
140
+ {
141
+ m_length = length;
142
+ }
143
+
144
+ inline float32 b2DistanceJoint::GetLength() const
145
+ {
146
+ return m_length;
147
+ }
148
+
149
+ inline void b2DistanceJoint::SetFrequency(float32 hz)
150
+ {
151
+ m_frequencyHz = hz;
152
+ }
153
+
154
+ inline float32 b2DistanceJoint::GetFrequency() const
155
+ {
156
+ return m_frequencyHz;
157
+ }
158
+
159
+ inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
160
+ {
161
+ m_dampingRatio = ratio;
162
+ }
163
+
164
+ inline float32 b2DistanceJoint::GetDampingRatio() const
165
+ {
166
+ return m_dampingRatio;
167
+ }
168
+
169
+ #endif
@@ -0,0 +1,251 @@
1
+ /*
2
+ * Copyright (c) 2006-2011 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 <Box2D/Dynamics/Joints/b2FrictionJoint.h>
20
+ #include <Box2D/Dynamics/b2Body.h>
21
+ #include <Box2D/Dynamics/b2TimeStep.h>
22
+
23
+ // Point-to-point constraint
24
+ // Cdot = v2 - v1
25
+ // = v2 + cross(w2, r2) - v1 - cross(w1, r1)
26
+ // J = [-I -r1_skew I r2_skew ]
27
+ // Identity used:
28
+ // w k % (rx i + ry j) = w * (-ry i + rx j)
29
+
30
+ // Angle constraint
31
+ // Cdot = w2 - w1
32
+ // J = [0 0 -1 0 0 1]
33
+ // K = invI1 + invI2
34
+
35
+ void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
36
+ {
37
+ bodyA = bA;
38
+ bodyB = bB;
39
+ localAnchorA = bodyA->GetLocalPoint(anchor);
40
+ localAnchorB = bodyB->GetLocalPoint(anchor);
41
+ }
42
+
43
+ b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
44
+ : b2Joint(def)
45
+ {
46
+ m_localAnchorA = def->localAnchorA;
47
+ m_localAnchorB = def->localAnchorB;
48
+
49
+ m_linearImpulse.SetZero();
50
+ m_angularImpulse = 0.0f;
51
+
52
+ m_maxForce = def->maxForce;
53
+ m_maxTorque = def->maxTorque;
54
+ }
55
+
56
+ void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
57
+ {
58
+ m_indexA = m_bodyA->m_islandIndex;
59
+ m_indexB = m_bodyB->m_islandIndex;
60
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
61
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
62
+ m_invMassA = m_bodyA->m_invMass;
63
+ m_invMassB = m_bodyB->m_invMass;
64
+ m_invIA = m_bodyA->m_invI;
65
+ m_invIB = m_bodyB->m_invI;
66
+
67
+ float32 aA = data.positions[m_indexA].a;
68
+ b2Vec2 vA = data.velocities[m_indexA].v;
69
+ float32 wA = data.velocities[m_indexA].w;
70
+
71
+ float32 aB = data.positions[m_indexB].a;
72
+ b2Vec2 vB = data.velocities[m_indexB].v;
73
+ float32 wB = data.velocities[m_indexB].w;
74
+
75
+ b2Rot qA(aA), qB(aB);
76
+
77
+ // Compute the effective mass matrix.
78
+ m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
79
+ m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
80
+
81
+ // J = [-I -r1_skew I r2_skew]
82
+ // [ 0 -1 0 1]
83
+ // r_skew = [-ry; rx]
84
+
85
+ // Matlab
86
+ // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
87
+ // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
88
+ // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
89
+
90
+ float32 mA = m_invMassA, mB = m_invMassB;
91
+ float32 iA = m_invIA, iB = m_invIB;
92
+
93
+ b2Mat22 K;
94
+ K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
95
+ K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
96
+ K.ey.x = K.ex.y;
97
+ K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
98
+
99
+ m_linearMass = K.GetInverse();
100
+
101
+ m_angularMass = iA + iB;
102
+ if (m_angularMass > 0.0f)
103
+ {
104
+ m_angularMass = 1.0f / m_angularMass;
105
+ }
106
+
107
+ if (data.step.warmStarting)
108
+ {
109
+ // Scale impulses to support a variable time step.
110
+ m_linearImpulse *= data.step.dtRatio;
111
+ m_angularImpulse *= data.step.dtRatio;
112
+
113
+ b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
114
+ vA -= mA * P;
115
+ wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
116
+ vB += mB * P;
117
+ wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
118
+ }
119
+ else
120
+ {
121
+ m_linearImpulse.SetZero();
122
+ m_angularImpulse = 0.0f;
123
+ }
124
+
125
+ data.velocities[m_indexA].v = vA;
126
+ data.velocities[m_indexA].w = wA;
127
+ data.velocities[m_indexB].v = vB;
128
+ data.velocities[m_indexB].w = wB;
129
+ }
130
+
131
+ void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
132
+ {
133
+ b2Vec2 vA = data.velocities[m_indexA].v;
134
+ float32 wA = data.velocities[m_indexA].w;
135
+ b2Vec2 vB = data.velocities[m_indexB].v;
136
+ float32 wB = data.velocities[m_indexB].w;
137
+
138
+ float32 mA = m_invMassA, mB = m_invMassB;
139
+ float32 iA = m_invIA, iB = m_invIB;
140
+
141
+ float32 h = data.step.dt;
142
+
143
+ // Solve angular friction
144
+ {
145
+ float32 Cdot = wB - wA;
146
+ float32 impulse = -m_angularMass * Cdot;
147
+
148
+ float32 oldImpulse = m_angularImpulse;
149
+ float32 maxImpulse = h * m_maxTorque;
150
+ m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
151
+ impulse = m_angularImpulse - oldImpulse;
152
+
153
+ wA -= iA * impulse;
154
+ wB += iB * impulse;
155
+ }
156
+
157
+ // Solve linear friction
158
+ {
159
+ b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
160
+
161
+ b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
162
+ b2Vec2 oldImpulse = m_linearImpulse;
163
+ m_linearImpulse += impulse;
164
+
165
+ float32 maxImpulse = h * m_maxForce;
166
+
167
+ if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
168
+ {
169
+ m_linearImpulse.Normalize();
170
+ m_linearImpulse *= maxImpulse;
171
+ }
172
+
173
+ impulse = m_linearImpulse - oldImpulse;
174
+
175
+ vA -= mA * impulse;
176
+ wA -= iA * b2Cross(m_rA, impulse);
177
+
178
+ vB += mB * impulse;
179
+ wB += iB * b2Cross(m_rB, impulse);
180
+ }
181
+
182
+ data.velocities[m_indexA].v = vA;
183
+ data.velocities[m_indexA].w = wA;
184
+ data.velocities[m_indexB].v = vB;
185
+ data.velocities[m_indexB].w = wB;
186
+ }
187
+
188
+ bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
189
+ {
190
+ B2_NOT_USED(data);
191
+
192
+ return true;
193
+ }
194
+
195
+ b2Vec2 b2FrictionJoint::GetAnchorA() const
196
+ {
197
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
198
+ }
199
+
200
+ b2Vec2 b2FrictionJoint::GetAnchorB() const
201
+ {
202
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
203
+ }
204
+
205
+ b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
206
+ {
207
+ return inv_dt * m_linearImpulse;
208
+ }
209
+
210
+ float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
211
+ {
212
+ return inv_dt * m_angularImpulse;
213
+ }
214
+
215
+ void b2FrictionJoint::SetMaxForce(float32 force)
216
+ {
217
+ b2Assert(b2IsValid(force) && force >= 0.0f);
218
+ m_maxForce = force;
219
+ }
220
+
221
+ float32 b2FrictionJoint::GetMaxForce() const
222
+ {
223
+ return m_maxForce;
224
+ }
225
+
226
+ void b2FrictionJoint::SetMaxTorque(float32 torque)
227
+ {
228
+ b2Assert(b2IsValid(torque) && torque >= 0.0f);
229
+ m_maxTorque = torque;
230
+ }
231
+
232
+ float32 b2FrictionJoint::GetMaxTorque() const
233
+ {
234
+ return m_maxTorque;
235
+ }
236
+
237
+ void b2FrictionJoint::Dump()
238
+ {
239
+ int32 indexA = m_bodyA->m_islandIndex;
240
+ int32 indexB = m_bodyB->m_islandIndex;
241
+
242
+ b2Log(" b2FrictionJointDef jd;\n");
243
+ b2Log(" jd.bodyA = bodies[%d];\n", indexA);
244
+ b2Log(" jd.bodyB = bodies[%d];\n", indexB);
245
+ b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
246
+ b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
247
+ b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
248
+ b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
249
+ b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
250
+ b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
251
+ }