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 +1,629 @@
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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/b2PrismaticJoint.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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+ // Linear constraint (point-to-line)
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+ // d = p2 - p1 = x2 + r2 - x1 - r1
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+ // C = dot(perp, d)
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+ // Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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+ // = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
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+ // J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
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+ //
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+ // Angular constraint
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+ // C = a2 - a1 + a_initial
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+ // Cdot = w2 - w1
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+ // J = [0 0 -1 0 0 1]
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+ //
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+ // K = J * invM * JT
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+ //
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+ // J = [-a -s1 a s2]
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+ // [0 -1 0 1]
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+ // a = perp
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+ // s1 = cross(d + r1, a) = cross(p2 - x1, a)
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+ // s2 = cross(r2, a) = cross(p2 - x2, a)
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+
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+
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+ // Motor/Limit linear constraint
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+ // C = dot(ax1, d)
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+ // Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
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+ // J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
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+
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+ // Block Solver
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+ // We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
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+ // when the mass has poor distribution (leading to large torques about the joint anchor points).
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+ //
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+ // The Jacobian has 3 rows:
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+ // J = [-uT -s1 uT s2] // linear
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+ // [0 -1 0 1] // angular
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+ // [-vT -a1 vT a2] // limit
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+ //
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+ // u = perp
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+ // v = axis
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+ // s1 = cross(d + r1, u), s2 = cross(r2, u)
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+ // a1 = cross(d + r1, v), a2 = cross(r2, v)
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+
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+ // M * (v2 - v1) = JT * df
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+ // J * v2 = bias
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+ //
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+ // v2 = v1 + invM * JT * df
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+ // J * (v1 + invM * JT * df) = bias
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+ // K * df = bias - J * v1 = -Cdot
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+ // K = J * invM * JT
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+ // Cdot = J * v1 - bias
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+ //
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+ // Now solve for f2.
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+ // df = f2 - f1
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+ // K * (f2 - f1) = -Cdot
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+ // f2 = invK * (-Cdot) + f1
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+ //
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+ // Clamp accumulated limit impulse.
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+ // lower: f2(3) = max(f2(3), 0)
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+ // upper: f2(3) = min(f2(3), 0)
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+ //
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+ // Solve for correct f2(1:2)
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+ // K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:3) * f1
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+ // = -Cdot(1:2) - K(1:2,3) * f2(3) + K(1:2,1:2) * f1(1:2) + K(1:2,3) * f1(3)
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+ // K(1:2, 1:2) * f2(1:2) = -Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3)) + K(1:2,1:2) * f1(1:2)
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+ // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
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+ //
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+ // Now compute impulse to be applied:
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+ // df = f2 - f1
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+
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+ void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
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+ {
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+ bodyA = bA;
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+ bodyB = bB;
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+ localAnchorA = bodyA->GetLocalPoint(anchor);
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+ localAnchorB = bodyB->GetLocalPoint(anchor);
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+ localAxisA = bodyA->GetLocalVector(axis);
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+ referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
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+ }
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+
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+ b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* 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_localXAxisA = def->localAxisA;
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+ m_localXAxisA.Normalize();
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+ m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
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+ m_referenceAngle = def->referenceAngle;
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+
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+ m_impulse.SetZero();
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+ m_motorMass = 0.0f;
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+ m_motorImpulse = 0.0f;
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+
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+ m_lowerTranslation = def->lowerTranslation;
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+ m_upperTranslation = def->upperTranslation;
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+ m_maxMotorForce = def->maxMotorForce;
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+ m_motorSpeed = def->motorSpeed;
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+ m_enableLimit = def->enableLimit;
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+ m_enableMotor = def->enableMotor;
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+ m_limitState = e_inactiveLimit;
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+
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+ m_axis.SetZero();
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+ m_perp.SetZero();
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+ }
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+
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+ void b2PrismaticJoint::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;
143
+ float32 aB = data.positions[m_indexB].a;
144
+ b2Vec2 vB = data.velocities[m_indexB].v;
145
+ float32 wB = data.velocities[m_indexB].w;
146
+
147
+ b2Rot qA(aA), qB(aB);
148
+
149
+ // Compute the effective masses.
150
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
151
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
152
+ b2Vec2 d = (cB - cA) + rB - rA;
153
+
154
+ float32 mA = m_invMassA, mB = m_invMassB;
155
+ float32 iA = m_invIA, iB = m_invIB;
156
+
157
+ // Compute motor Jacobian and effective mass.
158
+ {
159
+ m_axis = b2Mul(qA, m_localXAxisA);
160
+ m_a1 = b2Cross(d + rA, m_axis);
161
+ m_a2 = b2Cross(rB, m_axis);
162
+
163
+ m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
164
+ if (m_motorMass > 0.0f)
165
+ {
166
+ m_motorMass = 1.0f / m_motorMass;
167
+ }
168
+ }
169
+
170
+ // Prismatic constraint.
171
+ {
172
+ m_perp = b2Mul(qA, m_localYAxisA);
173
+
174
+ m_s1 = b2Cross(d + rA, m_perp);
175
+ m_s2 = b2Cross(rB, m_perp);
176
+
177
+ float32 s1test;
178
+ s1test = b2Cross(rA, m_perp);
179
+
180
+ float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
181
+ float32 k12 = iA * m_s1 + iB * m_s2;
182
+ float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
183
+ float32 k22 = iA + iB;
184
+ if (k22 == 0.0f)
185
+ {
186
+ // For bodies with fixed rotation.
187
+ k22 = 1.0f;
188
+ }
189
+ float32 k23 = iA * m_a1 + iB * m_a2;
190
+ float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
191
+
192
+ m_K.ex.Set(k11, k12, k13);
193
+ m_K.ey.Set(k12, k22, k23);
194
+ m_K.ez.Set(k13, k23, k33);
195
+ }
196
+
197
+ // Compute motor and limit terms.
198
+ if (m_enableLimit)
199
+ {
200
+ float32 jointTranslation = b2Dot(m_axis, d);
201
+ if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
202
+ {
203
+ m_limitState = e_equalLimits;
204
+ }
205
+ else if (jointTranslation <= m_lowerTranslation)
206
+ {
207
+ if (m_limitState != e_atLowerLimit)
208
+ {
209
+ m_limitState = e_atLowerLimit;
210
+ m_impulse.z = 0.0f;
211
+ }
212
+ }
213
+ else if (jointTranslation >= m_upperTranslation)
214
+ {
215
+ if (m_limitState != e_atUpperLimit)
216
+ {
217
+ m_limitState = e_atUpperLimit;
218
+ m_impulse.z = 0.0f;
219
+ }
220
+ }
221
+ else
222
+ {
223
+ m_limitState = e_inactiveLimit;
224
+ m_impulse.z = 0.0f;
225
+ }
226
+ }
227
+ else
228
+ {
229
+ m_limitState = e_inactiveLimit;
230
+ m_impulse.z = 0.0f;
231
+ }
232
+
233
+ if (m_enableMotor == false)
234
+ {
235
+ m_motorImpulse = 0.0f;
236
+ }
237
+
238
+ if (data.step.warmStarting)
239
+ {
240
+ // Account for variable time step.
241
+ m_impulse *= data.step.dtRatio;
242
+ m_motorImpulse *= data.step.dtRatio;
243
+
244
+ b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
245
+ float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
246
+ float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
247
+
248
+ vA -= mA * P;
249
+ wA -= iA * LA;
250
+
251
+ vB += mB * P;
252
+ wB += iB * LB;
253
+ }
254
+ else
255
+ {
256
+ m_impulse.SetZero();
257
+ m_motorImpulse = 0.0f;
258
+ }
259
+
260
+ data.velocities[m_indexA].v = vA;
261
+ data.velocities[m_indexA].w = wA;
262
+ data.velocities[m_indexB].v = vB;
263
+ data.velocities[m_indexB].w = wB;
264
+ }
265
+
266
+ void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
267
+ {
268
+ b2Vec2 vA = data.velocities[m_indexA].v;
269
+ float32 wA = data.velocities[m_indexA].w;
270
+ b2Vec2 vB = data.velocities[m_indexB].v;
271
+ float32 wB = data.velocities[m_indexB].w;
272
+
273
+ float32 mA = m_invMassA, mB = m_invMassB;
274
+ float32 iA = m_invIA, iB = m_invIB;
275
+
276
+ // Solve linear motor constraint.
277
+ if (m_enableMotor && m_limitState != e_equalLimits)
278
+ {
279
+ float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
280
+ float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
281
+ float32 oldImpulse = m_motorImpulse;
282
+ float32 maxImpulse = data.step.dt * m_maxMotorForce;
283
+ m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
284
+ impulse = m_motorImpulse - oldImpulse;
285
+
286
+ b2Vec2 P = impulse * m_axis;
287
+ float32 LA = impulse * m_a1;
288
+ float32 LB = impulse * m_a2;
289
+
290
+ vA -= mA * P;
291
+ wA -= iA * LA;
292
+
293
+ vB += mB * P;
294
+ wB += iB * LB;
295
+ }
296
+
297
+ b2Vec2 Cdot1;
298
+ Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
299
+ Cdot1.y = wB - wA;
300
+
301
+ if (m_enableLimit && m_limitState != e_inactiveLimit)
302
+ {
303
+ // Solve prismatic and limit constraint in block form.
304
+ float32 Cdot2;
305
+ Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
306
+ b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
307
+
308
+ b2Vec3 f1 = m_impulse;
309
+ b2Vec3 df = m_K.Solve33(-Cdot);
310
+ m_impulse += df;
311
+
312
+ if (m_limitState == e_atLowerLimit)
313
+ {
314
+ m_impulse.z = b2Max(m_impulse.z, 0.0f);
315
+ }
316
+ else if (m_limitState == e_atUpperLimit)
317
+ {
318
+ m_impulse.z = b2Min(m_impulse.z, 0.0f);
319
+ }
320
+
321
+ // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
322
+ b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
323
+ b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
324
+ m_impulse.x = f2r.x;
325
+ m_impulse.y = f2r.y;
326
+
327
+ df = m_impulse - f1;
328
+
329
+ b2Vec2 P = df.x * m_perp + df.z * m_axis;
330
+ float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
331
+ float32 LB = df.x * m_s2 + df.y + df.z * m_a2;
332
+
333
+ vA -= mA * P;
334
+ wA -= iA * LA;
335
+
336
+ vB += mB * P;
337
+ wB += iB * LB;
338
+ }
339
+ else
340
+ {
341
+ // Limit is inactive, just solve the prismatic constraint in block form.
342
+ b2Vec2 df = m_K.Solve22(-Cdot1);
343
+ m_impulse.x += df.x;
344
+ m_impulse.y += df.y;
345
+
346
+ b2Vec2 P = df.x * m_perp;
347
+ float32 LA = df.x * m_s1 + df.y;
348
+ float32 LB = df.x * m_s2 + df.y;
349
+
350
+ vA -= mA * P;
351
+ wA -= iA * LA;
352
+
353
+ vB += mB * P;
354
+ wB += iB * LB;
355
+ }
356
+
357
+ data.velocities[m_indexA].v = vA;
358
+ data.velocities[m_indexA].w = wA;
359
+ data.velocities[m_indexB].v = vB;
360
+ data.velocities[m_indexB].w = wB;
361
+ }
362
+
363
+ bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
364
+ {
365
+ b2Vec2 cA = data.positions[m_indexA].c;
366
+ float32 aA = data.positions[m_indexA].a;
367
+ b2Vec2 cB = data.positions[m_indexB].c;
368
+ float32 aB = data.positions[m_indexB].a;
369
+
370
+ b2Rot qA(aA), qB(aB);
371
+
372
+ float32 mA = m_invMassA, mB = m_invMassB;
373
+ float32 iA = m_invIA, iB = m_invIB;
374
+
375
+ // Compute fresh Jacobians
376
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
377
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
378
+ b2Vec2 d = cB + rB - cA - rA;
379
+
380
+ b2Vec2 axis = b2Mul(qA, m_localXAxisA);
381
+ float32 a1 = b2Cross(d + rA, axis);
382
+ float32 a2 = b2Cross(rB, axis);
383
+ b2Vec2 perp = b2Mul(qA, m_localYAxisA);
384
+
385
+ float32 s1 = b2Cross(d + rA, perp);
386
+ float32 s2 = b2Cross(rB, perp);
387
+
388
+ b2Vec3 impulse;
389
+ b2Vec2 C1;
390
+ C1.x = b2Dot(perp, d);
391
+ C1.y = aB - aA - m_referenceAngle;
392
+
393
+ float32 linearError = b2Abs(C1.x);
394
+ float32 angularError = b2Abs(C1.y);
395
+
396
+ bool active = false;
397
+ float32 C2 = 0.0f;
398
+ if (m_enableLimit)
399
+ {
400
+ float32 translation = b2Dot(axis, d);
401
+ if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
402
+ {
403
+ // Prevent large angular corrections
404
+ C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
405
+ linearError = b2Max(linearError, b2Abs(translation));
406
+ active = true;
407
+ }
408
+ else if (translation <= m_lowerTranslation)
409
+ {
410
+ // Prevent large linear corrections and allow some slop.
411
+ C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
412
+ linearError = b2Max(linearError, m_lowerTranslation - translation);
413
+ active = true;
414
+ }
415
+ else if (translation >= m_upperTranslation)
416
+ {
417
+ // Prevent large linear corrections and allow some slop.
418
+ C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
419
+ linearError = b2Max(linearError, translation - m_upperTranslation);
420
+ active = true;
421
+ }
422
+ }
423
+
424
+ if (active)
425
+ {
426
+ float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
427
+ float32 k12 = iA * s1 + iB * s2;
428
+ float32 k13 = iA * s1 * a1 + iB * s2 * a2;
429
+ float32 k22 = iA + iB;
430
+ if (k22 == 0.0f)
431
+ {
432
+ // For fixed rotation
433
+ k22 = 1.0f;
434
+ }
435
+ float32 k23 = iA * a1 + iB * a2;
436
+ float32 k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;
437
+
438
+ b2Mat33 K;
439
+ K.ex.Set(k11, k12, k13);
440
+ K.ey.Set(k12, k22, k23);
441
+ K.ez.Set(k13, k23, k33);
442
+
443
+ b2Vec3 C;
444
+ C.x = C1.x;
445
+ C.y = C1.y;
446
+ C.z = C2;
447
+
448
+ impulse = K.Solve33(-C);
449
+ }
450
+ else
451
+ {
452
+ float32 k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
453
+ float32 k12 = iA * s1 + iB * s2;
454
+ float32 k22 = iA + iB;
455
+ if (k22 == 0.0f)
456
+ {
457
+ k22 = 1.0f;
458
+ }
459
+
460
+ b2Mat22 K;
461
+ K.ex.Set(k11, k12);
462
+ K.ey.Set(k12, k22);
463
+
464
+ b2Vec2 impulse1 = K.Solve(-C1);
465
+ impulse.x = impulse1.x;
466
+ impulse.y = impulse1.y;
467
+ impulse.z = 0.0f;
468
+ }
469
+
470
+ b2Vec2 P = impulse.x * perp + impulse.z * axis;
471
+ float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1;
472
+ float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2;
473
+
474
+ cA -= mA * P;
475
+ aA -= iA * LA;
476
+ cB += mB * P;
477
+ aB += iB * LB;
478
+
479
+ data.positions[m_indexA].c = cA;
480
+ data.positions[m_indexA].a = aA;
481
+ data.positions[m_indexB].c = cB;
482
+ data.positions[m_indexB].a = aB;
483
+
484
+ return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
485
+ }
486
+
487
+ b2Vec2 b2PrismaticJoint::GetAnchorA() const
488
+ {
489
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
490
+ }
491
+
492
+ b2Vec2 b2PrismaticJoint::GetAnchorB() const
493
+ {
494
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
495
+ }
496
+
497
+ b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const
498
+ {
499
+ return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis);
500
+ }
501
+
502
+ float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const
503
+ {
504
+ return inv_dt * m_impulse.y;
505
+ }
506
+
507
+ float32 b2PrismaticJoint::GetJointTranslation() const
508
+ {
509
+ b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
510
+ b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
511
+ b2Vec2 d = pB - pA;
512
+ b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
513
+
514
+ float32 translation = b2Dot(d, axis);
515
+ return translation;
516
+ }
517
+
518
+ float32 b2PrismaticJoint::GetJointSpeed() const
519
+ {
520
+ b2Body* bA = m_bodyA;
521
+ b2Body* bB = m_bodyB;
522
+
523
+ b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
524
+ b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
525
+ b2Vec2 p1 = bA->m_sweep.c + rA;
526
+ b2Vec2 p2 = bB->m_sweep.c + rB;
527
+ b2Vec2 d = p2 - p1;
528
+ b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
529
+
530
+ b2Vec2 vA = bA->m_linearVelocity;
531
+ b2Vec2 vB = bB->m_linearVelocity;
532
+ float32 wA = bA->m_angularVelocity;
533
+ float32 wB = bB->m_angularVelocity;
534
+
535
+ float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
536
+ return speed;
537
+ }
538
+
539
+ bool b2PrismaticJoint::IsLimitEnabled() const
540
+ {
541
+ return m_enableLimit;
542
+ }
543
+
544
+ void b2PrismaticJoint::EnableLimit(bool flag)
545
+ {
546
+ if (flag != m_enableLimit)
547
+ {
548
+ m_bodyA->SetAwake(true);
549
+ m_bodyB->SetAwake(true);
550
+ m_enableLimit = flag;
551
+ m_impulse.z = 0.0f;
552
+ }
553
+ }
554
+
555
+ float32 b2PrismaticJoint::GetLowerLimit() const
556
+ {
557
+ return m_lowerTranslation;
558
+ }
559
+
560
+ float32 b2PrismaticJoint::GetUpperLimit() const
561
+ {
562
+ return m_upperTranslation;
563
+ }
564
+
565
+ void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
566
+ {
567
+ b2Assert(lower <= upper);
568
+ if (lower != m_lowerTranslation || upper != m_upperTranslation)
569
+ {
570
+ m_bodyA->SetAwake(true);
571
+ m_bodyB->SetAwake(true);
572
+ m_lowerTranslation = lower;
573
+ m_upperTranslation = upper;
574
+ m_impulse.z = 0.0f;
575
+ }
576
+ }
577
+
578
+ bool b2PrismaticJoint::IsMotorEnabled() const
579
+ {
580
+ return m_enableMotor;
581
+ }
582
+
583
+ void b2PrismaticJoint::EnableMotor(bool flag)
584
+ {
585
+ m_bodyA->SetAwake(true);
586
+ m_bodyB->SetAwake(true);
587
+ m_enableMotor = flag;
588
+ }
589
+
590
+ void b2PrismaticJoint::SetMotorSpeed(float32 speed)
591
+ {
592
+ m_bodyA->SetAwake(true);
593
+ m_bodyB->SetAwake(true);
594
+ m_motorSpeed = speed;
595
+ }
596
+
597
+ void b2PrismaticJoint::SetMaxMotorForce(float32 force)
598
+ {
599
+ m_bodyA->SetAwake(true);
600
+ m_bodyB->SetAwake(true);
601
+ m_maxMotorForce = force;
602
+ }
603
+
604
+ float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const
605
+ {
606
+ return inv_dt * m_motorImpulse;
607
+ }
608
+
609
+ void b2PrismaticJoint::Dump()
610
+ {
611
+ int32 indexA = m_bodyA->m_islandIndex;
612
+ int32 indexB = m_bodyB->m_islandIndex;
613
+
614
+ b2Log(" b2PrismaticJointDef jd;\n");
615
+ b2Log(" jd.bodyA = bodies[%d];\n", indexA);
616
+ b2Log(" jd.bodyB = bodies[%d];\n", indexB);
617
+ b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
618
+ b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
619
+ b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
620
+ b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
621
+ b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
622
+ b2Log(" jd.enableLimit = bool(%d);\n", m_enableLimit);
623
+ b2Log(" jd.lowerTranslation = %.15lef;\n", m_lowerTranslation);
624
+ b2Log(" jd.upperTranslation = %.15lef;\n", m_upperTranslation);
625
+ b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
626
+ b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
627
+ b2Log(" jd.maxMotorForce = %.15lef;\n", m_maxMotorForce);
628
+ b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
629
+ }