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 +1,126 @@
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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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+ #ifndef B2_WELD_JOINT_H
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+ #define B2_WELD_JOINT_H
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+
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+ #include <Box2D/Dynamics/Joints/b2Joint.h>
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+
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+ /// Weld joint definition. You need to specify local anchor points
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+ /// where they are attached and the relative body angle. The position
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+ /// of the anchor points is important for computing the reaction torque.
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+ struct b2WeldJointDef : public b2JointDef
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+ {
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+ b2WeldJointDef()
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+ {
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+ type = e_weldJoint;
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+ localAnchorA.Set(0.0f, 0.0f);
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+ localAnchorB.Set(0.0f, 0.0f);
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+ referenceAngle = 0.0f;
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+ frequencyHz = 0.0f;
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+ dampingRatio = 0.0f;
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+ }
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+
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+ /// Initialize the bodies, anchors, and reference angle using a world
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+ /// anchor point.
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+ void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
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+
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+ /// The local anchor point relative to bodyA's origin.
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+ b2Vec2 localAnchorA;
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+
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+ /// The local anchor point relative to bodyB's origin.
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+ b2Vec2 localAnchorB;
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+
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+ /// The bodyB angle minus bodyA angle in the reference state (radians).
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+ float32 referenceAngle;
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+
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+ /// The mass-spring-damper frequency in Hertz. Rotation only.
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+ /// Disable softness with a value of 0.
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+ float32 frequencyHz;
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+
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+ /// The damping ratio. 0 = no damping, 1 = critical damping.
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+ float32 dampingRatio;
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+ };
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+
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+ /// A weld joint essentially glues two bodies together. A weld joint may
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+ /// distort somewhat because the island constraint solver is approximate.
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+ class b2WeldJoint : public b2Joint
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+ {
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+ public:
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+ b2Vec2 GetAnchorA() const;
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+ b2Vec2 GetAnchorB() const;
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+
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+ b2Vec2 GetReactionForce(float32 inv_dt) const;
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+ float32 GetReactionTorque(float32 inv_dt) const;
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+
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+ /// The local anchor point relative to bodyA's origin.
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+ const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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+
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+ /// The local anchor point relative to bodyB's origin.
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+ const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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+
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+ /// Get the reference angle.
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+ float32 GetReferenceAngle() const { return m_referenceAngle; }
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+
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+ /// Set/get frequency in Hz.
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+ void SetFrequency(float32 hz) { m_frequencyHz = hz; }
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+ float32 GetFrequency() const { return m_frequencyHz; }
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+
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+ /// Set/get damping ratio.
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+ void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
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+ float32 GetDampingRatio() const { return m_dampingRatio; }
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+
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+ /// Dump to b2Log
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+ void Dump();
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+
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+ protected:
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+
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+ friend class b2Joint;
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+
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+ b2WeldJoint(const b2WeldJointDef* def);
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+
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+ void InitVelocityConstraints(const b2SolverData& data);
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+ void SolveVelocityConstraints(const b2SolverData& data);
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+ bool SolvePositionConstraints(const b2SolverData& data);
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+
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+ float32 m_frequencyHz;
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+ float32 m_dampingRatio;
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+ float32 m_bias;
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+
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+ // Solver shared
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+ b2Vec2 m_localAnchorA;
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+ b2Vec2 m_localAnchorB;
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+ float32 m_referenceAngle;
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+ float32 m_gamma;
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+ b2Vec3 m_impulse;
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+
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+ // Solver temp
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+ int32 m_indexA;
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+ int32 m_indexB;
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+ b2Vec2 m_rA;
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+ b2Vec2 m_rB;
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+ b2Vec2 m_localCenterA;
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+ b2Vec2 m_localCenterB;
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+ float32 m_invMassA;
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+ float32 m_invMassB;
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+ float32 m_invIA;
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+ float32 m_invIB;
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+ b2Mat33 m_mass;
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+ };
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+
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+ #endif
@@ -0,0 +1,419 @@
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+ /*
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+ * Copyright (c) 2006-2007 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,
8
+ * 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
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.
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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/b2WheelJoint.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 = pB - pA = xB + rB - xA - rA
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+ // C = dot(ay, d)
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+ // Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
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+ // = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
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+ // J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
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+
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+ // Spring linear constraint
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+ // C = dot(ax, d)
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+ // Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
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+ // J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
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+
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+ // Motor rotational constraint
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+ // Cdot = wB - wA
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+ // J = [0 0 -1 0 0 1]
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+
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+ void b2WheelJointDef::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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+ }
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+
48
+ b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
49
+ : b2Joint(def)
50
+ {
51
+ m_localAnchorA = def->localAnchorA;
52
+ m_localAnchorB = def->localAnchorB;
53
+ m_localXAxisA = def->localAxisA;
54
+ m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
55
+
56
+ m_mass = 0.0f;
57
+ m_impulse = 0.0f;
58
+ m_motorMass = 0.0f;
59
+ m_motorImpulse = 0.0f;
60
+ m_springMass = 0.0f;
61
+ m_springImpulse = 0.0f;
62
+
63
+ m_maxMotorTorque = def->maxMotorTorque;
64
+ m_motorSpeed = def->motorSpeed;
65
+ m_enableMotor = def->enableMotor;
66
+
67
+ m_frequencyHz = def->frequencyHz;
68
+ m_dampingRatio = def->dampingRatio;
69
+
70
+ m_bias = 0.0f;
71
+ m_gamma = 0.0f;
72
+
73
+ m_ax.SetZero();
74
+ m_ay.SetZero();
75
+ }
76
+
77
+ void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
78
+ {
79
+ m_indexA = m_bodyA->m_islandIndex;
80
+ m_indexB = m_bodyB->m_islandIndex;
81
+ m_localCenterA = m_bodyA->m_sweep.localCenter;
82
+ m_localCenterB = m_bodyB->m_sweep.localCenter;
83
+ m_invMassA = m_bodyA->m_invMass;
84
+ m_invMassB = m_bodyB->m_invMass;
85
+ m_invIA = m_bodyA->m_invI;
86
+ m_invIB = m_bodyB->m_invI;
87
+
88
+ float32 mA = m_invMassA, mB = m_invMassB;
89
+ float32 iA = m_invIA, iB = m_invIB;
90
+
91
+ b2Vec2 cA = data.positions[m_indexA].c;
92
+ float32 aA = data.positions[m_indexA].a;
93
+ b2Vec2 vA = data.velocities[m_indexA].v;
94
+ float32 wA = data.velocities[m_indexA].w;
95
+
96
+ b2Vec2 cB = data.positions[m_indexB].c;
97
+ float32 aB = data.positions[m_indexB].a;
98
+ b2Vec2 vB = data.velocities[m_indexB].v;
99
+ float32 wB = data.velocities[m_indexB].w;
100
+
101
+ b2Rot qA(aA), qB(aB);
102
+
103
+ // Compute the effective masses.
104
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
105
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
106
+ b2Vec2 d = cB + rB - cA - rA;
107
+
108
+ // Point to line constraint
109
+ {
110
+ m_ay = b2Mul(qA, m_localYAxisA);
111
+ m_sAy = b2Cross(d + rA, m_ay);
112
+ m_sBy = b2Cross(rB, m_ay);
113
+
114
+ m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
115
+
116
+ if (m_mass > 0.0f)
117
+ {
118
+ m_mass = 1.0f / m_mass;
119
+ }
120
+ }
121
+
122
+ // Spring constraint
123
+ m_springMass = 0.0f;
124
+ m_bias = 0.0f;
125
+ m_gamma = 0.0f;
126
+ if (m_frequencyHz > 0.0f)
127
+ {
128
+ m_ax = b2Mul(qA, m_localXAxisA);
129
+ m_sAx = b2Cross(d + rA, m_ax);
130
+ m_sBx = b2Cross(rB, m_ax);
131
+
132
+ float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
133
+
134
+ if (invMass > 0.0f)
135
+ {
136
+ m_springMass = 1.0f / invMass;
137
+
138
+ float32 C = b2Dot(d, m_ax);
139
+
140
+ // Frequency
141
+ float32 omega = 2.0f * b2_pi * m_frequencyHz;
142
+
143
+ // Damping coefficient
144
+ float32 d = 2.0f * m_springMass * m_dampingRatio * omega;
145
+
146
+ // Spring stiffness
147
+ float32 k = m_springMass * omega * omega;
148
+
149
+ // magic formulas
150
+ float32 h = data.step.dt;
151
+ m_gamma = h * (d + h * k);
152
+ if (m_gamma > 0.0f)
153
+ {
154
+ m_gamma = 1.0f / m_gamma;
155
+ }
156
+
157
+ m_bias = C * h * k * m_gamma;
158
+
159
+ m_springMass = invMass + m_gamma;
160
+ if (m_springMass > 0.0f)
161
+ {
162
+ m_springMass = 1.0f / m_springMass;
163
+ }
164
+ }
165
+ }
166
+ else
167
+ {
168
+ m_springImpulse = 0.0f;
169
+ }
170
+
171
+ // Rotational motor
172
+ if (m_enableMotor)
173
+ {
174
+ m_motorMass = iA + iB;
175
+ if (m_motorMass > 0.0f)
176
+ {
177
+ m_motorMass = 1.0f / m_motorMass;
178
+ }
179
+ }
180
+ else
181
+ {
182
+ m_motorMass = 0.0f;
183
+ m_motorImpulse = 0.0f;
184
+ }
185
+
186
+ if (data.step.warmStarting)
187
+ {
188
+ // Account for variable time step.
189
+ m_impulse *= data.step.dtRatio;
190
+ m_springImpulse *= data.step.dtRatio;
191
+ m_motorImpulse *= data.step.dtRatio;
192
+
193
+ b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
194
+ float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
195
+ float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
196
+
197
+ vA -= m_invMassA * P;
198
+ wA -= m_invIA * LA;
199
+
200
+ vB += m_invMassB * P;
201
+ wB += m_invIB * LB;
202
+ }
203
+ else
204
+ {
205
+ m_impulse = 0.0f;
206
+ m_springImpulse = 0.0f;
207
+ m_motorImpulse = 0.0f;
208
+ }
209
+
210
+ data.velocities[m_indexA].v = vA;
211
+ data.velocities[m_indexA].w = wA;
212
+ data.velocities[m_indexB].v = vB;
213
+ data.velocities[m_indexB].w = wB;
214
+ }
215
+
216
+ void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
217
+ {
218
+ float32 mA = m_invMassA, mB = m_invMassB;
219
+ float32 iA = m_invIA, iB = m_invIB;
220
+
221
+ b2Vec2 vA = data.velocities[m_indexA].v;
222
+ float32 wA = data.velocities[m_indexA].w;
223
+ b2Vec2 vB = data.velocities[m_indexB].v;
224
+ float32 wB = data.velocities[m_indexB].w;
225
+
226
+ // Solve spring constraint
227
+ {
228
+ float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
229
+ float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
230
+ m_springImpulse += impulse;
231
+
232
+ b2Vec2 P = impulse * m_ax;
233
+ float32 LA = impulse * m_sAx;
234
+ float32 LB = impulse * m_sBx;
235
+
236
+ vA -= mA * P;
237
+ wA -= iA * LA;
238
+
239
+ vB += mB * P;
240
+ wB += iB * LB;
241
+ }
242
+
243
+ // Solve rotational motor constraint
244
+ {
245
+ float32 Cdot = wB - wA - m_motorSpeed;
246
+ float32 impulse = -m_motorMass * Cdot;
247
+
248
+ float32 oldImpulse = m_motorImpulse;
249
+ float32 maxImpulse = data.step.dt * m_maxMotorTorque;
250
+ m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
251
+ impulse = m_motorImpulse - oldImpulse;
252
+
253
+ wA -= iA * impulse;
254
+ wB += iB * impulse;
255
+ }
256
+
257
+ // Solve point to line constraint
258
+ {
259
+ float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
260
+ float32 impulse = -m_mass * Cdot;
261
+ m_impulse += impulse;
262
+
263
+ b2Vec2 P = impulse * m_ay;
264
+ float32 LA = impulse * m_sAy;
265
+ float32 LB = impulse * m_sBy;
266
+
267
+ vA -= mA * P;
268
+ wA -= iA * LA;
269
+
270
+ vB += mB * P;
271
+ wB += iB * LB;
272
+ }
273
+
274
+ data.velocities[m_indexA].v = vA;
275
+ data.velocities[m_indexA].w = wA;
276
+ data.velocities[m_indexB].v = vB;
277
+ data.velocities[m_indexB].w = wB;
278
+ }
279
+
280
+ bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
281
+ {
282
+ b2Vec2 cA = data.positions[m_indexA].c;
283
+ float32 aA = data.positions[m_indexA].a;
284
+ b2Vec2 cB = data.positions[m_indexB].c;
285
+ float32 aB = data.positions[m_indexB].a;
286
+
287
+ b2Rot qA(aA), qB(aB);
288
+
289
+ b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
290
+ b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
291
+ b2Vec2 d = (cB - cA) + rB - rA;
292
+
293
+ b2Vec2 ay = b2Mul(qA, m_localYAxisA);
294
+
295
+ float32 sAy = b2Cross(d + rA, ay);
296
+ float32 sBy = b2Cross(rB, ay);
297
+
298
+ float32 C = b2Dot(d, ay);
299
+
300
+ float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
301
+
302
+ float32 impulse;
303
+ if (k != 0.0f)
304
+ {
305
+ impulse = - C / k;
306
+ }
307
+ else
308
+ {
309
+ impulse = 0.0f;
310
+ }
311
+
312
+ b2Vec2 P = impulse * ay;
313
+ float32 LA = impulse * sAy;
314
+ float32 LB = impulse * sBy;
315
+
316
+ cA -= m_invMassA * P;
317
+ aA -= m_invIA * LA;
318
+ cB += m_invMassB * P;
319
+ aB += m_invIB * LB;
320
+
321
+ data.positions[m_indexA].c = cA;
322
+ data.positions[m_indexA].a = aA;
323
+ data.positions[m_indexB].c = cB;
324
+ data.positions[m_indexB].a = aB;
325
+
326
+ return b2Abs(C) <= b2_linearSlop;
327
+ }
328
+
329
+ b2Vec2 b2WheelJoint::GetAnchorA() const
330
+ {
331
+ return m_bodyA->GetWorldPoint(m_localAnchorA);
332
+ }
333
+
334
+ b2Vec2 b2WheelJoint::GetAnchorB() const
335
+ {
336
+ return m_bodyB->GetWorldPoint(m_localAnchorB);
337
+ }
338
+
339
+ b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
340
+ {
341
+ return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
342
+ }
343
+
344
+ float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
345
+ {
346
+ return inv_dt * m_motorImpulse;
347
+ }
348
+
349
+ float32 b2WheelJoint::GetJointTranslation() const
350
+ {
351
+ b2Body* bA = m_bodyA;
352
+ b2Body* bB = m_bodyB;
353
+
354
+ b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
355
+ b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
356
+ b2Vec2 d = pB - pA;
357
+ b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
358
+
359
+ float32 translation = b2Dot(d, axis);
360
+ return translation;
361
+ }
362
+
363
+ float32 b2WheelJoint::GetJointSpeed() const
364
+ {
365
+ float32 wA = m_bodyA->m_angularVelocity;
366
+ float32 wB = m_bodyB->m_angularVelocity;
367
+ return wB - wA;
368
+ }
369
+
370
+ bool b2WheelJoint::IsMotorEnabled() const
371
+ {
372
+ return m_enableMotor;
373
+ }
374
+
375
+ void b2WheelJoint::EnableMotor(bool flag)
376
+ {
377
+ m_bodyA->SetAwake(true);
378
+ m_bodyB->SetAwake(true);
379
+ m_enableMotor = flag;
380
+ }
381
+
382
+ void b2WheelJoint::SetMotorSpeed(float32 speed)
383
+ {
384
+ m_bodyA->SetAwake(true);
385
+ m_bodyB->SetAwake(true);
386
+ m_motorSpeed = speed;
387
+ }
388
+
389
+ void b2WheelJoint::SetMaxMotorTorque(float32 torque)
390
+ {
391
+ m_bodyA->SetAwake(true);
392
+ m_bodyB->SetAwake(true);
393
+ m_maxMotorTorque = torque;
394
+ }
395
+
396
+ float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
397
+ {
398
+ return inv_dt * m_motorImpulse;
399
+ }
400
+
401
+ void b2WheelJoint::Dump()
402
+ {
403
+ int32 indexA = m_bodyA->m_islandIndex;
404
+ int32 indexB = m_bodyB->m_islandIndex;
405
+
406
+ b2Log(" b2WheelJointDef jd;\n");
407
+ b2Log(" jd.bodyA = bodies[%d];\n", indexA);
408
+ b2Log(" jd.bodyB = bodies[%d];\n", indexB);
409
+ b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
410
+ b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
411
+ b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
412
+ b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
413
+ b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
414
+ b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
415
+ b2Log(" jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
416
+ b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
417
+ b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
418
+ b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
419
+ }