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-rw-r--r--src/main/scala/sims/dynamics/joints/DistanceJoint.scala77
-rw-r--r--src/main/scala/sims/dynamics/joints/ForceJoint.scala14
-rw-r--r--src/main/scala/sims/dynamics/joints/Joint.scala27
-rw-r--r--src/main/scala/sims/dynamics/joints/RevoluteJoint.scala57
-rw-r--r--src/main/scala/sims/dynamics/joints/SpringJoint.scala85
-rw-r--r--src/main/scala/sims/dynamics/joints/test/PrismaticJoint.scala84
-rw-r--r--src/main/scala/sims/dynamics/joints/test/UnitCircleJoint.scala46
7 files changed, 390 insertions, 0 deletions
diff --git a/src/main/scala/sims/dynamics/joints/DistanceJoint.scala b/src/main/scala/sims/dynamics/joints/DistanceJoint.scala
new file mode 100644
index 0000000..1bf9b46
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/DistanceJoint.scala
@@ -0,0 +1,77 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+import sims.dynamics._
+import sims.geometry._
+
+/** DistanceJoints keep their connection points at a constant distance.
+ * @param node1 first associated body
+ * @param anchor1 first connection point
+ * @param node2 second associated body
+ * @param anchor2 second connection point*/
+case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D) extends Joint{
+ def this(node1: Body, node2: Body) = this(node1, node1.pos, node2, node2.pos)
+
+ /**Distance between the two connection points at initialisation (the desired distance).*/
+ val distance = (anchor2 - anchor1).length
+
+ private val a1 = anchor1 - node1.pos
+ private val a2 = anchor2 - node2.pos
+ private val initRotation1 = node1.rotation
+ private val initRotation2 = node2.rotation
+
+ /**Returns the connection point on body one (in world coordinates).*/
+ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
+
+ /**Returns the connection point on body two (in world coordinates).*/
+ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
+
+ /**Relative position of the connection points.*/
+ def x = connection2 - connection1
+
+ /**Relative velocity of the connection points.*/
+ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
+
+ /* x = connection2 - connection1
+ * C = ||x|| - L
+ * u = x / ||x||
+ * v = v2 + w2 cross r2 - v1 - w1 cross r1
+ * Cdot = u dot v
+ * J = [-u -(r1 cross u) u (r2 cross u)]
+ * 1/m = J * M^-1 * JT
+ * = 1/m1 * u * u + 1/m2 * u * u + 1/I1 * (r1 cross u)^2 + 1/I2 * (r2 cross u)^2*/
+ override def correctVelocity(h: Double) = {
+ val x = this.x //relative position
+ val v = this.v //relative velocity
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross x.unit
+ val cr2 = r2 cross x.unit
+ val Cdot = x.unit dot v //velocity constraint
+ val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2 //=J M^-1 JT
+ val m = if (invMass == 0.0) 0.0 else 1/invMass //avoid division by zero
+ val lambda = -m * Cdot //=-JV/JM^-1JT
+ val impulse = x.unit * lambda //P=J lambda
+ node1.applyImpulse(-impulse, connection1)
+ node2.applyImpulse(impulse, connection2)
+ }
+
+ override def correctPosition(h: Double) = {
+ val C = x.length - distance
+ val cr1 = (connection1 - node1.pos) cross x.unit
+ val cr2 = (connection2 - node2.pos) cross x.unit
+ val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2
+ val m = if (invMass == 0.0) 0.0 else 1/invMass
+ val impulse = -x.unit * m * C
+ node1.pos -= impulse / node1.mass
+ node2.pos += impulse / node2.mass
+ node1.rotation -= ((connection1 - node1.pos) cross impulse) / node1.I
+ node2.rotation += ((connection2 - node2.pos) cross impulse) / node2.I
+ }
+
+} \ No newline at end of file
diff --git a/src/main/scala/sims/dynamics/joints/ForceJoint.scala b/src/main/scala/sims/dynamics/joints/ForceJoint.scala
new file mode 100644
index 0000000..2074ee4
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/ForceJoint.scala
@@ -0,0 +1,14 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+/**A joint which can apply a force to its anchor bodies, thus adding or removing energy to the system.*/
+trait ForceJoint {
+
+ /**Applies a force on the anchor bodies.*/
+ def applyForce(): Unit
+}
diff --git a/src/main/scala/sims/dynamics/joints/Joint.scala b/src/main/scala/sims/dynamics/joints/Joint.scala
new file mode 100644
index 0000000..652df97
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/Joint.scala
@@ -0,0 +1,27 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+import sims.geometry._
+import sims.dynamics._
+
+/**Joints constrain the movement of two bodies.
+ * Their implementation was inspired by Erin Catto's box2d.*/
+abstract class Joint extends Constraint{
+
+ /**First body of the joint.*/
+ val node1: Body
+
+ /**Second body of the joint.*/
+ val node2: Body
+
+ /**Corrects the velocities of this joint's associated bodies.*/
+ def correctVelocity(h: Double): Unit
+
+ /**Corrects the positions of this joint's associated bodies.*/
+ def correctPosition(h: Double): Unit
+} \ No newline at end of file
diff --git a/src/main/scala/sims/dynamics/joints/RevoluteJoint.scala b/src/main/scala/sims/dynamics/joints/RevoluteJoint.scala
new file mode 100644
index 0000000..bf6f05e
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/RevoluteJoint.scala
@@ -0,0 +1,57 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+import sims.geometry._
+import sims.math._
+import sims.dynamics._
+import math._
+
+/**A revolute joint that connects two bodies at a singe point. Inspired from JBox2D.
+ * <b>Warning:</b> there are still several bugs with revolute joints, if they are between two free
+ * bodies and not connected at their respective COMs.*/
+case class RevoluteJoint(node1: Body, node2: Body, anchor: Vector2D) extends Joint{
+ private val a1 = anchor - node1.pos
+ private val a2 = anchor - node2.pos
+ private val initRotation1 = node1.rotation
+ private val initRotation2 = node2.rotation
+ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
+ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
+
+ def x = connection2 - connection1
+ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
+
+ /* x = connection2 - connection1
+ * C = x
+ * Cdot = v = v2 - v1 = v2 + (w2 cross r2) - v1 - (w1 cross r1)
+ * J = [-I -r1_skew I r2_skew ] ?????
+ */
+ def correctVelocity(h: Double) = {
+ val m1 = node1.mass
+ val m2 = node2.mass
+ val I1 = node1.I
+ val I2 = node2.I
+ val r1 = connection1 - node1.pos
+ val r2 = connection2 - node2.pos
+
+ val K1 = new Matrix22(1/m1 + 1/m2, 0,
+ 0, 1/m1 + 1/m2)
+ val K2 = new Matrix22(1/I1 * r1.x * r1.x, -1/I1 * r1.x * r1.y,
+ -1/I1 * r1.x * r1.y, 1/I1 * r1.x * r1.x)
+ val K3 = new Matrix22(1/I2 * r2.x * r2.x, -1/I2 * r2.x * r2.y,
+ -1/I2 * r2.x * r2.y, 1/I2 * r2.x * r2.x)
+ val pivotMass = (K1 + K2 + K3).invert
+ val cdot = v
+ val p = pivotMass * cdot
+ node1.applyImpulse(p, connection1)
+ node2.applyImpulse(-p, connection2)
+ }
+
+ def correctPosition(h: Double) = {
+
+ }
+}
diff --git a/src/main/scala/sims/dynamics/joints/SpringJoint.scala b/src/main/scala/sims/dynamics/joints/SpringJoint.scala
new file mode 100644
index 0000000..10d5afb
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/SpringJoint.scala
@@ -0,0 +1,85 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+import sims.dynamics._
+import sims.geometry._
+
+/**A spring obeying Hooke's law.
+ * @param node1 first associated body
+ * @param anchor1 first connection point
+ * @param node2 second associated body
+ * @param anchor2 second connection point
+ * @param springConstant spring constant
+ * @param initialLength initial length
+ */
+case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D, springConstant: Double, initialLength: Double) extends Joint with ForceJoint{
+
+ def this(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D, springConstant: Double) = {
+ this(node1: Body, anchor1, node2: Body, anchor2, springConstant: Double, (anchor2 - anchor1).length)
+ }
+
+ def this(node1: Body, node2: Body, springConstant: Double, initialLength: Double) = {
+ this(node1: Body, node1.pos, node2: Body, node2.pos, springConstant: Double, initialLength: Double)
+ }
+ def this(node1: Body, node2: Body, springConstant: Double) = {
+ this(node1: Body, node1.pos, node2: Body, node2.pos, springConstant: Double, (node2.pos - node1.pos).length)
+ }
+
+ private val a1 = anchor1 - node1.pos
+ private val a2 = anchor2 - node2.pos
+ private val initRotation1 = node1.rotation
+ private val initRotation2 = node2.rotation
+
+ /**Returns the connection point on body one (in world coordinates).*/
+ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
+
+ /**Returns the connection point on body two (in world coordinates).*/
+ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
+
+ /**Damping.*/
+ var damping = 0.0
+
+ /**Relative position of the connection points.*/
+ def x = connection2 - connection1
+
+ /**Relative velocity of the connection points.*/
+ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
+
+ /**Returns the spring force.*/
+ def force = (x.length - initialLength) * springConstant
+
+ /**Applies the spring force to the connection points.*/
+ def applyForce() = {
+ node1.applyForce(x.unit * force - (v * damping) project x, connection1)
+ node2.applyForce(-x.unit * force - (v * damping) project x, connection2)
+ //println("this should not happen")
+ }
+
+ def correctVelocity(h: Double) = {
+ /*
+ val x = this.x
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross x.unit
+ val cr2 = r2 cross x.unit
+ val Cdot = x.unit dot v
+ val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2 //=J M^-1 JT
+ val m = if (invMass == 0.0) 0.0 else 1/invMass
+ val lambda = math.min(math.max(-this.force * h, (-m * Cdot)), this.force * h)
+ println (force * h, -m * Cdot)
+ val impulse = x.unit * lambda
+ node1.applyImpulse(-impulse, connection1)
+ node2.applyImpulse(impulse, connection2)
+ */
+ }
+
+ def correctPosition(h: Double) = {
+
+ }
+}
diff --git a/src/main/scala/sims/dynamics/joints/test/PrismaticJoint.scala b/src/main/scala/sims/dynamics/joints/test/PrismaticJoint.scala
new file mode 100644
index 0000000..040647d
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/test/PrismaticJoint.scala
@@ -0,0 +1,84 @@
+package sims.dynamics.joints.test
+
+import sims.dynamics._
+import sims.dynamics.joints._
+import sims.geometry._
+
+case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vector2D) extends Joint{
+ def this(node1: Body, node2: Body) = this(node1, node1.pos, node2, node2.pos)
+
+ val angle = node2.rotation - node1.rotation
+
+ private val a1 = anchor1 - node1.pos
+ private val a2 = anchor2 - node2.pos
+ private val initRotation1 = node1.rotation
+ private val initRotation2 = node2.rotation
+
+ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
+ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
+
+ def x = connection2 - connection1
+
+ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1)
+
+
+ def correctVelocity(h: Double) = {
+ correctLinear(h)
+ //correctAngular(h)
+ }
+
+ def correctLinear(h: Double) = {
+ val x = this.x.unit
+ val n0 = x.leftNormal
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross n0
+ val cr2 = r2 cross n0
+ val Cdot = n0 dot v
+ val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2
+ val m = if (invMass == 0.0) 0.0 else 1/invMass
+ val impulse = -n0 * m * Cdot
+ node1.applyImpulse(-impulse, connection1)
+ node2.applyImpulse(impulse, connection2)
+ }
+
+ //J=[-1,1]
+
+ def correctAngular(h: Double) = {
+ val w = node2.angularVelocity - node1.angularVelocity
+ val Cdot = w
+ val invMass = node1.I + node2.I
+ val m = 1 / invMass
+ val lambda = m * Cdot
+ node1.angularVelocity += lambda / node1.I
+ node2.angularVelocity += -lambda / node2.I
+ }
+
+ def correctPosition(h: Double) = {
+ /*
+ val x = this.x.unit
+ val n0 = x.leftNormal
+ val v = this.v
+ val r1 = (connection1 - node1.pos)
+ val r2 = (connection2 - node2.pos)
+ val cr1 = r1 cross n0
+ val cr2 = r2 cross n0
+ val C = n0 dot x
+ val invMass = 1/node1.mass + 1/node1.I * cr1 * cr1 + 1/node2.mass + 1/node2.I * cr2 * cr2
+ val m = if (invMass == 0.0) 0.0 else 1/invMass
+ val impulse = -n0 * m * C
+ node1.pos += -impulse
+ node1.rotation += -impulse cross r1
+ node2.pos += impulse
+ node2.rotation += impulse cross r2
+
+ val relOmega = node2.angularVelocity - node2.angularVelocity
+ val invMassOmega = node1.I + node2.I
+ val mOmega = if (invMassOmega == 0.0) 0.0 else 1/invMassOmega
+ val Crot = node2.rotation - node2.rotation + angle
+ node1.rotation += mOmega * Crot
+ node2.rotation += -mOmega * Crot
+ */
+ }
+}
diff --git a/src/main/scala/sims/dynamics/joints/test/UnitCircleJoint.scala b/src/main/scala/sims/dynamics/joints/test/UnitCircleJoint.scala
new file mode 100644
index 0000000..09e72d9
--- /dev/null
+++ b/src/main/scala/sims/dynamics/joints/test/UnitCircleJoint.scala
@@ -0,0 +1,46 @@
+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints.test
+
+import sims.dynamics._
+import sims.dynamics.joints._
+import sims.geometry._
+
+class UnitCircleJoint(body: Body, anchor: Vector2D) extends Joint{
+
+ val node1 = body
+ val node2 = body
+
+ private val a = anchor - body.pos
+ private val initRotation = body.rotation
+ def connection = (a rotate (body.rotation - initRotation)) + body.pos
+ def x = connection
+ def v = body.velocityOfPoint(connection)
+
+ /*
+ * C = ||x|| - 1
+ * Cdot = x/||x|| dot v = u dot v
+ * J = [u (r cross u)]
+ */
+ def correctVelocity(h: Double) = {
+ val r = connection - body.pos
+ val u = x.unit
+ val cr = r cross u
+ val mc = 1.0/(1/body.mass + 1/body.I * cr * cr)
+ val lambda = -mc * (u dot v)
+ val Pc = u * lambda
+
+ val vupdate = u * lambda / body.mass
+ val wupdate = (r cross u) * lambda / body.I
+
+ println("dv = " + vupdate + " dw = " + wupdate)
+ body.linearVelocity = body.linearVelocity + u * lambda / body.mass
+ body.angularVelocity = body.angularVelocity + (r cross u) * lambda / body.I
+ }
+
+ def correctPosition(h: Double) = {}
+}