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diff --git a/src/sims/dynamics/joints/DistanceJoint.scala b/src/sims/dynamics/joints/DistanceJoint.scala
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+/*
+ * Simple Mechanics Simulator (SiMS)
+ * copyright (c) 2009 Jakob Odersky
+ * made available under the MIT License
+*/
+
+package sims.dynamics.joints
+
+import sims.geometry._
+
+/** DistanceJoints halten die Bindungspunkte auf ihren Bindungskoerpern bei einem konstanten Abstand.
+ * @param node1 erster Koerper der Verbindung
+ * @param anchor1 Bindungspunkt auf Koerper eins
+ * @param node2 zweiter Koerper der Verbindung
+ * @param anchor2 Bindungspunkt auf Koerper zwei*/
+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)
+
+ /**Abstand der beiden Bindungspunkte bei initialisierung (der gewollte Abstand).*/
+ 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
+
+ /**Ergibt den Bindungspunkt auf Koerper eins.*/
+ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos
+
+ /**Ergibt den Bindungspunkt auf Koerper zwei.*/
+ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos
+
+ /**Relative Position der Bindungspunkte.*/
+ def x = connection2 - connection1
+
+ /**Relative Geschwindigkeit der Bindungspunkte.*/
+ 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 //relativer Abstand
+ val v = this.v //relative Geschwindigkeit
+ val r1 = (connection1 - node1.pos) //Abstand Punkt-Schwerpunkt, Koerper 1
+ val r2 = (connection2 - node2.pos) //Abstand Punkt-Schwerpunkt, Koerper 2
+ val cr1 = r1 cross x.unit //Kreuzprodukt
+ val cr2 = r2 cross x.unit //Kreuzprodukt
+ 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 //Test um Nulldivision zu vermeiden
+ 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