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-rw-r--r--src/sims/dynamics/joints/test/PrismaticJoint.scala84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/sims/dynamics/joints/test/PrismaticJoint.scala b/src/sims/dynamics/joints/test/PrismaticJoint.scala
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+++ b/src/sims/dynamics/joints/test/PrismaticJoint.scala
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+package sims.dynamics.joints.test
+
+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
+
+ /**Relative Position der Bindungspunkte.*/
+ def x = connection2 - connection1
+
+ /**Relative Geschwindigkeit der Bindungspunkte.*/
+ 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 //relativer Abstand
+ val n0 = x.leftNormal
+ 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 n0 //Kreuzprodukt
+ val cr2 = r2 cross n0 //Kreuzprodukt
+ 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 //relativer Abstand
+ val n0 = x.leftNormal
+ 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 n0 //Kreuzprodukt
+ val cr2 = r2 cross n0 //Kreuzprodukt
+ 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
+ */
+ }
+}