diff options
Diffstat (limited to 'src/sims/dynamics/joints')
-rw-r--r-- | src/sims/dynamics/joints/DistanceJoint.scala | 36 | ||||
-rw-r--r-- | src/sims/dynamics/joints/ForceJoint.scala | 4 | ||||
-rw-r--r-- | src/sims/dynamics/joints/Joint.scala | 12 | ||||
-rw-r--r-- | src/sims/dynamics/joints/RevoluteJoint.scala | 4 | ||||
-rw-r--r-- | src/sims/dynamics/joints/SpringJoint.scala | 44 | ||||
-rw-r--r-- | src/sims/dynamics/joints/test/PrismaticJoint.scala | 26 |
6 files changed, 63 insertions, 63 deletions
diff --git a/src/sims/dynamics/joints/DistanceJoint.scala b/src/sims/dynamics/joints/DistanceJoint.scala index 2d5633f..efb49e5 100644 --- a/src/sims/dynamics/joints/DistanceJoint.scala +++ b/src/sims/dynamics/joints/DistanceJoint.scala @@ -8,15 +8,15 @@ 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*/ +/** 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) - /**Abstand der beiden Bindungspunkte bei initialisierung (der gewollte Abstand).*/ + /**Distance between the two connection points at initialisation (the desired distance).*/ val distance = (anchor2 - anchor1).length private val a1 = anchor1 - node1.pos @@ -24,16 +24,16 @@ case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: V private val initRotation1 = node1.rotation private val initRotation2 = node2.rotation - /**Ergibt den Bindungspunkt auf Koerper eins.*/ + /**Returns the connection point on body one (in world coordinates).*/ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos - /**Ergibt den Bindungspunkt auf Koerper zwei.*/ + /**Returns the connection point on body two (in world coordinates).*/ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos - /**Relative Position der Bindungspunkte.*/ + /**Relative position of the connection points.*/ def x = connection2 - connection1 - /**Relative Geschwindigkeit der Bindungspunkte.*/ + /**Relative velocity of the connection points.*/ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1) /* x = connection2 - connection1 @@ -45,15 +45,15 @@ case class DistanceJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: V * 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 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 //Test um Nulldivision zu vermeiden + 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) diff --git a/src/sims/dynamics/joints/ForceJoint.scala b/src/sims/dynamics/joints/ForceJoint.scala index fa17eac..1eed850 100644 --- a/src/sims/dynamics/joints/ForceJoint.scala +++ b/src/sims/dynamics/joints/ForceJoint.scala @@ -6,9 +6,9 @@ package sims.dynamics.joints -/**Eine Verbindung die Kraft auf ihre Bindungskoerper ausueben kann.*/ +/**A joint which can apply a force to its anchor bodies, thus adding or removing energy to the system.*/ trait ForceJoint { - /**Uebt eine Kraft auf die Bindungskoerper aus.*/ + /**Applies a force on the achor bodies.*/ def applyForce(): Unit } diff --git a/src/sims/dynamics/joints/Joint.scala b/src/sims/dynamics/joints/Joint.scala index 9690af2..652df97 100644 --- a/src/sims/dynamics/joints/Joint.scala +++ b/src/sims/dynamics/joints/Joint.scala @@ -9,19 +9,19 @@ package sims.dynamics.joints import sims.geometry._ import sims.dynamics._ -/**Joints sind Verbindungen die die Bewegung zwischen zwei Koerpern einschraenken. - * Ihre Implementierung wurde von Erin Catto's box2d inspiriert.*/ +/**Joints constrain the movement of two bodies. + * Their implementation was inspired by Erin Catto's box2d.*/ abstract class Joint extends Constraint{ - /**Erster Koerper der Verbindung.*/ + /**First body of the joint.*/ val node1: Body - /**Zweiter Koerper der Verbindung.*/ + /**Second body of the joint.*/ val node2: Body - /**Korrigiert die Geschwindigkeit der Koerper damit diese den Randbedingungen der Verbindung entsprechen.*/ + /**Corrects the velocities of this joint's associated bodies.*/ def correctVelocity(h: Double): Unit - /**Korrigiert die Position der Koerper damit diese den Randbedingungen der Verbindung entsprechen.*/ + /**Corrects the positions of this joint's associated bodies.*/ def correctPosition(h: Double): Unit }
\ No newline at end of file diff --git a/src/sims/dynamics/joints/RevoluteJoint.scala b/src/sims/dynamics/joints/RevoluteJoint.scala index 7a7ae1c..66a4c06 100644 --- a/src/sims/dynamics/joints/RevoluteJoint.scala +++ b/src/sims/dynamics/joints/RevoluteJoint.scala @@ -11,7 +11,9 @@ import sims.math._ import sims.dynamics._ import Math._ -/**Ein Gelenk, dass zwei Koerper an einem Punkt verbindet. Inspiriert von JBox2D.*/ +/**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 diff --git a/src/sims/dynamics/joints/SpringJoint.scala b/src/sims/dynamics/joints/SpringJoint.scala index 67ea57f..1267ccf 100644 --- a/src/sims/dynamics/joints/SpringJoint.scala +++ b/src/sims/dynamics/joints/SpringJoint.scala @@ -8,13 +8,13 @@ package sims.dynamics.joints import sims.geometry._ -/**Eine Hooksche Feder. - * @param node1 erster Koerper der Verbindung - * @param anchor1 Bindungspunkt auf Koerper eins - * @param node2 zweiter Koerper der Verbindung - * @param anchor2 Bindungspunkt auf Koerper zwei - * @param springConstant Federkonstante - * @param initialLength Initiallaenge +/**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{ @@ -34,25 +34,25 @@ case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vec private val initRotation1 = node1.rotation private val initRotation2 = node2.rotation - /**Ergibt den Bindungspunkt auf Koerper eins.*/ + /**Returns the connection point on body one (in world coordinates).*/ def connection1 = (a1 rotate (node1.rotation - initRotation1)) + node1.pos - /**Ergibt den Bindungspunkt auf Koerper zwei.*/ + /**Returns the connection point on body two (in world coordinates).*/ def connection2 = (a2 rotate (node2.rotation - initRotation2)) + node2.pos - /**Daempfung.*/ + /**Damping.*/ var damping = 0.0 - /**Relative Position der Bindungspunkte.*/ + /**Relative position of the connection points.*/ def x = connection2 - connection1 - /**Relative Geschwindigkeit der Bindungspunkte.*/ + /**Relative velocity of the connection points.*/ def v = node2.velocityOfPoint(connection2) - node1.velocityOfPoint(connection1) - /**Ergibt die Federkraft nach dem Hookschen Gesetz.*/ + /**Returns the spring force.*/ def force = (x.length - initialLength) * springConstant - /**Uebt die Federkraft auf die Bindungspunkte aus.*/ + /**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) @@ -61,15 +61,15 @@ case class SpringJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: Vec 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 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 //Test um Nulldivision zu vermeiden + 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 diff --git a/src/sims/dynamics/joints/test/PrismaticJoint.scala b/src/sims/dynamics/joints/test/PrismaticJoint.scala index f163261..d4b43b2 100644 --- a/src/sims/dynamics/joints/test/PrismaticJoint.scala +++ b/src/sims/dynamics/joints/test/PrismaticJoint.scala @@ -15,10 +15,8 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: 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) @@ -28,13 +26,13 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: } def correctLinear(h: Double) = { - val x = this.x.unit //relativer Abstand + val x = this.x.unit 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 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 @@ -57,13 +55,13 @@ case class PrismaticJoint(node1: Body, anchor1: Vector2D, node2: Body, anchor2: def correctPosition(h: Double) = { /* - val x = this.x.unit //relativer Abstand + val x = this.x.unit 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 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 |