/* * 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) = { } }