/* * 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 } }