/* * Copyright (c) 2011 Erin Catto http://box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include #include b2Rope::b2Rope() { m_count = 0; m_ps = NULL; m_p0s = NULL; m_vs = NULL; m_ims = NULL; m_Ls = NULL; m_as = NULL; m_gravity.SetZero(); m_k2 = 1.0f; m_k3 = 0.1f; } b2Rope::~b2Rope() { b2Free(m_ps); b2Free(m_p0s); b2Free(m_vs); b2Free(m_ims); b2Free(m_Ls); b2Free(m_as); } void b2Rope::Initialize(const b2RopeDef* def) { b2Assert(def->count >= 3); m_count = def->count; m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2)); m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2)); m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2)); m_ims = (float32*)b2Alloc(m_count * sizeof(float32)); for (int32 i = 0; i < m_count; ++i) { m_ps[i] = def->vertices[i]; m_p0s[i] = def->vertices[i]; m_vs[i].SetZero(); float32 m = def->masses[i]; if (m > 0.0f) { m_ims[i] = 1.0f / m; } else { m_ims[i] = 0.0f; } } int32 count2 = m_count - 1; int32 count3 = m_count - 2; m_Ls = (float32*)b2Alloc(count2 * sizeof(float32)); m_as = (float32*)b2Alloc(count3 * sizeof(float32)); for (int32 i = 0; i < count2; ++i) { b2Vec2 p1 = m_ps[i]; b2Vec2 p2 = m_ps[i+1]; m_Ls[i] = b2Distance(p1, p2); } for (int32 i = 0; i < count3; ++i) { b2Vec2 p1 = m_ps[i]; b2Vec2 p2 = m_ps[i + 1]; b2Vec2 p3 = m_ps[i + 2]; b2Vec2 d1 = p2 - p1; b2Vec2 d2 = p3 - p2; float32 a = b2Cross(d1, d2); float32 b = b2Dot(d1, d2); m_as[i] = b2Atan2(a, b); } m_gravity = def->gravity; m_damping = def->damping; m_k2 = def->k2; m_k3 = def->k3; } void b2Rope::Step(float32 h, int32 iterations) { if (h == 0.0) { return; } float32 d = expf(- h * m_damping); for (int32 i = 0; i < m_count; ++i) { m_p0s[i] = m_ps[i]; if (m_ims[i] > 0.0f) { m_vs[i] += h * m_gravity; } m_vs[i] *= d; m_ps[i] += h * m_vs[i]; } for (int32 i = 0; i < iterations; ++i) { SolveC2(); SolveC3(); SolveC2(); } float32 inv_h = 1.0f / h; for (int32 i = 0; i < m_count; ++i) { m_vs[i] = inv_h * (m_ps[i] - m_p0s[i]); } } void b2Rope::SolveC2() { int32 count2 = m_count - 1; for (int32 i = 0; i < count2; ++i) { b2Vec2 p1 = m_ps[i]; b2Vec2 p2 = m_ps[i + 1]; b2Vec2 d = p2 - p1; float32 L = d.Normalize(); float32 im1 = m_ims[i]; float32 im2 = m_ims[i + 1]; if (im1 + im2 == 0.0f) { continue; } float32 s1 = im1 / (im1 + im2); float32 s2 = im2 / (im1 + im2); p1 -= m_k2 * s1 * (m_Ls[i] - L) * d; p2 += m_k2 * s2 * (m_Ls[i] - L) * d; m_ps[i] = p1; m_ps[i + 1] = p2; } } void b2Rope::SetAngle(float32 angle) { int32 count3 = m_count - 2; for (int32 i = 0; i < count3; ++i) { m_as[i] = angle; } } void b2Rope::SolveC3() { int32 count3 = m_count - 2; for (int32 i = 0; i < count3; ++i) { b2Vec2 p1 = m_ps[i]; b2Vec2 p2 = m_ps[i + 1]; b2Vec2 p3 = m_ps[i + 2]; float32 m1 = m_ims[i]; float32 m2 = m_ims[i + 1]; float32 m3 = m_ims[i + 2]; b2Vec2 d1 = p2 - p1; b2Vec2 d2 = p3 - p2; float32 L1sqr = d1.LengthSquared(); float32 L2sqr = d2.LengthSquared(); if (L1sqr * L2sqr == 0.0f) { continue; } float32 a = b2Cross(d1, d2); float32 b = b2Dot(d1, d2); float32 angle = b2Atan2(a, b); b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew(); b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew(); b2Vec2 J1 = -Jd1; b2Vec2 J2 = Jd1 - Jd2; b2Vec2 J3 = Jd2; float32 mass = m1 * b2Dot(J1, J1) + m2 * b2Dot(J2, J2) + m3 * b2Dot(J3, J3); if (mass == 0.0f) { continue; } mass = 1.0f / mass; float32 C = angle - m_as[i]; while (C > b2_pi) { angle -= 2 * b2_pi; C = angle - m_as[i]; } while (C < -b2_pi) { angle += 2.0f * b2_pi; C = angle - m_as[i]; } float32 impulse = - m_k3 * mass * C; p1 += (m1 * impulse) * J1; p2 += (m2 * impulse) * J2; p3 += (m3 * impulse) * J3; m_ps[i] = p1; m_ps[i + 1] = p2; m_ps[i + 2] = p3; } } void b2Rope::Draw(b2Draw* draw) const { b2Color c(0.4f, 0.5f, 0.7f); for (int32 i = 0; i < m_count - 1; ++i) { draw->DrawSegment(m_ps[i], m_ps[i+1], c); } }