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#javascript-physics-js-box2d-dynamics-contacts-b2Conservative.js / js



  /*
  * Copyright (c) 2006-2007 Erin Catto 
* 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, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

var b2Conservative = Class.create();
b2Conservative.prototype = {

        // Temp vars

        initialize: function() {}}
b2Conservative.R1 = new b2Mat22();
b2Conservative.R2 = new b2Mat22();
b2Conservative.x1 = new b2Vec2();
b2Conservative.x2 = new b2Vec2();
b2Conservative.Conservative = function(shape1, shape2){
                var body1 = shape1.GetBody();
                var body2 = shape2.GetBody();

                //b2Vec2 v1 = body1->m_position - body1->m_position0;
                var v1X = body1.m_position.x - body1.m_position0.x;
                var v1Y = body1.m_position.y - body1.m_position0.y;
                //float32 omega1 = body1->m_rotation - body1->m_rotation0;
                var omega1 = body1.m_rotation - body1.m_rotation0;
                //b2Vec2 v2 = body2->m_position - body2->m_position0;
                var v2X = body2.m_position.x - body2.m_position0.x;
                var v2Y = body2.m_position.y - body2.m_position0.y;
                //float32 omega2 = body2->m_rotation - body2->m_rotation0;
                var omega2 = body2.m_rotation - body2.m_rotation0;

                //float32 r1 = shape1->GetMaxRadius();
                var r1 = shape1.GetMaxRadius();
                //float32 r2 = shape2->GetMaxRadius();
                var r2 = shape2.GetMaxRadius();

                //b2Vec2 p1Start = body1->m_position0;
                var p1StartX = body1.m_position0.x;
                var p1StartY = body1.m_position0.y;
                //float32 a1Start = body1->m_rotation0;
                var a1Start = body1.m_rotation0;

                //b2Vec2 p2Start = body2->m_position0;
                var p2StartX = body2.m_position0.x;
                var p2StartY = body2.m_position0.y;
                //float32 a2Start = body2->m_rotation0;
                var a2Start = body2.m_rotation0;

                //b2Vec2 p1 = p1Start;
                var p1X = p1StartX;
                var p1Y = p1StartY;
                //float32 a1 = a1Start;
                var a1 = a1Start;
                //b2Vec2 p2 = p2Start;
                var p2X = p2StartX;
                var p2Y = p2StartY;
                //float32 a2 = a2Start;
                var a2 = a2Start;

                //b2Mat22 b2Conservative.R1(a1), b2Conservative.R2(a2);
                b2Conservative.R1.Set(a1);
                b2Conservative.R2.Set(a2);

                //shape1->QuickSync(p1, b2Conservative.R1);
                shape1.QuickSync(p1, b2Conservative.R1);
                //shape2->QuickSync(p2, b2Conservative.R2);
                shape2.QuickSync(p2, b2Conservative.R2);

                //float32 s1 = 0.0f;
                var s1 = 0.0;
                //const int32 maxIterations = 10;
                var maxIterations = 10;
                //b2Vec2 d;
                var dX;
                var dY;
                //float32 invRelativeVelocity = 0.0f;
                var invRelativeVelocity = 0.0;
                //bool hit = true;
                var hit = true;
                //b2Vec2 b2Conservative.x1, b2Conservative.x2; moved to static var
                for (var iter = 0; iter < maxIterations; ++iter)
                {
                        // Get the accurate distance between shapes.
                        //float32 distance = b2Distance.Distance(&b2Conservative.x1, &b2Conservative.x2, shape1, shape2);
                        var distance = b2Distance.Distance(b2Conservative.x1, b2Conservative.x2, shape1, shape2);
                        if (distance < b2Settings.b2_linearSlop)
                        {
                                if (iter == 0)
                                {
                                        hit = false;
                                }
                                else
                                {
                                        hit = true;
                                }
                                break;
                        }

                        if (iter == 0)
                        {
                                //b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
                                dX = b2Conservative.x2.x - b2Conservative.x1.x;
                                dY = b2Conservative.x2.y - b2Conservative.x1.y;
                                //d.Normalize();
                                var dLen = Math.sqrt(dX*dX + dY*dY);
                                //float32 relativeVelocity = b2Dot(d, v1 - v2) + b2Abs(omega1) * r1 + b2Abs(omega2) * r2;
                                var relativeVelocity = (dX*(v1X-v2X) + dY*(v1Y - v2Y)) + Math.abs(omega1) * r1 + Math.abs(omega2) * r2;
                                if (Math.abs(relativeVelocity) < Number.MIN_VALUE)
                                {
                                        hit = false;
                                        break;
                                }

                                invRelativeVelocity = 1.0 / relativeVelocity;
                        }

                        // Get the conservative movement.
                        //float32 ds = distance * invRelativeVelocity;
                        var ds = distance * invRelativeVelocity;
                        //float32 s2 = s1 + ds;
                        var s2 = s1 + ds;

                        if (s2 < 0.0 || 1.0 < s2)
                        {
                                hit = false;
                                break;
                        }

                        if (s2 < (1.0 + 100.0 * Number.MIN_VALUE) * s1)
                        {
                                hit = true;
                                break;
                        }

                        s1 = s2;

                        // Move forward conservatively.
                        //p1 = p1Start + s1 * v1;
                        p1X = p1StartX + s1 * v1.x;
                        p1Y = p1StartY + s1 * v1.y;
                        //a1 = a1Start + s1 * omega1;
                        a1 = a1Start + s1 * omega1;
                        //p2 = p2Start + s1 * v2;
                        p2X = p2StartX + s1 * v2.x;
                        p2Y = p2StartY + s1 * v2.y;
                        //a2 = a2Start + s1 * omega2;
                        a2 = a2Start + s1 * omega2;

                        b2Conservative.R1.Set(a1);
                        b2Conservative.R2.Set(a2);
                        shape1.QuickSync(p1, b2Conservative.R1);
                        shape2.QuickSync(p2, b2Conservative.R2);
                }

                if (hit)
                {
                        // Hit, move bodies to safe position and re-sync shapes.
                        //b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
                        dX = b2Conservative.x2.x - b2Conservative.x1.x;
                        dY = b2Conservative.x2.y - b2Conservative.x1.y;
           
  *
  * 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, and must not be
  * misrepresented the original software.
  * 3. This notice may not be removed or altered from any source distribution.
  */
  
  var b2Conservative = Class.create();
  b2Conservative.prototype = {
  
          // Temp vars
  
          initialize: function() {}}
  b2Conservative.R1 = new b2Mat22();
  b2Conservative.R2 = new b2Mat22();
  b2Conservative.x1 = new b2Vec2();
  b2Conservative.x2 = new b2Vec2();
  b2Conservative.Conservative = function(shape1, shape2){
                  var body1 = shape1.GetBody();
                  var body2 = shape2.GetBody();
  
                  //b2Vec2 v1 = body1->m_position - body1->m_position0;
                  var v1X = body1.m_position.x - body1.m_position0.x;
                  var v1Y = body1.m_position.y - body1.m_position0.y;
                  //float32 omega1 = body1->m_rotation - body1->m_rotation0;
                  var omega1 = body1.m_rotation - body1.m_rotation0;
                  //b2Vec2 v2 = body2->m_position - body2->m_position0;
                  var v2X = body2.m_position.x - body2.m_position0.x;
                  var v2Y = body2.m_position.y - body2.m_position0.y;
                  //float32 omega2 = body2->m_rotation - body2->m_rotation0;
                  var omega2 = body2.m_rotation - body2.m_rotation0;
  
                  //float32 r1 = shape1->GetMaxRadius();
                  var r1 = shape1.GetMaxRadius();
                  //float32 r2 = shape2->GetMaxRadius();
                  var r2 = shape2.GetMaxRadius();
  
                  //b2Vec2 p1Start = body1->m_position0;
                  var p1StartX = body1.m_position0.x;
                  var p1StartY = body1.m_position0.y;
                  //float32 a1Start = body1->m_rotation0;
                  var a1Start = body1.m_rotation0;
  
                  //b2Vec2 p2Start = body2->m_position0;
                  var p2StartX = body2.m_position0.x;
                  var p2StartY = body2.m_position0.y;
                  //float32 a2Start = body2->m_rotation0;
                  var a2Start = body2.m_rotation0;
  
                  //b2Vec2 p1 = p1Start;
                  var p1X = p1StartX;
                  var p1Y = p1StartY;
                  //float32 a1 = a1Start;
                  var a1 = a1Start;
                  //b2Vec2 p2 = p2Start;
                  var p2X = p2StartX;
                  var p2Y = p2StartY;
                  //float32 a2 = a2Start;
                  var a2 = a2Start;
  
                  //b2Mat22 b2Conservative.R1(a1), b2Conservative.R2(a2);
                  b2Conservative.R1.Set(a1);
                  b2Conservative.R2.Set(a2);
  
                  //shape1->QuickSync(p1, b2Conservative.R1);
                  shape1.QuickSync(p1, b2Conservative.R1);
                  //shape2->QuickSync(p2, b2Conservative.R2);
                  shape2.QuickSync(p2, b2Conservative.R2);
  
                  //float32 s1 = 0.0f;
                  var s1 = 0.0;
                  //const int32 maxIterations = 10;
                  var maxIterations = 10;
                  //b2Vec2 d;
                  var dX;
                  var dY;
                  //float32 invRelativeVelocity = 0.0f;
                  var invRelativeVelocity = 0.0;
                  //bool hit = true;
                  var hit = true;
                  //b2Vec2 b2Conservative.x1, b2Conservative.x2; moved to static var
                  for (var iter = 0; iter < maxIterations; ++iter)
                  {
                          // Get the accurate distance between shapes.
                          //float32 distance = b2Distance.Distance(&b2Conservative.x1, &b2Conservative.x2, shape1, shape2);
                          var distance = b2Distance.Distance(b2Conservative.x1, b2Conservative.x2, shape1, shape2);
                          if (distance < b2Settings.b2_linearSlop)
                          {
                                  if (iter == 0)
                                  {
                                          hit = false;
                                  }
                                  else
                                  {
                                          hit = true;
                                  }
                                  break;
                          }
  
                          if (iter == 0)
                          {
                                  //b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
                                  dX = b2Conservative.x2.x - b2Conservative.x1.x;
                                  dY = b2Conservative.x2.y - b2Conservative.x1.y;
                                  //d.Normalize();
                                  var dLen = Math.sqrt(dX*dX + dY*dY);
                                  //float32 relativeVelocity = b2Dot(d, v1 - v2) + b2Abs(omega1) * r1 + b2Abs(omega2) * r2;
                                  var relativeVelocity = (dX*(v1X-v2X) + dY*(v1Y - v2Y)) + Math.abs(omega1) * r1 + Math.abs(omega2) * r2;
                                  if (Math.abs(relativeVelocity) < Number.MIN_VALUE)
                                  {
                                          hit = false;
                                          break;
                                  }
  
                                  invRelativeVelocity = 1.0 / relativeVelocity;
                          }
  
                          // Get the conservative movement.
                          //float32 ds = distance * invRelativeVelocity;
                          var ds = distance * invRelativeVelocity;
                          //float32 s2 = s1 + ds;
                          var s2 = s1 + ds;
  
                          if (s2 < 0.0 || 1.0 < s2)
                          {
                                  hit = false;
                                  break;
                          }
  
                          if (s2 < (1.0 + 100.0 * Number.MIN_VALUE) * s1)
                          {
                                  hit = true;
                                  break;
                          }
  
                          s1 = s2;
  
                          // Move forward conservatively.
                          //p1 = p1Start + s1 * v1;
                          p1X = p1StartX + s1 * v1.x;
                          p1Y = p1StartY + s1 * v1.y;
                          //a1 = a1Start + s1 * omega1;
                          a1 = a1Start + s1 * omega1;
                          //p2 = p2Start + s1 * v2;
                          p2X = p2StartX + s1 * v2.x;
                          p2Y = p2StartY + s1 * v2.y;
                          //a2 = a2Start + s1 * omega2;
                          a2 = a2Start + s1 * omega2;
  
                          b2Conservative.R1.Set(a1);
                          b2Conservative.R2.Set(a2);
                          shape1.QuickSync(p1, b2Conservative.R1);
                          shape2.QuickSync(p2, b2Conservative.R2);
                  }
  
                  if (hit)
                  {
                          // Hit, move bodies to safe position and re-sync shapes.
                          //b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
                          dX = b2Conservative.x2.x - b2Conservative.x1.x;
                          dY = b2Conservative.x2.y - b2Conservative.x1.y;
                          //float32 length = d.Length();
                          var length = Math.sqrt(dX*dX + dY*dY);
                          if (length > FLT_EPSILON)
                          {
                                  d *= b2_linearSlop / length;
                          }
  
                          if (body1.IsStatic())
                          {
                                  //body1.m_position = p1;
                                  body1.m_position.x = p1X;
                                  body1.m_position.y = p1Y;
                          }
                          else
                          {
                                  //body1.m_position = p1 - d;
                                  body1.m_position.x = p1X - dX;
                                  body1.m_position.y = p1Y - dY;
                          }
                          body1.m_rotation = a1;
                          body1.m_R.Set(a1);
                          body1.QuickSyncShapes();
  
                          if (body2.IsStatic())
                          {
                                  //body2->m_position = p2;
                                  body2.m_position.x = p2X;
                                  body2.m_position.y = p2Y;
                          }
                          else
                          {
                                  //body2->m_position = p2 + d;
                                  body2.m_position.x = p2X + dX;
                                  body2.m_position.y = p2Y + dY;
                          }
                          //body2.m_position = p2 + d;
                          body2.m_position.x = p2X + dX;
                          body2.m_position.y = p2Y + dY;
                          body2.m_rotation = a2;
                          body2.m_R.Set(a2);
                          body2.QuickSyncShapes();
  
                          return true;
                  }
  
                  // No hit, restore shapes.
                  shape1.QuickSync(body1.m_position, body1.m_R);
                  shape2.QuickSync(body2.m_position, body2.m_R);
                  return false;
          };
  


(C) Æliens 20/2/2008

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