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#javascript-physics-js-box2d-dynamics-contacts-b2ContactSolver.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 b2ContactSolver = Class.create();
b2ContactSolver.prototype = 
{
        initialize: function(contacts, contactCount, allocator){
                // initialize instance variables for references
                this.m_constraints = new Array();
                //

                this.m_allocator = allocator;

                var i = 0;
                var tVec;
                var tMat;

                this.m_constraintCount = 0;
                for (i = 0; i < contactCount; ++i)
                {
                        this.m_constraintCount += contacts[i].GetManifoldCount();
                }

                // fill array
                for (i = 0; i < this.m_constraintCount; i++){
                        this.m_constraints[i] = new b2ContactConstraint();
                }

                var count = 0;
                for (i = 0; i < contactCount; ++i)
                {
                        var contact = contacts[i];
                        var b1 = contact.m_shape1.m_body;
                        var b2 = contact.m_shape2.m_body;
                        var manifoldCount = contact.GetManifoldCount();
                        var manifolds = contact.GetManifolds();
                        var friction = contact.m_friction;
                        var restitution = contact.m_restitution;

                        //var v1 = b1.m_linearVelocity.Copy();
                        var v1X = b1.m_linearVelocity.x;
                        var v1Y = b1.m_linearVelocity.y;
                        //var v2 = b2.m_linearVelocity.Copy();
                        var v2X = b2.m_linearVelocity.x;
                        var v2Y = b2.m_linearVelocity.y;
                        var w1 = b1.m_angularVelocity;
                        var w2 = b2.m_angularVelocity;

                        for (var j = 0; j < manifoldCount; ++j)
                        {
                                var manifold = manifolds[ j ];

                                //b2Settings.b2Assert(manifold.pointCount > 0);

                                //var normal = manifold.normal.Copy();
                                var normalX = manifold.normal.x;
                                var normalY = manifold.normal.y;

                                //b2Settings.b2Assert(count < this.m_constraintCount);
                                var c = this.m_constraints[ count ];
                                c.body1 = b1;
                                c.body2 = b2;
                                c.manifold = manifold;
                                //c.normal = normal;
                                c.normal.x = normalX;
                                c.normal.y = normalY;
                                c.pointCount = manifold.pointCount;
                                c.friction = friction;
                                c.restitution = restitution;

                                for (var k = 0; k < c.pointCount; ++k)
                                {
                                        var cp = manifold.points[ k ];
                                        var ccp = c.points[ k ];

                                        ccp.normalImpulse = cp.normalImpulse;
                                        ccp.tangentImpulse = cp.tangentImpulse;
                                        ccp.separation = cp.separation;

                                        //var r1 = b2Math.SubtractVV( cp.position, b1.m_position );
                                        var r1X = cp.position.x - b1.m_position.x;
                                        var r1Y = cp.position.y - b1.m_position.y;
                                        //var r2 = b2Math.SubtractVV( cp.position, b2.m_position );
                                        var r2X = cp.position.x - b2.m_position.x;
                                        var r2Y = cp.position.y - b2.m_position.y;

                                        //ccp.localAnchor1 = b2Math.b2MulTMV(b1.m_R, r1);
                                        tVec = ccp.localAnchor1;
                                        tMat = b1.m_R;
                                        tVec.x = r1X * tMat.col1.x + r1Y * tMat.col1.y;
                                        tVec.y = r1X * tMat.col2.x + r1Y * tMat.col2.y;

                                        //ccp.localAnchor2 = b2Math.b2MulTMV(b2.m_R, r2);
                                        tVec = ccp.localAnchor2;
                                        tMat = b2.m_R;
                                        tVec.x = r2X * tMat.col1.x + r2Y * tMat.col1.y;
                                        tVec.y = r2X * tMat.col2.x + r2Y * tMat.col2.y;

                                        var r1Sqr = r1X * r1X + r1Y * r1Y;
                                        var r2Sqr = r2X * r2X + r2Y * r2Y;

                                        //var rn1 = b2Math.b2Dot(r1, normal);
                                        var rn1 = r1X*normalX + r1Y*normalY;
                                        //var rn2 = b2Math.b2Dot(r2, normal);
                                        var rn2 = r2X*normalX + r2Y*normalY;
                                        var kNormal = b1.m_invMass + b2.m_invMass;
                                        kNormal += b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_invI * (r2Sqr - rn2 * rn2);
                                        //b2Settings.b2Assert(kNormal > Number.MIN_VALUE);
                                        ccp.normalMass = 1.0 / kNormal;

                                        //var tangent = b2Math.b2CrossVF(normal, 1.0);
                                        var tangentX = normalY
                                        var tangentY = -normalX;

                                        //var rt1 = b2Math.b2Dot(r1, tangent);
                                        var rt1 = r1X*tangentX + r1Y*tangentY;
                                        //var rt2 = b2Math.b2Dot(r2, tangent);
                                        var rt2 = r2X*tangentX + r2Y*tangentY;
                                        var kTangent = b1.m_invMass + b2.m_invMass;
                                        kTangent += b1.m_invI * (r1Sqr - rt1 * rt1) + b2.m_invI * (r2Sqr - rt2 * rt2);
                                        //b2Settings.b2Assert(kTangent > Number.MIN_VALUE);
                                        ccp.tangentMass = 1.0 /  kTangent;

                                        // Setup a velocity bias for restitution.
                                        ccp.velocityBias = 0.0;
                                        if (ccp.separation > 0.0)
                                        {
                                                ccp.velocityBias = -60.0 * ccp.separation;
                                        }
                                        //var vRel = b2Math.b2Dot(c.normal, b2Math.SubtractVV( b2Math.SubtractVV( b2Math.AddVV( v2, b2Math.b2CrossFV(w2, r2)), v1 ), b2Math.b
  *
  * 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 b2ContactSolver = Class.create();
  b2ContactSolver.prototype = 
  {
          initialize: function(contacts, contactCount, allocator){
                  // initialize instance variables for references
                  this.m_constraints = new Array();
                  //
  
                  this.m_allocator = allocator;
  
                  var i = 0;
                  var tVec;
                  var tMat;
  
                  this.m_constraintCount = 0;
                  for (i = 0; i < contactCount; ++i)
                  {
                          this.m_constraintCount += contacts[i].GetManifoldCount();
                  }
  
                  // fill array
                  for (i = 0; i < this.m_constraintCount; i++){
                          this.m_constraints[i] = new b2ContactConstraint();
                  }
  
                  var count = 0;
                  for (i = 0; i < contactCount; ++i)
                  {
                          var contact = contacts[i];
                          var b1 = contact.m_shape1.m_body;
                          var b2 = contact.m_shape2.m_body;
                          var manifoldCount = contact.GetManifoldCount();
                          var manifolds = contact.GetManifolds();
                          var friction = contact.m_friction;
                          var restitution = contact.m_restitution;
  
                          //var v1 = b1.m_linearVelocity.Copy();
                          var v1X = b1.m_linearVelocity.x;
                          var v1Y = b1.m_linearVelocity.y;
                          //var v2 = b2.m_linearVelocity.Copy();
                          var v2X = b2.m_linearVelocity.x;
                          var v2Y = b2.m_linearVelocity.y;
                          var w1 = b1.m_angularVelocity;
                          var w2 = b2.m_angularVelocity;
  
                          for (var j = 0; j < manifoldCount; ++j)
                          {
                                  var manifold = manifolds[ j ];
  
                                  //b2Settings.b2Assert(manifold.pointCount > 0);
  
                                  //var normal = manifold.normal.Copy();
                                  var normalX = manifold.normal.x;
                                  var normalY = manifold.normal.y;
  
                                  //b2Settings.b2Assert(count < this.m_constraintCount);
                                  var c = this.m_constraints[ count ];
                                  c.body1 = b1;
                                  c.body2 = b2;
                                  c.manifold = manifold;
                                  //c.normal = normal;
                                  c.normal.x = normalX;
                                  c.normal.y = normalY;
                                  c.pointCount = manifold.pointCount;
                                  c.friction = friction;
                                  c.restitution = restitution;
  
                                  for (var k = 0; k < c.pointCount; ++k)
                                  {
                                          var cp = manifold.points[ k ];
                                          var ccp = c.points[ k ];
  
                                          ccp.normalImpulse = cp.normalImpulse;
                                          ccp.tangentImpulse = cp.tangentImpulse;
                                          ccp.separation = cp.separation;
  
                                          //var r1 = b2Math.SubtractVV( cp.position, b1.m_position );
                                          var r1X = cp.position.x - b1.m_position.x;
                                          var r1Y = cp.position.y - b1.m_position.y;
                                          //var r2 = b2Math.SubtractVV( cp.position, b2.m_position );
                                          var r2X = cp.position.x - b2.m_position.x;
                                          var r2Y = cp.position.y - b2.m_position.y;
  
                                          //ccp.localAnchor1 = b2Math.b2MulTMV(b1.m_R, r1);
                                          tVec = ccp.localAnchor1;
                                          tMat = b1.m_R;
                                          tVec.x = r1X * tMat.col1.x + r1Y * tMat.col1.y;
                                          tVec.y = r1X * tMat.col2.x + r1Y * tMat.col2.y;
  
                                          //ccp.localAnchor2 = b2Math.b2MulTMV(b2.m_R, r2);
                                          tVec = ccp.localAnchor2;
                                          tMat = b2.m_R;
                                          tVec.x = r2X * tMat.col1.x + r2Y * tMat.col1.y;
                                          tVec.y = r2X * tMat.col2.x + r2Y * tMat.col2.y;
  
                                          var r1Sqr = r1X * r1X + r1Y * r1Y;
                                          var r2Sqr = r2X * r2X + r2Y * r2Y;
  
                                          //var rn1 = b2Math.b2Dot(r1, normal);
                                          var rn1 = r1X*normalX + r1Y*normalY;
                                          //var rn2 = b2Math.b2Dot(r2, normal);
                                          var rn2 = r2X*normalX + r2Y*normalY;
                                          var kNormal = b1.m_invMass + b2.m_invMass;
                                          kNormal += b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_invI * (r2Sqr - rn2 * rn2);
                                          //b2Settings.b2Assert(kNormal > Number.MIN_VALUE);
                                          ccp.normalMass = 1.0 / kNormal;
  
                                          //var tangent = b2Math.b2CrossVF(normal, 1.0);
                                          var tangentX = normalY
                                          var tangentY = -normalX;
  
                                          //var rt1 = b2Math.b2Dot(r1, tangent);
                                          var rt1 = r1X*tangentX + r1Y*tangentY;
                                          //var rt2 = b2Math.b2Dot(r2, tangent);
                                          var rt2 = r2X*tangentX + r2Y*tangentY;
                                          var kTangent = b1.m_invMass + b2.m_invMass;
                                          kTangent += b1.m_invI * (r1Sqr - rt1 * rt1) + b2.m_invI * (r2Sqr - rt2 * rt2);
                                          //b2Settings.b2Assert(kTangent > Number.MIN_VALUE);
                                          ccp.tangentMass = 1.0 /  kTangent;
  
                                          // Setup a velocity bias for restitution.
                                          ccp.velocityBias = 0.0;
                                          if (ccp.separation > 0.0)
                                          {
                                                  ccp.velocityBias = -60.0 * ccp.separation;
                                          }
                                          //var vRel = b2Math.b2Dot(c.normal, b2Math.SubtractVV( b2Math.SubtractVV( b2Math.AddVV( v2, b2Math.b2CrossFV(w2, r2)), v1 ), b2Math.b2CrossFV(w1, r1)));
                                          var tX = v2X + (-w2*r2Y) - v1X - (-w1*r1Y);
                                          var tY = v2Y + (w2*r2X) - v1Y - (w1*r1X);
                                          //var vRel = b2Dot(c.normal, tX/Y);
                                          var vRel = c.normal.x*tX + c.normal.y*tY;
                                          if (vRel < -b2Settings.b2_velocityThreshold)
                                          {
                                                  ccp.velocityBias += -c.restitution * vRel;
                                          }
                                  }
  
                                  ++count;
                          }
                  }
  
                  //b2Settings.b2Assert(count == this.m_constraintCount);
          },
          //~b2ContactSolver();
  
          PreSolve: function(){
                  var tVec;
                  var tVec2;
                  var tMat;
  
                  // Warm start.
                  for (var i = 0; i < this.m_constraintCount; ++i)
                  {
                          var c = this.m_constraints[ i ];
  
                          var b1 = c.body1;
                          var b2 = c.body2;
                          var invMass1 = b1.m_invMass;
                          var invI1 = b1.m_invI;
                          var invMass2 = b2.m_invMass;
                          var invI2 = b2.m_invI;
                          //var normal = new b2Vec2(c.normal.x, c.normal.y);
                          var normalX = c.normal.x;
                          var normalY = c.normal.y;
                          //var tangent = b2Math.b2CrossVF(normal, 1.0);
                          var tangentX = normalY;
                          var tangentY = -normalX;
  
                          var j = 0;
                          var tCount = 0;
                          if (b2World.s_enableWarmStarting)
                          {
                                  tCount = c.pointCount;
                                  for (j = 0; j < tCount; ++j)
                                  {
                                          var ccp = c.points[ j ];
                                          //var P = b2Math.AddVV( b2Math.MulFV(ccp.normalImpulse, normal), b2Math.MulFV(ccp.tangentImpulse, tangent));
                                          var PX = ccp.normalImpulse*normalX + ccp.tangentImpulse*tangentX;
                                          var PY = ccp.normalImpulse*normalY + ccp.tangentImpulse*tangentY;
  
                                          //var r1 = b2Math.b2MulMV(b1.m_R, ccp.localAnchor1);
                                          tMat = b1.m_R;
                                          tVec = ccp.localAnchor1;
                                          var r1X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y;
                                          var r1Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y;
  
                                          //var r2 = b2Math.b2MulMV(b2.m_R, ccp.localAnchor2);
                                          tMat = b2.m_R;
                                          tVec = ccp.localAnchor2;
                                          var r2X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y;
                                          var r2Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y;
  
                                          //b1.m_angularVelocity -= invI1 * b2Math.b2CrossVV(r1, P);
                                          b1.m_angularVelocity -= invI1 * (r1X * PY - r1Y * PX);
                                          //b1.m_linearVelocity.Subtract( b2Math.MulFV(invMass1, P) );
                                          b1.m_linearVelocity.x -= invMass1 * PX;
                                          b1.m_linearVelocity.y -= invMass1 * PY;
                                          //b2.m_angularVelocity += invI2 * b2Math.b2CrossVV(r2, P);
                                          b2.m_angularVelocity += invI2 * (r2X * PY - r2Y * PX);
                                          //b2.m_linearVelocity.Add( b2Math.MulFV(invMass2, P) );
                                          b2.m_linearVelocity.x += invMass2 * PX;
                                          b2.m_linearVelocity.y += invMass2 * PY;
  
                                          ccp.positionImpulse = 0.0;
                                  }
                          }
                          else{
                                  tCount = c.pointCount;
                                  for (j = 0; j < tCount; ++j)
                                  {
                                          var ccp2 = c.points[ j ];
                                          ccp2.normalImpulse = 0.0;
                                          ccp2.tangentImpulse = 0.0;
  
                                          ccp2.positionImpulse = 0.0;
                                  }
                          }
                  }
          },
          SolveVelocityConstraints: function(){
                  var j = 0;
                  var ccp;
                  var r1X;
                  var r1Y;
                  var r2X;
                  var r2Y;
                  var dvX;
                  var dvY;
                  var lambda;
                  var newImpulse;
                  var PX;
                  var PY;
  
                  var tMat;
                  var tVec;
  
                  for (var i = 0; i < this.m_constraintCount; ++i)
                  {
                          var c = this.m_constraints[ i ];
                          var b1 = c.body1;
                          var b2 = c.body2;
                          var b1_angularVelocity = b1.m_angularVelocity;
                          var b1_linearVelocity = b1.m_linearVelocity;
                          var b2_angularVelocity = b2.m_angularVelocity;
                          var b2_linearVelocity = b2.m_linearVelocity;
  
                          var invMass1 = b1.m_invMass;
                          var invI1 = b1.m_invI;
                          var invMass2 = b2.m_invMass;
                          var invI2 = b2.m_invI;
                          //var normal = new b2Vec2(c.normal.x, c.normal.y);
                          var normalX = c.normal.x;
                          var normalY = c.normal.y;
                          //var tangent = b2Math.b2CrossVF(normal, 1.0);
                          var tangentX = normalY;
                          var tangentY = -normalX;
  
                          // Solver normal constraints
                          var tCount = c.pointCount;
                          for (j = 0; j < tCount; ++j)
                          {
                                  ccp = c.points[ j ];
  
                                  //r1 = b2Math.b2MulMV(b1.m_R, ccp.localAnchor1);
                                  tMat = b1.m_R;
                                  tVec = ccp.localAnchor1;
                                  r1X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  r1Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
                                  //r2 = b2Math.b2MulMV(b2.m_R, ccp.localAnchor2);
                                  tMat = b2.m_R;
                                  tVec = ccp.localAnchor2;
                                  r2X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  r2Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
  
                                  // Relative velocity at contact
                                  //var dv = b2Math.SubtractVV( b2Math.AddVV( b2.m_linearVelocity, b2Math.b2CrossFV(b2.m_angularVelocity, r2)), b2Math.SubtractVV(b1.m_linearVelocity, b2Math.b2CrossFV(b1.m_angularVelocity, r1)));
                                  //dv = b2Math.SubtractVV(b2Math.SubtractVV( b2Math.AddVV( b2.m_linearVelocity, b2Math.b2CrossFV(b2.m_angularVelocity, r2)), b1.m_linearVelocity), b2Math.b2CrossFV(b1.m_angularVelocity, r1));
                                  dvX = b2_linearVelocity.x + (-b2_angularVelocity * r2Y) - b1_linearVelocity.x - (-b1_angularVelocity * r1Y);
                                  dvY = b2_linearVelocity.y + (b2_angularVelocity * r2X) - b1_linearVelocity.y - (b1_angularVelocity * r1X);
  
                                  // Compute normal impulse
                                  //var vn = b2Math.b2Dot(dv, normal);
                                  var vn = dvX * normalX + dvY * normalY;
                                  lambda = -ccp.normalMass * (vn - ccp.velocityBias);
  
                                  // b2Clamp the accumulated impulse
                                  newImpulse = b2Math.b2Max(ccp.normalImpulse + lambda, 0.0);
                                  lambda = newImpulse - ccp.normalImpulse;
  
                                  // Apply contact impulse
                                  //P = b2Math.MulFV(lambda, normal);
                                  PX = lambda * normalX;
                                  PY = lambda * normalY;
  
                                  //b1.m_linearVelocity.Subtract( b2Math.MulFV( invMass1, P ) );
                                  b1_linearVelocity.x -= invMass1 * PX;
                                  b1_linearVelocity.y -= invMass1 * PY;
                                  b1_angularVelocity -= invI1 * (r1X * PY - r1Y * PX);
  
                                  //b2.m_linearVelocity.Add( b2Math.MulFV( invMass2, P ) );
                                  b2_linearVelocity.x += invMass2 * PX;
                                  b2_linearVelocity.y += invMass2 * PY;
                                  b2_angularVelocity += invI2 * (r2X * PY - r2Y * PX);
  
                                  ccp.normalImpulse = newImpulse;
  
                                  // MOVED FROM BELOW
                                  // Relative velocity at contact
                                  //var dv = b2.m_linearVelocity + b2Cross(b2.m_angularVelocity, r2) - b1.m_linearVelocity - b2Cross(b1.m_angularVelocity, r1);
                                  //dv =  b2Math.SubtractVV(b2Math.SubtractVV(b2Math.AddVV(b2.m_linearVelocity, b2Math.b2CrossFV(b2.m_angularVelocity, r2)), b1.m_linearVelocity), b2Math.b2CrossFV(b1.m_angularVelocity, r1));
                                  dvX = b2_linearVelocity.x + (-b2_angularVelocity * r2Y) - b1_linearVelocity.x - (-b1_angularVelocity * r1Y);
                                  dvY = b2_linearVelocity.y + (b2_angularVelocity * r2X) - b1_linearVelocity.y - (b1_angularVelocity * r1X);
  
                                  // Compute tangent impulse
                                  var vt = dvX*tangentX + dvY*tangentY;
                                  lambda = ccp.tangentMass * (-vt);
  
                                  // b2Clamp the accumulated impulse
                                  var maxFriction = c.friction * ccp.normalImpulse;
                                  newImpulse = b2Math.b2Clamp(ccp.tangentImpulse + lambda, -maxFriction, maxFriction);
                                  lambda = newImpulse - ccp.tangentImpulse;
  
                                  // Apply contact impulse
                                  //P = b2Math.MulFV(lambda, tangent);
                                  PX = lambda * tangentX;
                                  PY = lambda * tangentY;
  
                                  //b1.m_linearVelocity.Subtract( b2Math.MulFV( invMass1, P ) );
                                  b1_linearVelocity.x -= invMass1 * PX;
                                  b1_linearVelocity.y -= invMass1 * PY;
                                  b1_angularVelocity -= invI1 * (r1X * PY - r1Y * PX);
  
                                  //b2.m_linearVelocity.Add( b2Math.MulFV( invMass2, P ) );
                                  b2_linearVelocity.x += invMass2 * PX;
                                  b2_linearVelocity.y += invMass2 * PY;
                                  b2_angularVelocity += invI2 * (r2X * PY - r2Y * PX);
  
                                  ccp.tangentImpulse = newImpulse;
                          }
  
                          // Solver tangent constraints
                          // MOVED ABOVE FOR EFFICIENCY
                          /*for (j = 0; j < tCount; ++j)
                          {
                                  ccp = c.points[ j ];
  
                                  //r1 = b2Math.b2MulMV(b1.m_R, ccp.localAnchor1);
                                  tMat = b1.m_R;
                                  tVec = ccp.localAnchor1;
                                  r1X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  r1Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
                                  //r2 = b2Math.b2MulMV(b2.m_R, ccp.localAnchor2);
                                  tMat = b2.m_R;
                                  tVec = ccp.localAnchor2;
                                  r2X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  r2Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
  
                                  // Relative velocity at contact
                                  //var dv = b2.m_linearVelocity + b2Cross(b2.m_angularVelocity, r2) - b1.m_linearVelocity - b2Cross(b1.m_angularVelocity, r1);
                                  //dv =  b2Math.SubtractVV(b2Math.SubtractVV(b2Math.AddVV(b2.m_linearVelocity, b2Math.b2CrossFV(b2.m_angularVelocity, r2)), b1.m_linearVelocity), b2Math.b2CrossFV(b1.m_angularVelocity, r1));
                                  dvX = b2_linearVelocity.x + (-b2_angularVelocity * r2Y) - b1_linearVelocity.x - (-b1_angularVelocity * r1Y);
                                  dvY = b2_linearVelocity.y + (b2_angularVelocity * r2X) - b1_linearVelocity.y - (b1_angularVelocity * r1X);
  
                                  // Compute tangent impulse
                                  var vt = dvX*tangentX + dvY*tangentY;
                                  lambda = ccp.tangentMass * (-vt);
  
                                  // b2Clamp the accumulated impulse
                                  var maxFriction = c.friction * ccp.normalImpulse;
                                  newImpulse = b2Math.b2Clamp(ccp.tangentImpulse + lambda, -maxFriction, maxFriction);
                                  lambda = newImpulse - ccp.tangentImpulse;
  
                                  // Apply contact impulse
                                  //P = b2Math.MulFV(lambda, tangent);
                                  PX = lambda * tangentX;
                                  PY = lambda * tangentY;
  
                                  //b1.m_linearVelocity.Subtract( b2Math.MulFV( invMass1, P ) );
                                  b1_linearVelocity.x -= invMass1 * PX;
                                  b1_linearVelocity.y -= invMass1 * PY;
                                  b1_angularVelocity -= invI1 * (r1X * PY - r1Y * PX);
  
                                  //b2.m_linearVelocity.Add( b2Math.MulFV( invMass2, P ) );
                                  b2_linearVelocity.x += invMass2 * PX;
                                  b2_linearVelocity.y += invMass2 * PY;
                                  b2_angularVelocity += invI2 * (r2X * PY - r2Y * PX);
  
                                  ccp.tangentImpulse = newImpulse;
                          }*/
  
                          // Update angular velocity
                          b1.m_angularVelocity = b1_angularVelocity;
                          b2.m_angularVelocity = b2_angularVelocity;
                  }
          },
          SolvePositionConstraints: function(beta){
                  var minSeparation = 0.0;
  
                  var tMat;
                  var tVec;
  
                  for (var i = 0; i < this.m_constraintCount; ++i)
                  {
                          var c = this.m_constraints[ i ];
                          var b1 = c.body1;
                          var b2 = c.body2;
                          var b1_position = b1.m_position;
                          var b1_rotation = b1.m_rotation;
                          var b2_position = b2.m_position;
                          var b2_rotation = b2.m_rotation;
  
                          var invMass1 = b1.m_invMass;
                          var invI1 = b1.m_invI;
                          var invMass2 = b2.m_invMass;
                          var invI2 = b2.m_invI;
                          //var normal = new b2Vec2(c.normal.x, c.normal.y);
                          var normalX = c.normal.x;
                          var normalY = c.normal.y;
                          //var tangent = b2Math.b2CrossVF(normal, 1.0);
                          var tangentX = normalY;
                          var tangentY = -normalX;
  
                          // Solver normal constraints
                          var tCount = c.pointCount;
                          for (var j = 0; j < tCount; ++j)
                          {
                                  var ccp = c.points[ j ];
  
                                  //r1 = b2Math.b2MulMV(b1.m_R, ccp.localAnchor1);
                                  tMat = b1.m_R;
                                  tVec = ccp.localAnchor1;
                                  var r1X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  var r1Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
                                  //r2 = b2Math.b2MulMV(b2.m_R, ccp.localAnchor2);
                                  tMat = b2.m_R;
                                  tVec = ccp.localAnchor2;
                                  var r2X = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y
                                  var r2Y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y
  
                                  //var p1 = b2Math.AddVV(b1.m_position, r1);
                                  var p1X = b1_position.x + r1X;
                                  var p1Y = b1_position.y + r1Y;
  
                                  //var p2 = b2Math.AddVV(b2.m_position, r2);
                                  var p2X = b2_position.x + r2X;
                                  var p2Y = b2_position.y + r2Y;
  
                                  //var dp = b2Math.SubtractVV(p2, p1);
                                  var dpX = p2X - p1X;
                                  var dpY = p2Y - p1Y;
  
                                  // Approximate the current separation.
                                  //var separation = b2Math.b2Dot(dp, normal) + ccp.separation;
                                  var separation = (dpX*normalX + dpY*normalY) + ccp.separation;
  
                                  // Track max constraint error.
                                  minSeparation = b2Math.b2Min(minSeparation, separation);
  
                                  // Prevent large corrections and allow slop.
                                  var C = beta * b2Math.b2Clamp(separation + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0);
  
                                  // Compute normal impulse
                                  var dImpulse = -ccp.normalMass * C;
  
                                  // b2Clamp the accumulated impulse
                                  var impulse0 = ccp.positionImpulse;
                                  ccp.positionImpulse = b2Math.b2Max(impulse0 + dImpulse, 0.0);
                                  dImpulse = ccp.positionImpulse - impulse0;
  
                                  //var impulse = b2Math.MulFV( dImpulse, normal );
                                  var impulseX = dImpulse * normalX;
                                  var impulseY = dImpulse * normalY;
  
                                  //b1.m_position.Subtract( b2Math.MulFV( invMass1, impulse ) );
                                  b1_position.x -= invMass1 * impulseX;
                                  b1_position.y -= invMass1 * impulseY;
                                  b1_rotation -= invI1 * (r1X * impulseY - r1Y * impulseX);
                                  b1.m_R.Set(b1_rotation);
  
                                  //b2.m_position.Add( b2Math.MulFV( invMass2, impulse ) );
                                  b2_position.x += invMass2 * impulseX;
                                  b2_position.y += invMass2 * impulseY;
                                  b2_rotation += invI2 * (r2X * impulseY - r2Y * impulseX);
                                  b2.m_R.Set(b2_rotation);
                          }
                          // Update body rotations
                          b1.m_rotation = b1_rotation;
                          b2.m_rotation = b2_rotation;
                  }
  
                  return minSeparation >= -b2Settings.b2_linearSlop;
          },
          PostSolve: function(){
                  for (var i = 0; i < this.m_constraintCount; ++i)
                  {
                          var c = this.m_constraints[ i ];
                          var m = c.manifold;
  
                          for (var j = 0; j < c.pointCount; ++j)
                          {
                                  var mPoint = m.points[j];
                                  var cPoint = c.points[j];
                                  mPoint.normalImpulse = cPoint.normalImpulse;
                                  mPoint.tangentImpulse = cPoint.tangentImpulse;
                          }
                  }
          },
  
          m_allocator: null,
          m_constraints: new Array(),
          m_constraintCount: 0};
  


(C) Æliens 20/2/2008

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