110 float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
126 m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
130 m_mass.
ez.
z = invM != 0.0f ? 1.0f / invM : 0.0f;
132 else if (K.
ez.
z == 0.0f)
207 b2Vec3 Cdot(Cdot1.
x, Cdot1.
y, Cdot2);
234 b2Rot qA(aA), qB(aB);
242 float32 positionError, angularError;
245 K.
ex.
x = mA + mB + rA.
y * rA.
y * iA + rB.
y * rB.
y * iB;
246 K.
ey.
x = -rA.
y * rA.
x * iA - rB.
y * rB.
x * iB;
247 K.
ez.
x = -rA.
y * iA - rB.
y * iB;
249 K.
ey.
y = mA + mB + rA.
x * rA.
x * iA + rB.
x * rB.
x * iB;
250 K.
ez.
y = rA.
x * iA + rB.
x * iB;
257 b2Vec2 C1 = cB + rB - cA - rA;
259 positionError = C1.
Length();
272 b2Vec2 C1 = cB + rB - cA - rA;
275 positionError = C1.
Length();
276 angularError =
b2Abs(C2);
288 impulse.
Set(impulse2.
x, impulse2.
y, 0.0f);
294 aA -= iA * (
b2Cross(rA, P) + impulse.
z);
297 aB += iB * (
b2Cross(rB, P) + impulse.
z);
334 b2Log(
" b2WeldJointDef jd;\n");
335 b2Log(
" jd.bodyA = bodies[%d];\n", indexA);
336 b2Log(
" jd.bodyB = bodies[%d];\n", indexB);
343 b2Log(
" joints[%d] = m_world->CreateJoint(&jd);\n",
m_index);
b2Vec2 b2Mul(const b2Mat22 &A, const b2Vec2 &v)
void SolveVelocityConstraints(const b2SolverData &data)
float32 referenceAngle
The bodyB angle minus bodyA angle in the reference state (radians).
void b2Log(const char *string,...)
Logging function.
b2Vec2 localAnchorB
The local anchor point relative to bodyB's origin.
void GetInverse22(b2Mat33 *M) const
float32 dampingRatio
The damping ratio. 0 = no damping, 1 = critical damping.
b2Vec2 GetWorldPoint(const b2Vec2 &localPoint) const
b2Vec2 b2Mul22(const b2Mat33 &A, const b2Vec2 &v)
Multiply a matrix times a vector.
b2Vec2 localCenter
local center of mass position
float32 b2Cross(const b2Vec2 &a, const b2Vec2 &b)
Perform the cross product on two vectors. In 2D this produces a scalar.
A 2D column vector with 3 elements.
void SetZero()
Set this vector to all zeros.
A rigid body. These are created via b2World::CreateBody.
void Dump()
Dump to b2Log.
b2Vec2 GetAnchorA() const
Get the anchor point on bodyA in world coordinates.
float32 GetReactionTorque(float32 inv_dt) const
Get the reaction torque on bodyB in N*m.
b2Vec2 localAnchorA
The local anchor point relative to bodyA's origin.
void InitVelocityConstraints(const b2SolverData &data)
GLint GLenum GLsizei GLint GLsizei const GLvoid * data
b2Vec2 GetReactionForce(float32 inv_dt) const
Get the reaction force on bodyB at the joint anchor in Newtons.
A 3-by-3 matrix. Stored in column-major order.
b2Vec2 GetLocalPoint(const b2Vec2 &worldPoint) const
b2Vec2 Solve22(const b2Vec2 &b) const
b2WeldJoint(const b2WeldJointDef *def)
b2Vec3 Solve33(const b2Vec3 &b) const
void GetSymInverse33(b2Mat33 *M) const
Returns the zero matrix if singular.
void Set(float32 x_, float32 y_, float32 z_)
Set this vector to some specified coordinates.
bool SolvePositionConstraints(const b2SolverData &data)
b2Body * bodyA
The first attached body.
void Initialize(b2Body *bodyA, b2Body *bodyB, const b2Vec2 &anchor)
float32 Length() const
Get the length of this vector (the norm).
b2Body * bodyB
The second attached body.
b2Vec2 GetAnchorB() const
Get the anchor point on bodyB in world coordinates.
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble f