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physics2d_constraints.ts
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physics2d_constraints.ts
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/*{# Copyright (c) 2012 Turbulenz Limited #}*/
/*
* @title: 2D Physics constraints
* @description:
* This sample shows how to create each of the 2D physics constraints
* (point, weld, distance, line, angle, motor, pulley and custom).
* Each object in the scene can be manipulated with the mouse to see how the constraints work.
*/
/*{{ javascript("jslib/observer.js") }}*/
/*{{ javascript("jslib/requesthandler.js") }}*/
/*{{ javascript("jslib/utilities.js") }}*/
/*{{ javascript("jslib/services/turbulenzservices.js") }}*/
/*{{ javascript("jslib/services/turbulenzbridge.js") }}*/
/*{{ javascript("jslib/services/gamesession.js") }}*/
/*{{ javascript("jslib/services/mappingtable.js") }}*/
/*{{ javascript("jslib/shadermanager.js") }}*/
/*{{ javascript("jslib/physics2ddevice.js") }}*/
/*{{ javascript("jslib/draw2d.js") }}*/
/*{{ javascript("jslib/boxtree.js") }}*/
/*{{ javascript("jslib/physics2ddebugdraw.js") }}*/
/*{{ javascript("jslib/fontmanager.js") }}*/
/*{{ javascript("scripts/htmlcontrols.js") }}*/
/*global TurbulenzEngine: true */
/*global TurbulenzServices: false */
/*global RequestHandler: false */
/*global Physics2DDevice: false */
/*global Draw2D: false */
/*global FontManager: false */
/*global ShaderManager: false */
/*global Physics2DDebugDraw: false */
/*global HTMLControls: false */
TurbulenzEngine.onload = function onloadFn()
{
//==========================================================================
// HTML Controls
//==========================================================================
var htmlControls;
var elasticConstraints = false;
var frequency = 1;
var damping = 0.1;
//==========================================================================
// Turbulenz Initialization
//==========================================================================
var graphicsDevice = TurbulenzEngine.createGraphicsDevice({});
var mathDevice = TurbulenzEngine.createMathDevice({});
var requestHandler = RequestHandler.create({});
var fontManager = FontManager.create(graphicsDevice, requestHandler);
var shaderManager = ShaderManager.create(graphicsDevice, requestHandler);
var font, shader, gameSession;
function sessionCreated()
{
TurbulenzServices.createMappingTable(
requestHandler,
gameSession,
function (mappingTable)
{
var urlMapping = mappingTable.urlMapping;
var assetPrefix = mappingTable.assetPrefix;
shaderManager.setPathRemapping(urlMapping, assetPrefix);
fontManager.setPathRemapping(urlMapping, assetPrefix);
fontManager.load('fonts/hero.fnt', function (fontObject)
{
font = fontObject;
});
shaderManager.load('shaders/font.cgfx', function (shaderObject)
{
shader = shaderObject;
});
}
);
}
gameSession = TurbulenzServices.createGameSession(requestHandler, sessionCreated);
//==========================================================================
// Physics2D/Draw2D (Use Draw2D to define viewport scalings)
//==========================================================================
// set up.
var phys2D = Physics2DDevice.create();
// size of physics stage.
var stageWidth = 40; // meters
var stageHeight = 20; // meters
var draw2D = Draw2D.create({
graphicsDevice : graphicsDevice
});
var debug = Physics2DDebugDraw.create({
graphicsDevice : graphicsDevice
});
// Configure draw2D viewport to the physics stage.
// As well as the physics2D debug-draw viewport.
draw2D.configure({
viewportRectangle : [0, 0, stageWidth, stageHeight],
scaleMode : 'scale'
});
debug.setPhysics2DViewport([0, 0, stageWidth, stageHeight]);
var world = phys2D.createWorld({
gravity : [0, 20] // 20 m/s/s
});
// Create a static body at (0, 0) with no rotation
// which we add to the world to use as the first body
// in hand constraint. We set anchor for this body
// as the cursor position in physics coordinates.
var staticReferenceBody = phys2D.createRigidBody({
type : 'static'
});
world.addRigidBody(staticReferenceBody);
var handConstraint = null;
function reset()
{
// Remove all bodies and constraints from world.
world.clear();
handConstraint = null;
// Create a static body around the stage to stop objects leaving the viewport.
// And walls between each constraint section.
var border = phys2D.createRigidBody({
type : 'static'
});
var thickness = 0.01; // 1cm
var i;
for (i = 0; i <= 4; i += 1)
{
var x = (stageWidth / 4) * i;
border.addShape(phys2D.createPolygonShape({
vertices : phys2D.createRectangleVertices(x - thickness, 0, x + thickness, stageHeight)
}));
}
for (i = 0; i <= 2; i += 1)
{
var y = (stageHeight / 2) * i;
border.addShape(phys2D.createPolygonShape({
vertices : phys2D.createRectangleVertices(0, y - thickness, stageWidth, y + thickness)
}));
}
world.addRigidBody(border);
function circle(x: number, y: number, radius: number, pinned?: boolean)
{
var body = phys2D.createRigidBody({
shapes : [
phys2D.createCircleShape({
radius : radius
})
],
position : [x, y]
});
world.addRigidBody(body);
if (pinned)
{
var pin = phys2D.createPointConstraint({
bodyA : staticReferenceBody,
bodyB : body,
anchorA : [x, y],
anchorB : [0, 0],
userData : "pin"
});
world.addConstraint(pin);
}
return body;
}
var bodyA, bodyB, worldAnchor;
// ------------------------------------
// Point Constraint
bodyA = circle(3.3, 5, 1);
bodyB = circle(6.6, 5, 1);
worldAnchor = [5, 5];
var pointConstraint = phys2D.createPointConstraint({
bodyA : bodyA,
bodyB : bodyB,
anchorA : bodyA.transformWorldPointToLocal(worldAnchor),
anchorB : bodyB.transformWorldPointToLocal(worldAnchor),
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(pointConstraint);
// ------------------------------------
// Weld Constraint
bodyA = circle(13.3, 5, 1);
bodyB = circle(16.6, 5, 1);
worldAnchor = [15, 5];
var weldConstraint = phys2D.createWeldConstraint({
bodyA : bodyA,
bodyB : bodyB,
anchorA : bodyA.transformWorldPointToLocal(worldAnchor),
anchorB : bodyB.transformWorldPointToLocal(worldAnchor),
phase : 0,
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(weldConstraint);
// ------------------------------------
// Distance Constraint
bodyA = circle(23.3, 5, 1);
bodyB = circle(26.6, 5, 1);
var distanceConstraint = phys2D.createDistanceConstraint({
bodyA : bodyA,
bodyB : bodyB,
anchorA : [1, 0],
anchorB : [-1, 0],
lowerBound : 1,
upperBound : 3,
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(distanceConstraint);
// ------------------------------------
// Line Constraint
bodyA = circle(33.3, 5, 1);
bodyB = circle(36.6, 5, 1);
worldAnchor = [35, 5];
var lineConstraint = phys2D.createLineConstraint({
bodyA : bodyA,
bodyB : bodyB,
anchorA : bodyA.transformWorldPointToLocal(worldAnchor),
anchorB : bodyB.transformWorldPointToLocal(worldAnchor),
axis : [0, 1],
lowerBound : -1,
upperBound : 1,
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(lineConstraint);
// ------------------------------------
// Angle Constraint
bodyA = circle(3, 15, 1.5, true);
bodyB = circle(7, 15, 1.5, true);
var angleConstraint = phys2D.createAngleConstraint({
bodyA : bodyA,
bodyB : bodyB,
ratio : 3,
lowerBound : -Math.PI * 2,
upperBound : Math.PI * 2,
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(angleConstraint);
// ------------------------------------
// Motor Constraint
bodyA = circle(13, 15, 1.5, true);
bodyB = circle(17, 15, 1.5, true);
var motorConstraint = phys2D.createMotorConstraint({
bodyA : bodyA,
bodyB : bodyB,
ratio : 4,
rate : 20
});
world.addConstraint(motorConstraint);
// ------------------------------------
// Pulley Constraint
var bodyC;
bodyA = circle(23.3, 16.6, 0.5);
bodyB = circle(25, 13.3, 1, true);
bodyC = circle(26.6, 16.6, 0.5);
// Additional distance constraints to prevent pulley
// becoming degenerate when one side becomes 0 length.
var distanceA = phys2D.createDistanceConstraint({
bodyA : bodyA,
bodyB : bodyB,
lowerBound : 0.25,
upperBound : Number.POSITIVE_INFINITY,
anchorA : [0, -0.5],
anchorB : [-1, 0],
userData : 'pin'
});
world.addConstraint(distanceA);
var distanceB = phys2D.createDistanceConstraint({
bodyA : bodyC,
bodyB : bodyB,
lowerBound : 0.25,
upperBound : Number.POSITIVE_INFINITY,
anchorA : [0, -0.5],
anchorB : [1, 0],
userData : 'pin'
});
world.addConstraint(distanceB);
var pulleyConstraint = phys2D.createPulleyConstraint({
bodyA : bodyA,
bodyB : bodyB,
bodyC : bodyB,
bodyD : bodyC,
anchorA : [0, -0.5],
anchorB : [-1, 0],
anchorC : [1, 0],
anchorD : [0, -0.5],
ratio : 2,
lowerBound : 6,
upperBound : 8,
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(pulleyConstraint);
// ------------------------------------
// Custom Constraint
bodyA = circle(35, 13.3, 1);
bodyB = circle(35, 16.6, 1, true);
// Additional line constraint to pin upper body to rack.
var line = phys2D.createLineConstraint({
bodyA : staticReferenceBody,
bodyB : bodyA,
anchorA : [35, 13.3],
anchorB : [0, 0],
axis : [1, 0],
lowerBound : -5,
upperBound : 5,
userData : 'pin'
});
world.addConstraint(line);
// Custom constraint defined so that the x-position of
// the first body, is equal to the rotation of the
// second body.
//
// Constraint equation:
// (pi / 5) * (bodyA.posX - 35) - bodyB.rotation = 0
//
// Time Derivative (Velocity constraint):
// (pi / 5) * bodyA.velX - bodyB.angularVel = 0
//
// Partial derivatives of velocity constraint (Jacobian)
// velAx velAy angVelA velBx velBy angVelB
// [ (pi / 5), 0, 0, 0, 0, -1 ]
//
var user = phys2D.createCustomConstraint({
bodies : [bodyA, bodyB],
dimension : 1,
position : function positionFn(data, index)
{
var bodyA = this.bodies[0];
var bodyB = this.bodies[1];
data[index] = (Math.PI / 5 * (bodyA.getPosition()[0] - 35)) - bodyB.getRotation();
},
jacobian : function jacobianFn(data, index)
{
data[index] = (Math.PI / 5);
data[index + 1] = 0;
data[index + 2] = 0;
data[index + 3] = 0;
data[index + 4] = 0;
data[index + 5] = -1;
},
debugDraw : function debugDrawFn(debug, stiff)
{
if (stiff)
{
return;
}
var bodyA = this.bodies[0];
var bodyB = this.bodies[1];
var posA = bodyA.getPosition();
var posB = bodyB.getPosition();
// target for x-position of bodyA
var targetX = ((bodyB.getRotation()) / (Math.PI / 5)) + 35;
// target for rotation of bodyB
var targetR = (Math.PI / 5 * (posA[0] - 35));
// 3 pixel spring radius
var radius = 3 * debug.screenToPhysics2D;
debug.drawLinearSpring(posA[0], posA[1], targetX, posA[1], 3, radius, [1, 0, 0, 1]);
debug.drawSpiralSpring(posB[0], posB[1], targetR, bodyB.getRotation(), radius, radius * 2, [0, 0, 1, 1]);
},
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
world.addConstraint(user);
}
reset();
function invalidateConstraints()
{
var constraints = world.constraints;
var limit = constraints.length;
var i;
for (i = 0; i < limit; i += 1)
{
var con = constraints[i];
// Don't re-configure hand or pin constraints.
if (con === handConstraint || con.userData === "pin")
{
continue;
}
con.configure({
stiff : (!elasticConstraints),
frequency : frequency,
damping : damping
});
}
}
//==========================================================================
// Mouse/Keyboard controls
//==========================================================================
var inputDevice = TurbulenzEngine.createInputDevice({});
var keyCodes = inputDevice.keyCodes;
var mouseCodes = inputDevice.mouseCodes;
var mouseX = 0;
var mouseY = 0;
var onMouseOver = function mouseOverFn(x, y)
{
mouseX = x;
mouseY = y;
};
inputDevice.addEventListener('mouseover', onMouseOver);
var onKeyUp = function onKeyUpFn(keynum)
{
if (keynum === keyCodes.R) // 'r' key
{
reset();
}
};
inputDevice.addEventListener('keyup', onKeyUp);
var onMouseDown = function onMouseDownFn(code, x, y)
{
mouseX = x;
mouseY = y;
if (handConstraint)
{
return;
}
var point = draw2D.viewportMap(x, y);
var body;
if (code === mouseCodes.BUTTON_0) // Left button
{
var bodies = [];
var numBodies = world.bodyPointQuery(point, bodies);
var i;
for (i = 0; i < numBodies; i += 1)
{
body = bodies[i];
if (body.isDynamic())
{
handConstraint = phys2D.createPointConstraint({
bodyA : staticReferenceBody,
bodyB : body,
anchorA : point,
anchorB : body.transformWorldPointToLocal(point),
stiff : false,
maxForce : 1e5
});
world.addConstraint(handConstraint);
}
}
}
};
inputDevice.addEventListener('mousedown', onMouseDown);
var onMouseLeaveUp = function onMouseLeaveUpFn()
{
if (handConstraint)
{
world.removeConstraint(handConstraint);
handConstraint = null;
}
};
inputDevice.addEventListener('mouseleave', onMouseLeaveUp);
inputDevice.addEventListener('mouseup', onMouseLeaveUp);
//==========================================================================
// Main loop.
//==========================================================================
var realTime = 0;
var prevTime = TurbulenzEngine.time;
var fontTechnique, fontTechniqueParameters;
function mainLoop()
{
if (!graphicsDevice.beginFrame())
{
return;
}
inputDevice.update();
graphicsDevice.clear([0.3, 0.3, 0.3, 1.0]);
if (handConstraint)
{
handConstraint.setAnchorA(draw2D.viewportMap(mouseX, mouseY));
}
var curTime = TurbulenzEngine.time;
var timeDelta = (curTime - prevTime);
// Prevent trying to simulate too much time at once!
if (timeDelta > (1 / 20))
{
timeDelta = (1 / 20);
}
realTime += timeDelta;
prevTime = curTime;
while (world.simulatedTime < realTime)
{
world.step(1 / 60);
}
// physics2D debug drawing.
debug.setScreenViewport(draw2D.getScreenSpaceViewport());
debug.begin();
debug.drawWorld(world);
debug.end();
// Draw fonts.
graphicsDevice.setTechnique(fontTechnique);
fontTechniqueParameters.clipSpace = mathDevice.v4Build(2 / graphicsDevice.width, -2 / graphicsDevice.height, -1, 1,
fontTechniqueParameters.clipSpace);
graphicsDevice.setTechniqueParameters(fontTechniqueParameters);
function segmentFont(x, y, text, height)
{
var topLeft = draw2D.viewportUnmap(x, y);
var bottomRight = draw2D.viewportUnmap(x + 10, y + height);
font.drawTextRect(text, {
rect : [topLeft[0], topLeft[1], bottomRight[0] - topLeft[0], bottomRight[1] - topLeft[1]],
scale : 1.0,
spacing : 0,
alignment : 1
});
}
var titleHeight = 0.75;
segmentFont(0, 0, "Point", titleHeight);
segmentFont(10, 0, "Weld", titleHeight);
segmentFont(20, 0, "Distance", titleHeight);
segmentFont(30, 0, "Line", titleHeight);
segmentFont(0, 10, "Angle", titleHeight);
segmentFont(10, 10, "Motor", titleHeight);
segmentFont(20, 10, "Pulley", titleHeight);
segmentFont(30, 10, "Custom", titleHeight);
graphicsDevice.endFrame();
}
var intervalID = 0;
function loadingLoop()
{
if (font && shader)
{
fontTechnique = shader.getTechnique('font');
fontTechniqueParameters = graphicsDevice.createTechniqueParameters({
clipSpace : mathDevice.v4BuildZero(),
alphaRef : 0.01,
color : mathDevice.v4BuildOne()
});
TurbulenzEngine.clearInterval(intervalID);
intervalID = TurbulenzEngine.setInterval(mainLoop, 1000 / 60);
}
}
intervalID = TurbulenzEngine.setInterval(loadingLoop, 100);
//==========================================================================
function loadHtmlControls()
{
htmlControls = HTMLControls.create();
htmlControls.addCheckboxControl({
id : "elasticConstraints",
value : "elasticConstraints",
isSelected : elasticConstraints,
fn: function ()
{
elasticConstraints = !elasticConstraints;
invalidateConstraints();
return elasticConstraints;
}
});
htmlControls.addSliderControl({
id: "frequencySlider",
value: (frequency),
max: 10,
min: 0.25,
step: 0.25,
fn: function ()
{
frequency = this.value;
htmlControls.updateSlider("frequencySlider", frequency);
if (elasticConstraints)
{
invalidateConstraints();
}
}
});
htmlControls.addSliderControl({
id: "dampingSlider",
value: (damping),
max: 2,
min: 0,
step: 0.25,
fn: function ()
{
damping = this.value;
htmlControls.updateSlider("dampingSlider", damping);
if (elasticConstraints)
{
invalidateConstraints();
}
}
});
htmlControls.register();
}
loadHtmlControls();
// Create a scene destroy callback to run when the window is closed
TurbulenzEngine.onunload = function destroyScene()
{
if (intervalID)
{
TurbulenzEngine.clearInterval(intervalID);
}
if (gameSession)
{
gameSession.destroy();
gameSession = null;
}
};
};