/**
* from OimoPhysics DEV 1.1.0a AS3
* @author Saharan / http://el-ement.com/
*
* to Oimo.js 2015 JAVASCRIPT
* @author LoTh / http://lo-th.github.io/labs/
*/
var OIMO = {
REVISION: "1.2",
// Global identification of next shape.
// This will be incremented every time a shape is created.
nextID: 0,
proxyID: 0,
// BroadPhase
BR_NULL: 0,
BR_BRUTE_FORCE: 1,
BR_SWEEP_AND_PRUNE: 2,
BR_BOUNDING_VOLUME_TREE: 3,
// body type
BODY_NULL: 0,
BODY_DYNAMIC: 1,
BODY_STATIC: 2,
// shape type
SHAPE_NULL: 0,
SHAPE_SPHERE: 1,
SHAPE_BOX: 2,
SHAPE_CYLINDER: 3,
SHAPE_TETRA: 4,
// joint type
JOINT_NULL: 0,
JOINT_DISTANCE: 1,
JOINT_BALL_AND_SOCKET: 2,
JOINT_HINGE: 3,
JOINT_WHEEL: 4,
JOINT_SLIDER: 5,
JOINT_PRISMATIC: 6,
// this world scale defaut is 0.1 to 10 meters max for dynamique body
// scale all by 100 so object is between 10 to 10000 three unit.
WORLD_SCALE: 100,
INV_SCALE: 0.01,
// AABB aproximation
AABB_PROX: 0.005,
// Math function
sqrt: Math.sqrt,
abs: Math.abs,
floor: Math.floor,
cos: Math.cos,
sin: Math.sin,
acos: Math.acos,
asin: Math.asin,
atan2: Math.atan2,
round: Math.round,
pow: Math.pow,
max: Math.max,
min: Math.min,
random: Math.random,
lerp: function (a, b, percent) { return a + (b - a) * percent; },
rand: function (a, b) { return OIMO.lerp(a, b, OIMO.random()); },
randInt: function (a, b, n) { return OIMO.lerp(a, b, OIMO.random()).toFixed(n || 0) * 1; },
int: function (x) { return ~~x; },
fix: function (x, n) { return x.toFixed(n || 3, 10); },
clamp: function (value, min, max) { return OIMO.max(min, OIMO.min(max, value)); },
degtorad: 0.0174532925199432957,
radtodeg: 57.295779513082320876,
PI: 3.141592653589793,
TwoPI: 6.283185307179586,
PI90: 1.570796326794896,
PI270: 4.712388980384689,
CustomError: null,
Error: function (Class, Msg) {
if (OIMO.CustomError == null) console.error(Class, Msg);
else OIMO.CustomError.innerHTML += Class + " - " + Msg + '
';
}
};
var OIMO_ARRAY_TYPE;
if (!OIMO_ARRAY_TYPE) { OIMO_ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array; }
try {
(function (w) {
var perfNow;
var perfNowNames = ['now', 'webkitNow', 'msNow', 'mozNow'];
if (!!w['performance']) for (var i = 0; i < perfNowNames.length; ++i) {
var n = perfNowNames[i];
if (!!w['performance'][n]) {
perfNow = function () { return w['performance'][n]() };
break;
}
}
if (!perfNow) perfNow = Date.now;
//w.perfNow = perfNow;
OIMO.now = perfNow;
})(window);
} catch (e) { OIMO.now = function () { return 0; }; }
/**
* The class of physical computing world.
* You must be added to the world physical all computing objects
* @author saharan
* @author lo-th
*/
OIMO.World = function (TimeStep, BroadPhaseType, Iterations, NoStat) {
// The time between each step
this.timeStep = TimeStep || 0.01666; // 1/60;
// The number of iterations for constraint solvers.
this.numIterations = Iterations || 8;
// It is a wide-area collision judgment that is used in order to reduce as much as possible a detailed collision judgment.
switch (BroadPhaseType || 2) {
case 1: this.broadPhase = new OIMO.BruteForceBroadPhase(); break;
case 2: default: this.broadPhase = new OIMO.SAPBroadPhase(); break;
case 3: this.broadPhase = new OIMO.DBVTBroadPhase(); break;
}
// This is the detailed information of the performance.
this.performance = null;
this.isNoStat = NoStat || false;
if (!this.isNoStat) this.performance = new OIMO.Performance(this);
// Whether the constraints randomizer is enabled or not.
this.enableRandomizer = true;
// The rigid body list
this.rigidBodies = null;
// number of rigid body
this.numRigidBodies = 0;
// The contact list
this.contacts = null;
this.unusedContacts = null;
// The number of contact
this.numContacts = 0;
// The number of contact points
this.numContactPoints = 0;
// The joint list
this.joints = null;
// The number of joints.
this.numJoints = 0;
// The number of simulation islands.
this.numIslands = 0;
// The gravity in the world.
this.gravity = new OIMO.Vec3(0, -9.80665, 0);
var numShapeTypes = 5;//4;//3;
this.detectors = [];
this.detectors.length = numShapeTypes;
var i = numShapeTypes;
while (i--) {
this.detectors[i] = [];
this.detectors[i].length = numShapeTypes;
}
this.detectors[OIMO.SHAPE_SPHERE][OIMO.SHAPE_SPHERE] = new OIMO.SphereSphereCollisionDetector();
this.detectors[OIMO.SHAPE_SPHERE][OIMO.SHAPE_BOX] = new OIMO.SphereBoxCollisionDetector(false);
this.detectors[OIMO.SHAPE_BOX][OIMO.SHAPE_SPHERE] = new OIMO.SphereBoxCollisionDetector(true);
this.detectors[OIMO.SHAPE_BOX][OIMO.SHAPE_BOX] = new OIMO.BoxBoxCollisionDetector();
// CYLINDER add
this.detectors[OIMO.SHAPE_CYLINDER][OIMO.SHAPE_CYLINDER] = new OIMO.CylinderCylinderCollisionDetector();
this.detectors[OIMO.SHAPE_CYLINDER][OIMO.SHAPE_BOX] = new OIMO.BoxCylinderCollisionDetector(true);
this.detectors[OIMO.SHAPE_BOX][OIMO.SHAPE_CYLINDER] = new OIMO.BoxCylinderCollisionDetector(false);
this.detectors[OIMO.SHAPE_CYLINDER][OIMO.SHAPE_SPHERE] = new OIMO.SphereCylinderCollisionDetector(true);
this.detectors[OIMO.SHAPE_SPHERE][OIMO.SHAPE_CYLINDER] = new OIMO.SphereCylinderCollisionDetector(false);
// TETRA add
this.detectors[OIMO.SHAPE_TETRA][OIMO.SHAPE_TETRA] = new OIMO.TetraTetraCollisionDetector();
this.randX = 65535;
this.randA = 98765;
this.randB = 123456789;
//this.maxIslandRigidBodies = 64;
this.islandRigidBodies = [];
//this.islandRigidBodies.length = this.maxIslandRigidBodies;
this.islandStack = [];
//this.islandStack.length = this.maxIslandRigidBodies;
//this.maxIslandConstraints = 128;
this.islandConstraints = [];
//this.islandConstraints.length = this.maxIslandConstraints;
};
OIMO.World.prototype = {
constructor: OIMO.World,
/**
* Reset the randomizer and remove all rigid bodies, shapes, joints and any object from the world.
*/
clear: function () {
this.randX = 65535;
while (this.joints !== null) {
this.removeJoint(this.joints);
}
while (this.contacts !== null) {
this.removeContact(this.contacts);
}
while (this.rigidBodies !== null) {
this.removeRigidBody(this.rigidBodies);
}
OIMO.nextID = 0;
OIMO.proxyID = 0;
},
/**
* I'll add a rigid body to the world.
* Rigid body that has been added will be the operands of each step.
* @param rigidBody Rigid body that you want to add
*/
addRigidBody: function (rigidBody) {
if (rigidBody.parent) {
OIMO.Error("World", "It is not possible to be added to more than one world one of the rigid body");
}
rigidBody.parent = this;
rigidBody.awake();
for (var shape = rigidBody.shapes; shape !== null; shape = shape.next) {
this.addShape(shape);
}
if (this.rigidBodies !== null) (this.rigidBodies.prev = rigidBody).next = this.rigidBodies;
this.rigidBodies = rigidBody;
this.numRigidBodies++;
},
/**
* I will remove the rigid body from the world.
* Rigid body that has been deleted is excluded from the calculation on a step-by-step basis.
* @param rigidBody Rigid body to be removed
*/
removeRigidBody: function (rigidBody) {
var remove = rigidBody;
if (remove.parent !== this) return;
remove.awake();
var js = remove.jointLink;
while (js != null) {
var joint = js.joint;
js = js.next;
this.removeJoint(joint);
}
for (var shape = rigidBody.shapes; shape !== null; shape = shape.next) {
this.removeShape(shape);
}
var prev = remove.prev;
var next = remove.next;
if (prev !== null) prev.next = next;
if (next !== null) next.prev = prev;
if (this.rigidBodies == remove) this.rigidBodies = next;
remove.prev = null;
remove.next = null;
remove.parent = null;
this.numRigidBodies--;
},
getByName: function (name) {
var result = null;
var body = this.rigidBodies;
while (body !== null) {
if (body.name !== " " && body.name === name) result = body;
body = body.next;
}
var joint = this.joints;
while (joint !== null) {
if (joint.name !== "" && joint.name === name) result = joint;
joint = joint.next;
}
return result;
},
/**
* I'll add a shape to the world..
* Add to the rigid world, and if you add a shape to a rigid body that has been added to the world,
* Shape will be added to the world automatically, please do not call from outside this method.
* @param shape Shape you want to add
*/
addShape: function (shape) {
if (!shape.parent || !shape.parent.parent) {
OIMO.Error("World", "It is not possible to be added alone to shape world");
}
shape.proxy = this.broadPhase.createProxy(shape);
shape.updateProxy();
this.broadPhase.addProxy(shape.proxy);
},
/**
* I will remove the shape from the world.
* Add to the rigid world, and if you add a shape to a rigid body that has been added to the world,
* Shape will be added to the world automatically, please do not call from outside this method.
* @param shape Shape you want to delete
*/
removeShape: function (shape) {
this.broadPhase.removeProxy(shape.proxy);
shape.proxy = null;
},
/**
* I'll add a joint to the world.
* Joint that has been added will be the operands of each step.
* @param shape Joint to be added
*/
addJoint: function (joint) {
if (joint.parent) {
OIMO.Error("World", "It is not possible to be added to more than one world one of the joint");
}
if (this.joints != null) (this.joints.prev = joint).next = this.joints;
this.joints = joint;
joint.parent = this;
this.numJoints++;
joint.awake();
joint.attach();
},
/**
* I will remove the joint from the world.
* Joint that has been added will be the operands of each step.
* @param shape Joint to be deleted
*/
removeJoint: function (joint) {
var remove = joint;
var prev = remove.prev;
var next = remove.next;
if (prev !== null) prev.next = next;
if (next !== null) next.prev = prev;
if (this.joints == remove) this.joints = next;
remove.prev = null;
remove.next = null;
this.numJoints--;
remove.awake();
remove.detach();
remove.parent = null;
},
worldscale: function (scale) {
OIMO.WORLD_SCALE = scale || 100;
OIMO.INV_SCALE = 1 / OIMO.WORLD_SCALE;
},
addContact: function (s1, s2) {
var newContact;
if (this.unusedContacts !== null) {
newContact = this.unusedContacts;
this.unusedContacts = this.unusedContacts.next;
} else {
newContact = new OIMO.Contact();
}
newContact.attach(s1, s2);
newContact.detector = this.detectors[s1.type][s2.type];
if (this.contacts) (this.contacts.prev = newContact).next = this.contacts;
this.contacts = newContact;
this.numContacts++;
},
removeContact: function (contact) {
var prev = contact.prev;
var next = contact.next;
if (next) next.prev = prev;
if (prev) prev.next = next;
if (this.contacts == contact) this.contacts = next;
contact.prev = null;
contact.next = null;
contact.detach();
contact.next = this.unusedContacts;
this.unusedContacts = contact;
this.numContacts--;
},
checkContact: function (name1, name2) {
var n1, n2;
var contact = this.contacts;
while (contact !== null) {
n1 = contact.body1.name || ' ';
n2 = contact.body2.name || ' ';
if ((n1 == name1 && n2 == name2) || (n2 == name1 && n1 == name2)) { if (contact.touching) return true; else return false; }
else contact = contact.next;
}
return false;
},
callSleep: function (body) {
if (!body.allowSleep) return false;
if (body.linearVelocity.lengthSq() > 0.04) return false;
if (body.angularVelocity.lengthSq() > 0.25) return false;
return true;
},
/**
* I will proceed only time step seconds time of World.
*/
step: function () {
var time0, time1, time2, time3;
var stat = !this.isNoStat ? true : false;
if (stat) time0 = OIMO.now();
var body = this.rigidBodies;
while (body !== null) {
body.addedToIsland = false;
if (body.sleeping) {
if (
body.linearVelocity.testZero() ||
body.angularVelocity.testZero() ||
body.position.testDiff(body.sleepPosition) ||
body.orientation.testDiff(body.sleepOrientation)
) body.awake(); // awake the body
}
body = body.next;
}
//------------------------------------------------------
// UPDATE CONTACT
//------------------------------------------------------
// broad phase
if (stat) time1 = OIMO.now();
this.broadPhase.detectPairs();
var pairs = this.broadPhase.pairs;
var i = this.broadPhase.numPairs;
//do{
while (i--) {
//for(var i=0, l=numPairs; i0);
if (stat) {
time2 = OIMO.now();
this.performance.broadPhaseTime = time2 - time1;
}
// update & narrow phase
this.numContactPoints = 0;
contact = this.contacts;
while (contact !== null) {
if (!contact.persisting) {
if (contact.shape1.aabb.intersectTest(contact.shape2.aabb)) {
/*var aabb1=contact.shape1.aabb;
var aabb2=contact.shape2.aabb;
if(
aabb1.minX>aabb2.maxX || aabb1.maxXaabb2.maxY || aabb1.maxYaabb2.maxZ || aabb1.maxZ 0.5) base.sleep();
else base.updatePosition(this.timeStep);
} else {
base.sleepTime = 0;
base.updatePosition(this.timeStep);
}
this.numIslands++;
continue;
}
var islandNumRigidBodies = 0;
var islandNumConstraints = 0;
var stackCount = 1;
// add rigid body to stack
this.islandStack[0] = base;
base.addedToIsland = true;
// build an island
do {
// get rigid body from stack
body = this.islandStack[--stackCount];
this.islandStack[stackCount] = null;
body.sleeping = false;
// add rigid body to the island
this.islandRigidBodies[islandNumRigidBodies++] = body;
if (body.isStatic) continue;
// search connections
for (var cs = body.contactLink; cs !== null; cs = cs.next) {
var contact = cs.contact;
constraint = contact.constraint;
if (constraint.addedToIsland || !contact.touching) continue;// ignore
// add constraint to the island
this.islandConstraints[islandNumConstraints++] = constraint;
constraint.addedToIsland = true;
var next = cs.body;
if (next.addedToIsland) continue;
// add rigid body to stack
this.islandStack[stackCount++] = next;
next.addedToIsland = true;
}
for (var js = body.jointLink; js !== null; js = js.next) {
constraint = js.joint;
if (constraint.addedToIsland) continue;// ignore
// add constraint to the island
this.islandConstraints[islandNumConstraints++] = constraint;
constraint.addedToIsland = true;
next = js.body;
if (next.addedToIsland || !next.isDynamic) continue;
// add rigid body to stack
this.islandStack[stackCount++] = next;
next.addedToIsland = true;
}
} while (stackCount != 0);
// update velocities
var gVel = new OIMO.Vec3().addTime(this.gravity, this.timeStep);
/*var gx=this.gravity.x*this.timeStep;
var gy=this.gravity.y*this.timeStep;
var gz=this.gravity.z*this.timeStep;*/
var j = islandNumRigidBodies;
while (j--) {
//or(var j=0, l=islandNumRigidBodies; j 0.5) {
// sleep the island
j = islandNumRigidBodies;
while (j--) {
//for(j=0, l=islandNumRigidBodies;j 0) {
len = 1 / OIMO.sqrt(len);
ax *= len;
ay *= len;
az *= len;
}
var sin = OIMO.sin(rad * 0.5);
var cos = OIMO.cos(rad * 0.5);
return new OIMO.Quat(cos, sin * ax, sin * ay, sin * az);
},
//---------------------------------------------
// SET DYNAMIQUE POSITION AND ROTATION
//---------------------------------------------
setPosition: function (pos) {
this.newPosition.copy(pos).multiplyScalar(OIMO.INV_SCALE);
//this.newPosition.set(pos.x*OIMO.INV_SCALE,pos.y*OIMO.INV_SCALE,pos.z*OIMO.INV_SCALE);
this.controlPos = true;
},
setQuaternion: function (q) {
//if(this.type == this.BODY_STATIC)this.orientation.init(q.w,q.x,q.y,q.z);
this.newOrientation.set(q.x, q.y, q.z, q.w);
this.controlRot = true;
},
setRotation: function (rot) {
this.newOrientation = this.rotationVectToQuad(rot);
this.controlRot = true;
},
//---------------------------------------------
// RESET DYNAMIQUE POSITION AND ROTATION
//---------------------------------------------
resetPosition: function (x, y, z) {
this.linearVelocity.set(0, 0, 0);
this.angularVelocity.set(0, 0, 0);
this.position.set(x, y, z).multiplyScalar(OIMO.INV_SCALE);
//this.position.set( x*OIMO.INV_SCALE, y*OIMO.INV_SCALE, z*OIMO.INV_SCALE );
this.awake();
},
resetQuaternion: function (q) {
this.angularVelocity.set(0, 0, 0);
this.orientation = new OIMO.Quat(q.w, q.x, q.y, q.z);
this.awake();
},
resetRotation: function (x, y, z) {
this.angularVelocity.set(0, 0, 0);
this.orientation = this.rotationVectToQuad(new OIMO.Vec3(x, y, z));
this.awake();
},
//---------------------------------------------
// GET POSITION AND ROTATION
//---------------------------------------------
getPosition: function () {
return new OIMO.Vec3().scale(this.position, OIMO.WORLD_SCALE);
},
getRotation: function () {
return new OIMO.Euler().setFromRotationMatrix(this.rotation);
},
getQuaternion: function () {
return new OIMO.Quaternion().setFromRotationMatrix(this.rotation);
},
getMatrix: function () {
var m = this.matrix.elements;
var r, p;
if (!this.sleeping) {
// rotation matrix
r = this.rotation.elements;
m[0] = r[0]; m[1] = r[3]; m[2] = r[6]; m[3] = 0;
m[4] = r[1]; m[5] = r[4]; m[6] = r[7]; m[7] = 0;
m[8] = r[2]; m[9] = r[5]; m[10] = r[8]; m[11] = 0;
// position matrix
p = this.position;
m[12] = p.x * OIMO.WORLD_SCALE;
m[13] = p.y * OIMO.WORLD_SCALE;
m[14] = p.z * OIMO.WORLD_SCALE;
// sleep or not ?
m[15] = 0;
} else {
m[15] = 1;
}
return m;
}
};
/**
* The main class of body.
* is for simplify creation process and data access of rigidRody
* Rigid body has the shape of a single or multiple collision processing,
* all setting in object
*
* @author loth
*/
OIMO.Body = function (Obj) {
var obj = Obj || {};
if (!obj.world) return;
if (obj.type === undefined) obj.type = "box";
this.name = obj.name || '';
// obsolete use world.add(obj)
this.body = obj.world.add(obj);
/*
// the world where i am
this.parent = obj.world;
// Yep my name
this.name = obj.name || '';
// I'm dynamique or not
var move = obj.move || false;
// I can sleep or not
var noSleep = obj.noSleep || false;
// My start position
var p = obj.pos || [0,0,0];
p = p.map(function(x) { return x * OIMO.INV_SCALE; });
// My size
var s = obj.size || [1,1,1];
s = s.map(function(x) { return x * OIMO.INV_SCALE; });
// My rotation in degre
var rot = obj.rot || [0,0,0];
rot = rot.map(function(x) { return x * OIMO.TO_RAD; });
var r = [];
for (var i=0; i0){
//shapes[i].position.init(p[0]+p[n+0], p[1]+p[n+1], p[2]+p[n+2] );
shapes[i].relativePosition = new OIMO.Vec3( p[n+0], p[n+1], p[n+2] );
if(r[n2+0]) shapes[i].relativeRotation = [ r[n2+0], r[n2+1], r[n2+2], r[n2+3] ];
}
}
// I'm static or i move
if(move){
if(obj.massPos || obj.massRot)this.body.setupMass(0x1, false);
else this.body.setupMass(0x1, true);
if(noSleep) this.body.allowSleep = false;
else this.body.allowSleep = true;
} else {
this.body.setupMass(0x2);
}
this.body.name = this.name;
this.sleeping = this.body.sleeping;
// finaly add to physics world
this.parent.addRigidBody(this.body);*/
}
OIMO.Body.prototype = {
constructor: OIMO.Body,
// SET
setPosition: function (pos) {
this.body.setPosition(pos);
},
setQuaternion: function (q) {
this.body.setQuaternion(q);
},
setRotation: function (rot) {
this.body.setRotation(rot);
},
// GET
getPosition: function () {
return this.body.getPosition();
},
getRotation: function () {
return this.body.getRotation();
},
getQuaternion: function () {
return this.body.getQuaternion();
},
getMatrix: function () {
return this.body.getMatrix();
},
getSleep: function () {
return this.body.sleeping;
},
// RESET
resetPosition: function (x, y, z) {
this.body.resetPosition(x, y, z);
},
resetRotation: function (x, y, z) {
this.body.resetRotation(x, y, z);
},
// force wakeup
awake: function () {
this.body.awake();
},
// remove rigidbody
remove: function () {
this.body.dispose();
//this.parent.removeRigidBody(this.body);
},
// test if this object hit another
checkContact: function (name) {
this.body.checkContact(name);
//this.parent.checkContact(this.name, name);
}
}
/**
* The main class of link.
* is for simplify creation process and data access of Joint
* all setting in object
*
* @author loth
*/
OIMO.Link = function (Obj) {
var obj = Obj || {};
if (!obj.world) return;
if (obj.type === undefined) obj.type = "jointHinge";
this.name = obj.name || '';
// obsolete use world.add(obj)
this.joint = obj.world.add(obj);
// the world where i am
/*this.parent = obj.world;
this.name = obj.name || '';
var type = obj.type || "jointHinge";
var axe1 = obj.axe1 || [1,0,0];
var axe2 = obj.axe2 || [1,0,0];
var pos1 = obj.pos1 || [0,0,0];
var pos2 = obj.pos2 || [0,0,0];
pos1 = pos1.map(function(x){ return x * OIMO.INV_SCALE; });
pos2 = pos2.map(function(x){ return x * OIMO.INV_SCALE; });
var min, max;
if(type==="jointDistance"){
min = obj.min || 0;
max = obj.max || 10;
min = min*OIMO.INV_SCALE;
max = max*OIMO.INV_SCALE;
}else{
min = obj.min || 57.29578;
max = obj.max || 0;
min = min*OIMO.TO_RAD;
max = max*OIMO.TO_RAD;
}
var limit = obj.limit || null;
var spring = obj.spring || null;
var motor = obj.motor || null;
// joint setting
var jc = new OIMO.JointConfig();
jc.allowCollision = obj.collision || false;;
jc.localAxis1.init(axe1[0], axe1[1], axe1[2]);
jc.localAxis2.init(axe2[0], axe2[1], axe2[2]);
jc.localAnchorPoint1.init(pos1[0], pos1[1], pos1[2]);
jc.localAnchorPoint2.init(pos2[0], pos2[1], pos2[2]);
if (typeof obj.body1 == 'string' || obj.body1 instanceof String) obj.body1 = obj.world.getByName(obj.body1);
if (typeof obj.body2 == 'string' || obj.body2 instanceof String) obj.body2 = obj.world.getByName(obj.body2);
jc.body1 = obj.body1;
jc.body2 = obj.body2;
switch(type){
case "jointDistance": this.joint = new OIMO.DistanceJoint(jc, min, max);
if(spring !== null) this.joint.limitMotor.setSpring(spring[0], spring[1]);
if(motor !== null) this.joint.limitMotor.setSpring(motor[0], motor[1]);
break;
case "jointHinge": this.joint = new OIMO.HingeJoint(jc, min, max);
if(spring !== null) this.joint.limitMotor.setSpring(spring[0], spring[1]);// soften the joint ex: 100, 0.2
if(motor !== null) this.joint.limitMotor.setSpring(motor[0], motor[1]);
break;
case "jointPrisme": this.joint = new OIMO.PrismaticJoint(jc, min, max); break;
case "jointSlide": this.joint = new OIMO.SliderJoint(jc, min, max); break;
case "jointBall": this.joint = new OIMO.BallAndSocketJoint(jc); break;
case "jointWheel": this.joint = new OIMO.WheelJoint(jc);
if(limit !== null) this.joint.rotationalLimitMotor1.setLimit(limit[0], limit[1]);
if(spring !== null) this.joint.rotationalLimitMotor1.setSpring(spring[0], spring[1]);
if(motor !== null) this.joint.rotationalLimitMotor1.setSpring(motor[0], motor[1]);
break;
}
this.joint.name = this.name;
// finaly add to physics world
this.parent.addJoint(this.joint);*/
}
OIMO.Link.prototype = {
constructor: OIMO.Link,
getPosition: function () {
// array of two vect3 [point1, point2]
return this.joint.getPosition();
},
getMatrix: function () {
return this.joint.getMatrix();
},
// remove joint
remove: function () {
this.joint.dispose();
//this.parent.removeJoint(this.joint);
},
// force wakeup linked body
awake: function () {
this.joint.awake();
}
}
/**
* The Dictionary class for testing
* @author lo-th
*/
OIMO.Dictionary = function () {
this.data = {};
this.keys = [];
};
OIMO.Dictionary.prototype = {
constructor: OIMO.Dictionary,
set: function (value) {
var key = value.id;
if (!this.get[key]) this.keys.push(key);
this.data[key] = value;
},
get: function (id) {
return this.data[id];
},
del: function (value) {
var k = this.keys;
var n = k.indexOf(value.id);
if (n > -1) {
delete this.data[k[n]];
k.splice(n, 1);
}
},
reset: function () {
var data = this.data, keys = this.keys, key;
while (keys.length > 0) {
key = keys.pop();
delete data[key];
}
}
};
OIMO.Performance = function (world) {
this.parent = world;
this.infos = new OIMO_ARRAY_TYPE(13);
this.f = [0, 0, 0];
this.types = ['None', 'BruteForce', 'Sweep & Prune', 'Bounding Volume Tree'];
this.broadPhase = this.types[this.parent.broadPhase.types];
this.version = OIMO.REVISION;
this.fps = 0;
this.broadPhaseTime = 0;
this.narrowPhaseTime = 0;
this.solvingTime = 0;
//this.updatingTime = 0;
this.totalTime = 0;
};
OIMO.Performance.prototype = {
upfps: function () {
this.f[1] = Date.now();
if (this.f[1] - 1000 > this.f[0]) { this.f[0] = this.f[1]; this.fps = this.f[2]; this.f[2] = 0; } this.f[2]++;
},
updatingTime: function () {
return OIMO.fix(this.totalTime - (this.broadPhaseTime + this.narrowPhaseTime + this.solvingTime));
},
show: function () {
var info = [
"Oimo.js " + this.version + "
",
this.broadPhase + "
",
"FPS: " + this.fps + " fps
",
"rigidbody " + this.parent.numRigidBodies + "
",
"contact " + this.parent.numContacts + "
",
"ct-point " + this.parent.numContactPoints + "
",
"paircheck " + this.parent.broadPhase.numPairChecks + "
",
"island " + this.parent.numIslands + "
",
"Time in milliseconde
",
"broad-phase " + OIMO.fix(this.broadPhaseTime) + "
",
"narrow-phase " + OIMO.fix(this.narrowPhaseTime) + "
",
"solving " + OIMO.fix(this.solvingTime) + "
",
"total " + OIMO.fix(this.totalTime) + "
",
"updating " + this.updatingTime() + "
"
].join("\n");
return info;
},
toArray: function () {
this.infos[0] = this.parent.broadPhase.types;
this.infos[1] = this.parent.numRigidBodies;
this.infos[2] = this.parent.numContacts;
this.infos[3] = this.parent.broadPhase.numPairChecks;
this.infos[4] = this.parent.numContactPoints;
this.infos[5] = this.parent.numIslands;
this.infos[6] = this.broadPhaseTime;
this.infos[7] = this.narrowPhaseTime;
this.infos[8] = this.solvingTime;
this.infos[9] = this.updatingTime();
this.infos[10] = this.totalTime;
this.infos[11] = this.fps;
return this.infos;
}
};
OIMO.Mat44 = function (n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
this.elements = new OIMO_ARRAY_TYPE(16);
var te = this.elements;
te[0] = (n11 !== undefined) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
te[1] = n21 || 0; te[5] = (n22 !== undefined) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
te[2] = n31 || 0; te[6] = n32 || 0; te[10] = (n33 !== undefined) ? n33 : 1; te[14] = n34 || 0;
te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = (n44 !== undefined) ? n44 : 1;
};
OIMO.Mat44.prototype = {
constructor: OIMO.Mat44,
set: function (n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
var te = this.elements;
te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
return this;
}/*,
extractRotation: function () {
var v1 = new THREE.Vector3();
return function ( m ) {
var te = this.elements;
var me = m.elements;
var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
te[ 0 ] = me[ 0 ] * scaleX;
te[ 1 ] = me[ 1 ] * scaleX;
te[ 2 ] = me[ 2 ] * scaleX;
te[ 4 ] = me[ 4 ] * scaleY;
te[ 5 ] = me[ 5 ] * scaleY;
te[ 6 ] = me[ 6 ] * scaleY;
te[ 8 ] = me[ 8 ] * scaleZ;
te[ 9 ] = me[ 9 ] * scaleZ;
te[ 10 ] = me[ 10 ] * scaleZ;
return this;
};
}() */
}
OIMO.Mat33 = function (e00, e01, e02, e10, e11, e12, e20, e21, e22) {
this.elements = new OIMO_ARRAY_TYPE(9);
var te = this.elements;
this.init(
(e00 !== undefined) ? e00 : 1, e01 || 0, e02 || 0,
e10 || 0, (e11 !== undefined) ? e11 : 1, e12 || 0,
e20 || 0, e21 || 0, (e22 !== undefined) ? e22 : 1
);
};
OIMO.Mat33.prototype = {
constructor: OIMO.Mat33,
set: function (e00, e01, e02, e10, e11, e12, e20, e21, e22) {
var te = this.elements;
te[0] = e00; te[1] = e01; te[2] = e02;
te[3] = e10; te[4] = e11; te[5] = e12;
te[6] = e20; te[7] = e21; te[8] = e22;
return this;
},
init: function (e00, e01, e02, e10, e11, e12, e20, e21, e22) {
var te = this.elements;
te[0] = e00; te[1] = e01; te[2] = e02;
te[3] = e10; te[4] = e11; te[5] = e12;
te[6] = e20; te[7] = e21; te[8] = e22;
return this;
},
multiply: function (s) {
var te = this.elements;
te[0] *= s; te[1] *= s; te[2] *= s;
te[3] *= s; te[4] *= s; te[5] *= s;
te[6] *= s; te[7] *= s; te[8] *= s;
return this;
},
add: function (m1, m2) {
var te = this.elements, tem1 = m1.elements, tem2 = m2.elements;
te[0] = tem1[0] + tem2[0]; te[1] = tem1[1] + tem2[1]; te[2] = tem1[2] + tem2[2];
te[3] = tem1[3] + tem2[3]; te[4] = tem1[4] + tem2[4]; te[5] = tem1[5] + tem2[5];
te[6] = tem1[6] + tem2[6]; te[7] = tem1[7] + tem2[7]; te[8] = tem1[8] + tem2[8];
return this;
},
addEqual: function (m) {
var te = this.elements, tem = m.elements;
te[0] += tem[0]; te[1] += tem[1]; te[2] += tem[2];
te[3] += tem[3]; te[4] += tem[4]; te[5] += tem[5];
te[6] += tem[6]; te[7] += tem[7]; te[8] += tem[8];
return this;
},
sub: function (m1, m2) {
var te = this.elements, tem1 = m1.elements, tem2 = m2.elements;
te[0] = tem1[0] - tem2[0]; te[1] = tem1[1] - tem2[1]; te[2] = tem1[2] - tem2[2];
te[3] = tem1[3] - tem2[3]; te[4] = tem1[4] - tem2[4]; te[5] = tem1[5] - tem2[5];
te[6] = tem1[6] - tem2[6]; te[7] = tem1[7] - tem2[7]; te[8] = tem1[8] - tem2[8];
return this;
},
subEqual: function (m) {
var te = this.elements, tem = m.elements;
te[0] -= tem[0]; te[1] -= tem[1]; te[2] -= tem[2];
te[3] -= tem[3]; te[4] -= tem[4]; te[5] -= tem[5];
te[6] -= tem[6]; te[7] -= tem[7]; te[8] -= tem[8];
return this;
},
scale: function (m, s) {
var te = this.elements, tm = m.elements;
te[0] = tm[0] * s; te[1] = tm[1] * s; te[2] = tm[2] * s;
te[3] = tm[3] * s; te[4] = tm[4] * s; te[5] = tm[5] * s;
te[6] = tm[6] * s; te[7] = tm[7] * s; te[8] = tm[8] * s;
return this;
},
scaleEqual: function (s) {
var te = this.elements;
te[0] *= s; te[1] *= s; te[2] *= s;
te[3] *= s; te[4] *= s; te[5] *= s;
te[6] *= s; te[7] *= s; te[8] *= s;
return this;
},
mul: function (m1, m2) {
var te = this.elements, tm1 = m1.elements, tm2 = m2.elements,
a0 = tm1[0], a3 = tm1[3], a6 = tm1[6],
a1 = tm1[1], a4 = tm1[4], a7 = tm1[7],
a2 = tm1[2], a5 = tm1[5], a8 = tm1[8],
b0 = tm2[0], b3 = tm2[3], b6 = tm2[6],
b1 = tm2[1], b4 = tm2[4], b7 = tm2[7],
b2 = tm2[2], b5 = tm2[5], b8 = tm2[8];
te[0] = a0 * b0 + a1 * b3 + a2 * b6;
te[1] = a0 * b1 + a1 * b4 + a2 * b7;
te[2] = a0 * b2 + a1 * b5 + a2 * b8;
te[3] = a3 * b0 + a4 * b3 + a5 * b6;
te[4] = a3 * b1 + a4 * b4 + a5 * b7;
te[5] = a3 * b2 + a4 * b5 + a5 * b8;
te[6] = a6 * b0 + a7 * b3 + a8 * b6;
te[7] = a6 * b1 + a7 * b4 + a8 * b7;
te[8] = a6 * b2 + a7 * b5 + a8 * b8;
return this;
},
mulScale: function (m, sx, sy, sz, Prepend) {
var prepend = Prepend || false;
var te = this.elements, tm = m.elements;
if (prepend) {
te[0] = sx * tm[0]; te[1] = sx * tm[1]; te[2] = sx * tm[2];
te[3] = sy * tm[3]; te[4] = sy * tm[4]; te[5] = sy * tm[5];
te[6] = sz * tm[6]; te[7] = sz * tm[7]; te[8] = sz * tm[8];
} else {
te[0] = tm[0] * sx; te[1] = tm[1] * sy; te[2] = tm[2] * sz;
te[3] = tm[3] * sx; te[4] = tm[4] * sy; te[5] = tm[5] * sz;
te[6] = tm[6] * sx; te[7] = tm[7] * sy; te[8] = tm[8] * sz;
}
return this;
},
mulRotate: function (m, rad, ax, ay, az, Prepend) {
var prepend = Prepend || false;
var s = OIMO.sin(rad);
var c = OIMO.cos(rad);
var c1 = 1 - c;
var r00 = ax * ax * c1 + c;
var r01 = ax * ay * c1 - az * s;
var r02 = ax * az * c1 + ay * s;
var r10 = ay * ax * c1 + az * s;
var r11 = ay * ay * c1 + c;
var r12 = ay * az * c1 - ax * s;
var r20 = az * ax * c1 - ay * s;
var r21 = az * ay * c1 + ax * s;
var r22 = az * az * c1 + c;
var tm = m.elements;
var a0 = tm[0], a3 = tm[3], a6 = tm[6];
var a1 = tm[1], a4 = tm[4], a7 = tm[7];
var a2 = tm[2], a5 = tm[5], a8 = tm[8];
var te = this.elements;
if (prepend) {
te[0] = r00 * a0 + r01 * a3 + r02 * a6;
te[1] = r00 * a1 + r01 * a4 + r02 * a7;
te[2] = r00 * a2 + r01 * a5 + r02 * a8;
te[3] = r10 * a0 + r11 * a3 + r12 * a6;
te[4] = r10 * a1 + r11 * a4 + r12 * a7;
te[5] = r10 * a2 + r11 * a5 + r12 * a8;
te[6] = r20 * a0 + r21 * a3 + r22 * a6;
te[7] = r20 * a1 + r21 * a4 + r22 * a7;
te[8] = r20 * a2 + r21 * a5 + r22 * a8;
} else {
te[0] = a0 * r00 + a1 * r10 + a2 * r20;
te[1] = a0 * r01 + a1 * r11 + a2 * r21;
te[2] = a0 * r02 + a1 * r12 + a2 * r22;
te[3] = a3 * r00 + a4 * r10 + a5 * r20;
te[4] = a3 * r01 + a4 * r11 + a5 * r21;
te[5] = a3 * r02 + a4 * r12 + a5 * r22;
te[6] = a6 * r00 + a7 * r10 + a8 * r20;
te[7] = a6 * r01 + a7 * r11 + a8 * r21;
te[8] = a6 * r02 + a7 * r12 + a8 * r22;
}
return this;
},
transpose: function (m) {
var te = this.elements, tm = m.elements;
te[0] = tm[0]; te[1] = tm[3]; te[2] = tm[6];
te[3] = tm[1]; te[4] = tm[4]; te[5] = tm[7];
te[6] = tm[2]; te[7] = tm[5]; te[8] = tm[8];
return this;
},
setQuat: function (q) {
var te = this.elements,
x2 = 2 * q.x, y2 = 2 * q.y, z2 = 2 * q.z,
xx = q.x * x2, yy = q.y * y2, zz = q.z * z2,
xy = q.x * y2, yz = q.y * z2, xz = q.x * z2,
sx = q.s * x2, sy = q.s * y2, sz = q.s * z2;
te[0] = 1 - yy - zz;
te[1] = xy - sz;
te[2] = xz + sy;
te[3] = xy + sz;
te[4] = 1 - xx - zz;
te[5] = yz - sx;
te[6] = xz - sy;
te[7] = yz + sx;
te[8] = 1 - xx - yy;
return this;
},
invert: function (m) {
var te = this.elements, tm = m.elements,
a0 = tm[0], a3 = tm[3], a6 = tm[6],
a1 = tm[1], a4 = tm[4], a7 = tm[7],
a2 = tm[2], a5 = tm[5], a8 = tm[8],
b01 = a4 * a8 - a7 * a5,
b11 = a7 * a2 - a1 * a8,
b21 = a1 * a5 - a4 * a2,
dt = a0 * (b01) + a3 * (b11) + a6 * (b21);
if (dt != 0) { dt = 1.0 / dt; }
te[0] = dt * b01;//(a4*a8 - a5*a7);
te[1] = dt * b11;//(a2*a7 - a1*a8);
te[2] = dt * b21;//(a1*a5 - a2*a4);
te[3] = dt * (a5 * a6 - a3 * a8);
te[4] = dt * (a0 * a8 - a2 * a6);
te[5] = dt * (a2 * a3 - a0 * a5);
te[6] = dt * (a3 * a7 - a4 * a6);
te[7] = dt * (a1 * a6 - a0 * a7);
te[8] = dt * (a0 * a4 - a1 * a3);
return this;
},
/*copy: function(m){
var te = this.elements, tem = m.elements;
te[0] = tem[0]; te[1] = tem[1]; te[2] = tem[2];
te[3] = tem[3]; te[4] = tem[4]; te[5] = tem[5];
te[6] = tem[6]; te[7] = tem[7]; te[8] = tem[8];
return this;
},*/
toEuler: function () { // not work !!
function clamp(x) {
return OIMO.min(OIMO.max(x, -1), 1);
}
var te = this.elements;
var m11 = te[0], m12 = te[3], m13 = te[6];
var m21 = te[1], m22 = te[4], m23 = te[7];
var m31 = te[2], m32 = te[5], m33 = te[8];
var p = new OIMO.Vec3();
var d = new OIMO.Quat();
var s;
p.y = OIMO.asin(clamp(m13));
if (OIMO.abs(m13) < 0.99999) {
p.x = OIMO.atan2(-m23, m33);
p.z = OIMO.atan2(-m12, m11);
} else {
p.x = OIMO.atan2(m32, m22);
p.z = 0;
}
return p;
},
/*clone: function(){
var te = this.elements;
return new OIMO.Mat33(
te[0], te[1], te[2],
te[3], te[4], te[5],
te[6], te[7], te[8]
);
},*/
toString: function () {
var te = this.elements;
var text =
"Mat33|" + te[0].toFixed(4) + ", " + te[1].toFixed(4) + ", " + te[2].toFixed(4) + "|\n" +
" |" + te[3].toFixed(4) + ", " + te[4].toFixed(4) + ", " + te[5].toFixed(4) + "|\n" +
" |" + te[6].toFixed(4) + ", " + te[7].toFixed(4) + ", " + te[8].toFixed(4) + "|";
return text;
},
// OK
multiplyScalar: function (s) {
var te = this.elements;
te[0] *= s; te[3] *= s; te[6] *= s;
te[1] *= s; te[4] *= s; te[7] *= s;
te[2] *= s; te[5] *= s; te[8] *= s;
return this;
},
identity: function () {
this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
return this;
},
clone: function () {
return new this.constructor().fromArray(this.elements);
},
copy: function (m) {
var me = m.elements;
this.set(
me[0], me[3], me[6],
me[1], me[4], me[7],
me[2], me[5], me[8]
);
return this;
},
fromArray: function (array) {
this.elements.set(array);
return this;
},
toArray: function () {
var te = this.elements;
return [
te[0], te[1], te[2],
te[3], te[4], te[5],
te[6], te[7], te[8]
];
}
};
OIMO.Quat = function (s, x, y, z) {
this.s = (s !== undefined) ? s : 1;
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
};
OIMO.Quat.prototype = {
constructor: OIMO.Quat,
set: function (x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.s = w;
return this;
},
init: function (s, x, y, z) {
this.s = (s !== undefined) ? s : 1;
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
return this;
},
add: function (q1, q2) {
this.s = q1.s + q2.s;
this.x = q1.x + q2.x;
this.y = q1.y + q2.y;
this.z = q1.z + q2.z;
return this;
},
addTime: function (v, t) {
var x = v.x;
var y = v.y;
var z = v.z;
var qs = this.s;
var qx = this.x;
var qy = this.y;
var qz = this.z;
t *= 0.5;
var ns = (-x * qx - y * qy - z * qz) * t;
var nx = (x * qs + y * qz - z * qy) * t;
var ny = (-x * qz + y * qs + z * qx) * t;
var nz = (x * qy - y * qx + z * qs) * t;
qs += ns;
qx += nx;
qy += ny;
qz += nz;
var s = 1 / OIMO.sqrt(qs * qs + qx * qx + qy * qy + qz * qz);
this.s = qs * s;
this.x = qx * s;
this.y = qy * s;
this.z = qz * s;
return this;
},
sub: function (q1, q2) {
this.s = q1.s - q2.s;
this.x = q1.x - q2.x;
this.y = q1.y - q2.y;
this.z = q1.z - q2.z;
return this;
},
scale: function (q, s) {
this.s = q.s * s;
this.x = q.x * s;
this.y = q.y * s;
this.z = q.z * s;
return this;
},
mul: function (q1, q2) {
var ax = q1.x, ay = q1.y, az = q1.z, as = q1.s,
bx = q2.x, by = q2.y, bz = q2.z, bs = q2.s;
this.x = ax * bs + as * bx + ay * bz - az * by;
this.y = ay * bs + as * by + az * bx - ax * bz;
this.z = az * bs + as * bz + ax * by - ay * bx;
this.s = as * bs - ax * bx - ay * by - az * bz;
return this;
},
arc: function (v1, v2) {
var x1 = v1.x;
var y1 = v1.y;
var z1 = v1.z;
var x2 = v2.x;
var y2 = v2.y;
var z2 = v2.z;
var d = x1 * x2 + y1 * y2 + z1 * z2;
if (d == -1) {
x2 = y1 * x1 - z1 * z1;
y2 = -z1 * y1 - x1 * x1;
z2 = x1 * z1 + y1 * y1;
d = 1 / OIMO.sqrt(x2 * x2 + y2 * y2 + z2 * z2);
this.s = 0;
this.x = x2 * d;
this.y = y2 * d;
this.z = z2 * d;
return this;
}
var cx = y1 * z2 - z1 * y2;
var cy = z1 * x2 - x1 * z2;
var cz = x1 * y2 - y1 * x2;
this.s = OIMO.sqrt((1 + d) * 0.5);
d = 0.5 / this.s;
this.x = cx * d;
this.y = cy * d;
this.z = cz * d;
return this;
},
normalize: function (q) {
var len = OIMO.sqrt(q.s * q.s + q.x * q.x + q.y * q.y + q.z * q.z);
if (len > 0) { len = 1 / len; }
this.s = q.s * len;
this.x = q.x * len;
this.y = q.y * len;
this.z = q.z * len;
return this;
},
invert: function (q) {
this.s = q.s;
this.x = -q.x;
this.y = -q.y;
this.z = -q.z;
return this;
},
length: function () {
return OIMO.sqrt(this.s * this.s + this.x * this.x + this.y * this.y + this.z * this.z);
},
copy: function (q) {
this.s = q.s;
this.x = q.x;
this.y = q.y;
this.z = q.z;
return this;
},
testDiff: function (q) {
if (this.s !== q.s || this.x !== q.x || this.y !== q.y || this.z !== q.z) return true;
else return false;
},
clone: function (q) {
return new OIMO.Quat(this.s, this.x, this.y, this.z);
},
toString: function () {
return "Quat[" + this.s.toFixed(4) + ", (" + this.x.toFixed(4) + ", " + this.y.toFixed(4) + ", " + this.z.toFixed(4) + ")]";
}
}
// for three easy export
OIMO.Quaternion = function (x, y, z, w) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = (w !== undefined) ? w : 1;
};
OIMO.Quaternion.prototype = {
constructor: OIMO.Quaternion,
setFromRotationMatrix: function (m) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements,
m11 = te[0], m12 = te[1], m13 = te[2],
m21 = te[3], m22 = te[4], m23 = te[5],
m31 = te[6], m32 = te[7], m33 = te[8],
trace = m11 + m22 + m33,
s;
if (trace > 0) {
s = 0.5 / OIMO.sqrt(trace + 1.0);
this.w = 0.25 / s;
this.x = (m32 - m23) * s;
this.y = (m13 - m31) * s;
this.z = (m21 - m12) * s;
} else if (m11 > m22 && m11 > m33) {
s = 2.0 * OIMO.sqrt(1.0 + m11 - m22 - m33);
this.w = (m32 - m23) / s;
this.x = 0.25 * s;
this.y = (m12 + m21) / s;
this.z = (m13 + m31) / s;
} else if (m22 > m33) {
s = 2.0 * OIMO.sqrt(1.0 + m22 - m11 - m33);
this.w = (m13 - m31) / s;
this.x = (m12 + m21) / s;
this.y = 0.25 * s;
this.z = (m23 + m32) / s;
} else {
s = 2.0 * OIMO.sqrt(1.0 + m33 - m11 - m22);
this.w = (m21 - m12) / s;
this.x = (m13 + m31) / s;
this.y = (m23 + m32) / s;
this.z = 0.25 * s;
}
//this.onChangeCallback();
return this;
}
}
OIMO.Vec3 = function (x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
};
OIMO.Vec3.prototype = {
constructor: OIMO.Vec3,
init: function (x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
return this;
},
set: function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
},
add: function (v1, v2) {
this.x = v1.x + v2.x;
this.y = v1.y + v2.y;
this.z = v1.z + v2.z;
return this;
},
addEqual: function (v) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
},
addTime: function (v, t) {
this.x += v.x * t;
this.y += v.y * t;
this.z += v.z * t;
return this;
},
sub: function (v1, v2) {
this.x = v1.x - v2.x;
this.y = v1.y - v2.y;
this.z = v1.z - v2.z;
return this;
},
subEqual: function (v) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
},
addScale: function (v, s) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
},
scale: function (v, s) {
this.x = v.x * s;
this.y = v.y * s;
this.z = v.z * s;
return this;
},
scaleEqual: function (s) {
this.x *= s;
this.y *= s;
this.z *= s;
return this;
},
/*dot: function(v){
return this.x*v.x+this.y*v.y+this.z*v.z;
},*/
cross: function (v1, v2) {
var ax = v1.x, ay = v1.y, az = v1.z,
bx = v2.x, by = v2.y, bz = v2.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
mul: function (o, v, m) {
var te = m.elements;
this.x = o.x + v.x * te[0] + v.y * te[1] + v.z * te[2];
this.y = o.y + v.x * te[3] + v.y * te[4] + v.z * te[5];
this.z = o.z + v.x * te[6] + v.y * te[7] + v.z * te[8];
return this;
},
mulMat: function (m, v) {
var te = m.elements;
this.x = te[0] * v.x + te[1] * v.y + te[2] * v.z;
this.y = te[3] * v.x + te[4] * v.y + te[5] * v.z;
this.z = te[6] * v.x + te[7] * v.y + te[8] * v.z;
return this;
},
normalize: function (v) {
var x = v.x, y = v.y, z = v.z;
var l = x * x + y * y + z * z;
if (l > 0) {
l = 1 / OIMO.sqrt(l);
this.x = x * l;
this.y = y * l;
this.z = z * l;
}
return this;
},
/*norm: function(){
var x = this.x, y = this.y, z = this.z;
var l = x*x + y*y + z*z;
if (l > 0) {
l = 1 / OIMO.sqrt(l);
this.x = x*l;
this.y = y*l;
this.z = z*l;
}
return this;
},*/
invert: function (v) {
this.x = -v.x;
this.y = -v.y;
this.z = -v.z;
return this;
},
/*length: function(){
var x = this.x, y = this.y, z = this.z;
return OIMO.sqrt(x*x + y*y + z*z);
},*/
negate: function () {
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
dot: function (v) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y + this.z * this.z;
},
length: function () {
return OIMO.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
},
/*len: function(){
var x = this.x, y = this.y, z = this.z;
return x*x + y*y + z*z;
},*/
copy: function (v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
},
applyQuaternion: function (q) {
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qs = q.s;
// calculate quat * vector
var ix = qs * x + qy * z - qz * y;
var iy = qs * y + qz * x - qx * z;
var iz = qs * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qs + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qs + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qs + iw * -qz + ix * -qy - iy * -qx;
return this;
},
testZero: function () {
if (this.x !== 0 || this.y !== 0 || this.z !== 0) return true;
else return false;
},
testDiff: function (v) {
return ((v.x !== this.x) || (v.y !== this.y) || (v.z !== this.z));
//if(this.x!==v.x || this.y!==v.y || this.z!==v.z) return true;
//else return false;
},
equals: function (v) {
return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z));
},
clone: function () {
return new this.constructor(this.x, this.y, this.z);
},
toString: function () {
return "Vec3[" + this.x.toFixed(4) + ", " + this.y.toFixed(4) + ", " + this.z.toFixed(4) + "]";
},
multiplyScalar: function (scalar) {
if (isFinite(scalar)) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
}
return this;
},
divideScalar: function (scalar) {
return this.multiplyScalar(1 / scalar);
},
// TODO rename to normalize
norm: function () {
return this.divideScalar(this.length());
},
}
OIMO.Euler = function (x, y, z, order) {
this._x = x || 0;
this._y = y || 0;
this._z = z || 0;
this._order = order || OIMO.Euler.DefaultOrder;
};
OIMO.Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
OIMO.Euler.DefaultOrder = 'XYZ';
OIMO.clamp = function (x, a, b) {
return (x < a) ? a : ((x > b) ? b : x);
}
OIMO.Euler.prototype = {
constructor: OIMO.Euler,
_x: 0, _y: 0, _z: 0, _order: OIMO.Euler.DefaultOrder,
get x() {
return this._x;
},
set x(value) {
this._x = value;
this.onChangeCallback();
},
get y() {
return this._y;
},
set y(value) {
this._y = value;
this.onChangeCallback();
},
get z() {
return this._z;
},
set z(value) {
this._z = value;
this.onChangeCallback();
},
get order() {
return this._order;
},
set order(value) {
this._order = value;
this.onChangeCallback();
},
set: function (x, y, z, order) {
this._x = x;
this._y = y;
this._z = z;
this._order = order || this._order;
this.onChangeCallback();
return this;
},
copy: function (euler) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this.onChangeCallback();
return this;
},
setFromRotationMatrix: function (m, order) {
var clamp = OIMO.clamp;
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements;
/*var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];*/
var m11 = te[0], m12 = te[1], m13 = te[2],
m21 = te[3], m22 = te[4], m23 = te[5],
m31 = te[6], m32 = te[7], m33 = te[8];
order = order || this._order;
if (order === 'XYZ') {
this._y = OIMO.asin(clamp(m13, -1, 1));
if (OIMO.abs(m13) < 0.99999) {
this._x = OIMO.atan2(-m23, m33);
this._z = OIMO.atan2(-m12, m11);
} else {
this._x = OIMO.atan2(m32, m22);
this._z = 0;
}
} else if (order === 'YXZ') {
this._x = OIMO.asin(-clamp(m23, -1, 1));
if (OIMO.abs(m23) < 0.99999) {
this._y = OIMO.atan2(m13, m33);
this._z = OIMO.atan2(m21, m22);
} else {
this._y = OIMO.atan2(-m31, m11);
this._z = 0;
}
} else if (order === 'ZXY') {
this._x = OIMO.asin(clamp(m32, -1, 1));
if (OIMO.abs(m32) < 0.99999) {
this._y = OIMO.atan2(-m31, m33);
this._z = OIMO.atan2(-m12, m22);
} else {
this._y = 0;
this._z = OIMO.atan2(m21, m11);
}
} else if (order === 'ZYX') {
this._y = OIMO.asin(-clamp(m31, -1, 1));
if (OIMO.abs(m31) < 0.99999) {
this._x = OIMO.atan2(m32, m33);
this._z = OIMO.atan2(m21, m11);
} else {
this._x = 0;
this._z = OIMO.atan2(-m12, m22);
}
} else if (order === 'YZX') {
this._z = OIMO.asin(clamp(m21, -1, 1));
if (OIMO.abs(m21) < 0.99999) {
this._x = OIMO.atan2(-m23, m22);
this._y = OIMO.atan2(-m31, m11);
} else {
this._x = 0;
this._y = OIMO.atan2(m13, m33);
}
} else if (order === 'XZY') {
this._z = OIMO.asin(-clamp(m12, -1, 1));
if (OIMO.abs(m12) < 0.99999) {
this._x = OIMO.atan2(m32, m22);
this._y = OIMO.atan2(m13, m11);
} else {
this._x = OIMO.atan2(-m23, m33);
this._y = 0;
}
} else {
console.warn('THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order)
}
this._order = order;
this.onChangeCallback();
return this;
},
setFromQuaternion: function (q, order, update) {
var clamp = OIMO.clamp;
// q is assumed to be normalized
// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
var sqx = q.x * q.x;
var sqy = q.y * q.y;
var sqz = q.z * q.z;
var sqw = q.s * q.s;
order = order || this._order;
if (order === 'XYZ') {
this._x = OIMO.atan2(2 * (q.x * q.s - q.y * q.z), (sqw - sqx - sqy + sqz));
this._y = OIMO.asin(clamp(2 * (q.x * q.z + q.y * q.s), -1, 1));
this._z = OIMO.atan2(2 * (q.z * q.s - q.x * q.y), (sqw + sqx - sqy - sqz));
} else if (order === 'YXZ') {
this._x = OIMO.asin(clamp(2 * (q.x * q.s - q.y * q.z), -1, 1));
this._y = OIMO.atan2(2 * (q.x * q.z + q.y * q.s), (sqw - sqx - sqy + sqz));
this._z = OIMO.atan2(2 * (q.x * q.y + q.z * q.s), (sqw - sqx + sqy - sqz));
} else if (order === 'ZXY') {
this._x = OIMO.asin(clamp(2 * (q.x * q.s + q.y * q.z), -1, 1));
this._y = OIMO.atan2(2 * (q.y * q.s - q.z * q.x), (sqw - sqx - sqy + sqz));
this._z = OIMO.atan2(2 * (q.z * q.s - q.x * q.y), (sqw - sqx + sqy - sqz));
} else if (order === 'ZYX') {
this._x = OIMO.atan2(2 * (q.x * q.s + q.z * q.y), (sqw - sqx - sqy + sqz));
this._y = OIMO.asin(clamp(2 * (q.y * q.s - q.x * q.z), -1, 1));
this._z = OIMO.atan2(2 * (q.x * q.y + q.z * q.s), (sqw + sqx - sqy - sqz));
} else if (order === 'YZX') {
this._x = OIMO.atan2(2 * (q.x * q.s - q.z * q.y), (sqw - sqx + sqy - sqz));
this._y = OIMO.atan2(2 * (q.y * q.s - q.x * q.z), (sqw + sqx - sqy - sqz));
this._z = OIMO.asin(clamp(2 * (q.x * q.y + q.z * q.s), -1, 1));
} else if (order === 'XZY') {
this._x = OIMO.atan2(2 * (q.x * q.s + q.y * q.z), (sqw - sqx + sqy - sqz));
this._y = OIMO.atan2(2 * (q.x * q.z + q.y * q.s), (sqw + sqx - sqy - sqz));
this._z = OIMO.asin(clamp(2 * (q.z * q.s - q.x * q.y), -1, 1));
} else {
console.warn('OIMO.Euler: .setFromQuaternion() given unsupported order: ' + order)
}
this._order = order;
if (update !== false) this.onChangeCallback();
return this;
},
reorder: function () {
// WARNING: this discards revolution information -bhouston
var q = new OIMO.Quat();
return function (newOrder) {
q.setFromEuler(this);
this.setFromQuaternion(q, newOrder);
};
}(),
equals: function (euler) {
return (euler._x === this._x) && (euler._y === this._y) && (euler._z === this._z) && (euler._order === this._order);
},
fromArray: function (array) {
this._x = array[0];
this._y = array[1];
this._z = array[2];
if (array[3] !== undefined) this._order = array[3];
this.onChangeCallback();
return this;
},
toArray: function () {
return [this._x, this._y, this._z, this._order];
},
onChange: function (callback) {
this.onChangeCallback = callback;
return this;
},
onChangeCallback: function () { },
clone: function () {
return new OIMO.Euler(this._x, this._y, this._z, this._order);
}
};
OIMO.EulerToAxis = function (ox, oy, oz) {// angles in radians
var c1 = OIMO.cos(oy * 0.5);//heading
var s1 = OIMO.sin(oy * 0.5);
var c2 = OIMO.cos(oz * 0.5);//altitude
var s2 = OIMO.sin(oz * 0.5);
var c3 = OIMO.cos(ox * 0.5);//bank
var s3 = OIMO.sin(ox * 0.5);
var c1c2 = c1 * c2;
var s1s2 = s1 * s2;
var w = c1c2 * c3 - s1s2 * s3;
var x = c1c2 * s3 + s1s2 * c3;
var y = s1 * c2 * c3 + c1 * s2 * s3;
var z = c1 * s2 * c3 - s1 * c2 * s3;
var angle = 2 * OIMO.acos(w);
var norm = x * x + y * y + z * z;
if (norm < 0.001) {
x = 1;
y = z = 0;
} else {
norm = OIMO.sqrt(norm);
x /= norm;
y /= norm;
z /= norm;
}
return [angle, x, y, z];
}
OIMO.EulerToMatrix = function (ox, oy, oz) {// angles in radians
var ch = OIMO.cos(oy);//heading
var sh = OIMO.sin(oy);
var ca = OIMO.cos(oz);//altitude
var sa = OIMO.sin(oz);
var cb = OIMO.cos(ox);//bank
var sb = OIMO.sin(ox);
var mtx = new OIMO.Mat33();
var te = mtx.elements;
te[0] = ch * ca;
te[1] = sh * sb - ch * sa * cb;
te[2] = ch * sa * sb + sh * cb;
te[3] = sa;
te[4] = ca * cb;
te[5] = -ca * sb;
te[6] = -sh * ca;
te[7] = sh * sa * cb + ch * sb;
te[8] = -sh * sa * sb + ch * cb;
return mtx;
}
OIMO.MatrixToEuler = function (mtx) {// angles in radians
var te = mtx.elements;
var x, y, z;
if (te[3] > 0.998) { // singularity at north pole
y = OIMO.atan2(te[2], te[8]);
z = OIMO.PI / 2;
x = 0;
} else if (te[3] < -0.998) { // singularity at south pole
y = OIMO.atan2(te[2], te[8]);
z = -OIMO.PI / 2;
x = 0;
} else {
y = OIMO.atan2(-te[6], te[0]);
x = OIMO.atan2(-te[5], te[4]);
z = OIMO.asin(te[3]);
}
return [x, y, z];
}
OIMO.unwrapDegrees = function (r) {
r = r % 360;
if (r > 180) r -= 360;
if (r < -180) r += 360;
return r;
}
OIMO.unwrapRadian = function (r) {
r = r % OIMO.TwoPI;
if (r > OIMO.PI) r -= OIMO.TwoPI;
if (r < -OIMO.PI) r += OIMO.TwoPI;
return r;
}
OIMO.Distance3d = function (p1, p2) {
var xd = p2[0] - p1[0];
var yd = p2[1] - p1[1];
var zd = p2[2] - p1[2];
return OIMO.sqrt(xd * xd + yd * yd + zd * zd);
}
/**
* The base class of all type of the constraints.
* @author saharan
*/
OIMO.Constraint = function () {
// The parent world of the constraint.
this.parent = null;
// The first body of the constraint.
this.body1 = null;
// The second body of the constraint.
this.body2 = null;
// Internal
this.addedToIsland = false;
}
OIMO.Constraint.prototype = {
constructor: OIMO.Constraint,
/**
* Prepare for solving the constraint.
* @param timeStep
* @param invTimeStep
*/
preSolve: function (timeStep, invTimeStep) {
OIMO.Error("Constraint", "Inheritance error.");
},
/**
* Solve the constraint.
* This is usually called iteratively.
*/
solve: function () {
OIMO.Error("Constraint", "Inheritance error.");
},
/**
* Do the post-processing.
*/
postSolve: function () {
OIMO.Error("Constraint", "Inheritance error.");
}
}
/**
* Joints are used to constrain the motion between two rigid bodies.
* @author saharan
* @author lo-th
*/
OIMO.Joint = function (config) {
OIMO.Constraint.call(this);
// joint name
this.name = "";
// The type of the joint.
this.type = OIMO.JOINT_NULL;
// The previous joint in the world.
this.prev = null;
// The next joint in the world.
this.next = null;
this.body1 = config.body1;
this.body2 = config.body2;
// The anchor point on the first rigid body in local coordinate system.
this.localAnchorPoint1 = new OIMO.Vec3().copy(config.localAnchorPoint1);
// The anchor point on the second rigid body in local coordinate system.
this.localAnchorPoint2 = new OIMO.Vec3().copy(config.localAnchorPoint2);
// The anchor point on the first rigid body in world coordinate system relative to the body's origin.
this.relativeAnchorPoint1 = new OIMO.Vec3();
// The anchor point on the second rigid body in world coordinate system relative to the body's origin.
this.relativeAnchorPoint2 = new OIMO.Vec3();
// The anchor point on the first rigid body in world coordinate system.
this.anchorPoint1 = new OIMO.Vec3();
// The anchor point on the second rigid body in world coordinate system.
this.anchorPoint2 = new OIMO.Vec3();
// Whether allow collision between connected rigid bodies or not.
this.allowCollision = config.allowCollision;
this.b1Link = new OIMO.JointLink(this);
this.b2Link = new OIMO.JointLink(this);
this.matrix = new OIMO.Mat44();
};
OIMO.Joint.prototype = Object.create(OIMO.Constraint.prototype);
OIMO.Joint.prototype.constructor = OIMO.Joint;
// Update all the anchor points.
OIMO.Joint.prototype.updateAnchorPoints = function () {
this.relativeAnchorPoint1.mulMat(this.body1.rotation, this.localAnchorPoint1);
this.relativeAnchorPoint2.mulMat(this.body2.rotation, this.localAnchorPoint2);
this.anchorPoint1.add(this.relativeAnchorPoint1, this.body1.position);
this.anchorPoint2.add(this.relativeAnchorPoint2, this.body2.position);
};
// Attach the joint from the bodies.
OIMO.Joint.prototype.attach = function () {
this.b1Link.body = this.body2;
this.b2Link.body = this.body1;
if (this.body1.jointLink != null) (this.b1Link.next = this.body1.jointLink).prev = this.b1Link;
else this.b1Link.next = null;
this.body1.jointLink = this.b1Link;
this.body1.numJoints++;
if (this.body2.jointLink != null) (this.b2Link.next = this.body2.jointLink).prev = this.b2Link;
else this.b2Link.next = null;
this.body2.jointLink = this.b2Link;
this.body2.numJoints++;
};
// Detach the joint from the bodies.
OIMO.Joint.prototype.detach = function () {
var prev = this.b1Link.prev;
var next = this.b1Link.next;
if (prev != null) prev.next = next;
if (next != null) next.prev = prev;
if (this.body1.jointLink == this.b1Link) this.body1.jointLink = next;
this.b1Link.prev = null;
this.b1Link.next = null;
this.b1Link.body = null;
this.body1.numJoints--;
prev = this.b2Link.prev;
next = this.b2Link.next;
if (prev != null) prev.next = next;
if (next != null) next.prev = prev;
if (this.body2.jointLink == this.b2Link) this.body2.jointLink = next;
this.b2Link.prev = null;
this.b2Link.next = null;
this.b2Link.body = null;
this.body2.numJoints--;
this.b1Link.body = null;
this.b2Link.body = null;
};
// Awake the bodies.
OIMO.Joint.prototype.awake = function () {
this.body1.awake();
this.body2.awake();
};
// calculation function
OIMO.Joint.prototype.preSolve = function (timeStep, invTimeStep) {
};
OIMO.Joint.prototype.solve = function () {
};
OIMO.Joint.prototype.postSolve = function () {
};
// Delete process
OIMO.Joint.prototype.remove = function () {
this.dispose();
};
OIMO.Joint.prototype.dispose = function () {
this.parent.removeJoint(this);
};
// Three js add
OIMO.Joint.prototype.getPosition = function () {
var p1 = new OIMO.Vec3().scale(this.anchorPoint1, OIMO.WORLD_SCALE);
var p2 = new OIMO.Vec3().scale(this.anchorPoint2, OIMO.WORLD_SCALE);
return [p1, p2];
};
OIMO.Joint.prototype.getMatrix = function () {
var m = this.matrix.elements;
var p1 = this.anchorPoint1;
var p2 = this.anchorPoint2;
m[0] = p1.x * OIMO.WORLD_SCALE;
m[1] = p1.y * OIMO.WORLD_SCALE;
m[2] = p1.z * OIMO.WORLD_SCALE;
m[3] = 0;
m[4] = p2.x * OIMO.WORLD_SCALE;
m[5] = p2.y * OIMO.WORLD_SCALE;
m[6] = p2.z * OIMO.WORLD_SCALE;
m[7] = 0;
return m;
};
/**
* A joint configuration holds all configuration data for constructing a joint.
* Joint configurations can be reused safely.
* @author saharan
*/
OIMO.JointConfig = function () {
// The first rigid body of the joint.
this.body1 = null;
// The second rigid body of the joint.
this.body2 = null;
// The anchor point on the first rigid body in local coordinate system.
this.localAnchorPoint1 = new OIMO.Vec3();
// The anchor point on the second rigid body in local coordinate system.
this.localAnchorPoint2 = new OIMO.Vec3();
// The axis in the first body's coordinate system.
// his property is available in some joints.
this.localAxis1 = new OIMO.Vec3();
// The axis in the second body's coordinate system.
// This property is available in some joints.
this.localAxis2 = new OIMO.Vec3();
// Whether allow collision between connected rigid bodies or not.
this.allowCollision = false;
};
/**
* A link list of joints.
* @author saharan
*/
OIMO.JointLink = function (joint) {
// The previous joint link.
this.prev = null;
// The next joint link.
this.next = null;
// The other rigid body connected to the joint.
this.body = null;
// The joint of the link.
this.joint = joint;
};
/**
* An information of limit and motor.
* @author saharan
*/
OIMO.LimitMotor = function (axis, fixed) {
fixed = fixed || false;
// The axis of the constraint.
this.axis = axis;
// The current angle for rotational constraints.
this.angle = 0;
// The lower limit. Set lower > upper to disable
this.lowerLimit = fixed ? 0 : 1;
//if(fixed)this.lowerLimit = 0;
//else this.lowerLimit = 1;
// The upper limit. Set lower > upper to disable.
this.upperLimit = 0;
// The target motor speed.
this.motorSpeed = 0;
// The maximum motor force or torque. Set 0 to disable.
this.maxMotorForce = 0;
// The frequency of the spring. Set 0 to disable.
this.frequency = 0;
// The damping ratio of the spring. Set 0 for no damping, 1 for critical damping.
this.dampingRatio = 0;
};
OIMO.LimitMotor.prototype = {
constructor: OIMO.LimitMotor,
/**
* Set limit data into this constraint.
* @param lowerLimit
* @param upperLimit
*/
setLimit: function (lowerLimit, upperLimit) {
this.lowerLimit = lowerLimit;
this.upperLimit = upperLimit;
},
/**
* Set motor data into this constraint.
* @param motorSpeed
* @param maxMotorForce
*/
setMotor: function (motorSpeed, maxMotorForce) {
this.motorSpeed = motorSpeed;
this.maxMotorForce = maxMotorForce;
},
/**
* Set spring data into this constraint.
* @param frequency
* @param dampingRatio
*/
setSpring: function (frequency, dampingRatio) {
this.frequency = frequency;
this.dampingRatio = dampingRatio;
}
};
/**
* A ball-and-socket joint limits relative translation on two anchor points on rigid bodies.
* @author saharan
* @author lo-th
*/
OIMO.BallAndSocketJoint = function (config) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_BALL_AND_SOCKET;
this.lc = new OIMO.LinearConstraint(this);
};
OIMO.BallAndSocketJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.BallAndSocketJoint.prototype.constructor = OIMO.BallAndSocketJoint;
OIMO.BallAndSocketJoint.prototype.preSolve = function (timeStep, invTimeStep) {
this.updateAnchorPoints();
this.lc.preSolve(timeStep, invTimeStep);
};
OIMO.BallAndSocketJoint.prototype.solve = function () {
this.lc.solve();
};
OIMO.BallAndSocketJoint.prototype.postSolve = function () {
};
/**
* A distance joint limits the distance between two anchor points on rigid bodies.
* @author saharan
* @author lo-th
*/
OIMO.DistanceJoint = function (config, minDistance, maxDistance) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_DISTANCE;
this.normal = new OIMO.Vec3();
this.nr = new OIMO.Vec3();
// The limit and motor information of the joint.
this.limitMotor = new OIMO.LimitMotor(this.normal, true);
this.limitMotor.lowerLimit = minDistance;
this.limitMotor.upperLimit = maxDistance;
this.t = new OIMO.TranslationalConstraint(this, this.limitMotor);
};
OIMO.DistanceJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.DistanceJoint.prototype.constructor = OIMO.DistanceJoint;
OIMO.DistanceJoint.prototype.preSolve = function (timeStep, invTimeStep) {
this.updateAnchorPoints();
//var nr = this.nr;
this.nr.sub(this.anchorPoint2, this.anchorPoint1);
//var len = OIMO.sqrt( nr.x*nr.x + nr.y*nr.y + nr.z*nr.z );
//if(len>0) len = 1/len;
//this.normal.scale( nr, len );
this.normal.normalize(this.nr);
this.t.preSolve(timeStep, invTimeStep);
};
OIMO.DistanceJoint.prototype.solve = function () {
this.t.solve();
};
OIMO.DistanceJoint.prototype.postSolve = function () {
};
/**
* A hinge joint allows only for relative rotation of rigid bodies along the axis.
* @author saharan
* @author lo-th
*/
OIMO.HingeJoint = function (config, lowerAngleLimit, upperAngleLimit) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_HINGE;
// The axis in the first body's coordinate system.
this.localAxis1 = config.localAxis1.clone().norm();
// The axis in the second body's coordinate system.
this.localAxis2 = config.localAxis2.clone().norm();
// make angle axis 1
this.localAngle1 = new OIMO.Vec3(
this.localAxis1.y * this.localAxis1.x - this.localAxis1.z * this.localAxis1.z,
-this.localAxis1.z * this.localAxis1.y - this.localAxis1.x * this.localAxis1.x,
this.localAxis1.x * this.localAxis1.z + this.localAxis1.y * this.localAxis1.y
).norm();
// make angle axis 2
var arc = new OIMO.Mat33().setQuat(new OIMO.Quat().arc(this.localAxis1, this.localAxis2));
this.localAngle2 = new OIMO.Vec3().mulMat(arc, this.localAngle1);
this.nor = new OIMO.Vec3();
this.tan = new OIMO.Vec3();
this.bin = new OIMO.Vec3();
this.ax1 = new OIMO.Vec3();
this.ax2 = new OIMO.Vec3();
this.an1 = new OIMO.Vec3();
this.an2 = new OIMO.Vec3();
// The rotational limit and motor information of the joint.
this.limitMotor = new OIMO.LimitMotor(this.nor, false);
this.limitMotor.lowerLimit = lowerAngleLimit;
this.limitMotor.upperLimit = upperAngleLimit;
this.lc = new OIMO.LinearConstraint(this);
this.r3 = new OIMO.Rotational3Constraint(this, this.limitMotor, new OIMO.LimitMotor(this.tan, true), new OIMO.LimitMotor(this.bin, true));
};
OIMO.HingeJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.HingeJoint.prototype.constructor = OIMO.HingeJoint;
OIMO.HingeJoint.prototype.preSolve = function (timeStep, invTimeStep) {
var tmp1X, tmp1Y, tmp1Z, limite;//, nx, ny, nz, tx, ty, tz, bx, by, bz;
this.updateAnchorPoints();
this.ax1.mulMat(this.body1.rotation, this.localAxis1);
this.ax2.mulMat(this.body2.rotation, this.localAxis2);
this.an1.mulMat(this.body1.rotation, this.localAngle1);
this.an2.mulMat(this.body2.rotation, this.localAngle2);
this.nor.set(
this.ax1.x * this.body2.inverseMass + this.ax2.x * this.body1.inverseMass,
this.ax1.y * this.body2.inverseMass + this.ax2.y * this.body1.inverseMass,
this.ax1.z * this.body2.inverseMass + this.ax2.z * this.body1.inverseMass
).norm();
this.tan.set(
this.nor.y * this.nor.x - this.nor.z * this.nor.z,
-this.nor.z * this.nor.y - this.nor.x * this.nor.x,
this.nor.x * this.nor.z + this.nor.y * this.nor.y
).norm();
this.bin.set(
this.nor.y * this.tan.z - this.nor.z * this.tan.y,
this.nor.z * this.tan.x - this.nor.x * this.tan.z,
this.nor.x * this.tan.y - this.nor.y * this.tan.x
);
// calculate hinge angle
limite = this.acosClamp(this.an1.x * this.an2.x + this.an1.y * this.an2.y + this.an1.z * this.an2.z)
if (
this.nor.x * (this.an1.y * this.an2.z - this.an1.z * this.an2.y) +
this.nor.y * (this.an1.z * this.an2.x - this.an1.x * this.an2.z) +
this.nor.z * (this.an1.x * this.an2.y - this.an1.y * this.an2.x) < 0
) {
this.limitMotor.angle = -limite;
} else {
this.limitMotor.angle = limite;
}
tmp1X = this.ax1.y * this.ax2.z - this.ax1.z * this.ax2.y;
tmp1Y = this.ax1.z * this.ax2.x - this.ax1.x * this.ax2.z;
tmp1Z = this.ax1.x * this.ax2.y - this.ax1.y * this.ax2.x;
this.r3.limitMotor2.angle = this.tan.x * tmp1X + this.tan.y * tmp1Y + this.tan.z * tmp1Z;
this.r3.limitMotor3.angle = this.bin.x * tmp1X + this.bin.y * tmp1Y + this.bin.z * tmp1Z;
this.r3.preSolve(timeStep, invTimeStep);
this.lc.preSolve(timeStep, invTimeStep);
};
OIMO.HingeJoint.prototype.solve = function () {
this.r3.solve();
this.lc.solve();
};
OIMO.HingeJoint.prototype.postSolve = function () {
};
OIMO.HingeJoint.prototype.acosClamp = function (cos) {
if (cos > 1) return 0;
else if (cos < -1) return OIMO.PI;
else return OIMO.acos(cos);
};
/**
* A prismatic joint allows only for relative translation of rigid bodies along the axis.
* @author saharan
* @author lo-th
*/
OIMO.PrismaticJoint = function (config, lowerTranslation, upperTranslation) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_PRISMATIC;
// The axis in the first body's coordinate system.
this.localAxis1 = new OIMO.Vec3().normalize(config.localAxis1);
// The axis in the second body's coordinate system.
this.localAxis2 = new OIMO.Vec3().normalize(config.localAxis2);
this.localAxis1X = this.localAxis1.x;
this.localAxis1Y = this.localAxis1.y;
this.localAxis1Z = this.localAxis1.z;
this.localAxis2X = this.localAxis2.x;
this.localAxis2Y = this.localAxis2.y;
this.localAxis2Z = this.localAxis2.z;
this.nor = new OIMO.Vec3();
this.tan = new OIMO.Vec3();
this.bin = new OIMO.Vec3();
this.ac = new OIMO.AngularConstraint(this, new OIMO.Quat().arc(this.localAxis1, this.localAxis2));
// The translational limit and motor information of the joint.
this.limitMotor = new OIMO.LimitMotor(this.nor, true);
this.limitMotor.lowerLimit = lowerTranslation;
this.limitMotor.upperLimit = upperTranslation;
this.t3 = new OIMO.Translational3Constraint(this, this.limitMotor, new OIMO.LimitMotor(this.tan, true), new OIMO.LimitMotor(this.bin, true));
};
OIMO.PrismaticJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.PrismaticJoint.prototype.constructor = OIMO.PrismaticJoint;
OIMO.PrismaticJoint.prototype.preSolve = function (timeStep, invTimeStep) {
var tmpM;
var tmp1X;
var tmp1Y;
var tmp1Z;
this.updateAnchorPoints();
tmpM = this.body1.rotation.elements;
var axis1X = this.localAxis1X * tmpM[0] + this.localAxis1Y * tmpM[1] + this.localAxis1Z * tmpM[2];
var axis1Y = this.localAxis1X * tmpM[3] + this.localAxis1Y * tmpM[4] + this.localAxis1Z * tmpM[5];
var axis1Z = this.localAxis1X * tmpM[6] + this.localAxis1Y * tmpM[7] + this.localAxis1Z * tmpM[8];
tmpM = this.body2.rotation.elements;
var axis2X = this.localAxis2X * tmpM[0] + this.localAxis2Y * tmpM[1] + this.localAxis2Z * tmpM[2];
var axis2Y = this.localAxis2X * tmpM[3] + this.localAxis2Y * tmpM[4] + this.localAxis2Z * tmpM[5];
var axis2Z = this.localAxis2X * tmpM[6] + this.localAxis2Y * tmpM[7] + this.localAxis2Z * tmpM[8];
var nx = axis1X * this.body2.inverseMass + axis2X * this.body1.inverseMass;
var ny = axis1Y * this.body2.inverseMass + axis2Y * this.body1.inverseMass;
var nz = axis1Z * this.body2.inverseMass + axis2Z * this.body1.inverseMass;
tmp1X = OIMO.sqrt(nx * nx + ny * ny + nz * nz);
if (tmp1X > 0) tmp1X = 1 / tmp1X;
nx *= tmp1X;
ny *= tmp1X;
nz *= tmp1X;
var tx = ny * nx - nz * nz;
var ty = -nz * ny - nx * nx;
var tz = nx * nz + ny * ny;
tmp1X = 1 / OIMO.sqrt(tx * tx + ty * ty + tz * tz);
tx *= tmp1X;
ty *= tmp1X;
tz *= tmp1X;
var bx = ny * tz - nz * ty;
var by = nz * tx - nx * tz;
var bz = nx * ty - ny * tx;
this.nor.init(nx, ny, nz);
this.tan.init(tx, ty, tz);
this.bin.init(bx, by, bz);
this.ac.preSolve(timeStep, invTimeStep);
this.t3.preSolve(timeStep, invTimeStep);
};
OIMO.PrismaticJoint.prototype.solve = function () {
this.ac.solve();
this.t3.solve();
};
OIMO.PrismaticJoint.prototype.postSolve = function () {
};
/**
* A slider joint allows for relative translation and relative rotation between two rigid bodies along the axis.
* @author saharan
* @author lo-th
*/
OIMO.SliderJoint = function (config, lowerTranslation, upperTranslation) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_SLIDER;
// The first axis in local coordinate system.
this.localAxis1 = new OIMO.Vec3().normalize(config.localAxis1);
// The second axis in local coordinate system.
this.localAxis2 = new OIMO.Vec3().normalize(config.localAxis2);
var len;
this.localAxis1X = this.localAxis1.x;
this.localAxis1Y = this.localAxis1.y;
this.localAxis1Z = this.localAxis1.z;
this.localAngAxis1X = this.localAxis1Y * this.localAxis1X - this.localAxis1Z * this.localAxis1Z;
this.localAngAxis1Y = -this.localAxis1Z * this.localAxis1Y - this.localAxis1X * this.localAxis1X;
this.localAngAxis1Z = this.localAxis1X * this.localAxis1Z + this.localAxis1Y * this.localAxis1Y;
len = 1 / OIMO.sqrt(this.localAngAxis1X * this.localAngAxis1X + this.localAngAxis1Y * this.localAngAxis1Y + this.localAngAxis1Z * this.localAngAxis1Z);
this.localAngAxis1X *= len;
this.localAngAxis1Y *= len;
this.localAngAxis1Z *= len;
this.localAxis2X = this.localAxis2.x;
this.localAxis2Y = this.localAxis2.y;
this.localAxis2Z = this.localAxis2.z;
// make angle axis 2
var arc = new OIMO.Mat33().setQuat(new OIMO.Quat().arc(this.localAxis1, this.localAxis2));
var tarc = arc.elements;
this.localAngAxis2X = this.localAngAxis1X * tarc[0] + this.localAngAxis1Y * tarc[1] + this.localAngAxis1Z * tarc[2];
this.localAngAxis2Y = this.localAngAxis1X * tarc[3] + this.localAngAxis1Y * tarc[4] + this.localAngAxis1Z * tarc[5];
this.localAngAxis2Z = this.localAngAxis1X * tarc[6] + this.localAngAxis1Y * tarc[7] + this.localAngAxis1Z * tarc[8];
this.nor = new OIMO.Vec3();
this.tan = new OIMO.Vec3();
this.bin = new OIMO.Vec3();
// The limit and motor for the rotation
this.rotationalLimitMotor = new OIMO.LimitMotor(this.nor, false);
this.r3 = new OIMO.Rotational3Constraint(this, this.rotationalLimitMotor, new OIMO.LimitMotor(this.tan, true), new OIMO.LimitMotor(this.bin, true));
// The limit and motor for the translation.
this.translationalLimitMotor = new OIMO.LimitMotor(this.nor, true);
this.translationalLimitMotor.lowerLimit = lowerTranslation;
this.translationalLimitMotor.upperLimit = upperTranslation;
this.t3 = new OIMO.Translational3Constraint(this, this.translationalLimitMotor, new OIMO.LimitMotor(this.tan, true), new OIMO.LimitMotor(this.bin, true));
};
OIMO.SliderJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.SliderJoint.prototype.constructor = OIMO.SliderJoint;
OIMO.SliderJoint.prototype.preSolve = function (timeStep, invTimeStep) {
var tmpM;
var tmp1X;
var tmp1Y;
var tmp1Z;
this.updateAnchorPoints();
tmpM = this.body1.rotation.elements;
var axis1X = this.localAxis1X * tmpM[0] + this.localAxis1Y * tmpM[1] + this.localAxis1Z * tmpM[2];
var axis1Y = this.localAxis1X * tmpM[3] + this.localAxis1Y * tmpM[4] + this.localAxis1Z * tmpM[5];
var axis1Z = this.localAxis1X * tmpM[6] + this.localAxis1Y * tmpM[7] + this.localAxis1Z * tmpM[8];
var angAxis1X = this.localAngAxis1X * tmpM[0] + this.localAngAxis1Y * tmpM[1] + this.localAngAxis1Z * tmpM[2];
var angAxis1Y = this.localAngAxis1X * tmpM[3] + this.localAngAxis1Y * tmpM[4] + this.localAngAxis1Z * tmpM[5];
var angAxis1Z = this.localAngAxis1X * tmpM[6] + this.localAngAxis1Y * tmpM[7] + this.localAngAxis1Z * tmpM[8];
tmpM = this.body2.rotation.elements;
var axis2X = this.localAxis2X * tmpM[0] + this.localAxis2Y * tmpM[1] + this.localAxis2Z * tmpM[2];
var axis2Y = this.localAxis2X * tmpM[3] + this.localAxis2Y * tmpM[4] + this.localAxis2Z * tmpM[5];
var axis2Z = this.localAxis2X * tmpM[6] + this.localAxis2Y * tmpM[7] + this.localAxis2Z * tmpM[8];
var angAxis2X = this.localAngAxis2X * tmpM[0] + this.localAngAxis2Y * tmpM[1] + this.localAngAxis2Z * tmpM[2];
var angAxis2Y = this.localAngAxis2X * tmpM[3] + this.localAngAxis2Y * tmpM[4] + this.localAngAxis2Z * tmpM[5];
var angAxis2Z = this.localAngAxis2X * tmpM[6] + this.localAngAxis2Y * tmpM[7] + this.localAngAxis2Z * tmpM[8];
var nx = axis1X * this.body2.inverseMass + axis2X * this.body1.inverseMass;
var ny = axis1Y * this.body2.inverseMass + axis2Y * this.body1.inverseMass;
var nz = axis1Z * this.body2.inverseMass + axis2Z * this.body1.inverseMass;
tmp1X = OIMO.sqrt(nx * nx + ny * ny + nz * nz);
if (tmp1X > 0) tmp1X = 1 / tmp1X;
nx *= tmp1X;
ny *= tmp1X;
nz *= tmp1X;
var tx = ny * nx - nz * nz;
var ty = -nz * ny - nx * nx;
var tz = nx * nz + ny * ny;
tmp1X = 1 / OIMO.sqrt(tx * tx + ty * ty + tz * tz);
tx *= tmp1X;
ty *= tmp1X;
tz *= tmp1X;
var bx = ny * tz - nz * ty;
var by = nz * tx - nx * tz;
var bz = nx * ty - ny * tx;
this.nor.init(nx, ny, nz);
this.tan.init(tx, ty, tz);
this.bin.init(bx, by, bz);
// ----------------------------------------------
// calculate hinge angle
// ----------------------------------------------
if (
nx * (angAxis1Y * angAxis2Z - angAxis1Z * angAxis2Y) +
ny * (angAxis1Z * angAxis2X - angAxis1X * angAxis2Z) +
nz * (angAxis1X * angAxis2Y - angAxis1Y * angAxis2X) < 0
) {
this.rotationalLimitMotor.angle = -this.acosClamp(angAxis1X * angAxis2X + angAxis1Y * angAxis2Y + angAxis1Z * angAxis2Z);
} else {
this.rotationalLimitMotor.angle = this.acosClamp(angAxis1X * angAxis2X + angAxis1Y * angAxis2Y + angAxis1Z * angAxis2Z);
}
// angular error
tmp1X = axis1Y * axis2Z - axis1Z * axis2Y;
tmp1Y = axis1Z * axis2X - axis1X * axis2Z;
tmp1Z = axis1X * axis2Y - axis1Y * axis2X;
this.r3.limitMotor2.angle = tx * tmp1X + ty * tmp1Y + tz * tmp1Z;
this.r3.limitMotor3.angle = bx * tmp1X + by * tmp1Y + bz * tmp1Z;
this.r3.preSolve(timeStep, invTimeStep);
this.t3.preSolve(timeStep, invTimeStep);
};
OIMO.SliderJoint.prototype.solve = function () {
this.r3.solve();
this.t3.solve();
};
OIMO.SliderJoint.prototype.postSolve = function () {
};
OIMO.SliderJoint.prototype.acosClamp = function (cos) {
if (cos > 1) return 0;
else if (cos < -1) return OIMO.PI;
else return OIMO.acos(cos);
};
/**
* A wheel joint allows for relative rotation between two rigid bodies along two axes.
* The wheel joint also allows for relative translation for the suspension.
* @author saharan
* @author lo-th
*/
OIMO.WheelJoint = function (config) {
OIMO.Joint.call(this, config);
this.type = OIMO.JOINT_WHEEL;
// The first axis in local coordinate system.
this.localAxis1 = new OIMO.Vec3().normalize(config.localAxis1);
// The second axis in local coordinate system.
this.localAxis2 = new OIMO.Vec3().normalize(config.localAxis2);
var len;
this.localAxis1X = this.localAxis1.x;
this.localAxis1Y = this.localAxis1.y;
this.localAxis1Z = this.localAxis1.z;
this.localAxis2X = this.localAxis2.x;
this.localAxis2Y = this.localAxis2.y;
this.localAxis2Z = this.localAxis2.z;
var dot = this.localAxis1X * this.localAxis2X + this.localAxis1Y * this.localAxis2Y + this.localAxis1Z * this.localAxis2Z;
if (dot > -1 && dot < 1) {
this.localAngAxis1X = this.localAxis2X - dot * this.localAxis1X;
this.localAngAxis1Y = this.localAxis2Y - dot * this.localAxis1Y;
this.localAngAxis1Z = this.localAxis2Z - dot * this.localAxis1Z;
this.localAngAxis2X = this.localAxis1X - dot * this.localAxis2X;
this.localAngAxis2Y = this.localAxis1Y - dot * this.localAxis2Y;
this.localAngAxis2Z = this.localAxis1Z - dot * this.localAxis2Z;
len = 1 / OIMO.sqrt(this.localAngAxis1X * this.localAngAxis1X + this.localAngAxis1Y * this.localAngAxis1Y + this.localAngAxis1Z * this.localAngAxis1Z);
this.localAngAxis1X *= len;
this.localAngAxis1Y *= len;
this.localAngAxis1Z *= len;
len = 1 / OIMO.sqrt(this.localAngAxis2X * this.localAngAxis2X + this.localAngAxis2Y * this.localAngAxis2Y + this.localAngAxis2Z * this.localAngAxis2Z);
this.localAngAxis2X *= len;
this.localAngAxis2Y *= len;
this.localAngAxis2Z *= len;
} else {
this.localAngAxis1X = this.localAxis1Y * this.localAxis1X - this.localAxis1Z * this.localAxis1Z;
this.localAngAxis1Y = -this.localAxis1Z * this.localAxis1Y - this.localAxis1X * this.localAxis1X;
this.localAngAxis1Z = this.localAxis1X * this.localAxis1Z + this.localAxis1Y * this.localAxis1Y;
len = 1 / OIMO.sqrt(this.localAngAxis1X * this.localAngAxis1X + this.localAngAxis1Y * this.localAngAxis1Y + this.localAngAxis1Z * this.localAngAxis1Z);
this.localAngAxis1X *= len;
this.localAngAxis1Y *= len;
this.localAngAxis1Z *= len;
var arc = new OIMO.Mat33().setQuat(new OIMO.Quat().arc(this.localAxis1, this.localAxis2));
var tarc = arc.elements;
this.localAngAxis2X = this.localAngAxis1X * tarc[0] + this.localAngAxis1Y * tarc[1] + this.localAngAxis1Z * tarc[2];
this.localAngAxis2Y = this.localAngAxis1X * tarc[3] + this.localAngAxis1Y * tarc[4] + this.localAngAxis1Z * tarc[5];
this.localAngAxis2Z = this.localAngAxis1X * tarc[6] + this.localAngAxis1Y * tarc[7] + this.localAngAxis1Z * tarc[8];
}
this.nor = new OIMO.Vec3();
this.tan = new OIMO.Vec3();
this.bin = new OIMO.Vec3();
// The translational limit and motor information of the joint.
this.translationalLimitMotor = new OIMO.LimitMotor(this.tan, true);
this.translationalLimitMotor.frequency = 8;
this.translationalLimitMotor.dampingRatio = 1;
// The first rotational limit and motor information of the joint.
this.rotationalLimitMotor1 = new OIMO.LimitMotor(this.tan, false);
// The second rotational limit and motor information of the joint.
this.rotationalLimitMotor2 = new OIMO.LimitMotor(this.bin, false);
this.t3 = new OIMO.Translational3Constraint(this, new OIMO.LimitMotor(this.nor, true), this.translationalLimitMotor, new OIMO.LimitMotor(this.bin, true));
this.t3.weight = 1;
this.r3 = new OIMO.Rotational3Constraint(this, new OIMO.LimitMotor(this.nor, true), this.rotationalLimitMotor1, this.rotationalLimitMotor2);
};
OIMO.WheelJoint.prototype = Object.create(OIMO.Joint.prototype);
OIMO.WheelJoint.prototype.constructor = OIMO.WheelJoint;
OIMO.WheelJoint.prototype.preSolve = function (timeStep, invTimeStep) {
var tmpM;
var tmp1X;
var tmp1Y;
var tmp1Z;
this.updateAnchorPoints();
tmpM = this.body1.rotation.elements;
var x1 = this.localAxis1X * tmpM[0] + this.localAxis1Y * tmpM[1] + this.localAxis1Z * tmpM[2];
var y1 = this.localAxis1X * tmpM[3] + this.localAxis1Y * tmpM[4] + this.localAxis1Z * tmpM[5];
var z1 = this.localAxis1X * tmpM[6] + this.localAxis1Y * tmpM[7] + this.localAxis1Z * tmpM[8];
var angAxis1X = this.localAngAxis1X * tmpM[0] + this.localAngAxis1Y * tmpM[1] + this.localAngAxis1Z * tmpM[2];
var angAxis1Y = this.localAngAxis1X * tmpM[3] + this.localAngAxis1Y * tmpM[4] + this.localAngAxis1Z * tmpM[5];
var angAxis1Z = this.localAngAxis1X * tmpM[6] + this.localAngAxis1Y * tmpM[7] + this.localAngAxis1Z * tmpM[8];
tmpM = this.body2.rotation.elements;
var x2 = this.localAxis2X * tmpM[0] + this.localAxis2Y * tmpM[1] + this.localAxis2Z * tmpM[2];
var y2 = this.localAxis2X * tmpM[3] + this.localAxis2Y * tmpM[4] + this.localAxis2Z * tmpM[5];
var z2 = this.localAxis2X * tmpM[6] + this.localAxis2Y * tmpM[7] + this.localAxis2Z * tmpM[8];
var angAxis2X = this.localAngAxis2X * tmpM[0] + this.localAngAxis2Y * tmpM[1] + this.localAngAxis2Z * tmpM[2];
var angAxis2Y = this.localAngAxis2X * tmpM[3] + this.localAngAxis2Y * tmpM[4] + this.localAngAxis2Z * tmpM[5];
var angAxis2Z = this.localAngAxis2X * tmpM[6] + this.localAngAxis2Y * tmpM[7] + this.localAngAxis2Z * tmpM[8];
this.r3.limitMotor1.angle = x1 * x2 + y1 * y2 + z1 * z2;
if (x1 * (angAxis1Y * z2 - angAxis1Z * y2) + y1 * (angAxis1Z * x2 - angAxis1X * z2) + z1 * (angAxis1X * y2 - angAxis1Y * x2) < 0) {
this.rotationalLimitMotor1.angle = -this.acosClamp(angAxis1X * x2 + angAxis1Y * y2 + angAxis1Z * z2);
} else {
this.rotationalLimitMotor1.angle = this.acosClamp(angAxis1X * x2 + angAxis1Y * y2 + angAxis1Z * z2);
}
if (x2 * (angAxis2Y * z1 - angAxis2Z * y1) + y2 * (angAxis2Z * x1 - angAxis2X * z1) + z2 * (angAxis2X * y1 - angAxis2Y * x1) < 0) {
this.rotationalLimitMotor2.angle = this.acosClamp(angAxis2X * x1 + angAxis2Y * y1 + angAxis2Z * z1);
} else {
this.rotationalLimitMotor2.angle = -this.acosClamp(angAxis2X * x1 + angAxis2Y * y1 + angAxis2Z * z1);
}
var nx = y2 * z1 - z2 * y1;
var ny = z2 * x1 - x2 * z1;
var nz = x2 * y1 - y2 * x1;
tmp1X = OIMO.sqrt(nx * nx + ny * ny + nz * nz);
if (tmp1X > 0) tmp1X = 1 / tmp1X;
nx *= tmp1X;
ny *= tmp1X;
nz *= tmp1X;
var tx = ny * z2 - nz * y2;
var ty = nz * x2 - nx * z2;
var tz = nx * y2 - ny * x2;
tmp1X = OIMO.sqrt(tx * tx + ty * ty + tz * tz);
if (tmp1X > 0) tmp1X = 1 / tmp1X;
tx *= tmp1X;
ty *= tmp1X;
tz *= tmp1X;
var bx = y1 * nz - z1 * ny;
var by = z1 * nx - x1 * nz;
var bz = x1 * ny - y1 * nx;
tmp1X = OIMO.sqrt(bx * bx + by * by + bz * bz);
if (tmp1X > 0) tmp1X = 1 / tmp1X;
bx *= tmp1X;
by *= tmp1X;
bz *= tmp1X;
this.nor.init(nx, ny, nz);
this.tan.init(tx, ty, tz);
this.bin.init(bx, by, bz);
this.r3.preSolve(timeStep, invTimeStep);
this.t3.preSolve(timeStep, invTimeStep);
};
OIMO.WheelJoint.prototype.solve = function () {
this.r3.solve();
this.t3.solve();
};
OIMO.WheelJoint.prototype.postSolve = function () {
};
OIMO.WheelJoint.prototype.acosClamp = function (cos) {
if (cos > 1) return 0;
else if (cos < -1) return OIMO.PI;
else return OIMO.acos(cos);
};
/**
* An angular constraint for all axes for various joints.
* @author saharan
*/
OIMO.AngularConstraint = function (joint, targetOrientation) {
this.joint = joint;
this.targetOrientation = new OIMO.Quat().invert(targetOrientation);
this.relativeOrientation = new OIMO.Quat();
this.ii1 = null;
this.ii2 = null;
this.dd = null;
this.vel = new OIMO.Vec3();
this.imp = new OIMO.Vec3();
this.rn0 = new OIMO.Vec3();
this.rn1 = new OIMO.Vec3();
this.rn2 = new OIMO.Vec3();
this.b1 = joint.body1;
this.b2 = joint.body2;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
};
OIMO.AngularConstraint.prototype = {
constructor: OIMO.AngularConstraint,
preSolve: function (timeStep, invTimeStep) {
var inv, len, v, vv;
this.ii1 = this.i1.clone();
this.ii2 = this.i2.clone();
v = new OIMO.Mat33().add(this.ii1, this.ii2).elements;
inv = 1 / (v[0] * (v[4] * v[8] - v[7] * v[5]) + v[3] * (v[7] * v[2] - v[1] * v[8]) + v[6] * (v[1] * v[5] - v[4] * v[2]));
this.dd = new OIMO.Mat33(
v[4] * v[8] - v[5] * v[7], v[2] * v[7] - v[1] * v[8], v[1] * v[5] - v[2] * v[4],
v[5] * v[6] - v[3] * v[8], v[0] * v[8] - v[2] * v[6], v[2] * v[3] - v[0] * v[5],
v[3] * v[7] - v[4] * v[6], v[1] * v[6] - v[0] * v[7], v[0] * v[4] - v[1] * v[3]
).multiply(inv);
this.relativeOrientation.invert(this.b1.orientation);
this.relativeOrientation.mul(this.targetOrientation, this.relativeOrientation);
this.relativeOrientation.mul(this.b2.orientation, this.relativeOrientation);
inv = this.relativeOrientation.s * 2;
this.vel.scale(this.relativeOrientation, inv);
len = this.vel.length();
if (len > 0.02) {
len = (0.02 - len) / len * invTimeStep * 0.05;
this.vel.scaleEqual(len);
} else {
this.vel.init();
}
this.rn1.mulMat(this.ii1, this.imp);
this.rn2.mulMat(this.ii2, this.imp);
this.a1.addEqual(this.rn1);
this.a2.subEqual(this.rn2);
},
solve: function () {
var r = this.a2.clone().subEqual(this.a1).subEqual(this.vel);
this.rn0.mulMat(this.dd, r);
this.rn1.mulMat(this.ii1, this.rn0);
this.rn2.mulMat(this.ii2, this.rn0);
this.imp.addEqual(this.rn0);
this.a1.addEqual(this.rn1);
this.a2.subEqual(this.rn2);
}
};
/**
* A linear constraint for all axes for various joints.
* @author saharan
*/
OIMO.LinearConstraint = function (joint) {
this.m1 = NaN;
this.m2 = NaN;
this.ii1 = null;
this.ii2 = null;
this.dd = null;
this.r1x = NaN;
this.r1y = NaN;
this.r1z = NaN;
this.r2x = NaN;
this.r2y = NaN;
this.r2z = NaN;
this.ax1x = NaN;
this.ax1y = NaN;
this.ax1z = NaN;
this.ay1x = NaN;
this.ay1y = NaN;
this.ay1z = NaN;
this.az1x = NaN;
this.az1y = NaN;
this.az1z = NaN;
this.ax2x = NaN;
this.ax2y = NaN;
this.ax2z = NaN;
this.ay2x = NaN;
this.ay2y = NaN;
this.ay2z = NaN;
this.az2x = NaN;
this.az2y = NaN;
this.az2z = NaN;
this.vel = NaN;
this.velx = NaN;
this.vely = NaN;
this.velz = NaN;
this.joint = joint;
this.r1 = joint.relativeAnchorPoint1;
this.r2 = joint.relativeAnchorPoint2;
this.p1 = joint.anchorPoint1;
this.p2 = joint.anchorPoint2;
this.b1 = joint.body1;
this.b2 = joint.body2;
this.l1 = this.b1.linearVelocity;
this.l2 = this.b2.linearVelocity;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
this.impx = 0;
this.impy = 0;
this.impz = 0;
}
OIMO.LinearConstraint.prototype = {
constructor: OIMO.LinearConstraint,
preSolve: function (timeStep, invTimeStep) {
this.r1x = this.r1.x;
this.r1y = this.r1.y;
this.r1z = this.r1.z;
this.r2x = this.r2.x;
this.r2y = this.r2.y;
this.r2z = this.r2.z;
this.m1 = this.b1.inverseMass;
this.m2 = this.b2.inverseMass;
this.ii1 = this.i1.clone();
this.ii2 = this.i2.clone();
var ii1 = this.ii1.elements;
var ii2 = this.ii2.elements;
this.ax1x = this.r1z * ii1[1] + -this.r1y * ii1[2];
this.ax1y = this.r1z * ii1[4] + -this.r1y * ii1[5];
this.ax1z = this.r1z * ii1[7] + -this.r1y * ii1[8];
this.ay1x = -this.r1z * ii1[0] + this.r1x * ii1[2];
this.ay1y = -this.r1z * ii1[3] + this.r1x * ii1[5];
this.ay1z = -this.r1z * ii1[6] + this.r1x * ii1[8];
this.az1x = this.r1y * ii1[0] + -this.r1x * ii1[1];
this.az1y = this.r1y * ii1[3] + -this.r1x * ii1[4];
this.az1z = this.r1y * ii1[6] + -this.r1x * ii1[7];
this.ax2x = this.r2z * ii2[1] + -this.r2y * ii2[2];
this.ax2y = this.r2z * ii2[4] + -this.r2y * ii2[5];
this.ax2z = this.r2z * ii2[7] + -this.r2y * ii2[8];
this.ay2x = -this.r2z * ii2[0] + this.r2x * ii2[2];
this.ay2y = -this.r2z * ii2[3] + this.r2x * ii2[5];
this.ay2z = -this.r2z * ii2[6] + this.r2x * ii2[8];
this.az2x = this.r2y * ii2[0] + -this.r2x * ii2[1];
this.az2y = this.r2y * ii2[3] + -this.r2x * ii2[4];
this.az2z = this.r2y * ii2[6] + -this.r2x * ii2[7];
// calculate point-to-point mass matrix
// from impulse equation
//
// M = ([/m] - [r^][/I][r^]) ^ -1
//
// where
//
// [/m] = |1/m, 0, 0|
// |0, 1/m, 0|
// |0, 0, 1/m|
//
// [r^] = |0, -rz, ry|
// |rz, 0, -rx|
// |-ry, rx, 0|
//
// [/I] = Inverted moment inertia
var rxx = this.m1 + this.m2;
var kk = new OIMO.Mat33(rxx, 0, 0, 0, rxx, 0, 0, 0, rxx);
var k = kk.elements;
k[0] += ii1[4] * this.r1z * this.r1z - (ii1[7] + ii1[5]) * this.r1y * this.r1z + ii1[8] * this.r1y * this.r1y;
k[1] += (ii1[6] * this.r1y + ii1[5] * this.r1x) * this.r1z - ii1[3] * this.r1z * this.r1z - ii1[8] * this.r1x * this.r1y;
k[2] += (ii1[3] * this.r1y - ii1[4] * this.r1x) * this.r1z - ii1[6] * this.r1y * this.r1y + ii1[7] * this.r1x * this.r1y;
k[3] += (ii1[2] * this.r1y + ii1[7] * this.r1x) * this.r1z - ii1[1] * this.r1z * this.r1z - ii1[8] * this.r1x * this.r1y;
k[4] += ii1[0] * this.r1z * this.r1z - (ii1[6] + ii1[2]) * this.r1x * this.r1z + ii1[8] * this.r1x * this.r1x;
k[5] += (ii1[1] * this.r1x - ii1[0] * this.r1y) * this.r1z - ii1[7] * this.r1x * this.r1x + ii1[6] * this.r1x * this.r1y;
k[6] += (ii1[1] * this.r1y - ii1[4] * this.r1x) * this.r1z - ii1[2] * this.r1y * this.r1y + ii1[5] * this.r1x * this.r1y;
k[7] += (ii1[3] * this.r1x - ii1[0] * this.r1y) * this.r1z - ii1[5] * this.r1x * this.r1x + ii1[2] * this.r1x * this.r1y;
k[8] += ii1[0] * this.r1y * this.r1y - (ii1[3] + ii1[1]) * this.r1x * this.r1y + ii1[4] * this.r1x * this.r1x;
k[0] += ii2[4] * this.r2z * this.r2z - (ii2[7] + ii2[5]) * this.r2y * this.r2z + ii2[8] * this.r2y * this.r2y;
k[1] += (ii2[6] * this.r2y + ii2[5] * this.r2x) * this.r2z - ii2[3] * this.r2z * this.r2z - ii2[8] * this.r2x * this.r2y;
k[2] += (ii2[3] * this.r2y - ii2[4] * this.r2x) * this.r2z - ii2[6] * this.r2y * this.r2y + ii2[7] * this.r2x * this.r2y;
k[3] += (ii2[2] * this.r2y + ii2[7] * this.r2x) * this.r2z - ii2[1] * this.r2z * this.r2z - ii2[8] * this.r2x * this.r2y;
k[4] += ii2[0] * this.r2z * this.r2z - (ii2[6] + ii2[2]) * this.r2x * this.r2z + ii2[8] * this.r2x * this.r2x;
k[5] += (ii2[1] * this.r2x - ii2[0] * this.r2y) * this.r2z - ii2[7] * this.r2x * this.r2x + ii2[6] * this.r2x * this.r2y;
k[6] += (ii2[1] * this.r2y - ii2[4] * this.r2x) * this.r2z - ii2[2] * this.r2y * this.r2y + ii2[5] * this.r2x * this.r2y;
k[7] += (ii2[3] * this.r2x - ii2[0] * this.r2y) * this.r2z - ii2[5] * this.r2x * this.r2x + ii2[2] * this.r2x * this.r2y;
k[8] += ii2[0] * this.r2y * this.r2y - (ii2[3] + ii2[1]) * this.r2x * this.r2y + ii2[4] * this.r2x * this.r2x;
var inv = 1 / (k[0] * (k[4] * k[8] - k[7] * k[5]) + k[3] * (k[7] * k[2] - k[1] * k[8]) + k[6] * (k[1] * k[5] - k[4] * k[2]));
this.dd = new OIMO.Mat33(
k[4] * k[8] - k[5] * k[7], k[2] * k[7] - k[1] * k[8], k[1] * k[5] - k[2] * k[4],
k[5] * k[6] - k[3] * k[8], k[0] * k[8] - k[2] * k[6], k[2] * k[3] - k[0] * k[5],
k[3] * k[7] - k[4] * k[6], k[1] * k[6] - k[0] * k[7], k[0] * k[4] - k[1] * k[3]
).multiply(inv);
this.velx = this.p2.x - this.p1.x;
this.vely = this.p2.y - this.p1.y;
this.velz = this.p2.z - this.p1.z;
var len = OIMO.sqrt(this.velx * this.velx + this.vely * this.vely + this.velz * this.velz);
if (len > 0.005) {
len = (0.005 - len) / len * invTimeStep * 0.05;
this.velx *= len;
this.vely *= len;
this.velz *= len;
} else {
this.velx = 0;
this.vely = 0;
this.velz = 0;
}
this.impx *= 0.95;
this.impy *= 0.95;
this.impz *= 0.95;
this.l1.x += this.impx * this.m1;
this.l1.y += this.impy * this.m1;
this.l1.z += this.impz * this.m1;
this.a1.x += this.impx * this.ax1x + this.impy * this.ay1x + this.impz * this.az1x;
this.a1.y += this.impx * this.ax1y + this.impy * this.ay1y + this.impz * this.az1y;
this.a1.z += this.impx * this.ax1z + this.impy * this.ay1z + this.impz * this.az1z;
this.l2.x -= this.impx * this.m2;
this.l2.y -= this.impy * this.m2;
this.l2.z -= this.impz * this.m2;
this.a2.x -= this.impx * this.ax2x + this.impy * this.ay2x + this.impz * this.az2x;
this.a2.y -= this.impx * this.ax2y + this.impy * this.ay2y + this.impz * this.az2y;
this.a2.z -= this.impx * this.ax2z + this.impy * this.ay2z + this.impz * this.az2z;
},
solve: function () {
var d = this.dd.elements;
var rvx = this.l2.x - this.l1.x + this.a2.y * this.r2z - this.a2.z * this.r2y - this.a1.y * this.r1z + this.a1.z * this.r1y - this.velx;
var rvy = this.l2.y - this.l1.y + this.a2.z * this.r2x - this.a2.x * this.r2z - this.a1.z * this.r1x + this.a1.x * this.r1z - this.vely;
var rvz = this.l2.z - this.l1.z + this.a2.x * this.r2y - this.a2.y * this.r2x - this.a1.x * this.r1y + this.a1.y * this.r1x - this.velz;
var nimpx = rvx * d[0] + rvy * d[1] + rvz * d[2];
var nimpy = rvx * d[3] + rvy * d[4] + rvz * d[5];
var nimpz = rvx * d[6] + rvy * d[7] + rvz * d[8];
this.impx += nimpx;
this.impy += nimpy;
this.impz += nimpz;
this.l1.x += nimpx * this.m1;
this.l1.y += nimpy * this.m1;
this.l1.z += nimpz * this.m1;
this.a1.x += nimpx * this.ax1x + nimpy * this.ay1x + nimpz * this.az1x;
this.a1.y += nimpx * this.ax1y + nimpy * this.ay1y + nimpz * this.az1y;
this.a1.z += nimpx * this.ax1z + nimpy * this.ay1z + nimpz * this.az1z;
this.l2.x -= nimpx * this.m2;
this.l2.y -= nimpy * this.m2;
this.l2.z -= nimpz * this.m2;
this.a2.x -= nimpx * this.ax2x + nimpy * this.ay2x + nimpz * this.az2x;
this.a2.y -= nimpx * this.ax2y + nimpy * this.ay2y + nimpz * this.az2y;
this.a2.z -= nimpx * this.ax2z + nimpy * this.ay2z + nimpz * this.az2z;
}
}
/**
* A three-axis rotational constraint for various joints.
* @author saharan
*/
OIMO.Rotational3Constraint = function (joint, limitMotor1, limitMotor2, limitMotor3) {
this.cfm1 = NaN;
this.cfm2 = NaN;
this.cfm3 = NaN;
this.i1e00 = NaN;
this.i1e01 = NaN;
this.i1e02 = NaN;
this.i1e10 = NaN;
this.i1e11 = NaN;
this.i1e12 = NaN;
this.i1e20 = NaN;
this.i1e21 = NaN;
this.i1e22 = NaN;
this.i2e00 = NaN;
this.i2e01 = NaN;
this.i2e02 = NaN;
this.i2e10 = NaN;
this.i2e11 = NaN;
this.i2e12 = NaN;
this.i2e20 = NaN;
this.i2e21 = NaN;
this.i2e22 = NaN;
this.ax1 = NaN;
this.ay1 = NaN;
this.az1 = NaN;
this.ax2 = NaN;
this.ay2 = NaN;
this.az2 = NaN;
this.ax3 = NaN;
this.ay3 = NaN;
this.az3 = NaN;
this.a1x1 = NaN; // jacoians
this.a1y1 = NaN;
this.a1z1 = NaN;
this.a2x1 = NaN;
this.a2y1 = NaN;
this.a2z1 = NaN;
this.a1x2 = NaN;
this.a1y2 = NaN;
this.a1z2 = NaN;
this.a2x2 = NaN;
this.a2y2 = NaN;
this.a2z2 = NaN;
this.a1x3 = NaN;
this.a1y3 = NaN;
this.a1z3 = NaN;
this.a2x3 = NaN;
this.a2y3 = NaN;
this.a2z3 = NaN;
this.lowerLimit1 = NaN;
this.upperLimit1 = NaN;
this.limitVelocity1 = NaN;
this.limitState1 = 0; // -1: at lower, 0: locked, 1: at upper, 2: free
this.enableMotor1 = false;
this.motorSpeed1 = NaN;
this.maxMotorForce1 = NaN;
this.maxMotorImpulse1 = NaN;
this.lowerLimit2 = NaN;
this.upperLimit2 = NaN;
this.limitVelocity2 = NaN;
this.limitState2 = 0; // -1: at lower, 0: locked, 1: at upper, 2: free
this.enableMotor2 = false;
this.motorSpeed2 = NaN;
this.maxMotorForce2 = NaN;
this.maxMotorImpulse2 = NaN;
this.lowerLimit3 = NaN;
this.upperLimit3 = NaN;
this.limitVelocity3 = NaN;
this.limitState3 = 0; // -1: at lower, 0: locked, 1: at upper, 2: free
this.enableMotor3 = false;
this.motorSpeed3 = NaN;
this.maxMotorForce3 = NaN;
this.maxMotorImpulse3 = NaN;
this.k00 = NaN; // K = J*M*JT
this.k01 = NaN;
this.k02 = NaN;
this.k10 = NaN;
this.k11 = NaN;
this.k12 = NaN;
this.k20 = NaN;
this.k21 = NaN;
this.k22 = NaN;
this.kv00 = NaN; // diagonals without CFMs
this.kv11 = NaN;
this.kv22 = NaN;
this.dv00 = NaN; // ...inverted
this.dv11 = NaN;
this.dv22 = NaN;
this.d00 = NaN; // K^-1
this.d01 = NaN;
this.d02 = NaN;
this.d10 = NaN;
this.d11 = NaN;
this.d12 = NaN;
this.d20 = NaN;
this.d21 = NaN;
this.d22 = NaN;
this.limitMotor1 = limitMotor1;
this.limitMotor2 = limitMotor2;
this.limitMotor3 = limitMotor3;
this.b1 = joint.body1;
this.b2 = joint.body2;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
this.limitImpulse1 = 0;
this.motorImpulse1 = 0;
this.limitImpulse2 = 0;
this.motorImpulse2 = 0;
this.limitImpulse3 = 0;
this.motorImpulse3 = 0;
}
OIMO.Rotational3Constraint.prototype = {
constructor: OIMO.Rotational3Constraint,
preSolve: function (timeStep, invTimeStep) {
this.ax1 = this.limitMotor1.axis.x;
this.ay1 = this.limitMotor1.axis.y;
this.az1 = this.limitMotor1.axis.z;
this.ax2 = this.limitMotor2.axis.x;
this.ay2 = this.limitMotor2.axis.y;
this.az2 = this.limitMotor2.axis.z;
this.ax3 = this.limitMotor3.axis.x;
this.ay3 = this.limitMotor3.axis.y;
this.az3 = this.limitMotor3.axis.z;
this.lowerLimit1 = this.limitMotor1.lowerLimit;
this.upperLimit1 = this.limitMotor1.upperLimit;
this.motorSpeed1 = this.limitMotor1.motorSpeed;
this.maxMotorForce1 = this.limitMotor1.maxMotorForce;
this.enableMotor1 = this.maxMotorForce1 > 0;
this.lowerLimit2 = this.limitMotor2.lowerLimit;
this.upperLimit2 = this.limitMotor2.upperLimit;
this.motorSpeed2 = this.limitMotor2.motorSpeed;
this.maxMotorForce2 = this.limitMotor2.maxMotorForce;
this.enableMotor2 = this.maxMotorForce2 > 0;
this.lowerLimit3 = this.limitMotor3.lowerLimit;
this.upperLimit3 = this.limitMotor3.upperLimit;
this.motorSpeed3 = this.limitMotor3.motorSpeed;
this.maxMotorForce3 = this.limitMotor3.maxMotorForce;
this.enableMotor3 = this.maxMotorForce3 > 0;
var ti1 = this.i1.elements;
var ti2 = this.i2.elements;
this.i1e00 = ti1[0];
this.i1e01 = ti1[1];
this.i1e02 = ti1[2];
this.i1e10 = ti1[3];
this.i1e11 = ti1[4];
this.i1e12 = ti1[5];
this.i1e20 = ti1[6];
this.i1e21 = ti1[7];
this.i1e22 = ti1[8];
this.i2e00 = ti2[0];
this.i2e01 = ti2[1];
this.i2e02 = ti2[2];
this.i2e10 = ti2[3];
this.i2e11 = ti2[4];
this.i2e12 = ti2[5];
this.i2e20 = ti2[6];
this.i2e21 = ti2[7];
this.i2e22 = ti2[8];
var frequency1 = this.limitMotor1.frequency;
var frequency2 = this.limitMotor2.frequency;
var frequency3 = this.limitMotor3.frequency;
var enableSpring1 = frequency1 > 0;
var enableSpring2 = frequency2 > 0;
var enableSpring3 = frequency3 > 0;
var enableLimit1 = this.lowerLimit1 <= this.upperLimit1;
var enableLimit2 = this.lowerLimit2 <= this.upperLimit2;
var enableLimit3 = this.lowerLimit3 <= this.upperLimit3;
var angle1 = this.limitMotor1.angle;
if (enableLimit1) {
if (this.lowerLimit1 == this.upperLimit1) {
if (this.limitState1 != 0) {
this.limitState1 = 0;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.lowerLimit1 - angle1;
} else if (angle1 < this.lowerLimit1) {
if (this.limitState1 != -1) {
this.limitState1 = -1;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.lowerLimit1 - angle1;
} else if (angle1 > this.upperLimit1) {
if (this.limitState1 != 1) {
this.limitState1 = 1;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.upperLimit1 - angle1;
} else {
this.limitState1 = 2;
this.limitImpulse1 = 0;
this.limitVelocity1 = 0;
}
if (!enableSpring1) {
if (this.limitVelocity1 > 0.02) this.limitVelocity1 -= 0.02;
else if (this.limitVelocity1 < -0.02) this.limitVelocity1 += 0.02;
else this.limitVelocity1 = 0;
}
} else {
this.limitState1 = 2;
this.limitImpulse1 = 0;
}
var angle2 = this.limitMotor2.angle;
if (enableLimit2) {
if (this.lowerLimit2 == this.upperLimit2) {
if (this.limitState2 != 0) {
this.limitState2 = 0;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.lowerLimit2 - angle2;
} else if (angle2 < this.lowerLimit2) {
if (this.limitState2 != -1) {
this.limitState2 = -1;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.lowerLimit2 - angle2;
} else if (angle2 > this.upperLimit2) {
if (this.limitState2 != 1) {
this.limitState2 = 1;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.upperLimit2 - angle2;
} else {
this.limitState2 = 2;
this.limitImpulse2 = 0;
this.limitVelocity2 = 0;
}
if (!enableSpring2) {
if (this.limitVelocity2 > 0.02) this.limitVelocity2 -= 0.02;
else if (this.limitVelocity2 < -0.02) this.limitVelocity2 += 0.02;
else this.limitVelocity2 = 0;
}
} else {
this.limitState2 = 2;
this.limitImpulse2 = 0;
}
var angle3 = this.limitMotor3.angle;
if (enableLimit3) {
if (this.lowerLimit3 == this.upperLimit3) {
if (this.limitState3 != 0) {
this.limitState3 = 0;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.lowerLimit3 - angle3;
} else if (angle3 < this.lowerLimit3) {
if (this.limitState3 != -1) {
this.limitState3 = -1;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.lowerLimit3 - angle3;
} else if (angle3 > this.upperLimit3) {
if (this.limitState3 != 1) {
this.limitState3 = 1;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.upperLimit3 - angle3;
} else {
this.limitState3 = 2;
this.limitImpulse3 = 0;
this.limitVelocity3 = 0;
}
if (!enableSpring3) {
if (this.limitVelocity3 > 0.02) this.limitVelocity3 -= 0.02;
else if (this.limitVelocity3 < -0.02) this.limitVelocity3 += 0.02;
else this.limitVelocity3 = 0;
}
} else {
this.limitState3 = 2;
this.limitImpulse3 = 0;
}
if (this.enableMotor1 && (this.limitState1 != 0 || enableSpring1)) {
this.maxMotorImpulse1 = this.maxMotorForce1 * timeStep;
} else {
this.motorImpulse1 = 0;
this.maxMotorImpulse1 = 0;
}
if (this.enableMotor2 && (this.limitState2 != 0 || enableSpring2)) {
this.maxMotorImpulse2 = this.maxMotorForce2 * timeStep;
} else {
this.motorImpulse2 = 0;
this.maxMotorImpulse2 = 0;
}
if (this.enableMotor3 && (this.limitState3 != 0 || enableSpring3)) {
this.maxMotorImpulse3 = this.maxMotorForce3 * timeStep;
} else {
this.motorImpulse3 = 0;
this.maxMotorImpulse3 = 0;
}
// build jacobians
this.a1x1 = this.ax1 * this.i1e00 + this.ay1 * this.i1e01 + this.az1 * this.i1e02;
this.a1y1 = this.ax1 * this.i1e10 + this.ay1 * this.i1e11 + this.az1 * this.i1e12;
this.a1z1 = this.ax1 * this.i1e20 + this.ay1 * this.i1e21 + this.az1 * this.i1e22;
this.a2x1 = this.ax1 * this.i2e00 + this.ay1 * this.i2e01 + this.az1 * this.i2e02;
this.a2y1 = this.ax1 * this.i2e10 + this.ay1 * this.i2e11 + this.az1 * this.i2e12;
this.a2z1 = this.ax1 * this.i2e20 + this.ay1 * this.i2e21 + this.az1 * this.i2e22;
this.a1x2 = this.ax2 * this.i1e00 + this.ay2 * this.i1e01 + this.az2 * this.i1e02;
this.a1y2 = this.ax2 * this.i1e10 + this.ay2 * this.i1e11 + this.az2 * this.i1e12;
this.a1z2 = this.ax2 * this.i1e20 + this.ay2 * this.i1e21 + this.az2 * this.i1e22;
this.a2x2 = this.ax2 * this.i2e00 + this.ay2 * this.i2e01 + this.az2 * this.i2e02;
this.a2y2 = this.ax2 * this.i2e10 + this.ay2 * this.i2e11 + this.az2 * this.i2e12;
this.a2z2 = this.ax2 * this.i2e20 + this.ay2 * this.i2e21 + this.az2 * this.i2e22;
this.a1x3 = this.ax3 * this.i1e00 + this.ay3 * this.i1e01 + this.az3 * this.i1e02;
this.a1y3 = this.ax3 * this.i1e10 + this.ay3 * this.i1e11 + this.az3 * this.i1e12;
this.a1z3 = this.ax3 * this.i1e20 + this.ay3 * this.i1e21 + this.az3 * this.i1e22;
this.a2x3 = this.ax3 * this.i2e00 + this.ay3 * this.i2e01 + this.az3 * this.i2e02;
this.a2y3 = this.ax3 * this.i2e10 + this.ay3 * this.i2e11 + this.az3 * this.i2e12;
this.a2z3 = this.ax3 * this.i2e20 + this.ay3 * this.i2e21 + this.az3 * this.i2e22;
// build an impulse matrix
this.k00 = this.ax1 * (this.a1x1 + this.a2x1) + this.ay1 * (this.a1y1 + this.a2y1) + this.az1 * (this.a1z1 + this.a2z1);
this.k01 = this.ax1 * (this.a1x2 + this.a2x2) + this.ay1 * (this.a1y2 + this.a2y2) + this.az1 * (this.a1z2 + this.a2z2);
this.k02 = this.ax1 * (this.a1x3 + this.a2x3) + this.ay1 * (this.a1y3 + this.a2y3) + this.az1 * (this.a1z3 + this.a2z3);
this.k10 = this.ax2 * (this.a1x1 + this.a2x1) + this.ay2 * (this.a1y1 + this.a2y1) + this.az2 * (this.a1z1 + this.a2z1);
this.k11 = this.ax2 * (this.a1x2 + this.a2x2) + this.ay2 * (this.a1y2 + this.a2y2) + this.az2 * (this.a1z2 + this.a2z2);
this.k12 = this.ax2 * (this.a1x3 + this.a2x3) + this.ay2 * (this.a1y3 + this.a2y3) + this.az2 * (this.a1z3 + this.a2z3);
this.k20 = this.ax3 * (this.a1x1 + this.a2x1) + this.ay3 * (this.a1y1 + this.a2y1) + this.az3 * (this.a1z1 + this.a2z1);
this.k21 = this.ax3 * (this.a1x2 + this.a2x2) + this.ay3 * (this.a1y2 + this.a2y2) + this.az3 * (this.a1z2 + this.a2z2);
this.k22 = this.ax3 * (this.a1x3 + this.a2x3) + this.ay3 * (this.a1y3 + this.a2y3) + this.az3 * (this.a1z3 + this.a2z3);
this.kv00 = this.k00;
this.kv11 = this.k11;
this.kv22 = this.k22;
this.dv00 = 1 / this.kv00;
this.dv11 = 1 / this.kv11;
this.dv22 = 1 / this.kv22;
if (enableSpring1 && this.limitState1 != 2) {
var omega = 6.2831853 * frequency1;
var k = omega * omega * timeStep;
var dmp = invTimeStep / (k + 2 * this.limitMotor1.dampingRatio * omega);
this.cfm1 = this.kv00 * dmp;
this.limitVelocity1 *= k * dmp;
} else {
this.cfm1 = 0;
this.limitVelocity1 *= invTimeStep * 0.05;
}
if (enableSpring2 && this.limitState2 != 2) {
omega = 6.2831853 * frequency2;
k = omega * omega * timeStep;
dmp = invTimeStep / (k + 2 * this.limitMotor2.dampingRatio * omega);
this.cfm2 = this.kv11 * dmp;
this.limitVelocity2 *= k * dmp;
} else {
this.cfm2 = 0;
this.limitVelocity2 *= invTimeStep * 0.05;
}
if (enableSpring3 && this.limitState3 != 2) {
omega = 6.2831853 * frequency3;
k = omega * omega * timeStep;
dmp = invTimeStep / (k + 2 * this.limitMotor3.dampingRatio * omega);
this.cfm3 = this.kv22 * dmp;
this.limitVelocity3 *= k * dmp;
} else {
this.cfm3 = 0;
this.limitVelocity3 *= invTimeStep * 0.05;
}
this.k00 += this.cfm1;
this.k11 += this.cfm2;
this.k22 += this.cfm3;
var inv = 1 / (
this.k00 * (this.k11 * this.k22 - this.k21 * this.k12) +
this.k10 * (this.k21 * this.k02 - this.k01 * this.k22) +
this.k20 * (this.k01 * this.k12 - this.k11 * this.k02)
);
this.d00 = (this.k11 * this.k22 - this.k12 * this.k21) * inv;
this.d01 = (this.k02 * this.k21 - this.k01 * this.k22) * inv;
this.d02 = (this.k01 * this.k12 - this.k02 * this.k11) * inv;
this.d10 = (this.k12 * this.k20 - this.k10 * this.k22) * inv;
this.d11 = (this.k00 * this.k22 - this.k02 * this.k20) * inv;
this.d12 = (this.k02 * this.k10 - this.k00 * this.k12) * inv;
this.d20 = (this.k10 * this.k21 - this.k11 * this.k20) * inv;
this.d21 = (this.k01 * this.k20 - this.k00 * this.k21) * inv;
this.d22 = (this.k00 * this.k11 - this.k01 * this.k10) * inv;
this.limitImpulse1 *= 0.95;
this.motorImpulse1 *= 0.95;
this.limitImpulse2 *= 0.95;
this.motorImpulse2 *= 0.95;
this.limitImpulse3 *= 0.95;
this.motorImpulse3 *= 0.95;
var totalImpulse1 = this.limitImpulse1 + this.motorImpulse1;
var totalImpulse2 = this.limitImpulse2 + this.motorImpulse2;
var totalImpulse3 = this.limitImpulse3 + this.motorImpulse3;
this.a1.x += totalImpulse1 * this.a1x1 + totalImpulse2 * this.a1x2 + totalImpulse3 * this.a1x3;
this.a1.y += totalImpulse1 * this.a1y1 + totalImpulse2 * this.a1y2 + totalImpulse3 * this.a1y3;
this.a1.z += totalImpulse1 * this.a1z1 + totalImpulse2 * this.a1z2 + totalImpulse3 * this.a1z3;
this.a2.x -= totalImpulse1 * this.a2x1 + totalImpulse2 * this.a2x2 + totalImpulse3 * this.a2x3;
this.a2.y -= totalImpulse1 * this.a2y1 + totalImpulse2 * this.a2y2 + totalImpulse3 * this.a2y3;
this.a2.z -= totalImpulse1 * this.a2z1 + totalImpulse2 * this.a2z2 + totalImpulse3 * this.a2z3;
},
solve_: function () {
var rvx = this.a2.x - this.a1.x;
var rvy = this.a2.y - this.a1.y;
var rvz = this.a2.z - this.a1.z;
this.limitVelocity3 = 30;
var rvn1 = rvx * this.ax1 + rvy * this.ay1 + rvz * this.az1 - this.limitVelocity1;
var rvn2 = rvx * this.ax2 + rvy * this.ay2 + rvz * this.az2 - this.limitVelocity2;
var rvn3 = rvx * this.ax3 + rvy * this.ay3 + rvz * this.az3 - this.limitVelocity3;
var dLimitImpulse1 = rvn1 * this.d00 + rvn2 * this.d01 + rvn3 * this.d02;
var dLimitImpulse2 = rvn1 * this.d10 + rvn2 * this.d11 + rvn3 * this.d12;
var dLimitImpulse3 = rvn1 * this.d20 + rvn2 * this.d21 + rvn3 * this.d22;
this.limitImpulse1 += dLimitImpulse1;
this.limitImpulse2 += dLimitImpulse2;
this.limitImpulse3 += dLimitImpulse3;
this.a1.x += dLimitImpulse1 * this.a1x1 + dLimitImpulse2 * this.a1x2 + dLimitImpulse3 * this.a1x3;
this.a1.y += dLimitImpulse1 * this.a1y1 + dLimitImpulse2 * this.a1y2 + dLimitImpulse3 * this.a1y3;
this.a1.z += dLimitImpulse1 * this.a1z1 + dLimitImpulse2 * this.a1z2 + dLimitImpulse3 * this.a1z3;
this.a2.x -= dLimitImpulse1 * this.a2x1 + dLimitImpulse2 * this.a2x2 + dLimitImpulse3 * this.a2x3;
this.a2.y -= dLimitImpulse1 * this.a2y1 + dLimitImpulse2 * this.a2y2 + dLimitImpulse3 * this.a2y3;
this.a2.z -= dLimitImpulse1 * this.a2z1 + dLimitImpulse2 * this.a2z2 + dLimitImpulse3 * this.a2z3;
},
solve: function () {
var rvx = this.a2.x - this.a1.x;
var rvy = this.a2.y - this.a1.y;
var rvz = this.a2.z - this.a1.z;
var rvn1 = rvx * this.ax1 + rvy * this.ay1 + rvz * this.az1;
var rvn2 = rvx * this.ax2 + rvy * this.ay2 + rvz * this.az2;
var rvn3 = rvx * this.ax3 + rvy * this.ay3 + rvz * this.az3;
var oldMotorImpulse1 = this.motorImpulse1;
var oldMotorImpulse2 = this.motorImpulse2;
var oldMotorImpulse3 = this.motorImpulse3;
var dMotorImpulse1 = 0;
var dMotorImpulse2 = 0;
var dMotorImpulse3 = 0;
if (this.enableMotor1) {
dMotorImpulse1 = (rvn1 - this.motorSpeed1) * this.dv00;
this.motorImpulse1 += dMotorImpulse1;
if (this.motorImpulse1 > this.maxMotorImpulse1) { // clamp motor impulse
this.motorImpulse1 = this.maxMotorImpulse1;
} else if (this.motorImpulse1 < -this.maxMotorImpulse1) {
this.motorImpulse1 = -this.maxMotorImpulse1;
}
dMotorImpulse1 = this.motorImpulse1 - oldMotorImpulse1;
}
if (this.enableMotor2) {
dMotorImpulse2 = (rvn2 - this.motorSpeed2) * this.dv11;
this.motorImpulse2 += dMotorImpulse2;
if (this.motorImpulse2 > this.maxMotorImpulse2) { // clamp motor impulse
this.motorImpulse2 = this.maxMotorImpulse2;
} else if (this.motorImpulse2 < -this.maxMotorImpulse2) {
this.motorImpulse2 = -this.maxMotorImpulse2;
}
dMotorImpulse2 = this.motorImpulse2 - oldMotorImpulse2;
}
if (this.enableMotor3) {
dMotorImpulse3 = (rvn3 - this.motorSpeed3) * this.dv22;
this.motorImpulse3 += dMotorImpulse3;
if (this.motorImpulse3 > this.maxMotorImpulse3) { // clamp motor impulse
this.motorImpulse3 = this.maxMotorImpulse3;
} else if (this.motorImpulse3 < -this.maxMotorImpulse3) {
this.motorImpulse3 = -this.maxMotorImpulse3;
}
dMotorImpulse3 = this.motorImpulse3 - oldMotorImpulse3;
}
// apply motor impulse to relative velocity
rvn1 += dMotorImpulse1 * this.kv00 + dMotorImpulse2 * this.k01 + dMotorImpulse3 * this.k02;
rvn2 += dMotorImpulse1 * this.k10 + dMotorImpulse2 * this.kv11 + dMotorImpulse3 * this.k12;
rvn3 += dMotorImpulse1 * this.k20 + dMotorImpulse2 * this.k21 + dMotorImpulse3 * this.kv22;
// subtract target velocity and applied impulse
rvn1 -= this.limitVelocity1 + this.limitImpulse1 * this.cfm1;
rvn2 -= this.limitVelocity2 + this.limitImpulse2 * this.cfm2;
rvn3 -= this.limitVelocity3 + this.limitImpulse3 * this.cfm3;
var oldLimitImpulse1 = this.limitImpulse1;
var oldLimitImpulse2 = this.limitImpulse2;
var oldLimitImpulse3 = this.limitImpulse3;
var dLimitImpulse1 = rvn1 * this.d00 + rvn2 * this.d01 + rvn3 * this.d02;
var dLimitImpulse2 = rvn1 * this.d10 + rvn2 * this.d11 + rvn3 * this.d12;
var dLimitImpulse3 = rvn1 * this.d20 + rvn2 * this.d21 + rvn3 * this.d22;
this.limitImpulse1 += dLimitImpulse1;
this.limitImpulse2 += dLimitImpulse2;
this.limitImpulse3 += dLimitImpulse3;
// clamp
var clampState = 0;
if (this.limitState1 == 2 || this.limitImpulse1 * this.limitState1 < 0) {
dLimitImpulse1 = -oldLimitImpulse1;
rvn2 += dLimitImpulse1 * this.k10;
rvn3 += dLimitImpulse1 * this.k20;
clampState |= 1;
}
if (this.limitState2 == 2 || this.limitImpulse2 * this.limitState2 < 0) {
dLimitImpulse2 = -oldLimitImpulse2;
rvn1 += dLimitImpulse2 * this.k01;
rvn3 += dLimitImpulse2 * this.k21;
clampState |= 2;
}
if (this.limitState3 == 2 || this.limitImpulse3 * this.limitState3 < 0) {
dLimitImpulse3 = -oldLimitImpulse3;
rvn1 += dLimitImpulse3 * this.k02;
rvn2 += dLimitImpulse3 * this.k12;
clampState |= 4;
}
// update un-clamped impulse
// TODO: isolate division
var det;
switch (clampState) {
case 1: // update 2 3
det = 1 / (this.k11 * this.k22 - this.k12 * this.k21);
dLimitImpulse2 = (this.k22 * rvn2 + -this.k12 * rvn3) * det;
dLimitImpulse3 = (-this.k21 * rvn2 + this.k11 * rvn3) * det;
break;
case 2: // update 1 3
det = 1 / (this.k00 * this.k22 - this.k02 * this.k20);
dLimitImpulse1 = (this.k22 * rvn1 + -this.k02 * rvn3) * det;
dLimitImpulse3 = (-this.k20 * rvn1 + this.k00 * rvn3) * det;
break;
case 3: // update 3
dLimitImpulse3 = rvn3 / this.k22;
break;
case 4: // update 1 2
det = 1 / (this.k00 * this.k11 - this.k01 * this.k10);
dLimitImpulse1 = (this.k11 * rvn1 + -this.k01 * rvn2) * det;
dLimitImpulse2 = (-this.k10 * rvn1 + this.k00 * rvn2) * det;
break;
case 5: // update 2
dLimitImpulse2 = rvn2 / this.k11;
break;
case 6: // update 1
dLimitImpulse1 = rvn1 / this.k00;
break;
}
this.limitImpulse1 = dLimitImpulse1 + oldLimitImpulse1;
this.limitImpulse2 = dLimitImpulse2 + oldLimitImpulse2;
this.limitImpulse3 = dLimitImpulse3 + oldLimitImpulse3;
var dImpulse1 = dMotorImpulse1 + dLimitImpulse1;
var dImpulse2 = dMotorImpulse2 + dLimitImpulse2;
var dImpulse3 = dMotorImpulse3 + dLimitImpulse3;
// apply impulse
this.a1.x += dImpulse1 * this.a1x1 + dImpulse2 * this.a1x2 + dImpulse3 * this.a1x3;
this.a1.y += dImpulse1 * this.a1y1 + dImpulse2 * this.a1y2 + dImpulse3 * this.a1y3;
this.a1.z += dImpulse1 * this.a1z1 + dImpulse2 * this.a1z2 + dImpulse3 * this.a1z3;
this.a2.x -= dImpulse1 * this.a2x1 + dImpulse2 * this.a2x2 + dImpulse3 * this.a2x3;
this.a2.y -= dImpulse1 * this.a2y1 + dImpulse2 * this.a2y2 + dImpulse3 * this.a2y3;
this.a2.z -= dImpulse1 * this.a2z1 + dImpulse2 * this.a2z2 + dImpulse3 * this.a2z3;
rvx = this.a2.x - this.a1.x;
rvy = this.a2.y - this.a1.y;
rvz = this.a2.z - this.a1.z;
rvn2 = rvx * this.ax2 + rvy * this.ay2 + rvz * this.az2;
}
}
/**
* A rotational constraint for various joints.
* @author saharan
*/
OIMO.RotationalConstraint = function (joint, limitMotor) {
this.cfm = NaN;
this.i1e00 = NaN;
this.i1e01 = NaN;
this.i1e02 = NaN;
this.i1e10 = NaN;
this.i1e11 = NaN;
this.i1e12 = NaN;
this.i1e20 = NaN;
this.i1e21 = NaN;
this.i1e22 = NaN;
this.i2e00 = NaN;
this.i2e01 = NaN;
this.i2e02 = NaN;
this.i2e10 = NaN;
this.i2e11 = NaN;
this.i2e12 = NaN;
this.i2e20 = NaN;
this.i2e21 = NaN;
this.i2e22 = NaN;
this.motorDenom = NaN;
this.invMotorDenom = NaN;
this.invDenom = NaN;
this.ax = NaN;
this.ay = NaN;
this.az = NaN;
this.a1x = NaN;
this.a1y = NaN;
this.a1z = NaN;
this.a2x = NaN;
this.a2y = NaN;
this.a2z = NaN;
this.enableLimit = false;
this.lowerLimit = NaN;
this.upperLimit = NaN;
this.limitVelocity = NaN;
this.limitState = 0; // -1: at lower, 0: locked, 1: at upper, 2: free
this.enableMotor = false;
this.motorSpeed = NaN;
this.maxMotorForce = NaN;
this.maxMotorImpulse = NaN;
this.limitMotor = limitMotor;
this.b1 = joint.body1;
this.b2 = joint.body2;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
this.limitImpulse = 0;
this.motorImpulse = 0;
}
OIMO.RotationalConstraint.prototype = {
constructor: OIMO.RotationalConstraint,
preSolve: function (timeStep, invTimeStep) {
this.ax = this.limitMotor.axis.x;
this.ay = this.limitMotor.axis.y;
this.az = this.limitMotor.axis.z;
this.lowerLimit = this.limitMotor.lowerLimit;
this.upperLimit = this.limitMotor.upperLimit;
this.motorSpeed = this.limitMotor.motorSpeed;
this.maxMotorForce = this.limitMotor.maxMotorForce;
this.enableMotor = this.maxMotorForce > 0;
var ti1 = this.i1.elements;
var ti2 = this.i2.elements;
this.i1e00 = ti1[0];
this.i1e01 = ti1[1];
this.i1e02 = ti1[2];
this.i1e10 = ti1[3];
this.i1e11 = ti1[4];
this.i1e12 = ti1[5];
this.i1e20 = ti1[6];
this.i1e21 = ti1[7];
this.i1e22 = ti1[8];
this.i2e00 = ti2[0];
this.i2e01 = ti2[1];
this.i2e02 = ti2[2];
this.i2e10 = ti2[3];
this.i2e11 = ti2[4];
this.i2e12 = ti2[5];
this.i2e20 = ti2[6];
this.i2e21 = ti2[7];
this.i2e22 = ti2[8];
var frequency = this.limitMotor.frequency;
var enableSpring = frequency > 0;
var enableLimit = this.lowerLimit <= this.upperLimit;
var angle = this.limitMotor.angle;
if (enableLimit) {
if (this.lowerLimit == this.upperLimit) {
if (this.limitState != 0) {
this.limitState = 0;
this.limitImpulse = 0;
}
this.limitVelocity = this.lowerLimit - angle;
} else if (angle < this.lowerLimit) {
if (this.limitState != -1) {
this.limitState = -1;
this.limitImpulse = 0;
}
this.limitVelocity = this.lowerLimit - angle;
} else if (angle > this.upperLimit) {
if (this.limitState != 1) {
this.limitState = 1;
this.limitImpulse = 0;
}
this.limitVelocity = this.upperLimit - angle;
} else {
this.limitState = 2;
this.limitImpulse = 0;
this.limitVelocity = 0;
}
if (!enableSpring) {
if (this.limitVelocity > 0.02) this.limitVelocity -= 0.02;
else if (this.limitVelocity < -0.02) this.limitVelocity += 0.02;
else this.limitVelocity = 0;
}
} else {
this.limitState = 2;
this.limitImpulse = 0;
}
if (this.enableMotor && (this.limitState != 0 || enableSpring)) {
this.maxMotorImpulse = this.maxMotorForce * timeStep;
} else {
this.motorImpulse = 0;
this.maxMotorImpulse = 0;
}
this.a1x = this.ax * this.i1e00 + this.ay * this.i1e01 + this.az * this.i1e02;
this.a1y = this.ax * this.i1e10 + this.ay * this.i1e11 + this.az * this.i1e12;
this.a1z = this.ax * this.i1e20 + this.ay * this.i1e21 + this.az * this.i1e22;
this.a2x = this.ax * this.i2e00 + this.ay * this.i2e01 + this.az * this.i2e02;
this.a2y = this.ax * this.i2e10 + this.ay * this.i2e11 + this.az * this.i2e12;
this.a2z = this.ax * this.i2e20 + this.ay * this.i2e21 + this.az * this.i2e22;
this.motorDenom = this.ax * (this.a1x + this.a2x) + this.ay * (this.a1y + this.a2y) + this.az * (this.a1z + this.a2z);
this.invMotorDenom = 1 / this.motorDenom;
if (enableSpring && this.limitState != 2) {
var omega = 6.2831853 * frequency;
var k = omega * omega * timeStep;
var dmp = invTimeStep / (k + 2 * this.limitMotor.dampingRatio * omega);
this.cfm = this.motorDenom * dmp;
this.limitVelocity *= k * dmp;
} else {
this.cfm = 0;
this.limitVelocity *= invTimeStep * 0.05;
}
this.invDenom = 1 / (this.motorDenom + this.cfm);
this.limitImpulse *= 0.95;
this.motorImpulse *= 0.95;
var totalImpulse = this.limitImpulse + this.motorImpulse;
this.a1.x += totalImpulse * this.a1x;
this.a1.y += totalImpulse * this.a1y;
this.a1.z += totalImpulse * this.a1z;
this.a2.x -= totalImpulse * this.a2x;
this.a2.y -= totalImpulse * this.a2y;
this.a2.z -= totalImpulse * this.a2z;
},
solve: function () {
var rvn = this.ax * (this.a2.x - this.a1.x) + this.ay * (this.a2.y - this.a1.y) + this.az * (this.a2.z - this.a1.z);
// motor part
var newMotorImpulse;
if (this.enableMotor) {
newMotorImpulse = (rvn - this.motorSpeed) * this.invMotorDenom;
var oldMotorImpulse = this.motorImpulse;
this.motorImpulse += newMotorImpulse;
if (this.motorImpulse > this.maxMotorImpulse) this.motorImpulse = this.maxMotorImpulse;
else if (this.motorImpulse < -this.maxMotorImpulse) this.motorImpulse = -this.maxMotorImpulse;
newMotorImpulse = this.motorImpulse - oldMotorImpulse;
rvn -= newMotorImpulse * this.motorDenom;
} else newMotorImpulse = 0;
// limit part
var newLimitImpulse;
if (this.limitState != 2) {
newLimitImpulse = (rvn - this.limitVelocity - this.limitImpulse * this.cfm) * this.invDenom;
var oldLimitImpulse = this.limitImpulse;
this.limitImpulse += newLimitImpulse;
if (this.limitImpulse * this.limitState < 0) this.limitImpulse = 0;
newLimitImpulse = this.limitImpulse - oldLimitImpulse;
} else newLimitImpulse = 0;
var totalImpulse = newLimitImpulse + newMotorImpulse;
this.a1.x += totalImpulse * this.a1x;
this.a1.y += totalImpulse * this.a1y;
this.a1.z += totalImpulse * this.a1z;
this.a2.x -= totalImpulse * this.a2x;
this.a2.y -= totalImpulse * this.a2y;
this.a2.z -= totalImpulse * this.a2z;
}
}
/**
* A three-axis translational constraint for various joints.
* @author saharan
*/
OIMO.Translational3Constraint = function (joint, limitMotor1, limitMotor2, limitMotor3) {
this.m1 = NaN;
this.m2 = NaN;
this.i1e00 = NaN;
this.i1e01 = NaN;
this.i1e02 = NaN;
this.i1e10 = NaN;
this.i1e11 = NaN;
this.i1e12 = NaN;
this.i1e20 = NaN;
this.i1e21 = NaN;
this.i1e22 = NaN;
this.i2e00 = NaN;
this.i2e01 = NaN;
this.i2e02 = NaN;
this.i2e10 = NaN;
this.i2e11 = NaN;
this.i2e12 = NaN;
this.i2e20 = NaN;
this.i2e21 = NaN;
this.i2e22 = NaN;
this.ax1 = NaN;
this.ay1 = NaN;
this.az1 = NaN;
this.ax2 = NaN;
this.ay2 = NaN;
this.az2 = NaN;
this.ax3 = NaN;
this.ay3 = NaN;
this.az3 = NaN;
this.r1x = NaN;
this.r1y = NaN;
this.r1z = NaN;
this.r2x = NaN;
this.r2y = NaN;
this.r2z = NaN;
this.t1x1 = NaN;// jacobians
this.t1y1 = NaN;
this.t1z1 = NaN;
this.t2x1 = NaN;
this.t2y1 = NaN;
this.t2z1 = NaN;
this.l1x1 = NaN;
this.l1y1 = NaN;
this.l1z1 = NaN;
this.l2x1 = NaN;
this.l2y1 = NaN;
this.l2z1 = NaN;
this.a1x1 = NaN;
this.a1y1 = NaN;
this.a1z1 = NaN;
this.a2x1 = NaN;
this.a2y1 = NaN;
this.a2z1 = NaN;
this.t1x2 = NaN;
this.t1y2 = NaN;
this.t1z2 = NaN;
this.t2x2 = NaN;
this.t2y2 = NaN;
this.t2z2 = NaN;
this.l1x2 = NaN;
this.l1y2 = NaN;
this.l1z2 = NaN;
this.l2x2 = NaN;
this.l2y2 = NaN;
this.l2z2 = NaN;
this.a1x2 = NaN;
this.a1y2 = NaN;
this.a1z2 = NaN;
this.a2x2 = NaN;
this.a2y2 = NaN;
this.a2z2 = NaN;
this.t1x3 = NaN;
this.t1y3 = NaN;
this.t1z3 = NaN;
this.t2x3 = NaN;
this.t2y3 = NaN;
this.t2z3 = NaN;
this.l1x3 = NaN;
this.l1y3 = NaN;
this.l1z3 = NaN;
this.l2x3 = NaN;
this.l2y3 = NaN;
this.l2z3 = NaN;
this.a1x3 = NaN;
this.a1y3 = NaN;
this.a1z3 = NaN;
this.a2x3 = NaN;
this.a2y3 = NaN;
this.a2z3 = NaN;
this.lowerLimit1 = NaN;
this.upperLimit1 = NaN;
this.limitVelocity1 = NaN;
this.limitState1 = 0; // -1: at lower, 0: locked, 1: at upper, 2: unlimited
this.enableMotor1 = false;
this.motorSpeed1 = NaN;
this.maxMotorForce1 = NaN;
this.maxMotorImpulse1 = NaN;
this.lowerLimit2 = NaN;
this.upperLimit2 = NaN;
this.limitVelocity2 = NaN;
this.limitState2 = 0; // -1: at lower, 0: locked, 1: at upper, 2: unlimited
this.enableMotor2 = false;
this.motorSpeed2 = NaN;
this.maxMotorForce2 = NaN;
this.maxMotorImpulse2 = NaN;
this.lowerLimit3 = NaN;
this.upperLimit3 = NaN;
this.limitVelocity3 = NaN;
this.limitState3 = 0; // -1: at lower, 0: locked, 1: at upper, 2: unlimited
this.enableMotor3 = false;
this.motorSpeed3 = NaN;
this.maxMotorForce3 = NaN;
this.maxMotorImpulse3 = NaN;
this.k00 = NaN; // K = J*M*JT
this.k01 = NaN;
this.k02 = NaN;
this.k10 = NaN;
this.k11 = NaN;
this.k12 = NaN;
this.k20 = NaN;
this.k21 = NaN;
this.k22 = NaN;
this.kv00 = NaN; // diagonals without CFMs
this.kv11 = NaN;
this.kv22 = NaN;
this.dv00 = NaN; // ...inverted
this.dv11 = NaN;
this.dv22 = NaN;
this.d00 = NaN; // K^-1
this.d01 = NaN;
this.d02 = NaN;
this.d10 = NaN;
this.d11 = NaN;
this.d12 = NaN;
this.d20 = NaN;
this.d21 = NaN;
this.d22 = NaN;
this.limitMotor1 = limitMotor1;
this.limitMotor2 = limitMotor2;
this.limitMotor3 = limitMotor3;
this.b1 = joint.body1;
this.b2 = joint.body2;
this.p1 = joint.anchorPoint1;
this.p2 = joint.anchorPoint2;
this.r1 = joint.relativeAnchorPoint1;
this.r2 = joint.relativeAnchorPoint2;
this.l1 = this.b1.linearVelocity;
this.l2 = this.b2.linearVelocity;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
this.limitImpulse1 = 0;
this.motorImpulse1 = 0;
this.limitImpulse2 = 0;
this.motorImpulse2 = 0;
this.limitImpulse3 = 0;
this.motorImpulse3 = 0;
this.cfm1 = 0;// Constraint Force Mixing
this.cfm2 = 0;
this.cfm3 = 0;
this.weight = -1;
}
OIMO.Translational3Constraint.prototype = {
constructor: OIMO.Translational3Constraint,
preSolve: function (timeStep, invTimeStep) {
this.ax1 = this.limitMotor1.axis.x;
this.ay1 = this.limitMotor1.axis.y;
this.az1 = this.limitMotor1.axis.z;
this.ax2 = this.limitMotor2.axis.x;
this.ay2 = this.limitMotor2.axis.y;
this.az2 = this.limitMotor2.axis.z;
this.ax3 = this.limitMotor3.axis.x;
this.ay3 = this.limitMotor3.axis.y;
this.az3 = this.limitMotor3.axis.z;
this.lowerLimit1 = this.limitMotor1.lowerLimit;
this.upperLimit1 = this.limitMotor1.upperLimit;
this.motorSpeed1 = this.limitMotor1.motorSpeed;
this.maxMotorForce1 = this.limitMotor1.maxMotorForce;
this.enableMotor1 = this.maxMotorForce1 > 0;
this.lowerLimit2 = this.limitMotor2.lowerLimit;
this.upperLimit2 = this.limitMotor2.upperLimit;
this.motorSpeed2 = this.limitMotor2.motorSpeed;
this.maxMotorForce2 = this.limitMotor2.maxMotorForce;
this.enableMotor2 = this.maxMotorForce2 > 0;
this.lowerLimit3 = this.limitMotor3.lowerLimit;
this.upperLimit3 = this.limitMotor3.upperLimit;
this.motorSpeed3 = this.limitMotor3.motorSpeed;
this.maxMotorForce3 = this.limitMotor3.maxMotorForce;
this.enableMotor3 = this.maxMotorForce3 > 0;
this.m1 = this.b1.inverseMass;
this.m2 = this.b2.inverseMass;
var ti1 = this.i1.elements;
var ti2 = this.i2.elements;
this.i1e00 = ti1[0];
this.i1e01 = ti1[1];
this.i1e02 = ti1[2];
this.i1e10 = ti1[3];
this.i1e11 = ti1[4];
this.i1e12 = ti1[5];
this.i1e20 = ti1[6];
this.i1e21 = ti1[7];
this.i1e22 = ti1[8];
this.i2e00 = ti2[0];
this.i2e01 = ti2[1];
this.i2e02 = ti2[2];
this.i2e10 = ti2[3];
this.i2e11 = ti2[4];
this.i2e12 = ti2[5];
this.i2e20 = ti2[6];
this.i2e21 = ti2[7];
this.i2e22 = ti2[8];
var dx = this.p2.x - this.p1.x;
var dy = this.p2.y - this.p1.y;
var dz = this.p2.z - this.p1.z;
var d1 = dx * this.ax1 + dy * this.ay1 + dz * this.az1;
var d2 = dx * this.ax2 + dy * this.ay2 + dz * this.az2;
var d3 = dx * this.ax3 + dy * this.ay3 + dz * this.az3;
var frequency1 = this.limitMotor1.frequency;
var frequency2 = this.limitMotor2.frequency;
var frequency3 = this.limitMotor3.frequency;
var enableSpring1 = frequency1 > 0;
var enableSpring2 = frequency2 > 0;
var enableSpring3 = frequency3 > 0;
var enableLimit1 = this.lowerLimit1 <= this.upperLimit1;
var enableLimit2 = this.lowerLimit2 <= this.upperLimit2;
var enableLimit3 = this.lowerLimit3 <= this.upperLimit3;
// for stability
if (enableSpring1 && d1 > 20 || d1 < -20) {
enableSpring1 = false;
}
if (enableSpring2 && d2 > 20 || d2 < -20) {
enableSpring2 = false;
}
if (enableSpring3 && d3 > 20 || d3 < -20) {
enableSpring3 = false;
}
if (enableLimit1) {
if (this.lowerLimit1 == this.upperLimit1) {
if (this.limitState1 != 0) {
this.limitState1 = 0;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.lowerLimit1 - d1;
if (!enableSpring1) d1 = this.lowerLimit1;
} else if (d1 < this.lowerLimit1) {
if (this.limitState1 != -1) {
this.limitState1 = -1;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.lowerLimit1 - d1;
if (!enableSpring1) d1 = this.lowerLimit1;
} else if (d1 > this.upperLimit1) {
if (this.limitState1 != 1) {
this.limitState1 = 1;
this.limitImpulse1 = 0;
}
this.limitVelocity1 = this.upperLimit1 - d1;
if (!enableSpring1) d1 = this.upperLimit1;
} else {
this.limitState1 = 2;
this.limitImpulse1 = 0;
this.limitVelocity1 = 0;
}
if (!enableSpring1) {
if (this.limitVelocity1 > 0.005) this.limitVelocity1 -= 0.005;
else if (this.limitVelocity1 < -0.005) this.limitVelocity1 += 0.005;
else this.limitVelocity1 = 0;
}
} else {
this.limitState1 = 2;
this.limitImpulse1 = 0;
}
if (enableLimit2) {
if (this.lowerLimit2 == this.upperLimit2) {
if (this.limitState2 != 0) {
this.limitState2 = 0;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.lowerLimit2 - d2;
if (!enableSpring2) d2 = this.lowerLimit2;
} else if (d2 < this.lowerLimit2) {
if (this.limitState2 != -1) {
this.limitState2 = -1;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.lowerLimit2 - d2;
if (!enableSpring2) d2 = this.lowerLimit2;
} else if (d2 > this.upperLimit2) {
if (this.limitState2 != 1) {
this.limitState2 = 1;
this.limitImpulse2 = 0;
}
this.limitVelocity2 = this.upperLimit2 - d2;
if (!enableSpring2) d2 = this.upperLimit2;
} else {
this.limitState2 = 2;
this.limitImpulse2 = 0;
this.limitVelocity2 = 0;
}
if (!enableSpring2) {
if (this.limitVelocity2 > 0.005) this.limitVelocity2 -= 0.005;
else if (this.limitVelocity2 < -0.005) this.limitVelocity2 += 0.005;
else this.limitVelocity2 = 0;
}
} else {
this.limitState2 = 2;
this.limitImpulse2 = 0;
}
if (enableLimit3) {
if (this.lowerLimit3 == this.upperLimit3) {
if (this.limitState3 != 0) {
this.limitState3 = 0;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.lowerLimit3 - d3;
if (!enableSpring3) d3 = this.lowerLimit3;
} else if (d3 < this.lowerLimit3) {
if (this.limitState3 != -1) {
this.limitState3 = -1;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.lowerLimit3 - d3;
if (!enableSpring3) d3 = this.lowerLimit3;
} else if (d3 > this.upperLimit3) {
if (this.limitState3 != 1) {
this.limitState3 = 1;
this.limitImpulse3 = 0;
}
this.limitVelocity3 = this.upperLimit3 - d3;
if (!enableSpring3) d3 = this.upperLimit3;
} else {
this.limitState3 = 2;
this.limitImpulse3 = 0;
this.limitVelocity3 = 0;
}
if (!enableSpring3) {
if (this.limitVelocity3 > 0.005) this.limitVelocity3 -= 0.005;
else if (this.limitVelocity3 < -0.005) this.limitVelocity3 += 0.005;
else this.limitVelocity3 = 0;
}
} else {
this.limitState3 = 2;
this.limitImpulse3 = 0;
}
if (this.enableMotor1 && (this.limitState1 != 0 || enableSpring1)) {
this.maxMotorImpulse1 = this.maxMotorForce1 * timeStep;
} else {
this.motorImpulse1 = 0;
this.maxMotorImpulse1 = 0;
}
if (this.enableMotor2 && (this.limitState2 != 0 || enableSpring2)) {
this.maxMotorImpulse2 = this.maxMotorForce2 * timeStep;
} else {
this.motorImpulse2 = 0;
this.maxMotorImpulse2 = 0;
}
if (this.enableMotor3 && (this.limitState3 != 0 || enableSpring3)) {
this.maxMotorImpulse3 = this.maxMotorForce3 * timeStep;
} else {
this.motorImpulse3 = 0;
this.maxMotorImpulse3 = 0;
}
var rdx = d1 * this.ax1 + d2 * this.ax2 + d3 * this.ax2;
var rdy = d1 * this.ay1 + d2 * this.ay2 + d3 * this.ay2;
var rdz = d1 * this.az1 + d2 * this.az2 + d3 * this.az2;
var w1 = this.m2 / (this.m1 + this.m2);
if (this.weight >= 0) w1 = this.weight; // use given weight
var w2 = 1 - w1;
this.r1x = this.r1.x + rdx * w1;
this.r1y = this.r1.y + rdy * w1;
this.r1z = this.r1.z + rdz * w1;
this.r2x = this.r2.x - rdx * w2;
this.r2y = this.r2.y - rdy * w2;
this.r2z = this.r2.z - rdz * w2;
// build jacobians
this.t1x1 = this.r1y * this.az1 - this.r1z * this.ay1;
this.t1y1 = this.r1z * this.ax1 - this.r1x * this.az1;
this.t1z1 = this.r1x * this.ay1 - this.r1y * this.ax1;
this.t2x1 = this.r2y * this.az1 - this.r2z * this.ay1;
this.t2y1 = this.r2z * this.ax1 - this.r2x * this.az1;
this.t2z1 = this.r2x * this.ay1 - this.r2y * this.ax1;
this.l1x1 = this.ax1 * this.m1;
this.l1y1 = this.ay1 * this.m1;
this.l1z1 = this.az1 * this.m1;
this.l2x1 = this.ax1 * this.m2;
this.l2y1 = this.ay1 * this.m2;
this.l2z1 = this.az1 * this.m2;
this.a1x1 = this.t1x1 * this.i1e00 + this.t1y1 * this.i1e01 + this.t1z1 * this.i1e02;
this.a1y1 = this.t1x1 * this.i1e10 + this.t1y1 * this.i1e11 + this.t1z1 * this.i1e12;
this.a1z1 = this.t1x1 * this.i1e20 + this.t1y1 * this.i1e21 + this.t1z1 * this.i1e22;
this.a2x1 = this.t2x1 * this.i2e00 + this.t2y1 * this.i2e01 + this.t2z1 * this.i2e02;
this.a2y1 = this.t2x1 * this.i2e10 + this.t2y1 * this.i2e11 + this.t2z1 * this.i2e12;
this.a2z1 = this.t2x1 * this.i2e20 + this.t2y1 * this.i2e21 + this.t2z1 * this.i2e22;
this.t1x2 = this.r1y * this.az2 - this.r1z * this.ay2;
this.t1y2 = this.r1z * this.ax2 - this.r1x * this.az2;
this.t1z2 = this.r1x * this.ay2 - this.r1y * this.ax2;
this.t2x2 = this.r2y * this.az2 - this.r2z * this.ay2;
this.t2y2 = this.r2z * this.ax2 - this.r2x * this.az2;
this.t2z2 = this.r2x * this.ay2 - this.r2y * this.ax2;
this.l1x2 = this.ax2 * this.m1;
this.l1y2 = this.ay2 * this.m1;
this.l1z2 = this.az2 * this.m1;
this.l2x2 = this.ax2 * this.m2;
this.l2y2 = this.ay2 * this.m2;
this.l2z2 = this.az2 * this.m2;
this.a1x2 = this.t1x2 * this.i1e00 + this.t1y2 * this.i1e01 + this.t1z2 * this.i1e02;
this.a1y2 = this.t1x2 * this.i1e10 + this.t1y2 * this.i1e11 + this.t1z2 * this.i1e12;
this.a1z2 = this.t1x2 * this.i1e20 + this.t1y2 * this.i1e21 + this.t1z2 * this.i1e22;
this.a2x2 = this.t2x2 * this.i2e00 + this.t2y2 * this.i2e01 + this.t2z2 * this.i2e02;
this.a2y2 = this.t2x2 * this.i2e10 + this.t2y2 * this.i2e11 + this.t2z2 * this.i2e12;
this.a2z2 = this.t2x2 * this.i2e20 + this.t2y2 * this.i2e21 + this.t2z2 * this.i2e22;
this.t1x3 = this.r1y * this.az3 - this.r1z * this.ay3;
this.t1y3 = this.r1z * this.ax3 - this.r1x * this.az3;
this.t1z3 = this.r1x * this.ay3 - this.r1y * this.ax3;
this.t2x3 = this.r2y * this.az3 - this.r2z * this.ay3;
this.t2y3 = this.r2z * this.ax3 - this.r2x * this.az3;
this.t2z3 = this.r2x * this.ay3 - this.r2y * this.ax3;
this.l1x3 = this.ax3 * this.m1;
this.l1y3 = this.ay3 * this.m1;
this.l1z3 = this.az3 * this.m1;
this.l2x3 = this.ax3 * this.m2;
this.l2y3 = this.ay3 * this.m2;
this.l2z3 = this.az3 * this.m2;
this.a1x3 = this.t1x3 * this.i1e00 + this.t1y3 * this.i1e01 + this.t1z3 * this.i1e02;
this.a1y3 = this.t1x3 * this.i1e10 + this.t1y3 * this.i1e11 + this.t1z3 * this.i1e12;
this.a1z3 = this.t1x3 * this.i1e20 + this.t1y3 * this.i1e21 + this.t1z3 * this.i1e22;
this.a2x3 = this.t2x3 * this.i2e00 + this.t2y3 * this.i2e01 + this.t2z3 * this.i2e02;
this.a2y3 = this.t2x3 * this.i2e10 + this.t2y3 * this.i2e11 + this.t2z3 * this.i2e12;
this.a2z3 = this.t2x3 * this.i2e20 + this.t2y3 * this.i2e21 + this.t2z3 * this.i2e22;
// build an impulse matrix
var m12 = this.m1 + this.m2;
this.k00 = (this.ax1 * this.ax1 + this.ay1 * this.ay1 + this.az1 * this.az1) * m12;
this.k01 = (this.ax1 * this.ax2 + this.ay1 * this.ay2 + this.az1 * this.az2) * m12;
this.k02 = (this.ax1 * this.ax3 + this.ay1 * this.ay3 + this.az1 * this.az3) * m12;
this.k10 = (this.ax2 * this.ax1 + this.ay2 * this.ay1 + this.az2 * this.az1) * m12;
this.k11 = (this.ax2 * this.ax2 + this.ay2 * this.ay2 + this.az2 * this.az2) * m12;
this.k12 = (this.ax2 * this.ax3 + this.ay2 * this.ay3 + this.az2 * this.az3) * m12;
this.k20 = (this.ax3 * this.ax1 + this.ay3 * this.ay1 + this.az3 * this.az1) * m12;
this.k21 = (this.ax3 * this.ax2 + this.ay3 * this.ay2 + this.az3 * this.az2) * m12;
this.k22 = (this.ax3 * this.ax3 + this.ay3 * this.ay3 + this.az3 * this.az3) * m12;
this.k00 += this.t1x1 * this.a1x1 + this.t1y1 * this.a1y1 + this.t1z1 * this.a1z1;
this.k01 += this.t1x1 * this.a1x2 + this.t1y1 * this.a1y2 + this.t1z1 * this.a1z2;
this.k02 += this.t1x1 * this.a1x3 + this.t1y1 * this.a1y3 + this.t1z1 * this.a1z3;
this.k10 += this.t1x2 * this.a1x1 + this.t1y2 * this.a1y1 + this.t1z2 * this.a1z1;
this.k11 += this.t1x2 * this.a1x2 + this.t1y2 * this.a1y2 + this.t1z2 * this.a1z2;
this.k12 += this.t1x2 * this.a1x3 + this.t1y2 * this.a1y3 + this.t1z2 * this.a1z3;
this.k20 += this.t1x3 * this.a1x1 + this.t1y3 * this.a1y1 + this.t1z3 * this.a1z1;
this.k21 += this.t1x3 * this.a1x2 + this.t1y3 * this.a1y2 + this.t1z3 * this.a1z2;
this.k22 += this.t1x3 * this.a1x3 + this.t1y3 * this.a1y3 + this.t1z3 * this.a1z3;
this.k00 += this.t2x1 * this.a2x1 + this.t2y1 * this.a2y1 + this.t2z1 * this.a2z1;
this.k01 += this.t2x1 * this.a2x2 + this.t2y1 * this.a2y2 + this.t2z1 * this.a2z2;
this.k02 += this.t2x1 * this.a2x3 + this.t2y1 * this.a2y3 + this.t2z1 * this.a2z3;
this.k10 += this.t2x2 * this.a2x1 + this.t2y2 * this.a2y1 + this.t2z2 * this.a2z1;
this.k11 += this.t2x2 * this.a2x2 + this.t2y2 * this.a2y2 + this.t2z2 * this.a2z2;
this.k12 += this.t2x2 * this.a2x3 + this.t2y2 * this.a2y3 + this.t2z2 * this.a2z3;
this.k20 += this.t2x3 * this.a2x1 + this.t2y3 * this.a2y1 + this.t2z3 * this.a2z1;
this.k21 += this.t2x3 * this.a2x2 + this.t2y3 * this.a2y2 + this.t2z3 * this.a2z2;
this.k22 += this.t2x3 * this.a2x3 + this.t2y3 * this.a2y3 + this.t2z3 * this.a2z3;
this.kv00 = this.k00;
this.kv11 = this.k11;
this.kv22 = this.k22;
this.dv00 = 1 / this.kv00;
this.dv11 = 1 / this.kv11;
this.dv22 = 1 / this.kv22;
if (enableSpring1 && this.limitState1 != 2) {
var omega = 6.2831853 * frequency1;
var k = omega * omega * timeStep;
var dmp = invTimeStep / (k + 2 * this.limitMotor1.dampingRatio * omega);
this.cfm1 = this.kv00 * dmp;
this.limitVelocity1 *= k * dmp;
} else {
this.cfm1 = 0;
this.limitVelocity1 *= invTimeStep * 0.05;
}
if (enableSpring2 && this.limitState2 != 2) {
omega = 6.2831853 * frequency2;
k = omega * omega * timeStep;
dmp = invTimeStep / (k + 2 * this.limitMotor2.dampingRatio * omega);
this.cfm2 = this.kv11 * dmp;
this.limitVelocity2 *= k * dmp;
} else {
this.cfm2 = 0;
this.limitVelocity2 *= invTimeStep * 0.05;
}
if (enableSpring3 && this.limitState3 != 2) {
omega = 6.2831853 * frequency3;
k = omega * omega * timeStep;
dmp = invTimeStep / (k + 2 * this.limitMotor3.dampingRatio * omega);
this.cfm3 = this.kv22 * dmp;
this.limitVelocity3 *= k * dmp;
} else {
this.cfm3 = 0;
this.limitVelocity3 *= invTimeStep * 0.05;
}
this.k00 += this.cfm1;
this.k11 += this.cfm2;
this.k22 += this.cfm3;
var inv = 1 / (
this.k00 * (this.k11 * this.k22 - this.k21 * this.k12) +
this.k10 * (this.k21 * this.k02 - this.k01 * this.k22) +
this.k20 * (this.k01 * this.k12 - this.k11 * this.k02)
);
this.d00 = (this.k11 * this.k22 - this.k12 * this.k21) * inv;
this.d01 = (this.k02 * this.k21 - this.k01 * this.k22) * inv;
this.d02 = (this.k01 * this.k12 - this.k02 * this.k11) * inv;
this.d10 = (this.k12 * this.k20 - this.k10 * this.k22) * inv;
this.d11 = (this.k00 * this.k22 - this.k02 * this.k20) * inv;
this.d12 = (this.k02 * this.k10 - this.k00 * this.k12) * inv;
this.d20 = (this.k10 * this.k21 - this.k11 * this.k20) * inv;
this.d21 = (this.k01 * this.k20 - this.k00 * this.k21) * inv;
this.d22 = (this.k00 * this.k11 - this.k01 * this.k10) * inv;
// warm starting
var totalImpulse1 = this.limitImpulse1 + this.motorImpulse1;
var totalImpulse2 = this.limitImpulse2 + this.motorImpulse2;
var totalImpulse3 = this.limitImpulse3 + this.motorImpulse3;
this.l1.x += totalImpulse1 * this.l1x1 + totalImpulse2 * this.l1x2 + totalImpulse3 * this.l1x3;
this.l1.y += totalImpulse1 * this.l1y1 + totalImpulse2 * this.l1y2 + totalImpulse3 * this.l1y3;
this.l1.z += totalImpulse1 * this.l1z1 + totalImpulse2 * this.l1z2 + totalImpulse3 * this.l1z3;
this.a1.x += totalImpulse1 * this.a1x1 + totalImpulse2 * this.a1x2 + totalImpulse3 * this.a1x3;
this.a1.y += totalImpulse1 * this.a1y1 + totalImpulse2 * this.a1y2 + totalImpulse3 * this.a1y3;
this.a1.z += totalImpulse1 * this.a1z1 + totalImpulse2 * this.a1z2 + totalImpulse3 * this.a1z3;
this.l2.x -= totalImpulse1 * this.l2x1 + totalImpulse2 * this.l2x2 + totalImpulse3 * this.l2x3;
this.l2.y -= totalImpulse1 * this.l2y1 + totalImpulse2 * this.l2y2 + totalImpulse3 * this.l2y3;
this.l2.z -= totalImpulse1 * this.l2z1 + totalImpulse2 * this.l2z2 + totalImpulse3 * this.l2z3;
this.a2.x -= totalImpulse1 * this.a2x1 + totalImpulse2 * this.a2x2 + totalImpulse3 * this.a2x3;
this.a2.y -= totalImpulse1 * this.a2y1 + totalImpulse2 * this.a2y2 + totalImpulse3 * this.a2y3;
this.a2.z -= totalImpulse1 * this.a2z1 + totalImpulse2 * this.a2z2 + totalImpulse3 * this.a2z3;
},
solve: function () {
var rvx = this.l2.x - this.l1.x + this.a2.y * this.r2z - this.a2.z * this.r2y - this.a1.y * this.r1z + this.a1.z * this.r1y;
var rvy = this.l2.y - this.l1.y + this.a2.z * this.r2x - this.a2.x * this.r2z - this.a1.z * this.r1x + this.a1.x * this.r1z;
var rvz = this.l2.z - this.l1.z + this.a2.x * this.r2y - this.a2.y * this.r2x - this.a1.x * this.r1y + this.a1.y * this.r1x;
var rvn1 = rvx * this.ax1 + rvy * this.ay1 + rvz * this.az1;
var rvn2 = rvx * this.ax2 + rvy * this.ay2 + rvz * this.az2;
var rvn3 = rvx * this.ax3 + rvy * this.ay3 + rvz * this.az3;
var oldMotorImpulse1 = this.motorImpulse1;
var oldMotorImpulse2 = this.motorImpulse2;
var oldMotorImpulse3 = this.motorImpulse3;
var dMotorImpulse1 = 0;
var dMotorImpulse2 = 0;
var dMotorImpulse3 = 0;
if (this.enableMotor1) {
dMotorImpulse1 = (rvn1 - this.motorSpeed1) * this.dv00;
this.motorImpulse1 += dMotorImpulse1;
if (this.motorImpulse1 > this.maxMotorImpulse1) { // clamp motor impulse
this.motorImpulse1 = this.maxMotorImpulse1;
} else if (this.motorImpulse1 < -this.maxMotorImpulse1) {
this.motorImpulse1 = -this.maxMotorImpulse1;
}
dMotorImpulse1 = this.motorImpulse1 - oldMotorImpulse1;
}
if (this.enableMotor2) {
dMotorImpulse2 = (rvn2 - this.motorSpeed2) * this.dv11;
this.motorImpulse2 += dMotorImpulse2;
if (this.motorImpulse2 > this.maxMotorImpulse2) { // clamp motor impulse
this.motorImpulse2 = this.maxMotorImpulse2;
} else if (this.motorImpulse2 < -this.maxMotorImpulse2) {
this.motorImpulse2 = -this.maxMotorImpulse2;
}
dMotorImpulse2 = this.motorImpulse2 - oldMotorImpulse2;
}
if (this.enableMotor3) {
dMotorImpulse3 = (rvn3 - this.motorSpeed3) * this.dv22;
this.motorImpulse3 += dMotorImpulse3;
if (this.motorImpulse3 > this.maxMotorImpulse3) { // clamp motor impulse
this.motorImpulse3 = this.maxMotorImpulse3;
} else if (this.motorImpulse3 < -this.maxMotorImpulse3) {
this.motorImpulse3 = -this.maxMotorImpulse3;
}
dMotorImpulse3 = this.motorImpulse3 - oldMotorImpulse3;
}
// apply motor impulse to relative velocity
rvn1 += dMotorImpulse1 * this.kv00 + dMotorImpulse2 * this.k01 + dMotorImpulse3 * this.k02;
rvn2 += dMotorImpulse1 * this.k10 + dMotorImpulse2 * this.kv11 + dMotorImpulse3 * this.k12;
rvn3 += dMotorImpulse1 * this.k20 + dMotorImpulse2 * this.k21 + dMotorImpulse3 * this.kv22;
// subtract target velocity and applied impulse
rvn1 -= this.limitVelocity1 + this.limitImpulse1 * this.cfm1;
rvn2 -= this.limitVelocity2 + this.limitImpulse2 * this.cfm2;
rvn3 -= this.limitVelocity3 + this.limitImpulse3 * this.cfm3;
var oldLimitImpulse1 = this.limitImpulse1;
var oldLimitImpulse2 = this.limitImpulse2;
var oldLimitImpulse3 = this.limitImpulse3;
var dLimitImpulse1 = rvn1 * this.d00 + rvn2 * this.d01 + rvn3 * this.d02;
var dLimitImpulse2 = rvn1 * this.d10 + rvn2 * this.d11 + rvn3 * this.d12;
var dLimitImpulse3 = rvn1 * this.d20 + rvn2 * this.d21 + rvn3 * this.d22;
this.limitImpulse1 += dLimitImpulse1;
this.limitImpulse2 += dLimitImpulse2;
this.limitImpulse3 += dLimitImpulse3;
// clamp
var clampState = 0;
if (this.limitState1 == 2 || this.limitImpulse1 * this.limitState1 < 0) {
dLimitImpulse1 = -oldLimitImpulse1;
rvn2 += dLimitImpulse1 * this.k10;
rvn3 += dLimitImpulse1 * this.k20;
clampState |= 1;
}
if (this.limitState2 == 2 || this.limitImpulse2 * this.limitState2 < 0) {
dLimitImpulse2 = -oldLimitImpulse2;
rvn1 += dLimitImpulse2 * this.k01;
rvn3 += dLimitImpulse2 * this.k21;
clampState |= 2;
}
if (this.limitState3 == 2 || this.limitImpulse3 * this.limitState3 < 0) {
dLimitImpulse3 = -oldLimitImpulse3;
rvn1 += dLimitImpulse3 * this.k02;
rvn2 += dLimitImpulse3 * this.k12;
clampState |= 4;
}
// update un-clamped impulse
// TODO: isolate division
var det;
switch (clampState) {
case 1:// update 2 3
det = 1 / (this.k11 * this.k22 - this.k12 * this.k21);
dLimitImpulse2 = (this.k22 * rvn2 + -this.k12 * rvn3) * det;
dLimitImpulse3 = (-this.k21 * rvn2 + this.k11 * rvn3) * det;
break;
case 2:// update 1 3
det = 1 / (this.k00 * this.k22 - this.k02 * this.k20);
dLimitImpulse1 = (this.k22 * rvn1 + -this.k02 * rvn3) * det;
dLimitImpulse3 = (-this.k20 * rvn1 + this.k00 * rvn3) * det;
break;
case 3:// update 3
dLimitImpulse3 = rvn3 / this.k22;
break;
case 4:// update 1 2
det = 1 / (this.k00 * this.k11 - this.k01 * this.k10);
dLimitImpulse1 = (this.k11 * rvn1 + -this.k01 * rvn2) * det;
dLimitImpulse2 = (-this.k10 * rvn1 + this.k00 * rvn2) * det;
break;
case 5:// update 2
dLimitImpulse2 = rvn2 / this.k11;
break;
case 6:// update 1
dLimitImpulse1 = rvn1 / this.k00;
break;
}
this.limitImpulse1 = oldLimitImpulse1 + dLimitImpulse1;
this.limitImpulse2 = oldLimitImpulse2 + dLimitImpulse2;
this.limitImpulse3 = oldLimitImpulse3 + dLimitImpulse3;
var dImpulse1 = dMotorImpulse1 + dLimitImpulse1;
var dImpulse2 = dMotorImpulse2 + dLimitImpulse2;
var dImpulse3 = dMotorImpulse3 + dLimitImpulse3;
// apply impulse
this.l1.x += dImpulse1 * this.l1x1 + dImpulse2 * this.l1x2 + dImpulse3 * this.l1x3;
this.l1.y += dImpulse1 * this.l1y1 + dImpulse2 * this.l1y2 + dImpulse3 * this.l1y3;
this.l1.z += dImpulse1 * this.l1z1 + dImpulse2 * this.l1z2 + dImpulse3 * this.l1z3;
this.a1.x += dImpulse1 * this.a1x1 + dImpulse2 * this.a1x2 + dImpulse3 * this.a1x3;
this.a1.y += dImpulse1 * this.a1y1 + dImpulse2 * this.a1y2 + dImpulse3 * this.a1y3;
this.a1.z += dImpulse1 * this.a1z1 + dImpulse2 * this.a1z2 + dImpulse3 * this.a1z3;
this.l2.x -= dImpulse1 * this.l2x1 + dImpulse2 * this.l2x2 + dImpulse3 * this.l2x3;
this.l2.y -= dImpulse1 * this.l2y1 + dImpulse2 * this.l2y2 + dImpulse3 * this.l2y3;
this.l2.z -= dImpulse1 * this.l2z1 + dImpulse2 * this.l2z2 + dImpulse3 * this.l2z3;
this.a2.x -= dImpulse1 * this.a2x1 + dImpulse2 * this.a2x2 + dImpulse3 * this.a2x3;
this.a2.y -= dImpulse1 * this.a2y1 + dImpulse2 * this.a2y2 + dImpulse3 * this.a2y3;
this.a2.z -= dImpulse1 * this.a2z1 + dImpulse2 * this.a2z2 + dImpulse3 * this.a2z3;
}
}
/**
* A translational constraint for various joints.
* @author saharan
*/
OIMO.TranslationalConstraint = function (joint, limitMotor) {
this.cfm = NaN;
this.m1 = NaN;
this.m2 = NaN;
this.i1e00 = NaN;
this.i1e01 = NaN;
this.i1e02 = NaN;
this.i1e10 = NaN;
this.i1e11 = NaN;
this.i1e12 = NaN;
this.i1e20 = NaN;
this.i1e21 = NaN;
this.i1e22 = NaN;
this.i2e00 = NaN;
this.i2e01 = NaN;
this.i2e02 = NaN;
this.i2e10 = NaN;
this.i2e11 = NaN;
this.i2e12 = NaN;
this.i2e20 = NaN;
this.i2e21 = NaN;
this.i2e22 = NaN;
this.motorDenom = NaN;
this.invMotorDenom = NaN;
this.invDenom = NaN;
this.ax = NaN;
this.ay = NaN;
this.az = NaN;
this.r1x = NaN;
this.r1y = NaN;
this.r1z = NaN;
this.r2x = NaN;
this.r2y = NaN;
this.r2z = NaN;
this.t1x = NaN;
this.t1y = NaN;
this.t1z = NaN;
this.t2x = NaN;
this.t2y = NaN;
this.t2z = NaN;
this.l1x = NaN;
this.l1y = NaN;
this.l1z = NaN;
this.l2x = NaN;
this.l2y = NaN;
this.l2z = NaN;
this.a1x = NaN;
this.a1y = NaN;
this.a1z = NaN;
this.a2x = NaN;
this.a2y = NaN;
this.a2z = NaN;
this.lowerLimit = NaN;
this.upperLimit = NaN;
this.limitVelocity = NaN;
this.limitState = 0; // -1: at lower, 0: locked, 1: at upper, 2: free
this.enableMotor = false;
this.motorSpeed = NaN;
this.maxMotorForce = NaN;
this.maxMotorImpulse = NaN;
this.limitMotor = limitMotor;
this.b1 = joint.body1;
this.b2 = joint.body2;
this.p1 = joint.anchorPoint1;
this.p2 = joint.anchorPoint2;
this.r1 = joint.relativeAnchorPoint1;
this.r2 = joint.relativeAnchorPoint2;
this.l1 = this.b1.linearVelocity;
this.l2 = this.b2.linearVelocity;
this.a1 = this.b1.angularVelocity;
this.a2 = this.b2.angularVelocity;
this.i1 = this.b1.inverseInertia;
this.i2 = this.b2.inverseInertia;
this.limitImpulse = 0;
this.motorImpulse = 0;
}
OIMO.TranslationalConstraint.prototype = {
constructor: OIMO.TranslationalConstraint,
preSolve: function (timeStep, invTimeStep) {
this.ax = this.limitMotor.axis.x;
this.ay = this.limitMotor.axis.y;
this.az = this.limitMotor.axis.z;
this.lowerLimit = this.limitMotor.lowerLimit;
this.upperLimit = this.limitMotor.upperLimit;
this.motorSpeed = this.limitMotor.motorSpeed;
this.maxMotorForce = this.limitMotor.maxMotorForce;
this.enableMotor = this.maxMotorForce > 0;
this.m1 = this.b1.inverseMass;
this.m2 = this.b2.inverseMass;
var ti1 = this.i1.elements;
var ti2 = this.i2.elements;
this.i1e00 = ti1[0];
this.i1e01 = ti1[1];
this.i1e02 = ti1[2];
this.i1e10 = ti1[3];
this.i1e11 = ti1[4];
this.i1e12 = ti1[5];
this.i1e20 = ti1[6];
this.i1e21 = ti1[7];
this.i1e22 = ti1[8];
this.i2e00 = ti2[0];
this.i2e01 = ti2[1];
this.i2e02 = ti2[2];
this.i2e10 = ti2[3];
this.i2e11 = ti2[4];
this.i2e12 = ti2[5];
this.i2e20 = ti2[6];
this.i2e21 = ti2[7];
this.i2e22 = ti2[8];
var dx = this.p2.x - this.p1.x;
var dy = this.p2.y - this.p1.y;
var dz = this.p2.z - this.p1.z;
var d = dx * this.ax + dy * this.ay + dz * this.az;
var frequency = this.limitMotor.frequency;
var enableSpring = frequency > 0;
var enableLimit = this.lowerLimit <= this.upperLimit;
if (enableSpring && d > 20 || d < -20) {
enableSpring = false;
}
if (enableLimit) {
if (this.lowerLimit == this.upperLimit) {
if (this.limitState != 0) {
this.limitState = 0;
this.limitImpulse = 0;
}
this.limitVelocity = this.lowerLimit - d;
if (!enableSpring) d = this.lowerLimit;
} else if (d < this.lowerLimit) {
if (this.limitState != -1) {
this.limitState = -1;
this.limitImpulse = 0;
}
this.limitVelocity = this.lowerLimit - d;
if (!enableSpring) d = this.lowerLimit;
} else if (d > this.upperLimit) {
if (this.limitState != 1) {
this.limitState = 1;
this.limitImpulse = 0;
}
this.limitVelocity = this.upperLimit - d;
if (!enableSpring) d = this.upperLimit;
} else {
this.limitState = 2;
this.limitImpulse = 0;
this.limitVelocity = 0;
}
if (!enableSpring) {
if (this.limitVelocity > 0.005) this.limitVelocity -= 0.005;
else if (this.limitVelocity < -0.005) this.limitVelocity += 0.005;
else this.limitVelocity = 0;
}
} else {
this.limitState = 2;
this.limitImpulse = 0;
}
if (this.enableMotor && (this.limitState != 0 || enableSpring)) {
this.maxMotorImpulse = this.maxMotorForce * timeStep;
} else {
this.motorImpulse = 0;
this.maxMotorImpulse = 0;
}
var rdx = d * this.ax;
var rdy = d * this.ay;
var rdz = d * this.az;
var w1 = this.m1 / (this.m1 + this.m2);
var w2 = 1 - w1;
this.r1x = this.r1.x + rdx * w1;
this.r1y = this.r1.y + rdy * w1;
this.r1z = this.r1.z + rdz * w1;
this.r2x = this.r2.x - rdx * w2;
this.r2y = this.r2.y - rdy * w2;
this.r2z = this.r2.z - rdz * w2;
this.t1x = this.r1y * this.az - this.r1z * this.ay;
this.t1y = this.r1z * this.ax - this.r1x * this.az;
this.t1z = this.r1x * this.ay - this.r1y * this.ax;
this.t2x = this.r2y * this.az - this.r2z * this.ay;
this.t2y = this.r2z * this.ax - this.r2x * this.az;
this.t2z = this.r2x * this.ay - this.r2y * this.ax;
this.l1x = this.ax * this.m1;
this.l1y = this.ay * this.m1;
this.l1z = this.az * this.m1;
this.l2x = this.ax * this.m2;
this.l2y = this.ay * this.m2;
this.l2z = this.az * this.m2;
this.a1x = this.t1x * this.i1e00 + this.t1y * this.i1e01 + this.t1z * this.i1e02;
this.a1y = this.t1x * this.i1e10 + this.t1y * this.i1e11 + this.t1z * this.i1e12;
this.a1z = this.t1x * this.i1e20 + this.t1y * this.i1e21 + this.t1z * this.i1e22;
this.a2x = this.t2x * this.i2e00 + this.t2y * this.i2e01 + this.t2z * this.i2e02;
this.a2y = this.t2x * this.i2e10 + this.t2y * this.i2e11 + this.t2z * this.i2e12;
this.a2z = this.t2x * this.i2e20 + this.t2y * this.i2e21 + this.t2z * this.i2e22;
this.motorDenom =
this.m1 + this.m2 +
this.ax * (this.a1y * this.r1z - this.a1z * this.r1y + this.a2y * this.r2z - this.a2z * this.r2y) +
this.ay * (this.a1z * this.r1x - this.a1x * this.r1z + this.a2z * this.r2x - this.a2x * this.r2z) +
this.az * (this.a1x * this.r1y - this.a1y * this.r1x + this.a2x * this.r2y - this.a2y * this.r2x);
this.invMotorDenom = 1 / this.motorDenom;
if (enableSpring && this.limitState != 2) {
var omega = 6.2831853 * frequency;
var k = omega * omega * timeStep;
var dmp = invTimeStep / (k + 2 * this.limitMotor.dampingRatio * omega);
this.cfm = this.motorDenom * dmp;
this.limitVelocity *= k * dmp;
} else {
this.cfm = 0;
this.limitVelocity *= invTimeStep * 0.05;
}
this.invDenom = 1 / (this.motorDenom + this.cfm);
var totalImpulse = this.limitImpulse + this.motorImpulse;
this.l1.x += totalImpulse * this.l1x;
this.l1.y += totalImpulse * this.l1y;
this.l1.z += totalImpulse * this.l1z;
this.a1.x += totalImpulse * this.a1x;
this.a1.y += totalImpulse * this.a1y;
this.a1.z += totalImpulse * this.a1z;
this.l2.x -= totalImpulse * this.l2x;
this.l2.y -= totalImpulse * this.l2y;
this.l2.z -= totalImpulse * this.l2z;
this.a2.x -= totalImpulse * this.a2x;
this.a2.y -= totalImpulse * this.a2y;
this.a2.z -= totalImpulse * this.a2z;
},
solve: function () {
var rvn =
this.ax * (this.l2.x - this.l1.x) + this.ay * (this.l2.y - this.l1.y) + this.az * (this.l2.z - this.l1.z) +
this.t2x * this.a2.x - this.t1x * this.a1.x + this.t2y * this.a2.y - this.t1y * this.a1.y + this.t2z * this.a2.z - this.t1z * this.a1.z;
// motor part
var newMotorImpulse;
if (this.enableMotor) {
newMotorImpulse = (rvn - this.motorSpeed) * this.invMotorDenom;
var oldMotorImpulse = this.motorImpulse;
this.motorImpulse += newMotorImpulse;
if (this.motorImpulse > this.maxMotorImpulse) this.motorImpulse = this.maxMotorImpulse;
else if (this.motorImpulse < -this.maxMotorImpulse) this.motorImpulse = -this.maxMotorImpulse;
newMotorImpulse = this.motorImpulse - oldMotorImpulse;
rvn -= newMotorImpulse * this.motorDenom;
} else newMotorImpulse = 0;
// limit part
var newLimitImpulse;
if (this.limitState != 2) {
newLimitImpulse = (rvn - this.limitVelocity - this.limitImpulse * this.cfm) * this.invDenom;
var oldLimitImpulse = this.limitImpulse;
this.limitImpulse += newLimitImpulse;
if (this.limitImpulse * this.limitState < 0) this.limitImpulse = 0;
newLimitImpulse = this.limitImpulse - oldLimitImpulse;
} else newLimitImpulse = 0;
var totalImpulse = newLimitImpulse + newMotorImpulse;
this.l1.x += totalImpulse * this.l1x;
this.l1.y += totalImpulse * this.l1y;
this.l1.z += totalImpulse * this.l1z;
this.a1.x += totalImpulse * this.a1x;
this.a1.y += totalImpulse * this.a1y;
this.a1.z += totalImpulse * this.a1z;
this.l2.x -= totalImpulse * this.l2x;
this.l2.y -= totalImpulse * this.l2y;
this.l2.z -= totalImpulse * this.l2z;
this.a2.x -= totalImpulse * this.a2x;
this.a2.y -= totalImpulse * this.a2y;
this.a2.z -= totalImpulse * this.a2z;
}
}
/**
* A contact is a pair of shapes whose axis-aligned bounding boxes are overlapping.
* @author saharan
*/
OIMO.Contact = function () {
// The first shape.
this.shape1 = null;
// The second shape.
this.shape2 = null;
// The first rigid body.
this.body1 = null;
// The second rigid body.
this.body2 = null;
// The previous contact in the world.
this.prev = null;
// The next contact in the world.
this.next = null;
// Internal
this.persisting = false;
// Whether both the rigid bodies are sleeping or not.
this.sleeping = false;
// The collision detector between two shapes.
this.detector = null;
// The contact constraint of the contact.
this.constraint = null;
// Whether the shapes are touching or not.
this.touching = false;
this.b1Link = new OIMO.ContactLink(this);
this.b2Link = new OIMO.ContactLink(this);
this.s1Link = new OIMO.ContactLink(this);
this.s2Link = new OIMO.ContactLink(this);
// The contact manifold of the contact.
this.manifold = new OIMO.ContactManifold();
this.buffer = [];// vector 4
this.buffer.length = 4;
this.buffer[0] = new OIMO.ImpulseDataBuffer();
this.buffer[1] = new OIMO.ImpulseDataBuffer();
this.buffer[2] = new OIMO.ImpulseDataBuffer();
this.buffer[3] = new OIMO.ImpulseDataBuffer();
this.points = this.manifold.points;
this.constraint = new OIMO.ContactConstraint(this.manifold);
}
OIMO.Contact.prototype = {
constructor: OIMO.Contact,
mixRestitution: function (restitution1, restitution2) {
return OIMO.sqrt(restitution1 * restitution2);
},
mixFriction: function (friction1, friction2) {
return OIMO.sqrt(friction1 * friction2);
},
/**
* Update the contact manifold.
*/
updateManifold: function () {
this.constraint.restitution = this.mixRestitution(this.shape1.restitution, this.shape2.restitution);
this.constraint.friction = this.mixFriction(this.shape1.friction, this.shape2.friction);
var numBuffers = this.manifold.numPoints;
var i = numBuffers;
while (i--) {
//for(var i=0;i 0.04) {
len = 1 / OIMO.sqrt(len);
} else {
tanX = norY * norX - norZ * norZ;
tanY = -norZ * norY - norX * norX;
tanZ = norX * norZ + norY * norY;
len = 1 / OIMO.sqrt(tanX * tanX + tanY * tanY + tanZ * tanZ);
}
tanX *= len;
tanY *= len;
tanZ *= len;
var binX = norY * tanZ - norZ * tanY;
var binY = norZ * tanX - norX * tanZ;
var binZ = norX * tanY - norY * tanX;
c.norX = norX;
c.norY = norY;
c.norZ = norZ;
c.tanX = tanX;
c.tanY = tanY;
c.tanZ = tanZ;
c.binX = binX;
c.binY = binY;
c.binZ = binZ;
c.norU1X = norX * this.m1;
c.norU1Y = norY * this.m1;
c.norU1Z = norZ * this.m1;
c.norU2X = norX * this.m2;
c.norU2Y = norY * this.m2;
c.norU2Z = norZ * this.m2;
c.tanU1X = tanX * this.m1;
c.tanU1Y = tanY * this.m1;
c.tanU1Z = tanZ * this.m1;
c.tanU2X = tanX * this.m2;
c.tanU2Y = tanY * this.m2;
c.tanU2Z = tanZ * this.m2;
c.binU1X = binX * this.m1;
c.binU1Y = binY * this.m1;
c.binU1Z = binZ * this.m1;
c.binU2X = binX * this.m2;
c.binU2Y = binY * this.m2;
c.binU2Z = binZ * this.m2;
var norT1X = rp1Y * norZ - rp1Z * norY;
var norT1Y = rp1Z * norX - rp1X * norZ;
var norT1Z = rp1X * norY - rp1Y * norX;
var norT2X = rp2Y * norZ - rp2Z * norY;
var norT2Y = rp2Z * norX - rp2X * norZ;
var norT2Z = rp2X * norY - rp2Y * norX;
var tanT1X = rp1Y * tanZ - rp1Z * tanY;
var tanT1Y = rp1Z * tanX - rp1X * tanZ;
var tanT1Z = rp1X * tanY - rp1Y * tanX;
var tanT2X = rp2Y * tanZ - rp2Z * tanY;
var tanT2Y = rp2Z * tanX - rp2X * tanZ;
var tanT2Z = rp2X * tanY - rp2Y * tanX;
var binT1X = rp1Y * binZ - rp1Z * binY;
var binT1Y = rp1Z * binX - rp1X * binZ;
var binT1Z = rp1X * binY - rp1Y * binX;
var binT2X = rp2Y * binZ - rp2Z * binY;
var binT2Y = rp2Z * binX - rp2X * binZ;
var binT2Z = rp2X * binY - rp2Y * binX;
var norTU1X = norT1X * ii1[0] + norT1Y * ii1[1] + norT1Z * ii1[2];
var norTU1Y = norT1X * ii1[3] + norT1Y * ii1[4] + norT1Z * ii1[5];
var norTU1Z = norT1X * ii1[6] + norT1Y * ii1[7] + norT1Z * ii1[8];
var norTU2X = norT2X * ii2[0] + norT2Y * ii2[1] + norT2Z * ii2[2];
var norTU2Y = norT2X * ii2[3] + norT2Y * ii2[4] + norT2Z * ii2[5];
var norTU2Z = norT2X * ii2[6] + norT2Y * ii2[7] + norT2Z * ii2[8];
var tanTU1X = tanT1X * ii1[0] + tanT1Y * ii1[1] + tanT1Z * ii1[2];
var tanTU1Y = tanT1X * ii1[3] + tanT1Y * ii1[4] + tanT1Z * ii1[5];
var tanTU1Z = tanT1X * ii1[6] + tanT1Y * ii1[7] + tanT1Z * ii1[8];
var tanTU2X = tanT2X * ii2[0] + tanT2Y * ii2[1] + tanT2Z * ii2[2];
var tanTU2Y = tanT2X * ii2[3] + tanT2Y * ii2[4] + tanT2Z * ii2[5];
var tanTU2Z = tanT2X * ii2[6] + tanT2Y * ii2[7] + tanT2Z * ii2[8];
var binTU1X = binT1X * ii1[0] + binT1Y * ii1[1] + binT1Z * ii1[2];
var binTU1Y = binT1X * ii1[3] + binT1Y * ii1[4] + binT1Z * ii1[5];
var binTU1Z = binT1X * ii1[6] + binT1Y * ii1[7] + binT1Z * ii1[8];
var binTU2X = binT2X * ii2[0] + binT2Y * ii2[1] + binT2Z * ii2[2];
var binTU2Y = binT2X * ii2[3] + binT2Y * ii2[4] + binT2Z * ii2[5];
var binTU2Z = binT2X * ii2[6] + binT2Y * ii2[7] + binT2Z * ii2[8];
c.norT1X = norT1X;
c.norT1Y = norT1Y;
c.norT1Z = norT1Z;
c.tanT1X = tanT1X;
c.tanT1Y = tanT1Y;
c.tanT1Z = tanT1Z;
c.binT1X = binT1X;
c.binT1Y = binT1Y;
c.binT1Z = binT1Z;
c.norT2X = norT2X;
c.norT2Y = norT2Y;
c.norT2Z = norT2Z;
c.tanT2X = tanT2X;
c.tanT2Y = tanT2Y;
c.tanT2Z = tanT2Z;
c.binT2X = binT2X;
c.binT2Y = binT2Y;
c.binT2Z = binT2Z;
c.norTU1X = norTU1X;
c.norTU1Y = norTU1Y;
c.norTU1Z = norTU1Z;
c.tanTU1X = tanTU1X;
c.tanTU1Y = tanTU1Y;
c.tanTU1Z = tanTU1Z;
c.binTU1X = binTU1X;
c.binTU1Y = binTU1Y;
c.binTU1Z = binTU1Z;
c.norTU2X = norTU2X;
c.norTU2Y = norTU2Y;
c.norTU2Z = norTU2Z;
c.tanTU2X = tanTU2X;
c.tanTU2Y = tanTU2Y;
c.tanTU2Z = tanTU2Z;
c.binTU2X = binTU2X;
c.binTU2Y = binTU2Y;
c.binTU2Z = binTU2Z;
tmp1X = norT1X * ii1[0] + norT1Y * ii1[1] + norT1Z * ii1[2];
tmp1Y = norT1X * ii1[3] + norT1Y * ii1[4] + norT1Z * ii1[5];
tmp1Z = norT1X * ii1[6] + norT1Y * ii1[7] + norT1Z * ii1[8];
tmp2X = tmp1Y * rp1Z - tmp1Z * rp1Y;
tmp2Y = tmp1Z * rp1X - tmp1X * rp1Z;
tmp2Z = tmp1X * rp1Y - tmp1Y * rp1X;
tmp1X = norT2X * ii2[0] + norT2Y * ii2[1] + norT2Z * ii2[2];
tmp1Y = norT2X * ii2[3] + norT2Y * ii2[4] + norT2Z * ii2[5];
tmp1Z = norT2X * ii2[6] + norT2Y * ii2[7] + norT2Z * ii2[8];
tmp2X += tmp1Y * rp2Z - tmp1Z * rp2Y;
tmp2Y += tmp1Z * rp2X - tmp1X * rp2Z;
tmp2Z += tmp1X * rp2Y - tmp1Y * rp2X;
var norDen = 1 / (m1m2 + norX * tmp2X + norY * tmp2Y + norZ * tmp2Z);
tmp1X = tanT1X * ii1[0] + tanT1Y * ii1[1] + tanT1Z * ii1[2];
tmp1Y = tanT1X * ii1[3] + tanT1Y * ii1[4] + tanT1Z * ii1[5];
tmp1Z = tanT1X * ii1[6] + tanT1Y * ii1[7] + tanT1Z * ii1[8];
tmp2X = tmp1Y * rp1Z - tmp1Z * rp1Y;
tmp2Y = tmp1Z * rp1X - tmp1X * rp1Z;
tmp2Z = tmp1X * rp1Y - tmp1Y * rp1X;
tmp1X = tanT2X * ii2[0] + tanT2Y * ii2[1] + tanT2Z * ii2[2];
tmp1Y = tanT2X * ii2[3] + tanT2Y * ii2[4] + tanT2Z * ii2[5];
tmp1Z = tanT2X * ii2[6] + tanT2Y * ii2[7] + tanT2Z * ii2[8];
tmp2X += tmp1Y * rp2Z - tmp1Z * rp2Y;
tmp2Y += tmp1Z * rp2X - tmp1X * rp2Z;
tmp2Z += tmp1X * rp2Y - tmp1Y * rp2X;
var tanDen = 1 / (m1m2 + tanX * tmp2X + tanY * tmp2Y + tanZ * tmp2Z);
tmp1X = binT1X * ii1[0] + binT1Y * ii1[1] + binT1Z * ii1[2];
tmp1Y = binT1X * ii1[3] + binT1Y * ii1[4] + binT1Z * ii1[5];
tmp1Z = binT1X * ii1[6] + binT1Y * ii1[7] + binT1Z * ii1[8];
tmp2X = tmp1Y * rp1Z - tmp1Z * rp1Y;
tmp2Y = tmp1Z * rp1X - tmp1X * rp1Z;
tmp2Z = tmp1X * rp1Y - tmp1Y * rp1X;
tmp1X = binT2X * ii2[0] + binT2Y * ii2[1] + binT2Z * ii2[2];
tmp1Y = binT2X * ii2[3] + binT2Y * ii2[4] + binT2Z * ii2[5];
tmp1Z = binT2X * ii2[6] + binT2Y * ii2[7] + binT2Z * ii2[8];
tmp2X += tmp1Y * rp2Z - tmp1Z * rp2Y;
tmp2Y += tmp1Z * rp2X - tmp1X * rp2Z;
tmp2Z += tmp1X * rp2Y - tmp1Y * rp2X;
var binDen = 1 / (m1m2 + binX * tmp2X + binY * tmp2Y + binZ * tmp2Z);
c.norDen = norDen;
c.tanDen = tanDen;
c.binDen = binDen;
if (p.warmStarted) {
var norImp = p.normalImpulse;
this.lv1.x += c.norU1X * norImp;
this.lv1.y += c.norU1Y * norImp;
this.lv1.z += c.norU1Z * norImp;
this.av1.x += norTU1X * norImp;
this.av1.y += norTU1Y * norImp;
this.av1.z += norTU1Z * norImp;
this.lv2.x -= c.norU2X * norImp;
this.lv2.y -= c.norU2Y * norImp;
this.lv2.z -= c.norU2Z * norImp;
this.av2.x -= norTU2X * norImp;
this.av2.y -= norTU2Y * norImp;
this.av2.z -= norTU2Z * norImp;
c.norImp = norImp;
c.tanImp = 0;
c.binImp = 0;
rvn = 0; // disable bouncing
} else {
c.norImp = 0;
c.tanImp = 0;
c.binImp = 0;
}
if (rvn > -1) {
rvn = 0; // disable bouncing
}
var norTar = this.restitution * -rvn;
var sepV = -(p.penetration + 0.005) * invTimeStep * 0.05; // allow 0.5cm error
if (norTar < sepV) norTar = sepV;
c.norTar = norTar;
c.last = i == this.num - 1;
c = c.next;
}
}
OIMO.ContactConstraint.prototype.solve = function () {
var lv1x = this.lv1.x;
var lv1y = this.lv1.y;
var lv1z = this.lv1.z;
var lv2x = this.lv2.x;
var lv2y = this.lv2.y;
var lv2z = this.lv2.z;
var av1x = this.av1.x;
var av1y = this.av1.y;
var av1z = this.av1.z;
var av2x = this.av2.x;
var av2y = this.av2.y;
var av2z = this.av2.z;
var c = this.cs;
while (true) {
var oldImp1;
var newImp1;
var oldImp2;
var newImp2;
var rvn;
var norImp = c.norImp;
var tanImp = c.tanImp;
var binImp = c.binImp;
var max = -norImp * this.friction;
var rvX = lv2x - lv1x;
var rvY = lv2y - lv1y;
var rvZ = lv2z - lv1z;
rvn =
rvX * c.tanX + rvY * c.tanY + rvZ * c.tanZ +
av2x * c.tanT2X + av2y * c.tanT2Y + av2z * c.tanT2Z -
av1x * c.tanT1X - av1y * c.tanT1Y - av1z * c.tanT1Z
;
oldImp1 = tanImp;
newImp1 = rvn * c.tanDen;
tanImp += newImp1;
rvn =
rvX * c.binX + rvY * c.binY + rvZ * c.binZ +
av2x * c.binT2X + av2y * c.binT2Y + av2z * c.binT2Z -
av1x * c.binT1X - av1y * c.binT1Y - av1z * c.binT1Z
;
oldImp2 = binImp;
newImp2 = rvn * c.binDen;
binImp += newImp2;
// cone friction clamp
var len = tanImp * tanImp + binImp * binImp;
if (len > max * max) {
len = max / OIMO.sqrt(len);
tanImp *= len;
binImp *= len;
}
newImp1 = tanImp - oldImp1;
newImp2 = binImp - oldImp2;
lv1x += c.tanU1X * newImp1 + c.binU1X * newImp2;
lv1y += c.tanU1Y * newImp1 + c.binU1Y * newImp2;
lv1z += c.tanU1Z * newImp1 + c.binU1Z * newImp2;
av1x += c.tanTU1X * newImp1 + c.binTU1X * newImp2;
av1y += c.tanTU1Y * newImp1 + c.binTU1Y * newImp2;
av1z += c.tanTU1Z * newImp1 + c.binTU1Z * newImp2;
lv2x -= c.tanU2X * newImp1 + c.binU2X * newImp2;
lv2y -= c.tanU2Y * newImp1 + c.binU2Y * newImp2;
lv2z -= c.tanU2Z * newImp1 + c.binU2Z * newImp2;
av2x -= c.tanTU2X * newImp1 + c.binTU2X * newImp2;
av2y -= c.tanTU2Y * newImp1 + c.binTU2Y * newImp2;
av2z -= c.tanTU2Z * newImp1 + c.binTU2Z * newImp2;
// restitution part
rvn =
(lv2x - lv1x) * c.norX + (lv2y - lv1y) * c.norY + (lv2z - lv1z) * c.norZ +
av2x * c.norT2X + av2y * c.norT2Y + av2z * c.norT2Z -
av1x * c.norT1X - av1y * c.norT1Y - av1z * c.norT1Z;
oldImp1 = norImp;
newImp1 = (rvn - c.norTar) * c.norDen;
norImp += newImp1;
if (norImp > 0) norImp = 0;
newImp1 = norImp - oldImp1;
lv1x += c.norU1X * newImp1;
lv1y += c.norU1Y * newImp1;
lv1z += c.norU1Z * newImp1;
av1x += c.norTU1X * newImp1;
av1y += c.norTU1Y * newImp1;
av1z += c.norTU1Z * newImp1;
lv2x -= c.norU2X * newImp1;
lv2y -= c.norU2Y * newImp1;
lv2z -= c.norU2Z * newImp1;
av2x -= c.norTU2X * newImp1;
av2y -= c.norTU2Y * newImp1;
av2z -= c.norTU2Z * newImp1;
c.norImp = norImp;
c.tanImp = tanImp;
c.binImp = binImp;
if (c.last) break;
c = c.next;
}
this.lv1.x = lv1x;
this.lv1.y = lv1y;
this.lv1.z = lv1z;
this.lv2.x = lv2x;
this.lv2.y = lv2y;
this.lv2.z = lv2z;
this.av1.x = av1x;
this.av1.y = av1y;
this.av1.z = av1z;
this.av2.x = av2x;
this.av2.y = av2y;
this.av2.z = av2z;
}
OIMO.ContactConstraint.prototype.postSolve = function () {
var c = this.cs;
var i = this.num;
while (i--) {
//for(var i=0;i 0) len = this.radius / len;
wx *= len;
hy = 1 - yy;
len = OIMO.sqrt(yy * xx + hy * hy + yy * zz);
if (len > 0) len = this.radius / len;
hy *= len;
dz = 1 - zz;
len = OIMO.sqrt(zz * xx + zz * yy + dz * dz);
if (len > 0) len = this.radius / len;
dz *= len;
w = this.halfDirection.x < 0 ? -this.halfDirection.x : this.halfDirection.x;
h = this.halfDirection.y < 0 ? -this.halfDirection.y : this.halfDirection.y;
d = this.halfDirection.z < 0 ? -this.halfDirection.z : this.halfDirection.z;
w = wx < 0 ? w - wx : w + wx;
h = hy < 0 ? h - hy : h + hy;
d = dz < 0 ? d - dz : d + dz;
p = OIMO.AABB_PROX;
this.aabb.set(
this.position.x - w - p, this.position.x + w + p,
this.position.y - h - p, this.position.y + h + p,
this.position.z - d - p, this.position.z + d + p
);
if (this.proxy != null) this.proxy.update();
};
/**
* A tetra shape.
* @author xprogram
*/
OIMO.TetraShape = function (config, p1, p2, p3, p4) {
OIMO.Shape.call(this, config);
this.type = OIMO.SHAPE_TETRA;
// Vertices and faces of tetra
this.verts = [p1, p2, p3, p4];
this.faces = [
mtri(0, 1, 2),
mtri(1, 2, 3),
mtri(2, 3, 4),
mtri(4, 0, 1),
];
};
OIMO.TetraShape.prototype = Object.create(OIMO.Shape.prototype);
OIMO.TetraShape.prototype.constructor = OIMO.TetraShape;
OIMO.TetraShape.prototype.calculateMassInfo = function () {
// I guess you could calculate box mass and split it
// in half for the tetra...
};
OIMO.TetraShape.prototype.updateProxy = function () {
this.aabb.setFromPoints(this.verts);
if (this.proxy !== null)
this.proxy.update();
};
function mtri(a, b, c) {
return { a: a, b: b, c: c };
}
OIMO.CollisionDetector = function () {
this.flip = false;
};
OIMO.CollisionDetector.prototype = {
constructor: OIMO.CollisionDetector,
detectCollision: function (shape1, shape2, manifold) {
OIMO.Error("CollisionDetector", "Inheritance error.");
}
};
/**
* A collision detector which detects collisions between two boxes.
* @author saharan
*/
OIMO.BoxBoxCollisionDetector = function () {
OIMO.CollisionDetector.call(this);
this.clipVertices1 = new OIMO_ARRAY_TYPE(24); // 8 vertices x,y,z
this.clipVertices2 = new OIMO_ARRAY_TYPE(24);
this.used = new OIMO_ARRAY_TYPE(8);
this.INF = 1 / 0;
};
OIMO.BoxBoxCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.BoxBoxCollisionDetector.prototype.constructor = OIMO.BoxBoxCollisionDetector;
OIMO.BoxBoxCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
// What you are doing
// · I to prepare a separate axis of the fifteen
//-Six in each of three normal vectors of the xyz direction of the box both
// · Remaining nine 3x3 a vector perpendicular to the side of the box 2 and the side of the box 1
// · Calculate the depth to the separation axis
// Calculates the distance using the inner product and put the amount of embedment
// · However a vertical separation axis and side to weight a little to avoid vibration
// And end when there is a separate axis that is remote even one
// · I look for separation axis with little to dent most
// Men and if separation axis of the first six - end collision
// Heng If it separate axis of nine other - side collision
// Heng - case of a side collision
// · Find points of two sides on which you made ​​the separation axis
// Calculates the point of closest approach of a straight line consisting of separate axis points obtained, and the collision point
//-Surface - the case of the plane crash
//-Box A, box B and the other a box of better made ​​a separate axis
// • The surface A and the plane that made the separation axis of the box A, and B to the surface the face of the box B close in the opposite direction to the most isolated axis
// When viewed from the front surface A, and the cut part exceeding the area of the surface A is a surface B
//-Plane B becomes the 3-8 triangle, I a candidate for the collision point the vertex of surface B
// • If more than one candidate 5 exists, scraping up to four
// For potential collision points of all, to examine the distance between the surface A
// • If you were on the inside surface of A, and the collision point
var b1;
var b2;
if (shape1.id < shape2.id) {
b1 = (shape1);
b2 = (shape2);
} else {
b1 = (shape2);
b2 = (shape1);
}
var V1 = b1.elements;
var V2 = b2.elements;
var D1 = b1.dimentions;
var D2 = b2.dimentions;
var p1 = b1.position;
var p2 = b2.position;
var p1x = p1.x;
var p1y = p1.y;
var p1z = p1.z;
var p2x = p2.x;
var p2y = p2.y;
var p2z = p2.z;
// diff
var dx = p2x - p1x;
var dy = p2y - p1y;
var dz = p2z - p1z;
// distance
var w1 = b1.halfWidth;
var h1 = b1.halfHeight;
var d1 = b1.halfDepth;
var w2 = b2.halfWidth;
var h2 = b2.halfHeight;
var d2 = b2.halfDepth;
// direction
// ----------------------------
// 15 separating axes
// 1~6: face
// 7~f: edge
// http://marupeke296.com/COL_3D_No13_OBBvsOBB.html
// ----------------------------
var a1x = D1[0];
var a1y = D1[1];
var a1z = D1[2];
var a2x = D1[3];
var a2y = D1[4];
var a2z = D1[5];
var a3x = D1[6];
var a3y = D1[7];
var a3z = D1[8];
var d1x = D1[9];
var d1y = D1[10];
var d1z = D1[11];
var d2x = D1[12];
var d2y = D1[13];
var d2z = D1[14];
var d3x = D1[15];
var d3y = D1[16];
var d3z = D1[17];
var a4x = D2[0];
var a4y = D2[1];
var a4z = D2[2];
var a5x = D2[3];
var a5y = D2[4];
var a5z = D2[5];
var a6x = D2[6];
var a6y = D2[7];
var a6z = D2[8];
var d4x = D2[9];
var d4y = D2[10];
var d4z = D2[11];
var d5x = D2[12];
var d5y = D2[13];
var d5z = D2[14];
var d6x = D2[15];
var d6y = D2[16];
var d6z = D2[17];
var a7x = a1y * a4z - a1z * a4y;
var a7y = a1z * a4x - a1x * a4z;
var a7z = a1x * a4y - a1y * a4x;
var a8x = a1y * a5z - a1z * a5y;
var a8y = a1z * a5x - a1x * a5z;
var a8z = a1x * a5y - a1y * a5x;
var a9x = a1y * a6z - a1z * a6y;
var a9y = a1z * a6x - a1x * a6z;
var a9z = a1x * a6y - a1y * a6x;
var aax = a2y * a4z - a2z * a4y;
var aay = a2z * a4x - a2x * a4z;
var aaz = a2x * a4y - a2y * a4x;
var abx = a2y * a5z - a2z * a5y;
var aby = a2z * a5x - a2x * a5z;
var abz = a2x * a5y - a2y * a5x;
var acx = a2y * a6z - a2z * a6y;
var acy = a2z * a6x - a2x * a6z;
var acz = a2x * a6y - a2y * a6x;
var adx = a3y * a4z - a3z * a4y;
var ady = a3z * a4x - a3x * a4z;
var adz = a3x * a4y - a3y * a4x;
var aex = a3y * a5z - a3z * a5y;
var aey = a3z * a5x - a3x * a5z;
var aez = a3x * a5y - a3y * a5x;
var afx = a3y * a6z - a3z * a6y;
var afy = a3z * a6x - a3x * a6z;
var afz = a3x * a6y - a3y * a6x;
// right or left flags
var right1;
var right2;
var right3;
var right4;
var right5;
var right6;
var right7;
var right8;
var right9;
var righta;
var rightb;
var rightc;
var rightd;
var righte;
var rightf;
// overlapping distances
var overlap1;
var overlap2;
var overlap3;
var overlap4;
var overlap5;
var overlap6;
var overlap7;
var overlap8;
var overlap9;
var overlapa;
var overlapb;
var overlapc;
var overlapd;
var overlape;
var overlapf;
// invalid flags
var invalid7 = false;
var invalid8 = false;
var invalid9 = false;
var invalida = false;
var invalidb = false;
var invalidc = false;
var invalidd = false;
var invalide = false;
var invalidf = false;
// temporary variables
var len;
var len1;
var len2;
var dot1;
var dot2;
var dot3;
// try axis 1
len = a1x * dx + a1y * dy + a1z * dz;
right1 = len > 0;
if (!right1) len = -len;
len1 = w1;
dot1 = a1x * a4x + a1y * a4y + a1z * a4z;
dot2 = a1x * a5x + a1y * a5y + a1z * a5z;
dot3 = a1x * a6x + a1y * a6y + a1z * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len2 = dot1 * w2 + dot2 * h2 + dot3 * d2;
overlap1 = len - len1 - len2;
if (overlap1 > 0) return;
// try axis 2
len = a2x * dx + a2y * dy + a2z * dz;
right2 = len > 0;
if (!right2) len = -len;
len1 = h1;
dot1 = a2x * a4x + a2y * a4y + a2z * a4z;
dot2 = a2x * a5x + a2y * a5y + a2z * a5z;
dot3 = a2x * a6x + a2y * a6y + a2z * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len2 = dot1 * w2 + dot2 * h2 + dot3 * d2;
overlap2 = len - len1 - len2;
if (overlap2 > 0) return;
// try axis 3
len = a3x * dx + a3y * dy + a3z * dz;
right3 = len > 0;
if (!right3) len = -len;
len1 = d1;
dot1 = a3x * a4x + a3y * a4y + a3z * a4z;
dot2 = a3x * a5x + a3y * a5y + a3z * a5z;
dot3 = a3x * a6x + a3y * a6y + a3z * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len2 = dot1 * w2 + dot2 * h2 + dot3 * d2;
overlap3 = len - len1 - len2;
if (overlap3 > 0) return;
// try axis 4
len = a4x * dx + a4y * dy + a4z * dz;
right4 = len > 0;
if (!right4) len = -len;
dot1 = a4x * a1x + a4y * a1y + a4z * a1z;
dot2 = a4x * a2x + a4y * a2y + a4z * a2z;
dot3 = a4x * a3x + a4y * a3y + a4z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len1 = dot1 * w1 + dot2 * h1 + dot3 * d1;
len2 = w2;
overlap4 = (len - len1 - len2) * 1.0;
if (overlap4 > 0) return;
// try axis 5
len = a5x * dx + a5y * dy + a5z * dz;
right5 = len > 0;
if (!right5) len = -len;
dot1 = a5x * a1x + a5y * a1y + a5z * a1z;
dot2 = a5x * a2x + a5y * a2y + a5z * a2z;
dot3 = a5x * a3x + a5y * a3y + a5z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len1 = dot1 * w1 + dot2 * h1 + dot3 * d1;
len2 = h2;
overlap5 = (len - len1 - len2) * 1.0;
if (overlap5 > 0) return;
// try axis 6
len = a6x * dx + a6y * dy + a6z * dz;
right6 = len > 0;
if (!right6) len = -len;
dot1 = a6x * a1x + a6y * a1y + a6z * a1z;
dot2 = a6x * a2x + a6y * a2y + a6z * a2z;
dot3 = a6x * a3x + a6y * a3y + a6z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
if (dot3 < 0) dot3 = -dot3;
len1 = dot1 * w1 + dot2 * h1 + dot3 * d1;
len2 = d2;
overlap6 = (len - len1 - len2) * 1.0;
if (overlap6 > 0) return;
// try axis 7
len = a7x * a7x + a7y * a7y + a7z * a7z;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
a7x *= len;
a7y *= len;
a7z *= len;
len = a7x * dx + a7y * dy + a7z * dz;
right7 = len > 0;
if (!right7) len = -len;
dot1 = a7x * a2x + a7y * a2y + a7z * a2z;
dot2 = a7x * a3x + a7y * a3y + a7z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * h1 + dot2 * d1;
dot1 = a7x * a5x + a7y * a5y + a7z * a5z;
dot2 = a7x * a6x + a7y * a6y + a7z * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * h2 + dot2 * d2;
overlap7 = len - len1 - len2;
if (overlap7 > 0) return;
} else {
right7 = false;
overlap7 = 0;
invalid7 = true;
}
// try axis 8
len = a8x * a8x + a8y * a8y + a8z * a8z;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
a8x *= len;
a8y *= len;
a8z *= len;
len = a8x * dx + a8y * dy + a8z * dz;
right8 = len > 0;
if (!right8) len = -len;
dot1 = a8x * a2x + a8y * a2y + a8z * a2z;
dot2 = a8x * a3x + a8y * a3y + a8z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * h1 + dot2 * d1;
dot1 = a8x * a4x + a8y * a4y + a8z * a4z;
dot2 = a8x * a6x + a8y * a6y + a8z * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * d2;
overlap8 = len - len1 - len2;
if (overlap8 > 0) return;
} else {
right8 = false;
overlap8 = 0;
invalid8 = true;
}
// try axis 9
len = a9x * a9x + a9y * a9y + a9z * a9z;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
a9x *= len;
a9y *= len;
a9z *= len;
len = a9x * dx + a9y * dy + a9z * dz;
right9 = len > 0;
if (!right9) len = -len;
dot1 = a9x * a2x + a9y * a2y + a9z * a2z;
dot2 = a9x * a3x + a9y * a3y + a9z * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * h1 + dot2 * d1;
dot1 = a9x * a4x + a9y * a4y + a9z * a4z;
dot2 = a9x * a5x + a9y * a5y + a9z * a5z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * h2;
overlap9 = len - len1 - len2;
if (overlap9 > 0) return;
} else {
right9 = false;
overlap9 = 0;
invalid9 = true;
}
// try axis 10
len = aax * aax + aay * aay + aaz * aaz;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
aax *= len;
aay *= len;
aaz *= len;
len = aax * dx + aay * dy + aaz * dz;
righta = len > 0;
if (!righta) len = -len;
dot1 = aax * a1x + aay * a1y + aaz * a1z;
dot2 = aax * a3x + aay * a3y + aaz * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * d1;
dot1 = aax * a5x + aay * a5y + aaz * a5z;
dot2 = aax * a6x + aay * a6y + aaz * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * h2 + dot2 * d2;
overlapa = len - len1 - len2;
if (overlapa > 0) return;
} else {
righta = false;
overlapa = 0;
invalida = true;
}
// try axis 11
len = abx * abx + aby * aby + abz * abz;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
abx *= len;
aby *= len;
abz *= len;
len = abx * dx + aby * dy + abz * dz;
rightb = len > 0;
if (!rightb) len = -len;
dot1 = abx * a1x + aby * a1y + abz * a1z;
dot2 = abx * a3x + aby * a3y + abz * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * d1;
dot1 = abx * a4x + aby * a4y + abz * a4z;
dot2 = abx * a6x + aby * a6y + abz * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * d2;
overlapb = len - len1 - len2;
if (overlapb > 0) return;
} else {
rightb = false;
overlapb = 0;
invalidb = true;
}
// try axis 12
len = acx * acx + acy * acy + acz * acz;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
acx *= len;
acy *= len;
acz *= len;
len = acx * dx + acy * dy + acz * dz;
rightc = len > 0;
if (!rightc) len = -len;
dot1 = acx * a1x + acy * a1y + acz * a1z;
dot2 = acx * a3x + acy * a3y + acz * a3z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * d1;
dot1 = acx * a4x + acy * a4y + acz * a4z;
dot2 = acx * a5x + acy * a5y + acz * a5z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * h2;
overlapc = len - len1 - len2;
if (overlapc > 0) return;
} else {
rightc = false;
overlapc = 0;
invalidc = true;
}
// try axis 13
len = adx * adx + ady * ady + adz * adz;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
adx *= len;
ady *= len;
adz *= len;
len = adx * dx + ady * dy + adz * dz;
rightd = len > 0;
if (!rightd) len = -len;
dot1 = adx * a1x + ady * a1y + adz * a1z;
dot2 = adx * a2x + ady * a2y + adz * a2z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * h1;
dot1 = adx * a5x + ady * a5y + adz * a5z;
dot2 = adx * a6x + ady * a6y + adz * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * h2 + dot2 * d2;
overlapd = len - len1 - len2;
if (overlapd > 0) return;
} else {
rightd = false;
overlapd = 0;
invalidd = true;
}
// try axis 14
len = aex * aex + aey * aey + aez * aez;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
aex *= len;
aey *= len;
aez *= len;
len = aex * dx + aey * dy + aez * dz;
righte = len > 0;
if (!righte) len = -len;
dot1 = aex * a1x + aey * a1y + aez * a1z;
dot2 = aex * a2x + aey * a2y + aez * a2z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * h1;
dot1 = aex * a4x + aey * a4y + aez * a4z;
dot2 = aex * a6x + aey * a6y + aez * a6z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * d2;
overlape = len - len1 - len2;
if (overlape > 0) return;
} else {
righte = false;
overlape = 0;
invalide = true;
}
// try axis 15
len = afx * afx + afy * afy + afz * afz;
if (len > 1e-5) {
len = 1 / OIMO.sqrt(len);
afx *= len;
afy *= len;
afz *= len;
len = afx * dx + afy * dy + afz * dz;
rightf = len > 0;
if (!rightf) len = -len;
dot1 = afx * a1x + afy * a1y + afz * a1z;
dot2 = afx * a2x + afy * a2y + afz * a2z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len1 = dot1 * w1 + dot2 * h1;
dot1 = afx * a4x + afy * a4y + afz * a4z;
dot2 = afx * a5x + afy * a5y + afz * a5z;
if (dot1 < 0) dot1 = -dot1;
if (dot2 < 0) dot2 = -dot2;
len2 = dot1 * w2 + dot2 * h2;
overlapf = len - len1 - len2;
if (overlapf > 0) return;
} else {
rightf = false;
overlapf = 0;
invalidf = true;
}
// boxes are overlapping
var depth = overlap1;
var depth2 = overlap1;
var minIndex = 0;
var right = right1;
if (overlap2 > depth2) {
depth = overlap2;
depth2 = overlap2;
minIndex = 1;
right = right2;
}
if (overlap3 > depth2) {
depth = overlap3;
depth2 = overlap3;
minIndex = 2;
right = right3;
}
if (overlap4 > depth2) {
depth = overlap4;
depth2 = overlap4;
minIndex = 3;
right = right4;
}
if (overlap5 > depth2) {
depth = overlap5;
depth2 = overlap5;
minIndex = 4;
right = right5;
}
if (overlap6 > depth2) {
depth = overlap6;
depth2 = overlap6;
minIndex = 5;
right = right6;
}
if (overlap7 - 0.01 > depth2 && !invalid7) {
depth = overlap7;
depth2 = overlap7 - 0.01;
minIndex = 6;
right = right7;
}
if (overlap8 - 0.01 > depth2 && !invalid8) {
depth = overlap8;
depth2 = overlap8 - 0.01;
minIndex = 7;
right = right8;
}
if (overlap9 - 0.01 > depth2 && !invalid9) {
depth = overlap9;
depth2 = overlap9 - 0.01;
minIndex = 8;
right = right9;
}
if (overlapa - 0.01 > depth2 && !invalida) {
depth = overlapa;
depth2 = overlapa - 0.01;
minIndex = 9;
right = righta;
}
if (overlapb - 0.01 > depth2 && !invalidb) {
depth = overlapb;
depth2 = overlapb - 0.01;
minIndex = 10;
right = rightb;
}
if (overlapc - 0.01 > depth2 && !invalidc) {
depth = overlapc;
depth2 = overlapc - 0.01;
minIndex = 11;
right = rightc;
}
if (overlapd - 0.01 > depth2 && !invalidd) {
depth = overlapd;
depth2 = overlapd - 0.01;
minIndex = 12;
right = rightd;
}
if (overlape - 0.01 > depth2 && !invalide) {
depth = overlape;
depth2 = overlape - 0.01;
minIndex = 13;
right = righte;
}
if (overlapf - 0.01 > depth2 && !invalidf) {
depth = overlapf;
minIndex = 14;
right = rightf;
}
// normal
var nx = 0;
var ny = 0;
var nz = 0;
// edge line or face side normal
var n1x = 0;
var n1y = 0;
var n1z = 0;
var n2x = 0;
var n2y = 0;
var n2z = 0;
// center of current face
var cx = 0;
var cy = 0;
var cz = 0;
// face side
var s1x = 0;
var s1y = 0;
var s1z = 0;
var s2x = 0;
var s2y = 0;
var s2z = 0;
// swap b1 b2
var swap = false;
//_______________________________________
if (minIndex == 0) {// b1.x * b2
if (right) {
cx = p1x + d1x; cy = p1y + d1y; cz = p1z + d1z;
nx = a1x; ny = a1y; nz = a1z;
} else {
cx = p1x - d1x; cy = p1y - d1y; cz = p1z - d1z;
nx = -a1x; ny = -a1y; nz = -a1z;
}
s1x = d2x; s1y = d2y; s1z = d2z;
n1x = -a2x; n1y = -a2y; n1z = -a2z;
s2x = d3x; s2y = d3y; s2z = d3z;
n2x = -a3x; n2y = -a3y; n2z = -a3z;
}
else if (minIndex == 1) {// b1.y * b2
if (right) {
cx = p1x + d2x; cy = p1y + d2y; cz = p1z + d2z;
nx = a2x; ny = a2y; nz = a2z;
} else {
cx = p1x - d2x; cy = p1y - d2y; cz = p1z - d2z;
nx = -a2x; ny = -a2y; nz = -a2z;
}
s1x = d1x; s1y = d1y; s1z = d1z;
n1x = -a1x; n1y = -a1y; n1z = -a1z;
s2x = d3x; s2y = d3y; s2z = d3z;
n2x = -a3x; n2y = -a3y; n2z = -a3z;
}
else if (minIndex == 2) {// b1.z * b2
if (right) {
cx = p1x + d3x; cy = p1y + d3y; cz = p1z + d3z;
nx = a3x; ny = a3y; nz = a3z;
} else {
cx = p1x - d3x; cy = p1y - d3y; cz = p1z - d3z;
nx = -a3x; ny = -a3y; nz = -a3z;
}
s1x = d1x; s1y = d1y; s1z = d1z;
n1x = -a1x; n1y = -a1y; n1z = -a1z;
s2x = d2x; s2y = d2y; s2z = d2z;
n2x = -a2x; n2y = -a2y; n2z = -a2z;
}
else if (minIndex == 3) {// b2.x * b1
swap = true;
if (!right) {
cx = p2x + d4x; cy = p2y + d4y; cz = p2z + d4z;
nx = a4x; ny = a4y; nz = a4z;
} else {
cx = p2x - d4x; cy = p2y - d4y; cz = p2z - d4z;
nx = -a4x; ny = -a4y; nz = -a4z;
}
s1x = d5x; s1y = d5y; s1z = d5z;
n1x = -a5x; n1y = -a5y; n1z = -a5z;
s2x = d6x; s2y = d6y; s2z = d6z;
n2x = -a6x; n2y = -a6y; n2z = -a6z;
}
else if (minIndex == 4) {// b2.y * b1
swap = true;
if (!right) {
cx = p2x + d5x; cy = p2y + d5y; cz = p2z + d5z;
nx = a5x; ny = a5y; nz = a5z;
} else {
cx = p2x - d5x; cy = p2y - d5y; cz = p2z - d5z;
nx = -a5x; ny = -a5y; nz = -a5z;
}
s1x = d4x; s1y = d4y; s1z = d4z;
n1x = -a4x; n1y = -a4y; n1z = -a4z;
s2x = d6x; s2y = d6y; s2z = d6z;
n2x = -a6x; n2y = -a6y; n2z = -a6z;
}
else if (minIndex == 5) {// b2.z * b1
swap = true;
if (!right) {
cx = p2x + d6x; cy = p2y + d6y; cz = p2z + d6z;
nx = a6x; ny = a6y; nz = a6z;
} else {
cx = p2x - d6x; cy = p2y - d6y; cz = p2z - d6z;
nx = -a6x; ny = -a6y; nz = -a6z;
}
s1x = d4x; s1y = d4y; s1z = d4z;
n1x = -a4x; n1y = -a4y; n1z = -a4z;
s2x = d5x; s2y = d5y; s2z = d5z;
n2x = -a5x; n2y = -a5y; n2z = -a5z;
}
else if (minIndex == 6) {// b1.x * b2.x
nx = a7x; ny = a7y; nz = a7z;
n1x = a1x; n1y = a1y; n1z = a1z;
n2x = a4x; n2y = a4y; n2z = a4z;
}
else if (minIndex == 7) {// b1.x * b2.y
nx = a8x; ny = a8y; nz = a8z;
n1x = a1x; n1y = a1y; n1z = a1z;
n2x = a5x; n2y = a5y; n2z = a5z;
}
else if (minIndex == 8) {// b1.x * b2.z
nx = a9x; ny = a9y; nz = a9z;
n1x = a1x; n1y = a1y; n1z = a1z;
n2x = a6x; n2y = a6y; n2z = a6z;
}
else if (minIndex == 9) {// b1.y * b2.x
nx = aax; ny = aay; nz = aaz;
n1x = a2x; n1y = a2y; n1z = a2z;
n2x = a4x; n2y = a4y; n2z = a4z
}
else if (minIndex == 10) {// b1.y * b2.y
nx = abx; ny = aby; nz = abz;
n1x = a2x; n1y = a2y; n1z = a2z;
n2x = a5x; n2y = a5y; n2z = a5z;
}
else if (minIndex == 11) {// b1.y * b2.z
nx = acx; ny = acy; nz = acz;
n1x = a2x; n1y = a2y; n1z = a2z;
n2x = a6x; n2y = a6y; n2z = a6z;
}
else if (minIndex == 12) {// b1.z * b2.x
nx = adx; ny = ady; nz = adz;
n1x = a3x; n1y = a3y; n1z = a3z;
n2x = a4x; n2y = a4y; n2z = a4z;
}
else if (minIndex == 13) {// b1.z * b2.y
nx = aex; ny = aey; nz = aez;
n1x = a3x; n1y = a3y; n1z = a3z;
n2x = a5x; n2y = a5y; n2z = a5z;
}
else if (minIndex == 14) {// b1.z * b2.z
nx = afx; ny = afy; nz = afz;
n1x = a3x; n1y = a3y; n1z = a3z;
n2x = a6x; n2y = a6y; n2z = a6z;
}
//__________________________________________
var v;
if (minIndex > 5) {
if (!right) {
nx = -nx; ny = -ny; nz = -nz;
}
var distance;
var maxDistance;
var vx;
var vy;
var vz;
var v1x;
var v1y;
var v1z;
var v2x;
var v2y;
var v2z;
//vertex1;
v1x = V1[0]; v1y = V1[1]; v1z = V1[2];
maxDistance = nx * v1x + ny * v1y + nz * v1z;
//vertex2;
vx = V1[3]; vy = V1[4]; vz = V1[5];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex3;
vx = V1[6]; vy = V1[7]; vz = V1[8];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex4;
vx = V1[9]; vy = V1[10]; vz = V1[11];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex5;
vx = V1[12]; vy = V1[13]; vz = V1[14];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex6;
vx = V1[15]; vy = V1[16]; vz = V1[17];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex7;
vx = V1[18]; vy = V1[19]; vz = V1[20];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex8;
vx = V1[21]; vy = V1[22]; vz = V1[23];
distance = nx * vx + ny * vy + nz * vz;
if (distance > maxDistance) {
maxDistance = distance;
v1x = vx; v1y = vy; v1z = vz;
}
//vertex1;
v2x = V2[0]; v2y = V2[1]; v2z = V2[2];
maxDistance = nx * v2x + ny * v2y + nz * v2z;
//vertex2;
vx = V2[3]; vy = V2[4]; vz = V2[5];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex3;
vx = V2[6]; vy = V2[7]; vz = V2[8];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex4;
vx = V2[9]; vy = V2[10]; vz = V2[11];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex5;
vx = V2[12]; vy = V2[13]; vz = V2[14];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex6;
vx = V2[15]; vy = V2[16]; vz = V2[17];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex7;
vx = V2[18]; vy = V2[19]; vz = V2[20];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
//vertex8;
vx = V2[21]; vy = V2[22]; vz = V2[23];
distance = nx * vx + ny * vy + nz * vz;
if (distance < maxDistance) {
maxDistance = distance;
v2x = vx; v2y = vy; v2z = vz;
}
vx = v2x - v1x; vy = v2y - v1y; vz = v2z - v1z;
dot1 = n1x * n2x + n1y * n2y + n1z * n2z;
var t = (vx * (n1x - n2x * dot1) + vy * (n1y - n2y * dot1) + vz * (n1z - n2z * dot1)) / (1 - dot1 * dot1);
manifold.addPoint(v1x + n1x * t + nx * depth * 0.5, v1y + n1y * t + ny * depth * 0.5, v1z + n1z * t + nz * depth * 0.5, nx, ny, nz, depth, false);
return;
}
// now detect face-face collision...
// target quad
var q1x;
var q1y;
var q1z;
var q2x;
var q2y;
var q2z;
var q3x;
var q3y;
var q3z;
var q4x;
var q4y;
var q4z;
// search support face and vertex
var minDot = 1;
var dot = 0;
var minDotIndex = 0;
if (swap) {
dot = a1x * nx + a1y * ny + a1z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 0;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 1;
}
dot = a2x * nx + a2y * ny + a2z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 2;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 3;
}
dot = a3x * nx + a3y * ny + a3z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 4;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 5;
}
if (minDotIndex == 0) {// x+ face
q1x = V1[0]; q1y = V1[1]; q1z = V1[2];//vertex1
q2x = V1[6]; q2y = V1[7]; q2z = V1[8];//vertex3
q3x = V1[9]; q3y = V1[10]; q3z = V1[11];//vertex4
q4x = V1[3]; q4y = V1[4]; q4z = V1[5];//vertex2
}
else if (minDotIndex == 1) {// x- face
q1x = V1[15]; q1y = V1[16]; q1z = V1[17];//vertex6
q2x = V1[21]; q2y = V1[22]; q2z = V1[23];//vertex8
q3x = V1[18]; q3y = V1[19]; q3z = V1[20];//vertex7
q4x = V1[12]; q4y = V1[13]; q4z = V1[14];//vertex5
}
else if (minDotIndex == 2) {// y+ face
q1x = V1[12]; q1y = V1[13]; q1z = V1[14];//vertex5
q2x = V1[0]; q2y = V1[1]; q2z = V1[2];//vertex1
q3x = V1[3]; q3y = V1[4]; q3z = V1[5];//vertex2
q4x = V1[15]; q4y = V1[16]; q4z = V1[17];//vertex6
}
else if (minDotIndex == 3) {// y- face
q1x = V1[21]; q1y = V1[22]; q1z = V1[23];//vertex8
q2x = V1[9]; q2y = V1[10]; q2z = V1[11];//vertex4
q3x = V1[6]; q3y = V1[7]; q3z = V1[8];//vertex3
q4x = V1[18]; q4y = V1[19]; q4z = V1[20];//vertex7
}
else if (minDotIndex == 4) {// z+ face
q1x = V1[12]; q1y = V1[13]; q1z = V1[14];//vertex5
q2x = V1[18]; q2y = V1[19]; q2z = V1[20];//vertex7
q3x = V1[6]; q3y = V1[7]; q3z = V1[8];//vertex3
q4x = V1[0]; q4y = V1[1]; q4z = V1[2];//vertex1
}
else if (minDotIndex == 5) {// z- face
q1x = V1[3]; q1y = V1[4]; q1z = V1[5];//vertex2
q2x = V1[6]; q2y = V1[7]; q2z = V1[8];//vertex4
q3x = V1[21]; q3y = V1[22]; q3z = V1[23];//vertex8
q4x = V1[15]; q4y = V1[16]; q4z = V1[17];//vertex6
}
} else {
dot = a4x * nx + a4y * ny + a4z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 0;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 1;
}
dot = a5x * nx + a5y * ny + a5z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 2;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 3;
}
dot = a6x * nx + a6y * ny + a6z * nz;
if (dot < minDot) {
minDot = dot;
minDotIndex = 4;
}
if (-dot < minDot) {
minDot = -dot;
minDotIndex = 5;
}
//______________________________________________________
if (minDotIndex == 0) {// x+ face
q1x = V2[0]; q1y = V2[1]; q1z = V2[2];//vertex1
q2x = V2[6]; q2y = V2[7]; q2z = V2[8];//vertex3
q3x = V2[9]; q3y = V2[10]; q3z = V2[11];//vertex4
q4x = V2[3]; q4y = V2[4]; q4z = V2[5];//vertex2
}
else if (minDotIndex == 1) {// x- face
q1x = V2[15]; q1y = V2[16]; q1z = V2[17];//vertex6
q2x = V2[21]; q2y = V2[22]; q2z = V2[23]; //vertex8
q3x = V2[18]; q3y = V2[19]; q3z = V2[20];//vertex7
q4x = V2[12]; q4y = V2[13]; q4z = V2[14];//vertex5
}
else if (minDotIndex == 2) {// y+ face
q1x = V2[12]; q1y = V2[13]; q1z = V2[14];//vertex5
q2x = V2[0]; q2y = V2[1]; q2z = V2[2];//vertex1
q3x = V2[3]; q3y = V2[4]; q3z = V2[5];//vertex2
q4x = V2[15]; q4y = V2[16]; q4z = V2[17];//vertex6
}
else if (minDotIndex == 3) {// y- face
q1x = V2[21]; q1y = V2[22]; q1z = V2[23];//vertex8
q2x = V2[9]; q2y = V2[10]; q2z = V2[11];//vertex4
q3x = V2[6]; q3y = V2[7]; q3z = V2[8];//vertex3
q4x = V2[18]; q4y = V2[19]; q4z = V2[20];//vertex7
}
else if (minDotIndex == 4) {// z+ face
q1x = V2[12]; q1y = V2[13]; q1z = V2[14];//vertex5
q2x = V2[18]; q2y = V2[19]; q2z = V2[20];//vertex7
q3x = V2[6]; q3y = V2[7]; q3z = V2[8];//vertex3
q4x = V2[0]; q4y = V2[1]; q4z = V2[2];//vertex1
}
else if (minDotIndex == 5) {// z- face
q1x = V2[3]; q1y = V2[4]; q1z = V2[5];//vertex2
q2x = V2[9]; q2y = V2[10]; q2z = V2[11];//vertex4
q3x = V2[21]; q3y = V2[22]; q3z = V2[23];//vertex8
q4x = V2[15]; q4y = V2[16]; q4z = V2[17];//vertex6
}
}
// clip vertices
var numClipVertices;
var numAddedClipVertices;
var index;
var x1;
var y1;
var z1;
var x2;
var y2;
var z2;
this.clipVertices1[0] = q1x;
this.clipVertices1[1] = q1y;
this.clipVertices1[2] = q1z;
this.clipVertices1[3] = q2x;
this.clipVertices1[4] = q2y;
this.clipVertices1[5] = q2z;
this.clipVertices1[6] = q3x;
this.clipVertices1[7] = q3y;
this.clipVertices1[8] = q3z;
this.clipVertices1[9] = q4x;
this.clipVertices1[10] = q4y;
this.clipVertices1[11] = q4z;
numAddedClipVertices = 0;
x1 = this.clipVertices1[9];
y1 = this.clipVertices1[10];
z1 = this.clipVertices1[11];
dot1 = (x1 - cx - s1x) * n1x + (y1 - cy - s1y) * n1y + (z1 - cz - s1z) * n1z;
//var i = 4;
//while(i--){
for (var i = 0; i < 4; i++) {
index = i * 3;
x2 = this.clipVertices1[index];
y2 = this.clipVertices1[index + 1];
z2 = this.clipVertices1[index + 2];
dot2 = (x2 - cx - s1x) * n1x + (y2 - cy - s1y) * n1y + (z2 - cz - s1z) * n1z;
if (dot1 > 0) {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices2[index] = x2;
this.clipVertices2[index + 1] = y2;
this.clipVertices2[index + 2] = z2;
} else {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices2[index] = x1 + (x2 - x1) * t;
this.clipVertices2[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices2[index + 2] = z1 + (z2 - z1) * t;
}
} else {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices2[index] = x1 + (x2 - x1) * t;
this.clipVertices2[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices2[index + 2] = z1 + (z2 - z1) * t;
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices2[index] = x2;
this.clipVertices2[index + 1] = y2;
this.clipVertices2[index + 2] = z2;
}
}
x1 = x2;
y1 = y2;
z1 = z2;
dot1 = dot2;
}
numClipVertices = numAddedClipVertices;
if (numClipVertices == 0) return;
numAddedClipVertices = 0;
index = (numClipVertices - 1) * 3;
x1 = this.clipVertices2[index];
y1 = this.clipVertices2[index + 1];
z1 = this.clipVertices2[index + 2];
dot1 = (x1 - cx - s2x) * n2x + (y1 - cy - s2y) * n2y + (z1 - cz - s2z) * n2z;
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
index = i * 3;
x2 = this.clipVertices2[index];
y2 = this.clipVertices2[index + 1];
z2 = this.clipVertices2[index + 2];
dot2 = (x2 - cx - s2x) * n2x + (y2 - cy - s2y) * n2y + (z2 - cz - s2z) * n2z;
if (dot1 > 0) {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices1[index] = x2;
this.clipVertices1[index + 1] = y2;
this.clipVertices1[index + 2] = z2;
} else {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices1[index] = x1 + (x2 - x1) * t;
this.clipVertices1[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices1[index + 2] = z1 + (z2 - z1) * t;
}
} else {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices1[index] = x1 + (x2 - x1) * t;
this.clipVertices1[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices1[index + 2] = z1 + (z2 - z1) * t;
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices1[index] = x2;
this.clipVertices1[index + 1] = y2;
this.clipVertices1[index + 2] = z2;
}
}
x1 = x2;
y1 = y2;
z1 = z2;
dot1 = dot2;
}
numClipVertices = numAddedClipVertices;
if (numClipVertices == 0) return;
numAddedClipVertices = 0;
index = (numClipVertices - 1) * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot1 = (x1 - cx + s1x) * -n1x + (y1 - cy + s1y) * -n1y + (z1 - cz + s1z) * -n1z;
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
index = i * 3;
x2 = this.clipVertices1[index];
y2 = this.clipVertices1[index + 1];
z2 = this.clipVertices1[index + 2];
dot2 = (x2 - cx + s1x) * -n1x + (y2 - cy + s1y) * -n1y + (z2 - cz + s1z) * -n1z;
if (dot1 > 0) {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices2[index] = x2;
this.clipVertices2[index + 1] = y2;
this.clipVertices2[index + 2] = z2;
} else {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices2[index] = x1 + (x2 - x1) * t;
this.clipVertices2[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices2[index + 2] = z1 + (z2 - z1) * t;
}
} else {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices2[index] = x1 + (x2 - x1) * t;
this.clipVertices2[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices2[index + 2] = z1 + (z2 - z1) * t;
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices2[index] = x2;
this.clipVertices2[index + 1] = y2;
this.clipVertices2[index + 2] = z2;
}
}
x1 = x2;
y1 = y2;
z1 = z2;
dot1 = dot2;
}
numClipVertices = numAddedClipVertices;
if (numClipVertices == 0) return;
numAddedClipVertices = 0;
index = (numClipVertices - 1) * 3;
x1 = this.clipVertices2[index];
y1 = this.clipVertices2[index + 1];
z1 = this.clipVertices2[index + 2];
dot1 = (x1 - cx + s2x) * -n2x + (y1 - cy + s2y) * -n2y + (z1 - cz + s2z) * -n2z;
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
index = i * 3;
x2 = this.clipVertices2[index];
y2 = this.clipVertices2[index + 1];
z2 = this.clipVertices2[index + 2];
dot2 = (x2 - cx + s2x) * -n2x + (y2 - cy + s2y) * -n2y + (z2 - cz + s2z) * -n2z;
if (dot1 > 0) {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices1[index] = x2;
this.clipVertices1[index + 1] = y2;
this.clipVertices1[index + 2] = z2;
} else {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices1[index] = x1 + (x2 - x1) * t;
this.clipVertices1[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices1[index + 2] = z1 + (z2 - z1) * t;
}
} else {
if (dot2 > 0) {
index = numAddedClipVertices * 3;
numAddedClipVertices++;
t = dot1 / (dot1 - dot2);
this.clipVertices1[index] = x1 + (x2 - x1) * t;
this.clipVertices1[index + 1] = y1 + (y2 - y1) * t;
this.clipVertices1[index + 2] = z1 + (z2 - z1) * t;
index = numAddedClipVertices * 3;
numAddedClipVertices++;
this.clipVertices1[index] = x2;
this.clipVertices1[index + 1] = y2;
this.clipVertices1[index + 2] = z2;
}
}
x1 = x2;
y1 = y2;
z1 = z2;
dot1 = dot2;
}
numClipVertices = numAddedClipVertices;
if (swap) {
var tb = b1;
b1 = b2;
b2 = tb;
}
if (numClipVertices == 0) return;
var flipped = b1 != shape1;
if (numClipVertices > 4) {
x1 = (q1x + q2x + q3x + q4x) * 0.25;
y1 = (q1y + q2y + q3y + q4y) * 0.25;
z1 = (q1z + q2z + q3z + q4z) * 0.25;
n1x = q1x - x1;
n1y = q1y - y1;
n1z = q1z - z1;
n2x = q2x - x1;
n2y = q2y - y1;
n2z = q2z - z1;
var index1 = 0;
var index2 = 0;
var index3 = 0;
var index4 = 0;
var maxDot = -this.INF;
minDot = this.INF;
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
this.used[i] = false;
index = i * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = x1 * n1x + y1 * n1y + z1 * n1z;
if (dot < minDot) {
minDot = dot;
index1 = i;
}
if (dot > maxDot) {
maxDot = dot;
index3 = i;
}
}
this.used[index1] = true;
this.used[index3] = true;
maxDot = -this.INF;
minDot = this.INF;
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
if (this.used[i]) continue;
index = i * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = x1 * n2x + y1 * n2y + z1 * n2z;
if (dot < minDot) {
minDot = dot;
index2 = i;
}
if (dot > maxDot) {
maxDot = dot;
index4 = i;
}
}
index = index1 * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = (x1 - cx) * nx + (y1 - cy) * ny + (z1 - cz) * nz;
if (dot < 0) manifold.addPoint(x1, y1, z1, nx, ny, nz, dot, flipped);
index = index2 * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = (x1 - cx) * nx + (y1 - cy) * ny + (z1 - cz) * nz;
if (dot < 0) manifold.addPoint(x1, y1, z1, nx, ny, nz, dot, flipped);
index = index3 * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = (x1 - cx) * nx + (y1 - cy) * ny + (z1 - cz) * nz;
if (dot < 0) manifold.addPoint(x1, y1, z1, nx, ny, nz, dot, flipped);
index = index4 * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = (x1 - cx) * nx + (y1 - cy) * ny + (z1 - cz) * nz;
if (dot < 0) manifold.addPoint(x1, y1, z1, nx, ny, nz, dot, flipped);
} else {
//i = numClipVertices;
//while(i--){
for (i = 0; i < numClipVertices; i++) {
index = i * 3;
x1 = this.clipVertices1[index];
y1 = this.clipVertices1[index + 1];
z1 = this.clipVertices1[index + 2];
dot = (x1 - cx) * nx + (y1 - cy) * ny + (z1 - cz) * nz;
if (dot < 0) manifold.addPoint(x1, y1, z1, nx, ny, nz, dot, flipped);
}
}
};
/**
* A collision detector which detects collisions between sphere and box.
* @author saharan
*/
OIMO.SphereBoxCollisionDetector = function (flip) {
OIMO.CollisionDetector.call(this);
this.flip = flip;
};
OIMO.SphereBoxCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.SphereBoxCollisionDetector.prototype.constructor = OIMO.SphereBoxCollisionDetector;
OIMO.SphereBoxCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
var s;
var b;
if (this.flip) {
s = (shape2);
b = (shape1);
} else {
s = (shape1);
b = (shape2);
}
var D = b.dimentions;
var ps = s.position;
var psx = ps.x;
var psy = ps.y;
var psz = ps.z;
var pb = b.position;
var pbx = pb.x;
var pby = pb.y;
var pbz = pb.z;
var rad = s.radius;
var hw = b.halfWidth;
var hh = b.halfHeight;
var hd = b.halfDepth;
var dx = psx - pbx;
var dy = psy - pby;
var dz = psz - pbz;
var sx = D[0] * dx + D[1] * dy + D[2] * dz;
var sy = D[3] * dx + D[4] * dy + D[5] * dz;
var sz = D[6] * dx + D[7] * dy + D[8] * dz;
var cx;
var cy;
var cz;
var len;
var invLen;
var overlap = 0;
if (sx > hw) {
sx = hw;
} else if (sx < -hw) {
sx = -hw;
} else {
overlap = 1;
}
if (sy > hh) {
sy = hh;
} else if (sy < -hh) {
sy = -hh;
} else {
overlap |= 2;
}
if (sz > hd) {
sz = hd;
} else if (sz < -hd) {
sz = -hd;
} else {
overlap |= 4;
}
if (overlap == 7) {
// center of sphere is in the box
if (sx < 0) {
dx = hw + sx;
} else {
dx = hw - sx;
}
if (sy < 0) {
dy = hh + sy;
} else {
dy = hh - sy;
}
if (sz < 0) {
dz = hd + sz;
} else {
dz = hd - sz;
}
if (dx < dy) {
if (dx < dz) {
len = dx - hw;
if (sx < 0) {
sx = -hw;
dx = D[0];
dy = D[1];
dz = D[2];
} else {
sx = hw;
dx = -D[0];
dy = -D[1];
dz = -D[2];
}
} else {
len = dz - hd;
if (sz < 0) {
sz = -hd;
dx = D[6];
dy = D[7];
dz = D[8];
} else {
sz = hd;
dx = -D[6];
dy = -D[7];
dz = -D[8];
}
}
} else {
if (dy < dz) {
len = dy - hh;
if (sy < 0) {
sy = -hh;
dx = D[3];
dy = D[4];
dz = D[5];
} else {
sy = hh;
dx = -D[3];
dy = -D[4];
dz = -D[5];
}
} else {
len = dz - hd;
if (sz < 0) {
sz = -hd;
dx = D[6];
dy = D[7];
dz = D[8];
} else {
sz = hd;
dx = -D[6];
dy = -D[7];
dz = -D[8];
}
}
}
cx = pbx + sx * D[0] + sy * D[3] + sz * D[6];
cy = pby + sx * D[1] + sy * D[4] + sz * D[7];
cz = pbz + sx * D[2] + sy * D[5] + sz * D[8];
manifold.addPoint(psx + rad * dx, psy + rad * dy, psz + rad * dz, dx, dy, dz, len - rad, this.flip);
} else {
cx = pbx + sx * D[0] + sy * D[3] + sz * D[6];
cy = pby + sx * D[1] + sy * D[4] + sz * D[7];
cz = pbz + sx * D[2] + sy * D[5] + sz * D[8];
dx = cx - ps.x;
dy = cy - ps.y;
dz = cz - ps.z;
len = dx * dx + dy * dy + dz * dz;
if (len > 0 && len < rad * rad) {
len = OIMO.sqrt(len);
invLen = 1 / len;
dx *= invLen;
dy *= invLen;
dz *= invLen;
manifold.addPoint(psx + rad * dx, psy + rad * dy, psz + rad * dz, dx, dy, dz, len - rad, this.flip);
}
}
};
/**
* A collision detector which detects collisions between two spheres.
* @author saharan
*/
OIMO.SphereSphereCollisionDetector = function () {
OIMO.CollisionDetector.call(this);
};
OIMO.SphereSphereCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.SphereSphereCollisionDetector.prototype.constructor = OIMO.SphereSphereCollisionDetector;
OIMO.SphereSphereCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
var s1 = shape1;
var s2 = shape2;
var p1 = s1.position;
var p2 = s2.position;
var dx = p2.x - p1.x;
var dy = p2.y - p1.y;
var dz = p2.z - p1.z;
var len = dx * dx + dy * dy + dz * dz;
var r1 = s1.radius;
var r2 = s2.radius;
var rad = r1 + r2;
if (len > 0 && len < rad * rad) {
len = OIMO.sqrt(len);
var invLen = 1 / len;
dx *= invLen;
dy *= invLen;
dz *= invLen;
manifold.addPoint(p1.x + dx * r1, p1.y + dy * r1, p1.z + dz * r1, dx, dy, dz, len - rad, false);
}
};
OIMO.BoxCylinderCollisionDetector = function (flip) {
OIMO.CollisionDetector.call(this);
this.flip = flip;
};
OIMO.BoxCylinderCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.BoxCylinderCollisionDetector.prototype.constructor = OIMO.BoxCylinderCollisionDetector;
OIMO.BoxCylinderCollisionDetector.prototype.getSep = function (c1, c2, sep, pos, dep) {
var t1x;
var t1y;
var t1z;
var t2x;
var t2y;
var t2z;
var sup = new OIMO.Vec3();
var len;
var p1x;
var p1y;
var p1z;
var p2x;
var p2y;
var p2z;
var v01x = c1.position.x;
var v01y = c1.position.y;
var v01z = c1.position.z;
var v02x = c2.position.x;
var v02y = c2.position.y;
var v02z = c2.position.z;
var v0x = v02x - v01x;
var v0y = v02y - v01y;
var v0z = v02z - v01z;
if (v0x * v0x + v0y * v0y + v0z * v0z == 0) v0y = 0.001;
var nx = -v0x;
var ny = -v0y;
var nz = -v0z;
this.supportPointB(c1, -nx, -ny, -nz, sup);
var v11x = sup.x;
var v11y = sup.y;
var v11z = sup.z;
this.supportPointC(c2, nx, ny, nz, sup);
var v12x = sup.x;
var v12y = sup.y;
var v12z = sup.z;
var v1x = v12x - v11x;
var v1y = v12y - v11y;
var v1z = v12z - v11z;
if (v1x * nx + v1y * ny + v1z * nz <= 0) {
return false;
}
nx = v1y * v0z - v1z * v0y;
ny = v1z * v0x - v1x * v0z;
nz = v1x * v0y - v1y * v0x;
if (nx * nx + ny * ny + nz * nz == 0) {
sep.init(v1x - v0x, v1y - v0y, v1z - v0z);
sep.normalize(sep);
pos.init((v11x + v12x) * 0.5, (v11y + v12y) * 0.5, (v11z + v12z) * 0.5);
return true;
}
this.supportPointB(c1, -nx, -ny, -nz, sup);
var v21x = sup.x;
var v21y = sup.y;
var v21z = sup.z;
this.supportPointC(c2, nx, ny, nz, sup);
var v22x = sup.x;
var v22y = sup.y;
var v22z = sup.z;
var v2x = v22x - v21x;
var v2y = v22y - v21y;
var v2z = v22z - v21z;
if (v2x * nx + v2y * ny + v2z * nz <= 0) {
return false;
}
t1x = v1x - v0x;
t1y = v1y - v0y;
t1z = v1z - v0z;
t2x = v2x - v0x;
t2y = v2y - v0y;
t2z = v2z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
if (nx * v0x + ny * v0y + nz * v0z > 0) {
t1x = v1x;
t1y = v1y;
t1z = v1z;
v1x = v2x;
v1y = v2y;
v1z = v2z;
v2x = t1x;
v2y = t1y;
v2z = t1z;
t1x = v11x;
t1y = v11y;
t1z = v11z;
v11x = v21x;
v11y = v21y;
v11z = v21z;
v21x = t1x;
v21y = t1y;
v21z = t1z;
t1x = v12x;
t1y = v12y;
t1z = v12z;
v12x = v22x;
v12y = v22y;
v12z = v22z;
v22x = t1x;
v22y = t1y;
v22z = t1z;
nx = -nx;
ny = -ny;
nz = -nz;
}
var iterations = 0;
while (true) {
if (++iterations > 100) {
return false;
}
this.supportPointB(c1, -nx, -ny, -nz, sup);
var v31x = sup.x;
var v31y = sup.y;
var v31z = sup.z;
this.supportPointC(c2, nx, ny, nz, sup);
var v32x = sup.x;
var v32y = sup.y;
var v32z = sup.z;
var v3x = v32x - v31x;
var v3y = v32y - v31y;
var v3z = v32z - v31z;
if (v3x * nx + v3y * ny + v3z * nz <= 0) {
return false;
}
if ((v1y * v3z - v1z * v3y) * v0x + (v1z * v3x - v1x * v3z) * v0y + (v1x * v3y - v1y * v3x) * v0z < 0) {
v2x = v3x;
v2y = v3y;
v2z = v3z;
v21x = v31x;
v21y = v31y;
v21z = v31z;
v22x = v32x;
v22y = v32y;
v22z = v32z;
t1x = v1x - v0x;
t1y = v1y - v0y;
t1z = v1z - v0z;
t2x = v3x - v0x;
t2y = v3y - v0y;
t2z = v3z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
continue;
}
if ((v3y * v2z - v3z * v2y) * v0x + (v3z * v2x - v3x * v2z) * v0y + (v3x * v2y - v3y * v2x) * v0z < 0) {
v1x = v3x;
v1y = v3y;
v1z = v3z;
v11x = v31x;
v11y = v31y;
v11z = v31z;
v12x = v32x;
v12y = v32y;
v12z = v32z;
t1x = v3x - v0x;
t1y = v3y - v0y;
t1z = v3z - v0z;
t2x = v2x - v0x;
t2y = v2y - v0y;
t2z = v2z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
continue;
}
var hit = false;
while (true) {
t1x = v2x - v1x;
t1y = v2y - v1y;
t1z = v2z - v1z;
t2x = v3x - v1x;
t2y = v3y - v1y;
t2z = v3z - v1z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
len = 1 / OIMO.sqrt(nx * nx + ny * ny + nz * nz);
nx *= len;
ny *= len;
nz *= len;
if (nx * v1x + ny * v1y + nz * v1z >= 0 && !hit) {
var b0 = (v1y * v2z - v1z * v2y) * v3x + (v1z * v2x - v1x * v2z) * v3y + (v1x * v2y - v1y * v2x) * v3z;
var b1 = (v3y * v2z - v3z * v2y) * v0x + (v3z * v2x - v3x * v2z) * v0y + (v3x * v2y - v3y * v2x) * v0z;
var b2 = (v0y * v1z - v0z * v1y) * v3x + (v0z * v1x - v0x * v1z) * v3y + (v0x * v1y - v0y * v1x) * v3z;
var b3 = (v2y * v1z - v2z * v1y) * v0x + (v2z * v1x - v2x * v1z) * v0y + (v2x * v1y - v2y * v1x) * v0z;
var sum = b0 + b1 + b2 + b3;
if (sum <= 0) {
b0 = 0;
b1 = (v2y * v3z - v2z * v3y) * nx + (v2z * v3x - v2x * v3z) * ny + (v2x * v3y - v2y * v3x) * nz;
b2 = (v3y * v2z - v3z * v2y) * nx + (v3z * v2x - v3x * v2z) * ny + (v3x * v2y - v3y * v2x) * nz;
b3 = (v1y * v2z - v1z * v2y) * nx + (v1z * v2x - v1x * v2z) * ny + (v1x * v2y - v1y * v2x) * nz;
sum = b1 + b2 + b3;
}
var inv = 1 / sum;
p1x = (v01x * b0 + v11x * b1 + v21x * b2 + v31x * b3) * inv;
p1y = (v01y * b0 + v11y * b1 + v21y * b2 + v31y * b3) * inv;
p1z = (v01z * b0 + v11z * b1 + v21z * b2 + v31z * b3) * inv;
p2x = (v02x * b0 + v12x * b1 + v22x * b2 + v32x * b3) * inv;
p2y = (v02y * b0 + v12y * b1 + v22y * b2 + v32y * b3) * inv;
p2z = (v02z * b0 + v12z * b1 + v22z * b2 + v32z * b3) * inv;
hit = true;
}
this.supportPointB(c1, -nx, -ny, -nz, sup);
var v41x = sup.x;
var v41y = sup.y;
var v41z = sup.z;
this.supportPointC(c2, nx, ny, nz, sup);
var v42x = sup.x;
var v42y = sup.y;
var v42z = sup.z;
var v4x = v42x - v41x;
var v4y = v42y - v41y;
var v4z = v42z - v41z;
var separation = -(v4x * nx + v4y * ny + v4z * nz);
if ((v4x - v3x) * nx + (v4y - v3y) * ny + (v4z - v3z) * nz <= 0.01 || separation >= 0) {
if (hit) {
sep.init(-nx, -ny, -nz);
pos.init((p1x + p2x) * 0.5, (p1y + p2y) * 0.5, (p1z + p2z) * 0.5);
dep.x = separation;
return true;
}
return false;
}
if (
(v4y * v1z - v4z * v1y) * v0x +
(v4z * v1x - v4x * v1z) * v0y +
(v4x * v1y - v4y * v1x) * v0z < 0
) {
if (
(v4y * v2z - v4z * v2y) * v0x +
(v4z * v2x - v4x * v2z) * v0y +
(v4x * v2y - v4y * v2x) * v0z < 0
) {
v1x = v4x;
v1y = v4y;
v1z = v4z;
v11x = v41x;
v11y = v41y;
v11z = v41z;
v12x = v42x;
v12y = v42y;
v12z = v42z;
} else {
v3x = v4x;
v3y = v4y;
v3z = v4z;
v31x = v41x;
v31y = v41y;
v31z = v41z;
v32x = v42x;
v32y = v42y;
v32z = v42z;
}
} else {
if (
(v4y * v3z - v4z * v3y) * v0x +
(v4z * v3x - v4x * v3z) * v0y +
(v4x * v3y - v4y * v3x) * v0z < 0
) {
v2x = v4x;
v2y = v4y;
v2z = v4z;
v21x = v41x;
v21y = v41y;
v21z = v41z;
v22x = v42x;
v22y = v42y;
v22z = v42z;
} else {
v1x = v4x;
v1y = v4y;
v1z = v4z;
v11x = v41x;
v11y = v41y;
v11z = v41z;
v12x = v42x;
v12y = v42y;
v12z = v42z;
}
}
}
}
//return false;
};
OIMO.BoxCylinderCollisionDetector.prototype.supportPointB = function (c, dx, dy, dz, out) {
var rot = c.rotation.elements;
var ldx = rot[0] * dx + rot[3] * dy + rot[6] * dz;
var ldy = rot[1] * dx + rot[4] * dy + rot[7] * dz;
var ldz = rot[2] * dx + rot[5] * dy + rot[8] * dz;
var w = c.halfWidth;
var h = c.halfHeight;
var d = c.halfDepth;
var ox;
var oy;
var oz;
if (ldx < 0) ox = -w;
else ox = w;
if (ldy < 0) oy = -h;
else oy = h;
if (ldz < 0) oz = -d;
else oz = d;
ldx = rot[0] * ox + rot[1] * oy + rot[2] * oz + c.position.x;
ldy = rot[3] * ox + rot[4] * oy + rot[5] * oz + c.position.y;
ldz = rot[6] * ox + rot[7] * oy + rot[8] * oz + c.position.z;
out.init(ldx, ldy, ldz);
};
OIMO.BoxCylinderCollisionDetector.prototype.supportPointC = function (c, dx, dy, dz, out) {
var rot = c.rotation.elements;
var ldx = rot[0] * dx + rot[3] * dy + rot[6] * dz;
var ldy = rot[1] * dx + rot[4] * dy + rot[7] * dz;
var ldz = rot[2] * dx + rot[5] * dy + rot[8] * dz;
var radx = ldx;
var radz = ldz;
var len = radx * radx + radz * radz;
var rad = c.radius;
var hh = c.halfHeight;
var ox;
var oy;
var oz;
if (len == 0) {
if (ldy < 0) {
ox = rad;
oy = -hh;
oz = 0;
} else {
ox = rad;
oy = hh;
oz = 0;
}
} else {
len = c.radius / OIMO.sqrt(len);
if (ldy < 0) {
ox = radx * len;
oy = -hh;
oz = radz * len;
} else {
ox = radx * len;
oy = hh;
oz = radz * len;
}
}
ldx = rot[0] * ox + rot[1] * oy + rot[2] * oz + c.position.x;
ldy = rot[3] * ox + rot[4] * oy + rot[5] * oz + c.position.y;
ldz = rot[6] * ox + rot[7] * oy + rot[8] * oz + c.position.z;
out.init(ldx, ldy, ldz);
};
OIMO.BoxCylinderCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
var b;
var c;
if (this.flip) {
b = shape2;
c = shape1;
} else {
b = shape1;
c = shape2;
}
var sep = new OIMO.Vec3();
var pos = new OIMO.Vec3();
var dep = new OIMO.Vec3();
var co;
if (!this.getSep(b, c, sep, pos, dep)) return;
var pbx = b.position.x;
var pby = b.position.y;
var pbz = b.position.z;
var pcx = c.position.x;
var pcy = c.position.y;
var pcz = c.position.z;
var bw = b.halfWidth;
var bh = b.halfHeight;
var bd = b.halfDepth;
var ch = c.halfHeight;
var r = c.radius;
var D = b.dimentions;
var nwx = D[0];//b.normalDirectionWidth.x;
var nwy = D[1];//b.normalDirectionWidth.y;
var nwz = D[2];//b.normalDirectionWidth.z;
var nhx = D[3];//b.normalDirectionHeight.x;
var nhy = D[4];//b.normalDirectionHeight.y;
var nhz = D[5];//b.normalDirectionHeight.z;
var ndx = D[6];//b.normalDirectionDepth.x;
var ndy = D[7];//b.normalDirectionDepth.y;
var ndz = D[8];//b.normalDirectionDepth.z;
var dwx = D[9];//b.halfDirectionWidth.x;
var dwy = D[10];//b.halfDirectionWidth.y;
var dwz = D[11];//b.halfDirectionWidth.z;
var dhx = D[12];//b.halfDirectionHeight.x;
var dhy = D[13];//b.halfDirectionHeight.y;
var dhz = D[14];//b.halfDirectionHeight.z;
var ddx = D[15];//b.halfDirectionDepth.x;
var ddy = D[16];//b.halfDirectionDepth.y;
var ddz = D[17];//b.halfDirectionDepth.z;
var ncx = c.normalDirection.x;
var ncy = c.normalDirection.y;
var ncz = c.normalDirection.z;
var dcx = c.halfDirection.x;
var dcy = c.halfDirection.y;
var dcz = c.halfDirection.z;
var nx = sep.x;
var ny = sep.y;
var nz = sep.z;
var dotw = nx * nwx + ny * nwy + nz * nwz;
var doth = nx * nhx + ny * nhy + nz * nhz;
var dotd = nx * ndx + ny * ndy + nz * ndz;
var dotc = nx * ncx + ny * ncy + nz * ncz;
var right1 = dotw > 0;
var right2 = doth > 0;
var right3 = dotd > 0;
var right4 = dotc > 0;
if (!right1) dotw = -dotw;
if (!right2) doth = -doth;
if (!right3) dotd = -dotd;
if (!right4) dotc = -dotc;
var state = 0;
if (dotc > 0.999) {
if (dotw > 0.999) {
if (dotw > dotc) state = 1;
else state = 4;
} else if (doth > 0.999) {
if (doth > dotc) state = 2;
else state = 4;
} else if (dotd > 0.999) {
if (dotd > dotc) state = 3;
else state = 4;
} else state = 4;
} else {
if (dotw > 0.999) state = 1;
else if (doth > 0.999) state = 2;
else if (dotd > 0.999) state = 3;
}
var cbx;
var cby;
var cbz;
var ccx;
var ccy;
var ccz;
var r00;
var r01;
var r02;
var r10;
var r11;
var r12;
var r20;
var r21;
var r22;
var px;
var py;
var pz;
var pd;
var dot;
var len;
var tx;
var ty;
var tz;
var td;
var dx;
var dy;
var dz;
var d1x;
var d1y;
var d1z;
var d2x;
var d2y;
var d2z;
var sx;
var sy;
var sz;
var sd;
var ex;
var ey;
var ez;
var ed;
var dot1;
var dot2;
var t1;
var t2;
var dir1x;
var dir1y;
var dir1z;
var dir2x;
var dir2y;
var dir2z;
var dir1l;
var dir2l;
if (state == 0) {
//manifold.addPoint(pos.x,pos.y,pos.z,nx,ny,nz,dep.x,b,c,0,0,false);
manifold.addPoint(pos.x, pos.y, pos.z, nx, ny, nz, dep.x, this.flip);
} else if (state == 4) {
if (right4) {
ccx = pcx - dcx;
ccy = pcy - dcy;
ccz = pcz - dcz;
nx = -ncx;
ny = -ncy;
nz = -ncz;
} else {
ccx = pcx + dcx;
ccy = pcy + dcy;
ccz = pcz + dcz;
nx = ncx;
ny = ncy;
nz = ncz;
}
var v1x;
var v1y;
var v1z;
var v2x;
var v2y;
var v2z;
var v3x;
var v3y;
var v3z;
var v4x;
var v4y;
var v4z;
dot = 1;
state = 0;
dot1 = nwx * nx + nwy * ny + nwz * nz;
if (dot1 < dot) {
dot = dot1;
state = 0;
}
if (-dot1 < dot) {
dot = -dot1;
state = 1;
}
dot1 = nhx * nx + nhy * ny + nhz * nz;
if (dot1 < dot) {
dot = dot1;
state = 2;
}
if (-dot1 < dot) {
dot = -dot1;
state = 3;
}
dot1 = ndx * nx + ndy * ny + ndz * nz;
if (dot1 < dot) {
dot = dot1;
state = 4;
}
if (-dot1 < dot) {
dot = -dot1;
state = 5;
}
var v = b.elements;
switch (state) {
case 0:
//v=b.vertex1;
v1x = v[0];//v.x;
v1y = v[1];//v.y;
v1z = v[2];//v.z;
//v=b.vertex3;
v2x = v[6];//v.x;
v2y = v[7];//v.y;
v2z = v[8];//v.z;
//v=b.vertex4;
v3x = v[9];//v.x;
v3y = v[10];//v.y;
v3z = v[11];//v.z;
//v=b.vertex2;
v4x = v[3];//v.x;
v4y = v[4];//v.y;
v4z = v[5];//v.z;
break;
case 1:
//v=b.vertex6;
v1x = v[15];//v.x;
v1y = v[16];//v.y;
v1z = v[17];//v.z;
//v=b.vertex8;
v2x = v[21];//v.x;
v2y = v[22];//v.y;
v2z = v[23];//v.z;
//v=b.vertex7;
v3x = v[18];//v.x;
v3y = v[19];//v.y;
v3z = v[20];//v.z;
//v=b.vertex5;
v4x = v[12];//v.x;
v4y = v[13];//v.y;
v4z = v[14];//v.z;
break;
case 2:
//v=b.vertex5;
v1x = v[12];//v.x;
v1y = v[13];//v.y;
v1z = v[14];//v.z;
//v=b.vertex1;
v2x = v[0];//v.x;
v2y = v[1];//v.y;
v2z = v[2];//v.z;
//v=b.vertex2;
v3x = v[3];//v.x;
v3y = v[4];//v.y;
v3z = v[5];//v.z;
//v=b.vertex6;
v4x = v[15];//v.x;
v4y = v[16];//v.y;
v4z = v[17];//v.z;
break;
case 3:
//v=b.vertex8;
v1x = v[21];//v.x;
v1y = v[22];//v.y;
v1z = v[23];//v.z;
//v=b.vertex4;
v2x = v[9];//v.x;
v2y = v[10];//v.y;
v2z = v[11];//v.z;
//v=b.vertex3;
v3x = v[6];//v.x;
v3y = v[7];//v.y;
v3z = v[8];//v.z;
//v=b.vertex7;
v4x = v[18];//v.x;
v4y = v[19];//v.y;
v4z = v[20];//v.z;
break;
case 4:
//v=b.vertex5;
v1x = v[12];//v.x;
v1y = v[13];//v.y;
v1z = v[14];//v.z;
//v=b.vertex7;
v2x = v[18];//v.x;
v2y = v[19];//v.y;
v2z = v[20];//v.z;
//v=b.vertex3;
v3x = v[6];//v.x;
v3y = v[7];//v.y;
v3z = v[8];//v.z;
//v=b.vertex1;
v4x = v[0];//v.x;
v4y = v[1];//v.y;
v4z = v[2];//v.z;
break;
case 5:
//v=b.vertex2;
v1x = v[3];//v.x;
v1y = v[4];//v.y;
v1z = v[5];//v.z;
//v=b.vertex4;
v2x = v[9];//v.x;
v2y = v[10];//v.y;
v2z = v[11];//v.z;
//v=b.vertex8;
v3x = v[21];//v.x;
v3y = v[22];//v.y;
v3z = v[23];//v.z;
//v=b.vertex6;
v4x = v[15];//v.x;
v4y = v[16];//v.y;
v4z = v[17];//v.z;
break;
}
pd = nx * (v1x - ccx) + ny * (v1y - ccy) + nz * (v1z - ccz);
if (pd <= 0) manifold.addPoint(v1x, v1y, v1z, -nx, -ny, -nz, pd, this.flip);
pd = nx * (v2x - ccx) + ny * (v2y - ccy) + nz * (v2z - ccz);
if (pd <= 0) manifold.addPoint(v2x, v2y, v2z, -nx, -ny, -nz, pd, this.flip);
pd = nx * (v3x - ccx) + ny * (v3y - ccy) + nz * (v3z - ccz);
if (pd <= 0) manifold.addPoint(v3x, v3y, v3z, -nx, -ny, -nz, pd, this.flip);
pd = nx * (v4x - ccx) + ny * (v4y - ccy) + nz * (v4z - ccz);
if (pd <= 0) manifold.addPoint(v4x, v4y, v4z, -nx, -ny, -nz, pd, this.flip);
} else {
switch (state) {
case 1:
if (right1) {
cbx = pbx + dwx;
cby = pby + dwy;
cbz = pbz + dwz;
nx = nwx;
ny = nwy;
nz = nwz;
} else {
cbx = pbx - dwx;
cby = pby - dwy;
cbz = pbz - dwz;
nx = -nwx;
ny = -nwy;
nz = -nwz;
}
dir1x = nhx;
dir1y = nhy;
dir1z = nhz;
dir1l = bh;
dir2x = ndx;
dir2y = ndy;
dir2z = ndz;
dir2l = bd;
break;
case 2:
if (right2) {
cbx = pbx + dhx;
cby = pby + dhy;
cbz = pbz + dhz;
nx = nhx;
ny = nhy;
nz = nhz;
} else {
cbx = pbx - dhx;
cby = pby - dhy;
cbz = pbz - dhz;
nx = -nhx;
ny = -nhy;
nz = -nhz;
}
dir1x = nwx;
dir1y = nwy;
dir1z = nwz;
dir1l = bw;
dir2x = ndx;
dir2y = ndy;
dir2z = ndz;
dir2l = bd;
break;
case 3:
if (right3) {
cbx = pbx + ddx;
cby = pby + ddy;
cbz = pbz + ddz;
nx = ndx;
ny = ndy;
nz = ndz;
} else {
cbx = pbx - ddx;
cby = pby - ddy;
cbz = pbz - ddz;
nx = -ndx;
ny = -ndy;
nz = -ndz;
}
dir1x = nwx;
dir1y = nwy;
dir1z = nwz;
dir1l = bw;
dir2x = nhx;
dir2y = nhy;
dir2z = nhz;
dir2l = bh;
break;
}
dot = nx * ncx + ny * ncy + nz * ncz;
if (dot < 0) len = ch;
else len = -ch;
ccx = pcx + len * ncx;
ccy = pcy + len * ncy;
ccz = pcz + len * ncz;
if (dotc >= 0.999999) {
tx = -ny;
ty = nz;
tz = nx;
} else {
tx = nx;
ty = ny;
tz = nz;
}
len = tx * ncx + ty * ncy + tz * ncz;
dx = len * ncx - tx;
dy = len * ncy - ty;
dz = len * ncz - tz;
len = OIMO.sqrt(dx * dx + dy * dy + dz * dz);
if (len == 0) return;
len = r / len;
dx *= len;
dy *= len;
dz *= len;
tx = ccx + dx;
ty = ccy + dy;
tz = ccz + dz;
if (dot < -0.96 || dot > 0.96) {
r00 = ncx * ncx * 1.5 - 0.5;
r01 = ncx * ncy * 1.5 - ncz * 0.866025403;
r02 = ncx * ncz * 1.5 + ncy * 0.866025403;
r10 = ncy * ncx * 1.5 + ncz * 0.866025403;
r11 = ncy * ncy * 1.5 - 0.5;
r12 = ncy * ncz * 1.5 - ncx * 0.866025403;
r20 = ncz * ncx * 1.5 - ncy * 0.866025403;
r21 = ncz * ncy * 1.5 + ncx * 0.866025403;
r22 = ncz * ncz * 1.5 - 0.5;
px = tx;
py = ty;
pz = tz;
pd = nx * (px - cbx) + ny * (py - cby) + nz * (pz - cbz);
tx = px - pd * nx - cbx;
ty = py - pd * ny - cby;
tz = pz - pd * nz - cbz;
sd = dir1x * tx + dir1y * ty + dir1z * tz;
ed = dir2x * tx + dir2y * ty + dir2z * tz;
if (sd < -dir1l) sd = -dir1l;
else if (sd > dir1l) sd = dir1l;
if (ed < -dir2l) ed = -dir2l;
else if (ed > dir2l) ed = dir2l;
tx = sd * dir1x + ed * dir2x;
ty = sd * dir1y + ed * dir2y;
tz = sd * dir1z + ed * dir2z;
px = cbx + tx;
py = cby + ty;
pz = cbz + tz;
manifold.addPoint(px, py, pz, nx, ny, nz, pd, this.flip);
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + ccx;
py = (dy = py) + ccy;
pz = (dz = pz) + ccz;
pd = nx * (px - cbx) + ny * (py - cby) + nz * (pz - cbz);
if (pd <= 0) {
tx = px - pd * nx - cbx;
ty = py - pd * ny - cby;
tz = pz - pd * nz - cbz;
sd = dir1x * tx + dir1y * ty + dir1z * tz;
ed = dir2x * tx + dir2y * ty + dir2z * tz;
if (sd < -dir1l) sd = -dir1l;
else if (sd > dir1l) sd = dir1l;
if (ed < -dir2l) ed = -dir2l;
else if (ed > dir2l) ed = dir2l;
tx = sd * dir1x + ed * dir2x;
ty = sd * dir1y + ed * dir2y;
tz = sd * dir1z + ed * dir2z;
px = cbx + tx;
py = cby + ty;
pz = cbz + tz;
//manifold.addPoint(px,py,pz,nx,ny,nz,pd,b,c,2,0,false);
manifold.addPoint(px, py, pz, nx, ny, nz, pd, this.flip);
}
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + ccx;
py = (dy = py) + ccy;
pz = (dz = pz) + ccz;
pd = nx * (px - cbx) + ny * (py - cby) + nz * (pz - cbz);
if (pd <= 0) {
tx = px - pd * nx - cbx;
ty = py - pd * ny - cby;
tz = pz - pd * nz - cbz;
sd = dir1x * tx + dir1y * ty + dir1z * tz;
ed = dir2x * tx + dir2y * ty + dir2z * tz;
if (sd < -dir1l) sd = -dir1l;
else if (sd > dir1l) sd = dir1l;
if (ed < -dir2l) ed = -dir2l;
else if (ed > dir2l) ed = dir2l;
tx = sd * dir1x + ed * dir2x;
ty = sd * dir1y + ed * dir2y;
tz = sd * dir1z + ed * dir2z;
px = cbx + tx;
py = cby + ty;
pz = cbz + tz;
//manifold.addPoint(px,py,pz,nx,ny,nz,pd,b,c,3,0,false);
manifold.addPoint(px, py, pz, nx, ny, nz, pd, this.flip);
}
} else {
sx = tx;
sy = ty;
sz = tz;
sd = nx * (sx - cbx) + ny * (sy - cby) + nz * (sz - cbz);
sx -= sd * nx;
sy -= sd * ny;
sz -= sd * nz;
if (dot > 0) {
ex = tx + dcx * 2;
ey = ty + dcy * 2;
ez = tz + dcz * 2;
} else {
ex = tx - dcx * 2;
ey = ty - dcy * 2;
ez = tz - dcz * 2;
}
ed = nx * (ex - cbx) + ny * (ey - cby) + nz * (ez - cbz);
ex -= ed * nx;
ey -= ed * ny;
ez -= ed * nz;
d1x = sx - cbx;
d1y = sy - cby;
d1z = sz - cbz;
d2x = ex - cbx;
d2y = ey - cby;
d2z = ez - cbz;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
dotw = d1x * dir1x + d1y * dir1y + d1z * dir1z;
doth = d2x * dir1x + d2y * dir1y + d2z * dir1z;
dot1 = dotw - dir1l;
dot2 = doth - dir1l;
if (dot1 > 0) {
if (dot2 > 0) return;
t1 = dot1 / (dot1 - dot2);
sx = sx + tx * t1;
sy = sy + ty * t1;
sz = sz + tz * t1;
sd = sd + td * t1;
d1x = sx - cbx;
d1y = sy - cby;
d1z = sz - cbz;
dotw = d1x * dir1x + d1y * dir1y + d1z * dir1z;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
} else if (dot2 > 0) {
t1 = dot1 / (dot1 - dot2);
ex = sx + tx * t1;
ey = sy + ty * t1;
ez = sz + tz * t1;
ed = sd + td * t1;
d2x = ex - cbx;
d2y = ey - cby;
d2z = ez - cbz;
doth = d2x * dir1x + d2y * dir1y + d2z * dir1z;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
}
dot1 = dotw + dir1l;
dot2 = doth + dir1l;
if (dot1 < 0) {
if (dot2 < 0) return;
t1 = dot1 / (dot1 - dot2);
sx = sx + tx * t1;
sy = sy + ty * t1;
sz = sz + tz * t1;
sd = sd + td * t1;
d1x = sx - cbx;
d1y = sy - cby;
d1z = sz - cbz;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
} else if (dot2 < 0) {
t1 = dot1 / (dot1 - dot2);
ex = sx + tx * t1;
ey = sy + ty * t1;
ez = sz + tz * t1;
ed = sd + td * t1;
d2x = ex - cbx;
d2y = ey - cby;
d2z = ez - cbz;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
}
dotw = d1x * dir2x + d1y * dir2y + d1z * dir2z;
doth = d2x * dir2x + d2y * dir2y + d2z * dir2z;
dot1 = dotw - dir2l;
dot2 = doth - dir2l;
if (dot1 > 0) {
if (dot2 > 0) return;
t1 = dot1 / (dot1 - dot2);
sx = sx + tx * t1;
sy = sy + ty * t1;
sz = sz + tz * t1;
sd = sd + td * t1;
d1x = sx - cbx;
d1y = sy - cby;
d1z = sz - cbz;
dotw = d1x * dir2x + d1y * dir2y + d1z * dir2z;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
} else if (dot2 > 0) {
t1 = dot1 / (dot1 - dot2);
ex = sx + tx * t1;
ey = sy + ty * t1;
ez = sz + tz * t1;
ed = sd + td * t1;
d2x = ex - cbx;
d2y = ey - cby;
d2z = ez - cbz;
doth = d2x * dir2x + d2y * dir2y + d2z * dir2z;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
td = ed - sd;
}
dot1 = dotw + dir2l;
dot2 = doth + dir2l;
if (dot1 < 0) {
if (dot2 < 0) return;
t1 = dot1 / (dot1 - dot2);
sx = sx + tx * t1;
sy = sy + ty * t1;
sz = sz + tz * t1;
sd = sd + td * t1;
} else if (dot2 < 0) {
t1 = dot1 / (dot1 - dot2);
ex = sx + tx * t1;
ey = sy + ty * t1;
ez = sz + tz * t1;
ed = sd + td * t1;
}
if (sd < 0) {
//manifold.addPoint(sx,sy,sz,nx,ny,nz,sd,b,c,1,0,false);
manifold.addPoint(sx, sy, sz, nx, ny, nz, sd, this.flip);
}
if (ed < 0) {
//manifold.addPoint(ex,ey,ez,nx,ny,nz,ed,b,c,4,0,false);
manifold.addPoint(ex, ey, ez, nx, ny, nz, ed, this.flip);
}
}
}
};
OIMO.CylinderCylinderCollisionDetector = function () {
OIMO.CollisionDetector.call(this);
};
OIMO.CylinderCylinderCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.CylinderCylinderCollisionDetector.prototype.constructor = OIMO.CylinderCylinderCollisionDetector;
OIMO.CylinderCylinderCollisionDetector.prototype.getSep = function (c1, c2, sep, pos, dep) {
var t1x;
var t1y;
var t1z;
var t2x;
var t2y;
var t2z;
var sup = new OIMO.Vec3();
var len;
var p1x;
var p1y;
var p1z;
var p2x;
var p2y;
var p2z;
var v01x = c1.position.x;
var v01y = c1.position.y;
var v01z = c1.position.z;
var v02x = c2.position.x;
var v02y = c2.position.y;
var v02z = c2.position.z;
var v0x = v02x - v01x;
var v0y = v02y - v01y;
var v0z = v02z - v01z;
if (v0x * v0x + v0y * v0y + v0z * v0z == 0) v0y = 0.001;
var nx = -v0x;
var ny = -v0y;
var nz = -v0z;
this.supportPoint(c1, -nx, -ny, -nz, sup);
var v11x = sup.x;
var v11y = sup.y;
var v11z = sup.z;
this.supportPoint(c2, nx, ny, nz, sup);
var v12x = sup.x;
var v12y = sup.y;
var v12z = sup.z;
var v1x = v12x - v11x;
var v1y = v12y - v11y;
var v1z = v12z - v11z;
if (v1x * nx + v1y * ny + v1z * nz <= 0) {
return false;
}
nx = v1y * v0z - v1z * v0y;
ny = v1z * v0x - v1x * v0z;
nz = v1x * v0y - v1y * v0x;
if (nx * nx + ny * ny + nz * nz == 0) {
sep.init(v1x - v0x, v1y - v0y, v1z - v0z);
sep.normalize(sep);
pos.init((v11x + v12x) * 0.5, (v11y + v12y) * 0.5, (v11z + v12z) * 0.5);
return true;
}
this.supportPoint(c1, -nx, -ny, -nz, sup);
var v21x = sup.x;
var v21y = sup.y;
var v21z = sup.z;
this.supportPoint(c2, nx, ny, nz, sup);
var v22x = sup.x;
var v22y = sup.y;
var v22z = sup.z;
var v2x = v22x - v21x;
var v2y = v22y - v21y;
var v2z = v22z - v21z;
if (v2x * nx + v2y * ny + v2z * nz <= 0) {
return false;
}
t1x = v1x - v0x;
t1y = v1y - v0y;
t1z = v1z - v0z;
t2x = v2x - v0x;
t2y = v2y - v0y;
t2z = v2z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
if (nx * v0x + ny * v0y + nz * v0z > 0) {
t1x = v1x;
t1y = v1y;
t1z = v1z;
v1x = v2x;
v1y = v2y;
v1z = v2z;
v2x = t1x;
v2y = t1y;
v2z = t1z;
t1x = v11x;
t1y = v11y;
t1z = v11z;
v11x = v21x;
v11y = v21y;
v11z = v21z;
v21x = t1x;
v21y = t1y;
v21z = t1z;
t1x = v12x;
t1y = v12y;
t1z = v12z;
v12x = v22x;
v12y = v22y;
v12z = v22z;
v22x = t1x;
v22y = t1y;
v22z = t1z;
nx = -nx;
ny = -ny;
nz = -nz;
}
var iterations = 0;
while (true) {
if (++iterations > 100) {
return false;
}
this.supportPoint(c1, -nx, -ny, -nz, sup);
var v31x = sup.x;
var v31y = sup.y;
var v31z = sup.z;
this.supportPoint(c2, nx, ny, nz, sup);
var v32x = sup.x;
var v32y = sup.y;
var v32z = sup.z;
var v3x = v32x - v31x;
var v3y = v32y - v31y;
var v3z = v32z - v31z;
if (v3x * nx + v3y * ny + v3z * nz <= 0) {
return false;
}
if ((v1y * v3z - v1z * v3y) * v0x + (v1z * v3x - v1x * v3z) * v0y + (v1x * v3y - v1y * v3x) * v0z < 0) {
v2x = v3x;
v2y = v3y;
v2z = v3z;
v21x = v31x;
v21y = v31y;
v21z = v31z;
v22x = v32x;
v22y = v32y;
v22z = v32z;
t1x = v1x - v0x;
t1y = v1y - v0y;
t1z = v1z - v0z;
t2x = v3x - v0x;
t2y = v3y - v0y;
t2z = v3z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
continue;
}
if ((v3y * v2z - v3z * v2y) * v0x + (v3z * v2x - v3x * v2z) * v0y + (v3x * v2y - v3y * v2x) * v0z < 0) {
v1x = v3x;
v1y = v3y;
v1z = v3z;
v11x = v31x;
v11y = v31y;
v11z = v31z;
v12x = v32x;
v12y = v32y;
v12z = v32z;
t1x = v3x - v0x;
t1y = v3y - v0y;
t1z = v3z - v0z;
t2x = v2x - v0x;
t2y = v2y - v0y;
t2z = v2z - v0z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
continue;
}
var hit = false;
while (true) {
t1x = v2x - v1x;
t1y = v2y - v1y;
t1z = v2z - v1z;
t2x = v3x - v1x;
t2y = v3y - v1y;
t2z = v3z - v1z;
nx = t1y * t2z - t1z * t2y;
ny = t1z * t2x - t1x * t2z;
nz = t1x * t2y - t1y * t2x;
len = 1 / OIMO.sqrt(nx * nx + ny * ny + nz * nz);
nx *= len;
ny *= len;
nz *= len;
if (nx * v1x + ny * v1y + nz * v1z >= 0 && !hit) {
var b0 = (v1y * v2z - v1z * v2y) * v3x + (v1z * v2x - v1x * v2z) * v3y + (v1x * v2y - v1y * v2x) * v3z;
var b1 = (v3y * v2z - v3z * v2y) * v0x + (v3z * v2x - v3x * v2z) * v0y + (v3x * v2y - v3y * v2x) * v0z;
var b2 = (v0y * v1z - v0z * v1y) * v3x + (v0z * v1x - v0x * v1z) * v3y + (v0x * v1y - v0y * v1x) * v3z;
var b3 = (v2y * v1z - v2z * v1y) * v0x + (v2z * v1x - v2x * v1z) * v0y + (v2x * v1y - v2y * v1x) * v0z;
var sum = b0 + b1 + b2 + b3;
if (sum <= 0) {
b0 = 0;
b1 = (v2y * v3z - v2z * v3y) * nx + (v2z * v3x - v2x * v3z) * ny + (v2x * v3y - v2y * v3x) * nz;
b2 = (v3y * v2z - v3z * v2y) * nx + (v3z * v2x - v3x * v2z) * ny + (v3x * v2y - v3y * v2x) * nz;
b3 = (v1y * v2z - v1z * v2y) * nx + (v1z * v2x - v1x * v2z) * ny + (v1x * v2y - v1y * v2x) * nz;
sum = b1 + b2 + b3;
}
var inv = 1 / sum;
p1x = (v01x * b0 + v11x * b1 + v21x * b2 + v31x * b3) * inv;
p1y = (v01y * b0 + v11y * b1 + v21y * b2 + v31y * b3) * inv;
p1z = (v01z * b0 + v11z * b1 + v21z * b2 + v31z * b3) * inv;
p2x = (v02x * b0 + v12x * b1 + v22x * b2 + v32x * b3) * inv;
p2y = (v02y * b0 + v12y * b1 + v22y * b2 + v32y * b3) * inv;
p2z = (v02z * b0 + v12z * b1 + v22z * b2 + v32z * b3) * inv;
hit = true;
}
this.supportPoint(c1, -nx, -ny, -nz, sup);
var v41x = sup.x;
var v41y = sup.y;
var v41z = sup.z;
this.supportPoint(c2, nx, ny, nz, sup);
var v42x = sup.x;
var v42y = sup.y;
var v42z = sup.z;
var v4x = v42x - v41x;
var v4y = v42y - v41y;
var v4z = v42z - v41z;
var separation = -(v4x * nx + v4y * ny + v4z * nz);
if ((v4x - v3x) * nx + (v4y - v3y) * ny + (v4z - v3z) * nz <= 0.01 || separation >= 0) {
if (hit) {
sep.init(-nx, -ny, -nz);
pos.init((p1x + p2x) * 0.5, (p1y + p2y) * 0.5, (p1z + p2z) * 0.5);
dep.x = separation;
return true;
}
return false;
}
if (
(v4y * v1z - v4z * v1y) * v0x +
(v4z * v1x - v4x * v1z) * v0y +
(v4x * v1y - v4y * v1x) * v0z < 0
) {
if (
(v4y * v2z - v4z * v2y) * v0x +
(v4z * v2x - v4x * v2z) * v0y +
(v4x * v2y - v4y * v2x) * v0z < 0
) {
v1x = v4x;
v1y = v4y;
v1z = v4z;
v11x = v41x;
v11y = v41y;
v11z = v41z;
v12x = v42x;
v12y = v42y;
v12z = v42z;
} else {
v3x = v4x;
v3y = v4y;
v3z = v4z;
v31x = v41x;
v31y = v41y;
v31z = v41z;
v32x = v42x;
v32y = v42y;
v32z = v42z;
}
} else {
if (
(v4y * v3z - v4z * v3y) * v0x +
(v4z * v3x - v4x * v3z) * v0y +
(v4x * v3y - v4y * v3x) * v0z < 0
) {
v2x = v4x;
v2y = v4y;
v2z = v4z;
v21x = v41x;
v21y = v41y;
v21z = v41z;
v22x = v42x;
v22y = v42y;
v22z = v42z;
} else {
v1x = v4x;
v1y = v4y;
v1z = v4z;
v11x = v41x;
v11y = v41y;
v11z = v41z;
v12x = v42x;
v12y = v42y;
v12z = v42z;
}
}
}
}
//return false;
};
OIMO.CylinderCylinderCollisionDetector.prototype.supportPoint = function (c, dx, dy, dz, out) {
var rot = c.rotation.elements;
var ldx = rot[0] * dx + rot[3] * dy + rot[6] * dz;
var ldy = rot[1] * dx + rot[4] * dy + rot[7] * dz;
var ldz = rot[2] * dx + rot[5] * dy + rot[8] * dz;
var radx = ldx;
var radz = ldz;
var len = radx * radx + radz * radz;
var rad = c.radius;
var hh = c.halfHeight;
var ox;
var oy;
var oz;
if (len == 0) {
if (ldy < 0) {
ox = rad;
oy = -hh;
oz = 0;
} else {
ox = rad;
oy = hh;
oz = 0;
}
} else {
len = c.radius / OIMO.sqrt(len);
if (ldy < 0) {
ox = radx * len;
oy = -hh;
oz = radz * len;
} else {
ox = radx * len;
oy = hh;
oz = radz * len;
}
}
ldx = rot[0] * ox + rot[1] * oy + rot[2] * oz + c.position.x;
ldy = rot[3] * ox + rot[4] * oy + rot[5] * oz + c.position.y;
ldz = rot[6] * ox + rot[7] * oy + rot[8] * oz + c.position.z;
out.init(ldx, ldy, ldz);
};
OIMO.CylinderCylinderCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
var c1;
var c2;
if (shape1.id < shape2.id) {
c1 = shape1;
c2 = shape2;
} else {
c1 = shape2;
c2 = shape1;
}
var p1 = c1.position;
var p2 = c2.position;
var p1x = p1.x;
var p1y = p1.y;
var p1z = p1.z;
var p2x = p2.x;
var p2y = p2.y;
var p2z = p2.z;
var h1 = c1.halfHeight;
var h2 = c2.halfHeight;
var n1 = c1.normalDirection;
var n2 = c2.normalDirection;
var d1 = c1.halfDirection;
var d2 = c2.halfDirection;
var r1 = c1.radius;
var r2 = c2.radius;
var n1x = n1.x;
var n1y = n1.y;
var n1z = n1.z;
var n2x = n2.x;
var n2y = n2.y;
var n2z = n2.z;
var d1x = d1.x;
var d1y = d1.y;
var d1z = d1.z;
var d2x = d2.x;
var d2y = d2.y;
var d2z = d2.z;
var dx = p1x - p2x;
var dy = p1y - p2y;
var dz = p1z - p2z;
var len;
var len1;
var len2;
var c;
var c1x;
var c1y;
var c1z;
var c2x;
var c2y;
var c2z;
var tx;
var ty;
var tz;
var sx;
var sy;
var sz;
var ex;
var ey;
var ez;
var depth1;
var depth2;
var dot;
var t1;
var t2;
var sep = new OIMO.Vec3();
var pos = new OIMO.Vec3();
var dep = new OIMO.Vec3();
if (!this.getSep(c1, c2, sep, pos, dep)) return;
var dot1 = sep.x * n1x + sep.y * n1y + sep.z * n1z;
var dot2 = sep.x * n2x + sep.y * n2y + sep.z * n2z;
var right1 = dot1 > 0;
var right2 = dot2 > 0;
if (!right1) dot1 = -dot1;
if (!right2) dot2 = -dot2;
var state = 0;
if (dot1 > 0.999 || dot2 > 0.999) {
if (dot1 > dot2) state = 1;
else state = 2;
}
var nx;
var ny;
var nz;
var depth = dep.x;
var r00;
var r01;
var r02;
var r10;
var r11;
var r12;
var r20;
var r21;
var r22;
var px;
var py;
var pz;
var pd;
var a;
var b;
var e;
var f;
nx = sep.x;
ny = sep.y;
nz = sep.z;
switch (state) {
case 0:
manifold.addPoint(pos.x, pos.y, pos.z, nx, ny, nz, depth, false);
break;
case 1:
if (right1) {
c1x = p1x + d1x;
c1y = p1y + d1y;
c1z = p1z + d1z;
nx = n1x;
ny = n1y;
nz = n1z;
} else {
c1x = p1x - d1x;
c1y = p1y - d1y;
c1z = p1z - d1z;
nx = -n1x;
ny = -n1y;
nz = -n1z;
}
dot = nx * n2x + ny * n2y + nz * n2z;
if (dot < 0) len = h2;
else len = -h2;
c2x = p2x + len * n2x;
c2y = p2y + len * n2y;
c2z = p2z + len * n2z;
if (dot2 >= 0.999999) {
tx = -ny;
ty = nz;
tz = nx;
} else {
tx = nx;
ty = ny;
tz = nz;
}
len = tx * n2x + ty * n2y + tz * n2z;
dx = len * n2x - tx;
dy = len * n2y - ty;
dz = len * n2z - tz;
len = OIMO.sqrt(dx * dx + dy * dy + dz * dz);
if (len == 0) break;
len = r2 / len;
dx *= len;
dy *= len;
dz *= len;
tx = c2x + dx;
ty = c2y + dy;
tz = c2z + dz;
if (dot < -0.96 || dot > 0.96) {
r00 = n2x * n2x * 1.5 - 0.5;
r01 = n2x * n2y * 1.5 - n2z * 0.866025403;
r02 = n2x * n2z * 1.5 + n2y * 0.866025403;
r10 = n2y * n2x * 1.5 + n2z * 0.866025403;
r11 = n2y * n2y * 1.5 - 0.5;
r12 = n2y * n2z * 1.5 - n2x * 0.866025403;
r20 = n2z * n2x * 1.5 - n2y * 0.866025403;
r21 = n2z * n2y * 1.5 + n2x * 0.866025403;
r22 = n2z * n2z * 1.5 - 0.5;
px = tx;
py = ty;
pz = tz;
pd = nx * (px - c1x) + ny * (py - c1y) + nz * (pz - c1z);
tx = px - pd * nx - c1x;
ty = py - pd * ny - c1y;
tz = pz - pd * nz - c1z;
len = tx * tx + ty * ty + tz * tz;
if (len > r1 * r1) {
len = r1 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c1x + tx;
py = c1y + ty;
pz = c1z + tz;
manifold.addPoint(px, py, pz, nx, ny, nz, pd, false);
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + c2x;
py = (dy = py) + c2y;
pz = (dz = pz) + c2z;
pd = nx * (px - c1x) + ny * (py - c1y) + nz * (pz - c1z);
if (pd <= 0) {
tx = px - pd * nx - c1x;
ty = py - pd * ny - c1y;
tz = pz - pd * nz - c1z;
len = tx * tx + ty * ty + tz * tz;
if (len > r1 * r1) {
len = r1 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c1x + tx;
py = c1y + ty;
pz = c1z + tz;
manifold.addPoint(px, py, pz, nx, ny, nz, pd, false);
}
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + c2x;
py = (dy = py) + c2y;
pz = (dz = pz) + c2z;
pd = nx * (px - c1x) + ny * (py - c1y) + nz * (pz - c1z);
if (pd <= 0) {
tx = px - pd * nx - c1x;
ty = py - pd * ny - c1y;
tz = pz - pd * nz - c1z;
len = tx * tx + ty * ty + tz * tz;
if (len > r1 * r1) {
len = r1 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c1x + tx;
py = c1y + ty;
pz = c1z + tz;
manifold.addPoint(px, py, pz, nx, ny, nz, pd, false);
}
} else {
sx = tx;
sy = ty;
sz = tz;
depth1 = nx * (sx - c1x) + ny * (sy - c1y) + nz * (sz - c1z);
sx -= depth1 * nx;
sy -= depth1 * ny;
sz -= depth1 * nz;
if (dot > 0) {
ex = tx + n2x * h2 * 2;
ey = ty + n2y * h2 * 2;
ez = tz + n2z * h2 * 2;
} else {
ex = tx - n2x * h2 * 2;
ey = ty - n2y * h2 * 2;
ez = tz - n2z * h2 * 2;
}
depth2 = nx * (ex - c1x) + ny * (ey - c1y) + nz * (ez - c1z);
ex -= depth2 * nx;
ey -= depth2 * ny;
ez -= depth2 * nz;
dx = c1x - sx;
dy = c1y - sy;
dz = c1z - sz;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
a = dx * dx + dy * dy + dz * dz;
b = dx * tx + dy * ty + dz * tz;
e = tx * tx + ty * ty + tz * tz;
f = b * b - e * (a - r1 * r1);
if (f < 0) break;
f = OIMO.sqrt(f);
t1 = (b + f) / e;
t2 = (b - f) / e;
if (t2 < t1) {
len = t1;
t1 = t2;
t2 = len;
}
if (t2 > 1) t2 = 1;
if (t1 < 0) t1 = 0;
tx = sx + (ex - sx) * t1;
ty = sy + (ey - sy) * t1;
tz = sz + (ez - sz) * t1;
ex = sx + (ex - sx) * t2;
ey = sy + (ey - sy) * t2;
ez = sz + (ez - sz) * t2;
sx = tx;
sy = ty;
sz = tz;
len = depth1 + (depth2 - depth1) * t1;
depth2 = depth1 + (depth2 - depth1) * t2;
depth1 = len;
if (depth1 < 0) manifold.addPoint(sx, sy, sz, nx, ny, nz, pd, false);
if (depth2 < 0) manifold.addPoint(ex, ey, ez, nx, ny, nz, pd, false);
}
break;
case 2:
if (right2) {
c2x = p2x - d2x;
c2y = p2y - d2y;
c2z = p2z - d2z;
nx = -n2x;
ny = -n2y;
nz = -n2z;
} else {
c2x = p2x + d2x;
c2y = p2y + d2y;
c2z = p2z + d2z;
nx = n2x;
ny = n2y;
nz = n2z;
}
dot = nx * n1x + ny * n1y + nz * n1z;
if (dot < 0) len = h1;
else len = -h1;
c1x = p1x + len * n1x;
c1y = p1y + len * n1y;
c1z = p1z + len * n1z;
if (dot1 >= 0.999999) {
tx = -ny;
ty = nz;
tz = nx;
} else {
tx = nx;
ty = ny;
tz = nz;
}
len = tx * n1x + ty * n1y + tz * n1z;
dx = len * n1x - tx;
dy = len * n1y - ty;
dz = len * n1z - tz;
len = OIMO.sqrt(dx * dx + dy * dy + dz * dz);
if (len == 0) break;
len = r1 / len;
dx *= len;
dy *= len;
dz *= len;
tx = c1x + dx;
ty = c1y + dy;
tz = c1z + dz;
if (dot < -0.96 || dot > 0.96) {
r00 = n1x * n1x * 1.5 - 0.5;
r01 = n1x * n1y * 1.5 - n1z * 0.866025403;
r02 = n1x * n1z * 1.5 + n1y * 0.866025403;
r10 = n1y * n1x * 1.5 + n1z * 0.866025403;
r11 = n1y * n1y * 1.5 - 0.5;
r12 = n1y * n1z * 1.5 - n1x * 0.866025403;
r20 = n1z * n1x * 1.5 - n1y * 0.866025403;
r21 = n1z * n1y * 1.5 + n1x * 0.866025403;
r22 = n1z * n1z * 1.5 - 0.5;
px = tx;
py = ty;
pz = tz;
pd = nx * (px - c2x) + ny * (py - c2y) + nz * (pz - c2z);
tx = px - pd * nx - c2x;
ty = py - pd * ny - c2y;
tz = pz - pd * nz - c2z;
len = tx * tx + ty * ty + tz * tz;
if (len > r2 * r2) {
len = r2 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c2x + tx;
py = c2y + ty;
pz = c2z + tz;
manifold.addPoint(px, py, pz, -nx, -ny, -nz, pd, false);
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + c1x;
py = (dy = py) + c1y;
pz = (dz = pz) + c1z;
pd = nx * (px - c2x) + ny * (py - c2y) + nz * (pz - c2z);
if (pd <= 0) {
tx = px - pd * nx - c2x;
ty = py - pd * ny - c2y;
tz = pz - pd * nz - c2z;
len = tx * tx + ty * ty + tz * tz;
if (len > r2 * r2) {
len = r2 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c2x + tx;
py = c2y + ty;
pz = c2z + tz;
manifold.addPoint(px, py, pz, -nx, -ny, -nz, pd, false);
}
px = dx * r00 + dy * r01 + dz * r02;
py = dx * r10 + dy * r11 + dz * r12;
pz = dx * r20 + dy * r21 + dz * r22;
px = (dx = px) + c1x;
py = (dy = py) + c1y;
pz = (dz = pz) + c1z;
pd = nx * (px - c2x) + ny * (py - c2y) + nz * (pz - c2z);
if (pd <= 0) {
tx = px - pd * nx - c2x;
ty = py - pd * ny - c2y;
tz = pz - pd * nz - c2z;
len = tx * tx + ty * ty + tz * tz;
if (len > r2 * r2) {
len = r2 / OIMO.sqrt(len);
tx *= len;
ty *= len;
tz *= len;
}
px = c2x + tx;
py = c2y + ty;
pz = c2z + tz;
manifold.addPoint(px, py, pz, -nx, -ny, -nz, pd, false);
}
} else {
sx = tx;
sy = ty;
sz = tz;
depth1 = nx * (sx - c2x) + ny * (sy - c2y) + nz * (sz - c2z);
sx -= depth1 * nx;
sy -= depth1 * ny;
sz -= depth1 * nz;
if (dot > 0) {
ex = tx + n1x * h1 * 2;
ey = ty + n1y * h1 * 2;
ez = tz + n1z * h1 * 2;
} else {
ex = tx - n1x * h1 * 2;
ey = ty - n1y * h1 * 2;
ez = tz - n1z * h1 * 2;
}
depth2 = nx * (ex - c2x) + ny * (ey - c2y) + nz * (ez - c2z);
ex -= depth2 * nx;
ey -= depth2 * ny;
ez -= depth2 * nz;
dx = c2x - sx;
dy = c2y - sy;
dz = c2z - sz;
tx = ex - sx;
ty = ey - sy;
tz = ez - sz;
a = dx * dx + dy * dy + dz * dz;
b = dx * tx + dy * ty + dz * tz;
e = tx * tx + ty * ty + tz * tz;
f = b * b - e * (a - r2 * r2);
if (f < 0) break;
f = OIMO.sqrt(f);
t1 = (b + f) / e;
t2 = (b - f) / e;
if (t2 < t1) {
len = t1;
t1 = t2;
t2 = len;
}
if (t2 > 1) t2 = 1;
if (t1 < 0) t1 = 0;
tx = sx + (ex - sx) * t1;
ty = sy + (ey - sy) * t1;
tz = sz + (ez - sz) * t1;
ex = sx + (ex - sx) * t2;
ey = sy + (ey - sy) * t2;
ez = sz + (ez - sz) * t2;
sx = tx;
sy = ty;
sz = tz;
len = depth1 + (depth2 - depth1) * t1;
depth2 = depth1 + (depth2 - depth1) * t2;
depth1 = len;
if (depth1 < 0) {
manifold.addPoint(sx, sy, sz, -nx, -ny, -nz, depth1, false);
}
if (depth2 < 0) {
manifold.addPoint(ex, ey, ez, -nx, -ny, -nz, depth2, false);
}
}
break;
}
};
OIMO.SphereCylinderCollisionDetector = function (flip) {
OIMO.CollisionDetector.call(this);
this.flip = flip;
};
OIMO.SphereCylinderCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.SphereCylinderCollisionDetector.prototype.constructor = OIMO.SphereCylinderCollisionDetector;
OIMO.SphereCylinderCollisionDetector.prototype.detectCollision = function (shape1, shape2, manifold) {
var s;
var c;
if (this.flip) {
s = shape2;
c = shape1;
} else {
s = shape1;
c = shape2;
}
var ps = s.position;
var psx = ps.x;
var psy = ps.y;
var psz = ps.z;
var pc = c.position;
var pcx = pc.x;
var pcy = pc.y;
var pcz = pc.z;
var dirx = c.normalDirection.x;
var diry = c.normalDirection.y;
var dirz = c.normalDirection.z;
var rads = s.radius;
var radc = c.radius;
var rad2 = rads + radc;
var halfh = c.halfHeight;
var dx = psx - pcx;
var dy = psy - pcy;
var dz = psz - pcz;
var dot = dx * dirx + dy * diry + dz * dirz;
if (dot < -halfh - rads || dot > halfh + rads) return;
var cx = pcx + dot * dirx;
var cy = pcy + dot * diry;
var cz = pcz + dot * dirz;
var d2x = psx - cx;
var d2y = psy - cy;
var d2z = psz - cz;
var len = d2x * d2x + d2y * d2y + d2z * d2z;
if (len > rad2 * rad2) return;
if (len > radc * radc) {
len = radc / OIMO.sqrt(len);
d2x *= len;
d2y *= len;
d2z *= len;
}
if (dot < -halfh) dot = -halfh;
else if (dot > halfh) dot = halfh;
cx = pcx + dot * dirx + d2x;
cy = pcy + dot * diry + d2y;
cz = pcz + dot * dirz + d2z;
dx = cx - psx;
dy = cy - psy;
dz = cz - psz;
len = dx * dx + dy * dy + dz * dz;
var invLen;
if (len > 0 && len < rads * rads) {
len = OIMO.sqrt(len);
invLen = 1 / len;
dx *= invLen;
dy *= invLen;
dz *= invLen;
///result.addContactInfo(psx+dx*rads,psy+dy*rads,psz+dz*rads,dx,dy,dz,len-rads,s,c,0,0,false);
manifold.addPoint(psx + dx * rads, psy + dy * rads, psz + dz * rads, dx, dy, dz, len - rads, this.flip);
}
};
/**
* Class for checking collisions between 2 tetras,
* a shape that is made with 4 vertices and 4 faces
* arranged in triangles. With this algorigthm, soft
* body physics are possible and easier to implement.
* @author xprogram
*/
OIMO.TetraTetraCollisionDetector = function () {
OIMO.CollisionDetector.call(this);
};
OIMO.TetraTetraCollisionDetector.prototype = Object.create(OIMO.CollisionDetector.prototype);
OIMO.TetraTetraCollisionDetector.prototype.constructor = OIMO.TetraTetraCollisionDetector;
OIMO.TetraTetraCollisionDetector.prototype.detectCollision = function (tet1, tet2, manifold) {
/*
* What we are doing:
* Each tetra is represented by four 3D triangles. The only
* quick way of finding if another tetra is within the other
* tetra is to see if a single vertex is within the triangles
* of the other tetra. So, for example, a tetra is represented
* by points B, C, D and E with triangles BCD, BCE, DCE and BDE.
* There is another tetra with a vertex A which was detected for
* collision by the broadphase. Now, if the point A is between ALL
* triangles of the other tetra (BCD, BCE, etc.) then the collision
* is valid and we can pass point A to the manifold. Since the only
* points on the tetra are the 4 vertices, collision detection is
* not so complex. However, it can be time-consuming because we
* need to split the 3D triangles into three 2D triangles each for
* collision detection.
*/
var i, j, vec, fs1 = tet1.faces, vs1 = tet1.verts, fs2 = tet2.faces, vs2 = tet2.verts;
var j1, j2, j3, ts = 0; // Triangle vertices `j1`, `j2` and `j3`
// fs is undeclared
var fs = fs1;
for (i = 0; i < 4; i++) {
vec = vs1[i];
for (j = 0; j < 4; j++) {
j1 = vs2[fs[i].a];
j2 = vs2[fs[i].b];
j3 = vs2[fs[i].c];
if (
tricheck(pt(vec.x, vec.y), pt(j1.x, j1.y), pt(j2.x, j2.y), pt(j3.x, j3.y)) &&
tricheck(pt(vec.x, vec.z), pt(j1.x, j1.z), pt(j2.x, j2.z), pt(j3.x, j3.z)) &&
tricheck(pt(vec.z, vec.y), pt(j1.z, j1.y), pt(j2.z, j2.y), pt(j3.z, j3.y))
)
ts++;
if (ts === 4) // Only add point if it is inside all 4 triangles
manifold.addPoint(vec);
}
}
};
// Taken from: http://jsfiddle.net/PerroAZUL/zdaY8/1/
function tricheck(p, p0, p1, p2) {
var A = 0.5 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
var sg = A < 0 ? -1 : 1;
var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sg;
var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sg;
return s > 0 && t > 0 && (s + t) < 2 * A * sg;
}
function pt(x, y) { return { x: x, y: y }; }
/**
* An axis-aligned bounding box.
* @author saharan
* @author lo-th
*/
OIMO.AABB = function (minX, maxX, minY, maxY, minZ, maxZ) {
this.elements = new OIMO_ARRAY_TYPE(6);
var te = this.elements;
te[0] = minX || 0; te[1] = minY || 0; te[2] = minZ || 0;
te[3] = maxX || 0; te[4] = maxY || 0; te[5] = maxZ || 0;
};
OIMO.AABB.prototype = {
constructor: OIMO.AABB,
set: function (minX, maxX, minY, maxY, minZ, maxZ) {
var te = this.elements;
te[0] = minX; te[3] = maxX;
te[1] = minY; te[4] = maxY;
te[2] = minZ; te[5] = maxZ;
return this;
},
intersectTest: function (aabb) {
var te = this.elements;
var ue = aabb.elements;
return te[0] > ue[3] || te[1] > ue[4] || te[2] > ue[5] || te[3] < ue[0] || te[4] < ue[1] || te[5] < ue[2];
},
intersectTestTwo: function (aabb) {
var te = this.elements;
var ue = aabb.elements;
return te[0] < ue[0] || te[1] < ue[1] || te[2] < ue[2] || te[3] > ue[3] || te[4] > ue[4] || te[5] > ue[5];
},
clone: function () {
return new this.constructor().fromArray(this.elements);
},
copy: function (aabb, margin) {
var m = margin || 0;
var me = aabb.elements;
this.set(me[0] - m, me[3] + m, me[1] - m, me[4] + m, me[2] - m, me[5] + m);
return this;
},
fromArray: function (array) {
this.elements.set(array);
return this;
},
// Set this AABB to the combined AABB of aabb1 and aabb2.
combine: function (aabb1, aabb2) {
var a = aabb1.elements;
var b = aabb2.elements;
var te = this.elements;
te[0] = a[0] < b[0] ? a[0] : b[0];
te[1] = a[1] < b[1] ? a[1] : b[1];
te[2] = a[2] < b[2] ? a[2] : b[2];
te[3] = a[3] > b[3] ? a[3] : b[3];
te[4] = a[4] > b[4] ? a[4] : b[4];
te[5] = a[5] > b[5] ? a[5] : b[5];
return this;
},
// Get the surface area.
surfaceArea: function () {
var te = this.elements;
var a = te[3] - te[0];
var h = te[4] - te[1];
var d = te[5] - te[2];
return 2 * (a * (h + d) + h * d);
},
// Get whether the AABB intersects with the point or not.
intersectsWithPoint: function (x, y, z) {
var te = this.elements;
return x >= te[0] && x <= te[3] && y >= te[1] && y <= te[4] && z >= te[2] && z <= te[5];
},
/**
* Set the AABB from an array
* of vertices. From THREE.
* @author mrdoob
* @author xprogram
*/
setFromPoints: function (arr) {
this.makeEmpty();
for (var i = 0; i < arr.length; i++) {
this.expandByPoint(arr[i]);
}
},
makeEmpty: function () {
this.set(-Infinity, -Infinity, -Infinity, Infinity, Infinity, Infinity);
},
expandByPoint: function (pt) {
var te = this.elements;
this.set(
OIMO.min(te[0], pt.x), OIMO.min(te[1], pt.y), OIMO.min(te[2], pt.z),
OIMO.max(te[3], pt.x), OIMO.max(te[4], pt.y), OIMO.max(te[5], pt.z)
);
}
};
/**
* A proxy is used for broad-phase collecting pairs that can be colliding.
*/
OIMO.Proxy = function (shape) {
// The parent shape.
this.shape = shape;
// The axis-aligned bounding box.
this.aabb = shape.aabb;
};
OIMO.Proxy.prototype = {
constructor: OIMO.Proxy,
// Update the proxy.
update: function () {
OIMO.Error("Proxy", "Inheritance error.");
}
};
/**
* A basic implementation of proxies.
* @author saharan
*/
OIMO.BasicProxy = function (shape) {
OIMO.Proxy.call(this, shape);
this.id = OIMO.proxyID++;
};
OIMO.BasicProxy.prototype = Object.create(OIMO.Proxy.prototype);
OIMO.BasicProxy.prototype.constructor = OIMO.BasicProxy;
OIMO.BasicProxy.prototype.update = function () {
};
/**
* The broad-phase is used for collecting all possible pairs for collision.
*/
OIMO.BroadPhase = function () {
this.types = OIMO.BR_NULL;
this.numPairChecks = 0;
this.numPairs = 0;
this.pairs = [];
};
OIMO.BroadPhase.prototype = {
constructor: OIMO.BroadPhase,
/**
* Create a new proxy.
* @param shape
* @return
*/
createProxy: function (shape) {
OIMO.Error("BroadPhase", "Inheritance error.");
},
/**
* Add the proxy into the broad-phase.
* @param proxy
*/
addProxy: function (proxy) {
OIMO.Error("BroadPhase", "Inheritance error.");
},
/**
* Remove the proxy from the broad-phase.
* @param proxy
*/
removeProxy: function (proxy) {
OIMO.Error("BroadPhase", "Inheritance error.");
},
/**
* Returns whether the pair is available or not.
* @param s1
* @param s2
* @return
*/
isAvailablePair: function (s1, s2) {
var b1 = s1.parent;
var b2 = s2.parent;
if (b1 == b2 || // same parents
(!b1.isDynamic && !b2.isDynamic) || // static or kinematic object
(s1.belongsTo & s2.collidesWith) == 0 ||
(s2.belongsTo & s1.collidesWith) == 0 // collision filtering
) { return false; }
var js;
if (b1.numJoints < b2.numJoints) js = b1.jointLink;
else js = b2.jointLink;
while (js !== null) {
var joint = js.joint;
if (!joint.allowCollision && ((joint.body1 == b1 && joint.body2 == b2) || (joint.body1 == b2 && joint.body2 == b1))) { return false; }
js = js.next;
}
return true;
},
// Detect overlapping pairs.
detectPairs: function () {
// clear old
this.pairs = [];
this.numPairs = 0;
this.numPairChecks = 0;
this.collectPairs();
},
collectPairs: function () {
OIMO.Error("BroadPhase", "Inheritance error.");
},
addPair: function (s1, s2) {
var pair = new OIMO.Pair(s1, s2);
this.pairs.push(pair);
this.numPairs++;
}
};
/**
* A broad-phase algorithm with brute-force search.
* This always checks for all possible pairs.
*/
OIMO.BruteForceBroadPhase = function () {
OIMO.BroadPhase.call(this);
this.types = OIMO.BR_BRUTE_FORCE;;
//this.numProxies=0;
///this.maxProxies = 256;
this.proxies = [];
//this.proxies.length = 256;
};
OIMO.BruteForceBroadPhase.prototype = Object.create(OIMO.BroadPhase.prototype);
OIMO.BruteForceBroadPhase.prototype.constructor = OIMO.BruteForceBroadPhase;
OIMO.BruteForceBroadPhase.prototype.createProxy = function (shape) {
return new OIMO.BasicProxy(shape);
};
OIMO.BruteForceBroadPhase.prototype.addProxy = function (proxy) {
/*if(this.numProxies==this.maxProxies){
//this.maxProxies<<=1;
this.maxProxies*=2;
var newProxies=[];
newProxies.length = this.maxProxies;
var i = this.numProxies;
while(i--){
//for(var i=0, l=this.numProxies;i -1) {
this.proxies.splice(n, 1);
//this.numProxies--;
}
/*var i = this.numProxies;
while(i--){
//for(var i=0, l=this.numProxies;i> 1;
//this.numPairChecks=this.numProxies*(this.numProxies-1)*0.5;
while (i < l) {
p1 = px[i++];
j = i + 1;
while (j < l) {
p2 = px[j++];
if (p1.aabb.intersectTest(p2.aabb) || !this.isAvailablePair(p1.shape, p2.shape)) continue;
this.addPair(p1.shape, p2.shape);
}
}
};
/**
* A pair of shapes that may collide.
* @author saharan
*/
OIMO.Pair = function (s1, s2) {
// The first shape.
this.shape1 = s1 || null;
// The second shape.
this.shape2 = s2 || null;
};
/**
* A projection axis for sweep and prune broad-phase.
* @author saharan
*/
OIMO.SAPAxis = function () {
this.numElements = 0;
this.bufferSize = 256;
this.elements = [];
this.elements.length = this.bufferSize;
this.stack = new OIMO_ARRAY_TYPE(64);
};
OIMO.SAPAxis.prototype = {
constructor: OIMO.SAPAxis,
addElements: function (min, max) {
if (this.numElements + 2 >= this.bufferSize) {
//this.bufferSize<<=1;
this.bufferSize *= 2;
var newElements = [];
var i = this.numElements;
while (i--) {
//for(var i=0, l=this.numElements; i> threshold) != 0) threshold++;
threshold = threshold * this.numElements >> 2;
count = 0;
var giveup = false;
var elements = this.elements;
for (var i = 1, l = this.numElements; i < l; i++) { // try insertion sort
var tmp = elements[i];
var pivot = tmp.value;
var tmp2 = elements[i - 1];
if (tmp2.value > pivot) {
var j = i;
do {
elements[j] = tmp2;
if (--j == 0) break;
tmp2 = elements[j - 1];
} while (tmp2.value > pivot);
elements[j] = tmp;
count += i - j;
if (count > threshold) {
giveup = true; // stop and use quick sort
break;
}
}
}
if (!giveup) return;
count = 2; var stack = this.stack;
stack[0] = 0;
stack[1] = this.numElements - 1;
while (count > 0) {
var right = stack[--count];
var left = stack[--count];
var diff = right - left;
if (diff > 16) { // quick sort
//var mid=left+(diff>>1);
var mid = left + (OIMO.floor(diff * 0.5));
tmp = elements[mid];
elements[mid] = elements[right];
elements[right] = tmp;
pivot = tmp.value;
i = left - 1;
j = right;
while (true) {
var ei;
var ej;
do { ei = elements[++i]; } while (ei.value < pivot);
do { ej = elements[--j]; } while (pivot < ej.value && j != left);
if (i >= j) break;
elements[i] = ej;
elements[j] = ei;
}
elements[right] = elements[i];
elements[i] = tmp;
if (i - left > right - i) {
stack[count++] = left;
stack[count++] = i - 1;
stack[count++] = i + 1;
stack[count++] = right;
} else {
stack[count++] = i + 1;
stack[count++] = right;
stack[count++] = left;
stack[count++] = i - 1;
}
} else {
for (i = left + 1; i <= right; i++) {
tmp = elements[i];
pivot = tmp.value;
tmp2 = elements[i - 1];
if (tmp2.value > pivot) {
j = i;
do {
elements[j] = tmp2;
if (--j == 0) break;
tmp2 = elements[j - 1];
} while (tmp2.value > pivot);
elements[j] = tmp;
}
}
}
}
},
calculateTestCount: function () {
var num = 1;
var sum = 0;
for (var i = 1, l = this.numElements; i < l; i++) {
if (this.elements[i].max) {
num--;
} else {
sum += num;
num++;
}
}
return sum;
}
}
/**
* A broad-phase collision detection algorithm using sweep and prune.
* @author saharan
* @author lo-th
*/
OIMO.SAPBroadPhase = function () {
OIMO.BroadPhase.call(this);
this.types = OIMO.BR_SWEEP_AND_PRUNE;
this.numElementsD = 0;
this.numElementsS = 0;
// dynamic proxies
this.axesD = [
new OIMO.SAPAxis(),
new OIMO.SAPAxis(),
new OIMO.SAPAxis()
];
// static or sleeping proxies
this.axesS = [
new OIMO.SAPAxis(),
new OIMO.SAPAxis(),
new OIMO.SAPAxis()
];
this.index1 = 0;
this.index2 = 1;
};
OIMO.SAPBroadPhase.prototype = Object.create(OIMO.BroadPhase.prototype);
OIMO.SAPBroadPhase.prototype.constructor = OIMO.SAPBroadPhase;
OIMO.SAPBroadPhase.prototype.createProxy = function (shape) {
return new OIMO.SAPProxy(this, shape);
};
OIMO.SAPBroadPhase.prototype.addProxy = function (proxy) {
var p = proxy;
if (p.isDynamic()) {
this.axesD[0].addElements(p.min[0], p.max[0]);
this.axesD[1].addElements(p.min[1], p.max[1]);
this.axesD[2].addElements(p.min[2], p.max[2]);
p.belongsTo = 1;
this.numElementsD += 2;
} else {
this.axesS[0].addElements(p.min[0], p.max[0]);
this.axesS[1].addElements(p.min[1], p.max[1]);
this.axesS[2].addElements(p.min[2], p.max[2]);
p.belongsTo = 2;
this.numElementsS += 2;
}
};
OIMO.SAPBroadPhase.prototype.removeProxy = function (proxy) {
var p = proxy;
if (p.belongsTo == 0) return;
/*else if ( p.belongsTo == 1 ) {
this.axesD[0].removeElements( p.min[0], p.max[0] );
this.axesD[1].removeElements( p.min[1], p.max[1] );
this.axesD[2].removeElements( p.min[2], p.max[2] );
this.numElementsD -= 2;
} else if ( p.belongsTo == 2 ) {
this.axesS[0].removeElements( p.min[0], p.max[0] );
this.axesS[1].removeElements( p.min[1], p.max[1] );
this.axesS[2].removeElements( p.min[2], p.max[2] );
this.numElementsS -= 2;
}*/
switch (p.belongsTo) {
case 1:
this.axesD[0].removeElements(p.min[0], p.max[0]);
this.axesD[1].removeElements(p.min[1], p.max[1]);
this.axesD[2].removeElements(p.min[2], p.max[2]);
this.numElementsD -= 2;
break;
case 2:
this.axesS[0].removeElements(p.min[0], p.max[0]);
this.axesS[1].removeElements(p.min[1], p.max[1]);
this.axesS[2].removeElements(p.min[2], p.max[2]);
this.numElementsS -= 2;
break;
}
p.belongsTo = 0;
};
OIMO.SAPBroadPhase.prototype.collectPairs = function () {
if (this.numElementsD == 0) return;
var axis1 = this.axesD[this.index1];
var axis2 = this.axesD[this.index2];
axis1.sort();
axis2.sort();
var count1 = axis1.calculateTestCount();
var count2 = axis2.calculateTestCount();
var elementsD;
var elementsS;
if (count1 <= count2) {// select the best axis
axis2 = this.axesS[this.index1];
axis2.sort();
elementsD = axis1.elements;
elementsS = axis2.elements;
} else {
axis1 = this.axesS[this.index2];
axis1.sort();
elementsD = axis2.elements;
elementsS = axis1.elements;
this.index1 ^= this.index2;
this.index2 ^= this.index1;
this.index1 ^= this.index2;
}
var activeD;
var activeS;
var p = 0;
var q = 0;
while (p < this.numElementsD) {
var e1;
var dyn;
if (q == this.numElementsS) {
e1 = elementsD[p];
dyn = true;
p++;
} else {
var d = elementsD[p];
var s = elementsS[q];
if (d.value < s.value) {
e1 = d;
dyn = true;
p++;
} else {
e1 = s;
dyn = false;
q++;
}
}
if (!e1.max) {
var s1 = e1.proxy.shape;
var min1 = e1.min1.value;
var max1 = e1.max1.value;
var min2 = e1.min2.value;
var max2 = e1.max2.value;
for (var e2 = activeD; e2 != null; e2 = e2.pair) {// test for dynamic
var s2 = e2.proxy.shape;
this.numPairChecks++;
if (min1 > e2.max1.value || max1 < e2.min1.value || min2 > e2.max2.value || max2 < e2.min2.value || !this.isAvailablePair(s1, s2)) continue;
this.addPair(s1, s2);
}
if (dyn) {
for (e2 = activeS; e2 != null; e2 = e2.pair) {// test for static
s2 = e2.proxy.shape;
this.numPairChecks++;
if (min1 > e2.max1.value || max1 < e2.min1.value || min2 > e2.max2.value || max2 < e2.min2.value || !this.isAvailablePair(s1, s2)) continue;
this.addPair(s1, s2);
}
e1.pair = activeD;
activeD = e1;
} else {
e1.pair = activeS;
activeS = e1;
}
} else {
var min = e1.pair;
if (dyn) {
if (min == activeD) {
activeD = activeD.pair;
continue;
} else {
e1 = activeD;
}
} else {
if (min == activeS) {
activeS = activeS.pair;
continue;
} else {
e1 = activeS;
}
}
do {
e2 = e1.pair;
if (e2 == min) {
e1.pair = e2.pair;
break;
}
e1 = e2;
} while (e1 != null);
}
}
this.index2 = (this.index1 | this.index2) ^ 3;
};
/**
* An element of proxies.
* @author saharan
*/
OIMO.SAPElement = function (proxy, max) {
// The parent proxy
this.proxy = proxy;
// The pair element.
this.pair = null;
// The minimum element on other axis.
this.min1 = null;
// The maximum element on other axis.
this.max1 = null;
// The minimum element on other axis.
this.min2 = null;
// The maximum element on other axis.
this.max2 = null;
// Whether the element has maximum value or not.
this.max = max;
// The value of the element.
this.value = 0;
};
/**
* A proxy for sweep and prune broad-phase.
* @author saharan
* @author lo-th
*/
OIMO.SAPProxy = function (sap, shape) {
OIMO.Proxy.call(this, shape);
// Type of the axis to which the proxy belongs to. [0:none, 1:dynamic, 2:static]
this.belongsTo = 0;
// The maximum elements on each axis.
this.max = [];
// The minimum elements on each axis.
this.min = [];
this.sap = sap;
this.min[0] = new OIMO.SAPElement(this, false);
this.max[0] = new OIMO.SAPElement(this, true);
this.min[1] = new OIMO.SAPElement(this, false);
this.max[1] = new OIMO.SAPElement(this, true);
this.min[2] = new OIMO.SAPElement(this, false);
this.max[2] = new OIMO.SAPElement(this, true);
this.max[0].pair = this.min[0];
this.max[1].pair = this.min[1];
this.max[2].pair = this.min[2];
this.min[0].min1 = this.min[1];
this.min[0].max1 = this.max[1];
this.min[0].min2 = this.min[2];
this.min[0].max2 = this.max[2];
this.min[1].min1 = this.min[0];
this.min[1].max1 = this.max[0];
this.min[1].min2 = this.min[2];
this.min[1].max2 = this.max[2];
this.min[2].min1 = this.min[0];
this.min[2].max1 = this.max[0];
this.min[2].min2 = this.min[1];
this.min[2].max2 = this.max[1];
};
OIMO.SAPProxy.prototype = Object.create(OIMO.Proxy.prototype);
OIMO.SAPProxy.prototype.constructor = OIMO.SAPProxy;
// Returns whether the proxy is dynamic or not.
OIMO.SAPProxy.prototype.isDynamic = function () {
var body = this.shape.parent;
return body.isDynamic && !body.sleeping;
};
OIMO.SAPProxy.prototype.update = function () {
var te = this.aabb.elements;
this.min[0].value = te[0];
this.min[1].value = te[1];
this.min[2].value = te[2];
this.max[0].value = te[3];
this.max[1].value = te[4];
this.max[2].value = te[5];
if (this.belongsTo == 1 && !this.isDynamic() || this.belongsTo == 2 && this.isDynamic()) {
this.sap.removeProxy(this);
this.sap.addProxy(this);
}
};
/**
* A dynamic bounding volume tree for the broad-phase algorithm.
* @author saharan
* @author lo-th
*/
OIMO.DBVT = function () {
// The root of the tree.
this.root = null;
this.freeNodes = [];
this.freeNodes.length = 16384;
this.numFreeNodes = 0;
this.aabb = new OIMO.AABB();
};
OIMO.DBVT.prototype = {
constructor: OIMO.DBVT,
/**
* Move a leaf.
* @param leaf
*/
moveLeaf: function (leaf) {
this.deleteLeaf(leaf);
this.insertLeaf(leaf);
},
/**
* Insert a leaf to the tree.
* @param node
*/
insertLeaf: function (leaf) {
if (this.root == null) {
this.root = leaf;
return;
}
var lb = leaf.aabb;
var sibling = this.root;
var oldArea;
var newArea;
while (sibling.proxy == null) { // descend the node to search the best pair
var c1 = sibling.child1;
var c2 = sibling.child2;
var b = sibling.aabb;
var c1b = c1.aabb;
var c2b = c2.aabb;
oldArea = b.surfaceArea();
this.aabb.combine(lb, b);
newArea = this.aabb.surfaceArea();
var creatingCost = newArea * 2;
var incrementalCost = (newArea - oldArea) * 2; // cost of creating a new pair with the node
var discendingCost1 = incrementalCost;
this.aabb.combine(lb, c1b);
if (c1.proxy != null) {
// leaf cost = area(combined aabb)
discendingCost1 += this.aabb.surfaceArea();
} else {
// node cost = area(combined aabb) - area(old aabb)
discendingCost1 += this.aabb.surfaceArea() - c1b.surfaceArea();
}
var discendingCost2 = incrementalCost;
this.aabb.combine(lb, c2b);
if (c2.proxy != null) {
// leaf cost = area(combined aabb)
discendingCost2 += this.aabb.surfaceArea();
} else {
// node cost = area(combined aabb) - area(old aabb)
discendingCost2 += this.aabb.surfaceArea() - c2b.surfaceArea();
}
if (discendingCost1 < discendingCost2) {
if (creatingCost < discendingCost1) {
break;// stop descending
} else {
sibling = c1;// descend into first child
}
} else {
if (creatingCost < discendingCost2) {
break;// stop descending
} else {
sibling = c2;// descend into second child
}
}
}
var oldParent = sibling.parent;
var newParent;
if (this.numFreeNodes > 0) {
newParent = this.freeNodes[--this.numFreeNodes];
} else {
newParent = new OIMO.DBVTNode();
}
newParent.parent = oldParent;
newParent.child1 = leaf;
newParent.child2 = sibling;
newParent.aabb.combine(leaf.aabb, sibling.aabb);
newParent.height = sibling.height + 1;
sibling.parent = newParent;
leaf.parent = newParent;
if (sibling == this.root) {
// replace root
this.root = newParent;
} else {
// replace child
if (oldParent.child1 == sibling) {
oldParent.child1 = newParent;
} else {
oldParent.child2 = newParent;
}
}
// update whole tree
do {
newParent = this.balance(newParent);
this.fix(newParent);
newParent = newParent.parent;
} while (newParent != null);
},
getBalance: function (node) {
if (node.proxy != null) return 0;
return node.child1.height - node.child2.height;
},
/*print:function(node,indent,text){
var hasChild=node.proxy==null;
if(hasChild)text=this.print(node.child1,indent+1,text);
for(var i=indent*2;i>=0;i--){
text+=" ";
}
text+=(hasChild?this.getBalance(node):"["+node.proxy.aabb.minX+"]")+"\n";
if(hasChild)text=this.print(node.child2,indent+1,text);
return text;
},*/
/**
* Delete a leaf from the tree.
* @param node
*/
deleteLeaf: function (leaf) {
if (leaf == this.root) {
this.root = null;
return;
}
var parent = leaf.parent;
var sibling;
if (parent.child1 == leaf) {
sibling = parent.child2;
} else {
sibling = parent.child1;
}
if (parent == this.root) {
this.root = sibling;
sibling.parent = null;
return;
}
var grandParent = parent.parent;
sibling.parent = grandParent;
if (grandParent.child1 == parent) {
grandParent.child1 = sibling;
} else {
grandParent.child2 = sibling;
}
if (this.numFreeNodes < 16384) {
this.freeNodes[this.numFreeNodes++] = parent;
}
do {
grandParent = this.balance(grandParent);
this.fix(grandParent);
grandParent = grandParent.parent;
} while (grandParent != null);
},
balance: function (node) {
var nh = node.height;
if (nh < 2) {
return node;
}
var p = node.parent;
var l = node.child1;
var r = node.child2;
var lh = l.height;
var rh = r.height;
var balance = lh - rh;
var t;// for bit operation
// [ N ]
// / \
// [ L ] [ R ]
// / \ / \
// [L-L] [L-R] [R-L] [R-R]
// Is the tree balanced?
if (balance > 1) {
var ll = l.child1;
var lr = l.child2;
var llh = ll.height;
var lrh = lr.height;
// Is L-L higher than L-R?
if (llh > lrh) {
// set N to L-R
l.child2 = node;
node.parent = l;
// [ L ]
// / \
// [L-L] [ N ]
// / \ / \
// [...] [...] [ L ] [ R ]
// set L-R
node.child1 = lr;
lr.parent = node;
// [ L ]
// / \
// [L-L] [ N ]
// / \ / \
// [...] [...] [L-R] [ R ]
// fix bounds and heights
node.aabb.combine(lr.aabb, r.aabb);
t = lrh - rh;
node.height = lrh - (t & t >> 31) + 1;
l.aabb.combine(ll.aabb, node.aabb);
t = llh - nh;
l.height = llh - (t & t >> 31) + 1;
} else {
// set N to L-L
l.child1 = node;
node.parent = l;
// [ L ]
// / \
// [ N ] [L-R]
// / \ / \
// [ L ] [ R ] [...] [...]
// set L-L
node.child1 = ll;
ll.parent = node;
// [ L ]
// / \
// [ N ] [L-R]
// / \ / \
// [L-L] [ R ] [...] [...]
// fix bounds and heights
node.aabb.combine(ll.aabb, r.aabb);
t = llh - rh;
node.height = llh - (t & t >> 31) + 1;
l.aabb.combine(node.aabb, lr.aabb);
t = nh - lrh;
l.height = nh - (t & t >> 31) + 1;
}
// set new parent of L
if (p != null) {
if (p.child1 == node) {
p.child1 = l;
} else {
p.child2 = l;
}
} else {
this.root = l;
}
l.parent = p;
return l;
} else if (balance < -1) {
var rl = r.child1;
var rr = r.child2;
var rlh = rl.height;
var rrh = rr.height;
// Is R-L higher than R-R?
if (rlh > rrh) {
// set N to R-R
r.child2 = node;
node.parent = r;
// [ R ]
// / \
// [R-L] [ N ]
// / \ / \
// [...] [...] [ L ] [ R ]
// set R-R
node.child2 = rr;
rr.parent = node;
// [ R ]
// / \
// [R-L] [ N ]
// / \ / \
// [...] [...] [ L ] [R-R]
// fix bounds and heights
node.aabb.combine(l.aabb, rr.aabb);
t = lh - rrh;
node.height = lh - (t & t >> 31) + 1;
r.aabb.combine(rl.aabb, node.aabb);
t = rlh - nh;
r.height = rlh - (t & t >> 31) + 1;
} else {
// set N to R-L
r.child1 = node;
node.parent = r;
// [ R ]
// / \
// [ N ] [R-R]
// / \ / \
// [ L ] [ R ] [...] [...]
// set R-L
node.child2 = rl;
rl.parent = node;
// [ R ]
// / \
// [ N ] [R-R]
// / \ / \
// [ L ] [R-L] [...] [...]
// fix bounds and heights
node.aabb.combine(l.aabb, rl.aabb);
t = lh - rlh;
node.height = lh - (t & t >> 31) + 1;
r.aabb.combine(node.aabb, rr.aabb);
t = nh - rrh;
r.height = nh - (t & t >> 31) + 1;
}
// set new parent of R
if (p != null) {
if (p.child1 == node) {
p.child1 = r;
} else {
p.child2 = r;
}
} else {
this.root = r;
}
r.parent = p;
return r;
}
return node;
},
fix: function (node) {
var c1 = node.child1;
var c2 = node.child2;
node.aabb.combine(c1.aabb, c2.aabb);
//var h1 = c1.height;
//var h2 = c2.height;
node.height = c1.height < c2.height ? c2.height + 1 : c1.height + 1;
/*if( h1 < h2 ) {
node.height = h2+1;
}else{
node.height = h1+1;
}*/
}
}
/**
* A broad-phase algorithm using dynamic bounding volume tree.
* @author saharan
* @author lo-th
*/
OIMO.DBVTBroadPhase = function () {
OIMO.BroadPhase.call(this);
this.types = OIMO.BR_BOUNDING_VOLUME_TREE;
this.tree = new OIMO.DBVT();
this.stack = [];
this.leaves = [];
this.numLeaves = 0;
};
OIMO.DBVTBroadPhase.prototype = Object.create(OIMO.BroadPhase.prototype);
OIMO.DBVTBroadPhase.prototype.constructor = OIMO.DBVTBroadPhase;
OIMO.DBVTBroadPhase.prototype.createProxy = function (shape) {
return new OIMO.DBVTProxy(shape);
};
OIMO.DBVTBroadPhase.prototype.addProxy = function (proxy) {
this.tree.insertLeaf(proxy.leaf);
this.leaves.push(proxy.leaf);
this.numLeaves++;
};
OIMO.DBVTBroadPhase.prototype.removeProxy = function (proxy) {
this.tree.deleteLeaf(proxy.leaf);
var n = this.leaves.indexOf(proxy.leaf);
if (n > -1) {
this.leaves.splice(n, 1);
this.numLeaves--;
}
};
OIMO.DBVTBroadPhase.prototype.collectPairs = function () {
if (this.numLeaves < 2) return;
var leaf, margin = 0.1, i = this.numLeaves;
while (i--) {
leaf = this.leaves[i];
if (leaf.proxy.aabb.intersectTestTwo(leaf.aabb)) {
leaf.aabb.copy(leaf.proxy.aabb, margin);
this.tree.deleteLeaf(leaf);
this.tree.insertLeaf(leaf);
this.collide(leaf, this.tree.root);
}
}
};
OIMO.DBVTBroadPhase.prototype.collide = function (node1, node2) {
var stackCount = 2;
var s1, s2, n1, n2, l1, l2;
this.stack[0] = node1;
this.stack[1] = node2;
while (stackCount > 0) {
n1 = this.stack[--stackCount];
n2 = this.stack[--stackCount];
l1 = n1.proxy != null;
l2 = n2.proxy != null;
this.numPairChecks++;
if (l1 && l2) {
s1 = n1.proxy.shape;
s2 = n2.proxy.shape;
if (s1 == s2 || s1.aabb.intersectTest(s2.aabb) || !this.isAvailablePair(s1, s2)) continue;
this.addPair(s1, s2);
} else {
if (n1.aabb.intersectTest(n2.aabb)) continue;
/*if(stackCount+4>=this.maxStack){// expand the stack
//this.maxStack<<=1;
this.maxStack*=2;
var newStack = [];// vector
newStack.length = this.maxStack;
for(var i=0;i n2.aabb.surfaceArea())) {
this.stack[stackCount++] = n1.child1;
this.stack[stackCount++] = n2;
this.stack[stackCount++] = n1.child2;
this.stack[stackCount++] = n2;
} else {
this.stack[stackCount++] = n1;
this.stack[stackCount++] = n2.child1;
this.stack[stackCount++] = n1;
this.stack[stackCount++] = n2.child2;
}
}
}
};
/**
* A node of the dynamic bounding volume tree.
* @author saharan
*/
OIMO.DBVTNode = function () {
// The first child node of this node.
this.child1 = null;
// The second child node of this node.
this.child2 = null;
// The parent node of this tree.
this.parent = null;
// The proxy of this node. This has no value if this node is not leaf.
this.proxy = null;
// The maximum distance from leaf nodes.
this.height = 0;
// The AABB of this node.
this.aabb = new OIMO.AABB();
};
/**
* A proxy for dynamic bounding volume tree broad-phase.
* @author saharan
*/
OIMO.DBVTProxy = function (shape) {
OIMO.Proxy.call(this, shape);
// The leaf of the proxy.
this.leaf = new OIMO.DBVTNode();
this.leaf.proxy = this;
};
OIMO.DBVTProxy.prototype = Object.create(OIMO.Proxy.prototype);
OIMO.DBVTProxy.prototype.constructor = OIMO.DBVTProxy;
OIMO.DBVTProxy.prototype.update = function () {
};
OIMO.World.prototype.add = function (obj) {
obj = obj || {};
var type = obj.type || "box";
if (typeof type === 'string') type = [type];// single shape
if (type[0].substring(0, 5) == 'joint') { // is joint
if (type[0] === 'joint') type[0] = 'jointHinge';
var axe1 = obj.axe1 || [1, 0, 0];
var axe2 = obj.axe2 || [1, 0, 0];
var pos1 = obj.pos1 || [0, 0, 0];
var pos2 = obj.pos2 || [0, 0, 0];
pos1 = pos1.map(function (x) { return x * OIMO.INV_SCALE; });
pos2 = pos2.map(function (x) { return x * OIMO.INV_SCALE; });
var min, max;
if (type[0] === "jointDistance") {
min = obj.min || 0;
max = obj.max || 10;
min = min * OIMO.INV_SCALE;
max = max * OIMO.INV_SCALE;
} else {
min = obj.min || 57.29578;
max = obj.max || 0;
min = min * OIMO.degtorad;
max = max * OIMO.degtorad;
}
var limit = obj.limit || null;
var spring = obj.spring || null;
var motor = obj.motor || null;
// joint setting
var jc = new OIMO.JointConfig();
jc.allowCollision = obj.collision || false;;
jc.localAxis1.init(axe1[0], axe1[1], axe1[2]);
jc.localAxis2.init(axe2[0], axe2[1], axe2[2]);
jc.localAnchorPoint1.init(pos1[0], pos1[1], pos1[2]);
jc.localAnchorPoint2.init(pos2[0], pos2[1], pos2[2]);
if (typeof obj.body1 == 'string' || obj.body1 instanceof String) obj.body1 = this.getByName(obj.body1);
if (typeof obj.body2 == 'string' || obj.body2 instanceof String) obj.body2 = this.getByName(obj.body2);
jc.body1 = obj.body1;
jc.body2 = obj.body2;
var joint;
switch (type[0]) {
case "jointDistance": joint = new OIMO.DistanceJoint(jc, min, max);
if (spring !== null) joint.limitMotor.setSpring(spring[0], spring[1]);
if (motor !== null) joint.limitMotor.setSpring(motor[0], motor[1]);
break;
case "jointHinge": joint = new OIMO.HingeJoint(jc, min, max);
if (spring !== null) joint.limitMotor.setSpring(spring[0], spring[1]);// soften the joint ex: 100, 0.2
if (motor !== null) joint.limitMotor.setSpring(motor[0], motor[1]);
break;
case "jointPrisme": joint = new OIMO.PrismaticJoint(jc, min, max); break;
case "jointSlide": joint = new OIMO.SliderJoint(jc, min, max); break;
case "jointBall": joint = new OIMO.BallAndSocketJoint(jc); break;
case "jointWheel": joint = new OIMO.WheelJoint(jc);
if (limit !== null) joint.rotationalLimitMotor1.setLimit(limit[0], limit[1]);
if (spring !== null) joint.rotationalLimitMotor1.setSpring(spring[0], spring[1]);
if (motor !== null) joint.rotationalLimitMotor1.setSpring(motor[0], motor[1]);
break;
}
joint.name = obj.name || '';
// finaly add to physics world
this.addJoint(joint);
return joint;
} else { // is body
// I'm dynamique or not
var move = obj.move || false;
// I can sleep or not
var noSleep = obj.noSleep || false;
// My start position
var p = obj.pos || [0, 0, 0];
p = p.map(function (x) { return x * OIMO.INV_SCALE; });
// My size
var s = obj.size || [1, 1, 1];
s = s.map(function (x) { return x * OIMO.INV_SCALE; });
// My rotation in degre
var rot = obj.rot || [0, 0, 0];
rot = rot.map(function (x) { return x * OIMO.degtorad; });
var r = [];
for (var i = 0; i < rot.length / 3; i++) {
var tmp = OIMO.EulerToAxis(rot[i + 0], rot[i + 1], rot[i + 2]);
r.push(tmp[0]); r.push(tmp[1]); r.push(tmp[2]); r.push(tmp[3]);
}
// My physics setting
var sc = new OIMO.ShapeConfig();
if (obj.sc !== undefined) sc = obj.sc;
if (obj.config) {
// The density of the shape.
sc.density = obj.config[0] === undefined ? 1 : obj.config[0];
// The coefficient of friction of the shape.
sc.friction = obj.config[1] === undefined ? 0.4 : obj.config[1];
// The coefficient of restitution of the shape.
sc.restitution = obj.config[2] === undefined ? 0.2 : obj.config[2];
// The bits of the collision groups to which the shape belongs.
sc.belongsTo = obj.config[3] || 1;
//sc.belongsTo = obj.config[3] === undefined ? 1 : obj.config[3];
// The bits of the collision groups with which the shape collides.
sc.collidesWith = obj.config[4] || 0xffffffff;
//sc.collidesWith = obj.config[4] === undefined ? 0xffffffff : obj.config[4];
}
// direct physics setting
if (obj.density !== undefined) sc.density = obj.density;
if (obj.friction !== undefined) sc.friction = obj.friction;
if (obj.restitution !== undefined) sc.restitution = obj.restitution;
if (obj.belongsTo !== undefined) sc.belongsTo = obj.belongsTo;
if (obj.collidesWith !== undefined) sc.collidesWith = obj.collidesWith;
if (obj.massPos) {
obj.massPos = obj.massPos.map(function (x) { return x * OIMO.INV_SCALE; });
sc.relativePosition.init(obj.massPos[0], obj.massPos[1], obj.massPos[2]);
}
if (obj.massRot) {
obj.massRot = obj.massRot.map(function (x) { return x * OIMO.degtorad; });
sc.relativeRotation = OIMO.EulerToMatrix(obj.massRot[0], obj.massRot[1], obj.massRot[2]);
}
// My rigidbody
var body = new OIMO.RigidBody(p[0], p[1], p[2], r[0], r[1], r[2], r[3]);
// My shapes
var shapes = [];
//if( typeof type === 'string' ) type = [type];// single shape
var n, n2;
for (var i = 0; i < type.length; i++) {
n = i * 3;
n2 = i * 4;
switch (type[i]) {
case "sphere": shapes[i] = new OIMO.SphereShape(sc, s[n]); break;
case "cylinder": shapes[i] = new OIMO.CylinderShape(sc, s[n], s[n + 1]); break;
case "box": shapes[i] = new OIMO.BoxShape(sc, s[n], s[n + 1], s[n + 2]); break;
}
body.addShape(shapes[i]);
if (i > 0) {
//shapes[i].position.init(p[0]+p[n+0], p[1]+p[n+1], p[2]+p[n+2] );
shapes[i].relativePosition = new OIMO.Vec3(p[n], p[n + 1], p[n + 2]);
if (r[n2 + 0]) shapes[i].relativeRotation = [r[n2], r[n2 + 1], r[n2 + 2], r[n2 + 3]];
}
}
// I'm static or i move
if (move) {
if (obj.massPos || obj.massRot) body.setupMass(0x1, false);
else body.setupMass(0x1, true);
if (noSleep) body.allowSleep = false;
else body.allowSleep = true;
} else {
body.setupMass(0x2);
}
body.name = obj.name || ' ';
// finaly add to physics world
this.addRigidBody(body);
return body;
}
}