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File:addBox2D\Dynamics\Joints\b2WeldJoint.js

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 // CLASS CONSTRUCTOR

    /**
     * A weld joint essentially glues two bodies together. A weld
     * joint may distort somewhat because the island constraint
     * solver is approximate.
     *
     * @class   b2WeldJoint
     * @constructor
     * @param   {b2WeldJointDef}  weldJointDef
     * @extends {b2Joint}
     * @module  Joints
     */
    function b2WeldJoint( weldJointDef ) {

        /**
         * Invokes parent class constructor function reference.
         */
        this.constructor( weldJointDef );

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     // property DECLARATIONS

        /**
         * @public
         * @property  m_localAnchorA
         * @type      {b2Vec2}
         */
        this.m_localAnchorA = new b2Vec2();

        /**
         * @public
         * @property  m_localAnchorB
         * @type      {b2Vec2}
         */
        this.m_localAnchorB = new b2Vec2();

        /**
         *
         * @public
         * @property  m_impulse
         * @type      {b2Vec3}
         */
        this.m_impulse = new b2Vec3();

        /**
         *
         * @public
         * @property  m_mass
         * @type      {b2Mat33}
         */
        this.m_mass = new b2Mat33();

        /**
         * @public
         * @property  m_rA
         * @type      {b2Vec2}
         */
        this.m_rA = new b2Vec2();

        /**
         * @public
         * @property  m_rB
         * @type      {b2Vec2}
         */
        this.m_rB = new b2Vec2();

        /**
         * @public
         * @property  m_localCenterA
         * @type      {b2Vec2}
         */
        this.m_localCenterA = new b2Vec2();

        /**
         * @public
         * @property  m_localCenterB
         * @type      {b2Vec2}
         */
        this.m_localCenterB = new b2Vec2();

        /**
         * @public
         * @property  m_qA
         * @type      {b2Rot}
         */
        this.m_qA = new b2Rot();

        /**
         * @public
         * @property  m_qB
         * @type      {b2Rot}
         */
        this.m_qB = new b2Rot();

        /**
         * @public
         * @property  m_lalcA
         * @type      {b2Vec2}
         */
        this.m_lalcA = new b2Vec2();

        /**
         * @public
         * @property  m_lalcB
         * @type      {b2Vec2}
         */
        this.m_lalcB = new b2Vec2();

        /**
         * @public
         * @property  m_K
         * @type      {b2Mat33}
         */
        this.m_K = new b2Mat33();

     // property INITIALISATIONS

        this.m_localAnchorA.copy( weldJointDef.localAnchorA );
        this.m_localAnchorB.copy( weldJointDef.localAnchorB );
        this.m_impulse.setZero();

        /**
         * @public
         * @property  m_frequencyHz
         * @type      {float}
         */
        this.m_frequencyHz = weldJointDef.frequencyHz;

        /**
         * @public
         * @property  m_dampingRatio
         * @type      {float}
         */
        this.m_dampingRatio = weldJointDef.dampingRatio;

        /**
         * @public
         * @property  m_referenceAngle
         * @type      {float}
         */
        this.m_referenceAngle = weldJointDef.referenceAngle;

        /**
         * @public
         * @property  m_bias
         * @type      {float}
         * @default   0.0
         */
        this.m_bias = 0.0;

        /**
         * @public
         * @property  m_gamma
         * @type      {float}
         * @default   0.0
         */
        this.m_gamma = 0.0;

     // Solver temp

        /**
         * @public
         * @property  m_indexA
         * @type      {int}
         * @default   0
         */
        this.m_indexA = 0;

        /**
         * @public
         * @property  m_indexB
         * @type      {int}
         * @default   0
         */
        this.m_indexB = 0;

        /**
         * @public
         * @property  m_invMassA
         * @type      {float}
         * @default   0.0
         */
        this.m_invMassA = 0.0;

        /**
         * @public
         * @property  m_invMassB
         * @type      {float}
         * @default   0.0
         */
        this.m_invMassB = 0.0;

        /**
         * @public
         * @property  m_invMassA
         * @type      {float}
         * @default   0.0
         */
        this.m_invIA = 0.0;

        /**
         * @public
         * @property  m_invMassB
         * @type      {float}
         * @default   0.0
         */
        this.m_invIB = 0.0;


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    } b2WeldJoint.prototype = p = new b2Joint(); Box2D.b2WeldJoint = b2WeldJoint;

     // STATIC CLASS PROPERTIES

        /**
         * Object pool for memory management.
         */
        b2WeldJoint._B2VEC2_POOL0 = new b2Vec2;
        b2WeldJoint._B2VEC2_POOL1 = new b2Vec2;
        b2WeldJoint._B2VEC2_POOL2 = new b2Vec2;

        b2WeldJoint._B2VEC3_POOL0 = new b2Vec3;

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 // INSTANCE METHODS

     /**
     * @public
     * @method  getAnchorB
     * @param   {b2Vec2|Object=}   [out=b2Vec2]   reusable object
     * @return  {b2Vec2|Object}    out
     */
    p.getAnchorA = function ( out ) {
        out = out || b2MotorJoint._B2VEC2_POOL0;
        return this.m_bodyA.getWorldPoint( this.m_localAnchorA, out );
    };

    /**
     * @public
     * @method  getAnchorB
     * @param   {b2Vec2|Object=}   [out=b2Vec2]   reusable object
     * @return  {b2Vec2|Object}    out
     */
    p.getAnchorB = function ( out ) {
        out = out || b2MotorJoint._B2VEC2_POOL0;
        return this.m_bodyB.getWorldPoint( this.m_localAnchorB, out );
    };

    /**
     * Get the reaction force given the inverse time step.
     * Unit is N.
     *
     * @public
     * @method  getReactionForce
     * @param   {float}     invDeltaTime
     * @param   {b2Vec2|Object=}   [out=b2Vec2]   reusable object
     * @return  {b2Vec2|Object}    out
     */
    p.getReactionForce = function ( invDeltaTime, out ) {
        out = out || b2MotorJoint._B2VEC2_POOL0;
        return out.set( invDeltaTime * this.m_impulse.x, invDeltaTime * this.m_impulse.y );
    };

    /**
     * Get the reaction torque given the inverse time step.
     * Unit is N*m. This is always zero for a distance joint.
     *
     * @public
     * @method  getReactionTorque
     * @param   {float}     invDeltaTime
     * @return  {float}
     */
    p.getReactionTorque = function ( invDeltaTime ) {
        return invDeltaTime * this.m_impulse.z;
    };

    /**
     * The local anchor point relative to bodyA's origin.
     *
     * @public
     * @method  getLocalAnchorA
     * @param   {b2Vec2|Object=}   [out=b2Vec2]   reusable object
     * @return  {b2Vec2|Object}    out
     */
    p.getLocalAnchorA = function ( out ) {
        out = out || b2PrismaticJoint._B2VEC2_POOL0;
        return out.copy( this.m_localAnchorA );
    };

    /**
     * The local anchor point relative to bodyA's origin.
     *
     * @public
     * @method  getLocalAnchorB
     * @param   {b2Vec2|Object=}   [out=b2Vec2]   reusable object
     * @return  {b2Vec2|Object}    out
     */
    p.getLocalAnchorB = function ( out ) {
        out = out || b2PrismaticJoint._B2VEC2_POOL0;
        return out.copy( this.m_localAnchorB );
    };

    /**
     * Get the reference angle.
     *
     * @public
     * @method  getReferenceAngle
     * @return  {float}
     */
    p.getReferenceAngle = function () {
        return this.m_referenceAngle;
    };

    /**
     * Set frequency in Hz.
     *
     * @public
     * @method  setFrequency
     * @param   {float} hz
     * @return  {void}
     */
    p.setFrequency = function ( hz ) {
        this.m_frequencyHz = hz;
    };

    /**
     * Get frequency in Hz.
     *
     * @public
     * @method  getReferenceAngle
     * @return  {float}
     */
    p.getReferenceAngle = function () {
        return this.m_frequencyHz;
    };

    /**
     * Set damping ratio.
     *
     * @public
     * @method  setDampingRatio
     * @param   {float} ratio
     * @return  {void}
     */
    p.setDampingRatio = function ( ratio ) {
        this.m_dampingRatio = ratio;
    };

    /**
     * Get damping ratio.
     *
     * @public
     * @method  getDampingRatio
     * @return  {float}
     */
    p.getDampingRatio = function () {
        return this.m_dampingRatio;
    };

    /**
     * @public
     * @override
     * @method  initVelocityConstraints
     * @param   {b2SolverData} data
     * @return  {void}
     */
    // Implement b2Joint.initVelocityConstraints
    p.initVelocityConstraints = function ( data ) {
        this.m_indexA = this.m_bodyA.m_islandIndex;
        this.m_indexB = this.m_bodyB.m_islandIndex;
        this.m_localCenterA.copy( this.m_bodyA.m_sweep.localCenter );
        this.m_localCenterB.copy( this.m_bodyB.m_sweep.localCenter );
        this.m_invMassA = this.m_bodyA.m_invMass;
        this.m_invMassB = this.m_bodyB.m_invMass;
        this.m_invIA = this.m_bodyA.m_invI;
        this.m_invIB = this.m_bodyB.m_invI;

        /*float32*/var aA = data.positions[this.m_indexA].a;
        /*b2Vec2&*/var vA = data.velocities[this.m_indexA].v;
        /*float32*/var wA = data.velocities[this.m_indexA].w;

        /*float32*/var aB = data.positions[this.m_indexB].a;
        /*b2Vec2&*/var vB = data.velocities[this.m_indexB].v;
        /*float32*/var wB = data.velocities[this.m_indexB].w;

        /*b2Rot*/var qA = this.m_qA.setAngle( aA ), qB = this.m_qB.setAngle( aB );

        // m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
        b2Vec2.subtract( this.m_localAnchorA, this.m_localCenterA, this.m_lalcA );
        b2Rot.timesV2( qA, this.m_lalcA, this.m_rA );
        // m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
        b2Vec2.subtract( this.m_localAnchorB, this.m_localCenterB, this.m_lalcB );
        b2Rot.timesV2( qB, this.m_lalcB, this.m_rB );

        // J = [-I -r1_skew I r2_skew]
        //     [ 0       -1 0       1]
        // r_skew = [-ry; rx]

        // Matlab
        // K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
        //     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
        //     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]

        /*float32*/var mA = this.m_invMassA, mB = this.m_invMassB;
        /*float32*/var iA = this.m_invIA, iB = this.m_invIB;

        /*b2Mat33*/var K = this.m_K;
        K.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y * this.m_rB.y * iB;
        K.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y * this.m_rB.x * iB;
        K.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB;
        K.ex.y = K.ey.x;
        K.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x * this.m_rB.x * iB;
        K.ez.y = this.m_rA.x * iA + this.m_rB.x * iB;
        K.ex.z = K.ez.x;
        K.ey.z = K.ez.y;
        K.ez.z = iA + iB;

        if ( this.m_frequencyHz > 0 ) {
            K.getInverse22( this.m_mass );

            /*float32*/var invM = iA + iB;
            /*float32*/var m = invM > 0 ? 1 / invM : 0;

            /*float32*/var C = aB - aA - this.m_referenceAngle;

            // Frequency
            /*float32*/var omega = 2 * Math.PI * this.m_frequencyHz;

            // Damping coefficient
            /*float32*/var d = 2 * m * this.m_dampingRatio * omega;

            // Spring stiffness
            /*float32*/var k = m * omega * omega;

            // magic formulas
            /*float32*/var h = data.step.dt;
            this.m_gamma = h * (d + h * k);
            this.m_gamma = this.m_gamma !== 0 ? 1 / this.m_gamma : 0;
            this.m_bias = C * h * k * this.m_gamma;

            invM += this.m_gamma;
            this.m_mass.ez.z = invM !== 0 ? 1 / invM : 0;
        }
        else if ( K.ez.z === 0 ) {
            K.getInverse22( this.m_mass );
            this.m_gamma = 0;
            this.m_bias = 0;
        }
        else {
            K.getSymInverse33( this.m_mass );
            this.m_gamma = 0;
            this.m_bias = 0;
        }

        if ( data.step.warmStarting ) {
            // Scale impulses to support a variable time step.
            this.m_impulse.timesScalar( data.step.dtRatio );

            // b2Vec2 P(m_impulse.x, m_impulse.y);
            var P = b2WeldJoint._B2VEC2_POOL0.set( this.m_impulse.x, this.m_impulse.y );

            // vA -= mA * P;
            vA.minusEqualsMul( mA, P );
            wA -= iA * (b2Vec2.cross( this.m_rA, P ) + this.m_impulse.z);

            // vB += mB * P;
            vB.plusEqualsMul( mB, P );
            wB += iB * (b2Vec2.cross( this.m_rB, P ) + this.m_impulse.z);
        }
        else {
            this.m_impulse.setZero();
        }

        // data.velocities[this.m_indexA].v = vA;
        data.velocities[this.m_indexA].w = wA;
        // data.velocities[this.m_indexB].v = vB;
        data.velocities[this.m_indexB].w = wB;
    };

    /**
     *
     * @public
     * @override
     * @method  solveVelocityConstraints
     * @param   {b2SolverData} data
     * @return  {void}
     */
    // Implement b2Joint.solveVelocityConstraints
    p.solveVelocityConstraints = function ( data ) {
        /*b2Vec2&*/var vA = data.velocities[this.m_indexA].v;
        /*float32*/var wA = data.velocities[this.m_indexA].w;
        /*b2Vec2&*/var vB = data.velocities[this.m_indexB].v;
        /*float32*/var wB = data.velocities[this.m_indexB].w;

        /*float32*/var mA = this.m_invMassA, mB = this.m_invMassB;
        /*float32*/var iA = this.m_invIA, iB = this.m_invIB;

        if ( this.m_frequencyHz > 0 ) {
            /*float32*/var Cdot2 = wB - wA;

            /*float32*/var impulse2 = -this.m_mass.ez.z * (Cdot2 + this.m_bias + this.m_gamma * this.m_impulse.z);
            this.m_impulse.z += impulse2;

            wA -= iA * impulse2;
            wB += iB * impulse2;

            // b2Vec2 Cdot1 = vB + b2CrossSV(wB, this.m_rB) - vA - b2CrossSV(wA, this.m_rA);
            var Cdot1 = b2Vec2.subtract(
                b2Vec2.vPlusCrossFV( vB, wB, this.m_rB, b2Vec2.POOL0 ),
                b2Vec2.vPlusCrossFV( vA, wA, this.m_rA, b2Vec2.POOL1 ),
                b2WeldJoint._B2VEC2_POOL0 );

            // b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
            var impulse1 = b2Mat33.multiplyXY( this.m_mass, Cdot1.x, Cdot1.y, b2WeldJoint._B2VEC2_POOL1 ).negative();
            this.m_impulse.x += impulse1.x;
            this.m_impulse.y += impulse1.y;

            // b2Vec2 P = impulse1;
            var P = impulse1;

            // vA -= mA * P;
            vA.minusEqualsMul( mA, P );
            // wA -= iA * b2Cross(m_rA, P);
            wA -= iA * b2Vec2.cross( this.m_rA, P );

            // vB += mB * P;
            vB.plusEqualsMul( mB, P );
            // wB += iB * b2Cross(m_rB, P);
            wB += iB * b2Vec2.cross( this.m_rB, P );
        }
        else {
            // b2Vec2 Cdot1 = vB + b2Cross(wB, this.m_rB) - vA - b2Cross(wA, this.m_rA);
            var Cdot1 = b2Vec2.subtract(
                b2Vec2.vPlusCrossFV( vB, wB, this.m_rB, b2Vec2.POOL0 ),
                b2Vec2.vPlusCrossFV( vA, wA, this.m_rA, b2Vec2.POOL1 ),
                b2WeldJoint._B2VEC2_POOL0 );
            /*float32*/var Cdot2 = wB - wA;
            // b2Vec3 var Cdot(Cdot1.x, Cdot1.y, Cdot2);

            // b2Vec3 impulse = -b2Mul(m_mass, Cdot);
            var impulse = b2Mat33.multiplyXYZ( this.m_mass, Cdot1.x, Cdot1.y, Cdot2, b2WeldJoint._B2VEC3_POOL0 ).negative();
            this.m_impulse.plus( impulse );

            // b2Vec2 P(impulse.x, impulse.y);
            var P = b2WeldJoint._B2VEC2_POOL2.set( impulse.x, impulse.y );

            // vA -= mA * P;
            vA.minusEqualsMul( mA, P );
            wA -= iA * (b2Vec2.cross( this.m_rA, P ) + impulse.z);

            // vB += mB * P;
            vB.plusEqualsMul( mB, P );
            wB += iB * (b2Vec2.cross( this.m_rB, P ) + impulse.z);
        }

        // data.velocities[this.m_indexA].v = vA;
        data.velocities[this.m_indexA].w = wA;
        // data.velocities[this.m_indexB].v = vB;
        data.velocities[this.m_indexB].w = wB;
    };

    /**
     * @public
     * @override
     * @method  solvePositionConstraints
     * @param   {b2SolverData} data
     * @return  {void}
     */
    // Implement b2Joint.solvePositionConstraints
    p.solvePositionConstraints = function ( data ) {
        /*b2Vec2&*/var cA = data.positions[this.m_indexA].c;
        /*float32*/var aA = data.positions[this.m_indexA].a;
        /*b2Vec2&*/var cB = data.positions[this.m_indexB].c;
        /*float32*/var aB = data.positions[this.m_indexB].a;

        /*b2Rot*/var qA = this.m_qA.setAngle( aA ), qB = this.m_qB.setAngle( aB );

        /*float32*/var mA = this.m_invMassA, mB = this.m_invMassB;
        /*float32*/var iA = this.m_invIA, iB = this.m_invIB;

        // b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
        b2Vec2.subtract( this.m_localAnchorA, this.m_localCenterA, this.m_lalcA );
        var rA = b2Rot.timesV2( qA, this.m_lalcA, this.m_rA );
        // b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
        b2Vec2.subtract( this.m_localAnchorB, this.m_localCenterB, this.m_lalcB );
        var rB = b2Rot.timesV2( qB, this.m_lalcB, this.m_rB );

        /*float32*/var positionError, angularError;

        /*b2Mat33*/var K = this.m_K;
        K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
        K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
        K.ez.x = -rA.y * iA - rB.y * iB;
        K.ex.y = K.ey.x;
        K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
        K.ez.y = rA.x * iA + rB.x * iB;
        K.ex.z = K.ez.x;
        K.ey.z = K.ez.y;
        K.ez.z = iA + iB;

        if ( this.m_frequencyHz > 0 ) {
            // b2Vec2 C1 =  cB + rB - cA - rA;
            var C1 =
                b2Vec2.subtract(
                    b2Vec2.add( cB, rB, b2Vec2.POOL0 ),
                    b2Vec2.add( cA, rA, b2Vec2.POOL1 ),
                    b2WeldJoint._B2VEC2_POOL0 );
            positionError = C1.length();
            angularError = 0;

            // b2Vec2 P = -K.solve22(C1);
            var P = K.solve22( C1.x, C1.y, b2WeldJoint._B2VEC2_POOL1 ).negative();

            // cA -= mA * P;
            cA.minusEqualsMul( mA, P );
            aA -= iA * b2Vec2.cross( rA, P );

            // cB += mB * P;
            cB.plusEqualsMul( mB, P );
            aB += iB * b2Vec2.cross( rB, P );
        }
        else {
            // b2Vec2 C1 =  cB + rB - cA - rA;
            var C1 =
                b2Vec2.subtract(
                    b2Vec2.add( cB, rB, b2Vec2.POOL0 ),
                    b2Vec2.add( cA, rA, b2Vec2.POOL1 ),
                    b2WeldJoint._B2VEC2_POOL0 );
            /*float32*/var C2 = aB - aA - this.m_referenceAngle;

            positionError = C1.length();
            angularError = Math.abs( C2 );

            // b2Vec3 C(C1.x, C1.y, C2);

            // b2Vec3 impulse;
            /*b2Vec3*/var impulse = b2WeldJoint._B2VEC3_POOL0;
            if ( K.ez.z > 0 ) {
                // impulse = -K.solve33(C);
                K.solve33( C1.x, C1.y, C2, impulse ).negative();
            }
            else {
                // b2Vec2 impulse2 = -K.solve22(C1);
                var impulse2 = K.solve22( C1.x, C1.y, b2WeldJoint._B2VEC2_POOL2 ).negative();
                // impulse.set(impulse2.x, impulse2.y, 0.0f);
                impulse.x = impulse2.x;
                impulse.y = impulse2.y;
                impulse.z = 0;
            }

            // b2Vec2 P(impulse.x, impulse.y);
            var P = b2WeldJoint._B2VEC2_POOL1.set( impulse.x, impulse.y );

            // cA -= mA * P;
            cA.minusEqualsMul( mA, P );
            aA -= iA * (b2Vec2.cross( this.m_rA, P ) + impulse.z);

            // cB += mB * P;
            cB.plusEqualsMul( mB, P );
            aB += iB * (b2Vec2.cross( this.m_rB, P ) + impulse.z);
        }

        // data.positions[this.m_indexA].c = cA;
        data.positions[this.m_indexA].a = aA;
        // data.positions[this.m_indexB].c = cB;
        data.positions[this.m_indexB].a = aB;

        return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
    };