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Particle.prototype.setRestrictions = function setRestrictions(transRestrictions, rotRestrictions) { transRestrictions = transRestrictions || ''; rotRestrictions = rotRestrictions || ''; this.restrictions = 0; if (transRestrictions.indexOf('x') > -1) this.restrictions |= 32; if (transRestrictions.indexOf('y') > -1) this.restrictions |= 16; if (transRestrictions.indexOf('z') > -1) this.restrictions |= 8; if (rotRestrictions.indexOf('x') > -1) this.restrictions |= 4; if (rotRestrictions.indexOf('y') > -1) this.restrictions |= 2; if (rotRestrictions.indexOf('z') > -1) this.restrictions |= 1; return this; };
Setter for the particle restriction bitmask. @method @param {String} transRestrictions The restrictions to linear motion. @param {String} rotRestrictions The restrictions to rotational motion. @return {Particle} this
setRestrictions ( transRestrictions , rotRestrictions )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getMass = function getMass() { return this.mass; };
Getter for mass @method @return {Number} mass
getMass ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setMass = function setMass(mass) { this.mass = mass; this.inverseMass = 1 / mass; return this; };
Set the mass of the Particle. @method @param {Number} mass The mass. @return {Particle} this
setMass ( mass )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getInverseMass = function() { return this.inverseMass; };
Getter for inverse mass @method @return {Number} inverse mass
Particle.prototype.getInverseMass ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.updateLocalInertia = function updateLocalInertia() { this.localInertia.set([0,0,0,0,0,0,0,0,0]); this.localInverseInertia.set([0,0,0,0,0,0,0,0,0]); return this; };
Resets the inertia tensor and its inverse to reflect the current shape. @method @return {Particle} this
updateLocalInertia ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.updateInertia = function updateInertia() { var localInvI = this.localInverseInertia; var q = this.orientation; if ((localInvI[0] === localInvI[4] && localInvI[4] === localInvI[8]) || q.w === 1) return this; var R = q.toMatrix(MAT1_REGISTER); Mat33.multiply(R, this.inverseInertia, this.inverseInertia); Mat33.multiply(this.localInverseInertia, R.transpose(), this.inverseInertia); return this; };
Updates the world inverse inertia tensor. @method @return {Particle} this
updateInertia ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getPosition = function getPosition() { return this.position; };
Getter for position @method @return {Vec3} position
getPosition ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setPosition = function setPosition(x, y, z) { this.position.set(x, y, z); return this; };
Setter for position @method @param {Number} x the x coordinate for position @param {Number} y the y coordinate for position @param {Number} z the z coordinate for position @return {Particle} this @return {Particle} this
setPosition ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getVelocity = function getVelocity() { return this.velocity; };
Getter for velocity @method @return {Vec3} velocity
getVelocity ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setVelocity = function setVelocity(x, y, z) { this.velocity.set(x, y, z); Vec3.scale(this.velocity, this.mass, this.momentum); return this; };
Setter for velocity @method @param {Number} x the x coordinate for velocity @param {Number} y the y coordinate for velocity @param {Number} z the z coordinate for velocity @return {Particle} this
setVelocity ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getMomentum = function getMomentum() { return this.momentum; };
Getter for momenutm @method @return {Vec3} momentum
getMomentum ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setMomentum = function setMomentum(x, y, z) { this.momentum.set(x, y, z); Vec3.scale(this.momentum, this.inverseMass, this.velocity); return this; };
Setter for momentum @method @param {Number} x the x coordinate for momentum @param {Number} y the y coordinate for momentum @param {Number} z the z coordinate for momentum @return {Particle} this
setMomentum ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getOrientation = function getOrientation() { return this.orientation; };
Getter for orientation @method @return {Quaternion} orientation
getOrientation ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setOrientation = function setOrientation(w,x,y,z) { this.orientation.set(w,x,y,z).normalize(); this.updateInertia(); return this; };
Setter for orientation @method @param {Number} w The w component. @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Particle} this
setOrientation ( w , x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getAngularVelocity = function getAngularVelocity() { return this.angularVelocity; };
Getter for angular velocity @method @return {Vec3} angularVelocity
getAngularVelocity ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setAngularVelocity = function setAngularVelocity(x,y,z) { this.angularVelocity.set(x,y,z); var I = Mat33.inverse(this.inverseInertia, MAT1_REGISTER); if (I) I.vectorMultiply(this.angularVelocity, this.angularMomentum); else this.angularMomentum.clear(); return this; };
Setter for angular velocity @method @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Particle} this
setAngularVelocity ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getAngularMomentum = function getAngularMomentum() { return this.angularMomentum; };
Getter for angular momentum @method @return {Vec3} angular momentum
getAngularMomentum ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setAngularMomentum = function setAngularMomentum(x,y,z) { this.angularMomentum.set(x,y,z); this.inverseInertia.vectorMultiply(this.angularMomentum, this.angularVelocity); return this; };
Setter for angular momentum @method @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Particle} this
setAngularMomentum ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getForce = function getForce() { return this.force; };
Getter for the force on the Particle @method @return {Vec3} force
getForce ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setForce = function setForce(x, y, z) { this.force.set(x, y, z); return this; };
Setter for the force on the Particle @method @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Particle} this
setForce ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.getTorque = function getTorque() { return this.torque; };
Getter for torque. @method @return {Vec3} torque
getTorque ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.setTorque = function setTorque(x, y, z) { this.torque.set(x, y, z); return this; };
Setter for torque. @method @param {Number} x The x component. @param {Number} y The y component. @param {Number} z The z component. @return {Particle} this
setTorque ( x , y , z )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.applyForce = function applyForce(force) { this.force.add(force); return this; };
Extends Particle.applyForce with an optional argument to apply the force at an off-centered location, resulting in a torque. @method @param {Vec3} force Force to apply. @return {Particle} this
applyForce ( force )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.applyTorque = function applyTorque(torque) { this.torque.add(torque); return this; };
Applied a torque force to a Particle, inducing a rotation. @method @param {Vec3} torque Torque to apply. @return {Particle} this
applyTorque ( torque )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.applyImpulse = function applyImpulse(impulse) { this.momentum.add(impulse); Vec3.scale(this.momentum, this.inverseMass, this.velocity); return this; };
Applies an impulse to momentum and updates velocity. @method @param {Vec3} impulse Impulse to apply. @return {Particle} this
applyImpulse ( impulse )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.applyAngularImpulse = function applyAngularImpulse(angularImpulse) { this.angularMomentum.add(angularImpulse); this.inverseInertia.vectorMultiply(this.angularMomentum, this.angularVelocity); return this; };
Applies an angular impulse to angular momentum and updates angular velocity. @method @param {Vec3} angularImpulse Angular impulse to apply. @return {Particle} this
applyAngularImpulse ( angularImpulse )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.support = function support() { return ZERO_VECTOR; };
Used in collision detection. The support function should accept a Vec3 direction and return the point on the body's shape furthest in that direction. For point particles, this returns the zero vector. @method @return {Vec3} The zero vector.
support ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
Particle.prototype.updateShape = function updateShape() {};
Update the body's shape to reflect current orientation. Called in Collision. Noop for point particles. @method @return {undefined} undefined
updateShape ( )
javascript
Famous/engine
physics/bodies/Particle.js
https://github.com/Famous/engine/blob/master/physics/bodies/Particle.js
MIT
function ConvexBody(options) { Particle.call(this, options); var originalSize = hull.polyhedralProperties.size; var size = options.size || originalSize; var scaleX = size[0] / originalSize[0]; var scaleY = size[1] / originalSize[1]; var scaleZ = size[2] / originalSize[2]; this._scale = [scaleX, scaleY, scaleZ]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); this.hull = hull; this.vertices = []; for (var i = 0, len = hull.vertices.length; i < len; i++) { this.vertices.push(T.vectorMultiply(hull.vertices[i], new Vec3())); } _computeInertiaProperties.call(this, T); this.inverseInertia.copy(this.localInverseInertia); this.updateInertia(); var w = options.angularVelocity; if (w) this.setAngularVelocity(w.x, w.y, w.z); }
The body class with inertia and vertices inferred from the input ConvexHull or Vec3 array. @class ConvexBody @param {Object} options The options hash.
ConvexBody ( options )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
ConvexBody.prototype.setSize = function setSize(x,y,z) { var originalSize = hull.polyhedralProperties.size; this.size[0] = x; this.size[1] = y; this.size[2] = z; var scaleX = x / originalSize[0]; var scaleY = y / originalSize[1]; var scaleZ = z / originalSize[2]; this._scale = [scaleX, scaleY, scaleZ]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); var vertices = this.vertices; for (var i = 0, len = hull.vertices.length; i < len; i++) { T.vectorMultiply(hull.vertices[i], vertices[i]); } return this; };
Set the size and recalculate @method @chainable @param {Number} x The x span. @param {Number} y The y span. @param {Number} z The z span. @return {ConvexBody} this
setSize ( x , y , z )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
ConvexBody.prototype.updateLocalInertia = function updateInertia() { var scaleX = this._scale[0]; var scaleY = this._scale[1]; var scaleZ = this._scale[2]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); _computeInertiaProperties.call(this, T); return this; };
Update the local inertia and inverse inertia to reflect the current size. @method @return {ConvexBody} this
updateInertia ( )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
ConvexBody.prototype.support = function support(direction) { var vertices = this.vertices; var vertex, dot, furthest; var max = -Infinity; for (var i = 0, len = vertices.length; i < len; i++) { vertex = vertices[i]; dot = Vec3.dot(vertex,direction); if (dot > max) { furthest = vertex; max = dot; } } return furthest; };
Retrieve the vertex furthest in a direction. Used internally for collision detection. @method @param {Vec3} direction The direction in which to search. @return {Vec3} The furthest vertex.
support ( direction )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
ConvexBody.prototype.updateShape = function updateShape() { var vertices = this.vertices; var q = this.orientation; var modelVertices = this.hull.vertices; var scaleX = this._scale[0]; var scaleY = this._scale[1]; var scaleZ = this._scale[2]; var t = TEMP_REGISTER; for (var i = 0, len = vertices.length; i < len; i++) { t.copy(modelVertices[i]); t.x *= scaleX; t.y *= scaleY; t.z *= scaleZ; Vec3.applyRotation(t, q, vertices[i]); } return this; };
Update vertices to reflect current orientation. @method @return {ConvexBody} this
updateShape ( )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
function convexBodyFactory(hull) { if (!(hull instanceof ConvexHull)) { if (!(hull instanceof Array)) throw new Error('convexBodyFactory requires a ConvexHull object or an array of Vec3\'s as input.'); else hull = new ConvexHull(hull); } /** * The body class with inertia and vertices inferred from the input ConvexHull or Vec3 array. * * @class ConvexBody * @param {Object} options The options hash. */ function ConvexBody(options) { Particle.call(this, options); var originalSize = hull.polyhedralProperties.size; var size = options.size || originalSize; var scaleX = size[0] / originalSize[0]; var scaleY = size[1] / originalSize[1]; var scaleZ = size[2] / originalSize[2]; this._scale = [scaleX, scaleY, scaleZ]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); this.hull = hull; this.vertices = []; for (var i = 0, len = hull.vertices.length; i < len; i++) { this.vertices.push(T.vectorMultiply(hull.vertices[i], new Vec3())); } _computeInertiaProperties.call(this, T); this.inverseInertia.copy(this.localInverseInertia); this.updateInertia(); var w = options.angularVelocity; if (w) this.setAngularVelocity(w.x, w.y, w.z); } ConvexBody.prototype = Object.create(Particle.prototype); ConvexBody.prototype.constructor = ConvexBody; /** * Set the size and recalculate * * @method * @chainable * @param {Number} x The x span. * @param {Number} y The y span. * @param {Number} z The z span. * @return {ConvexBody} this */ ConvexBody.prototype.setSize = function setSize(x,y,z) { var originalSize = hull.polyhedralProperties.size; this.size[0] = x; this.size[1] = y; this.size[2] = z; var scaleX = x / originalSize[0]; var scaleY = y / originalSize[1]; var scaleZ = z / originalSize[2]; this._scale = [scaleX, scaleY, scaleZ]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); var vertices = this.vertices; for (var i = 0, len = hull.vertices.length; i < len; i++) { T.vectorMultiply(hull.vertices[i], vertices[i]); } return this; }; /** * Update the local inertia and inverse inertia to reflect the current size. * * @method * @return {ConvexBody} this */ ConvexBody.prototype.updateLocalInertia = function updateInertia() { var scaleX = this._scale[0]; var scaleY = this._scale[1]; var scaleZ = this._scale[2]; var T = new Mat33([scaleX, 0, 0, 0, scaleY, 0, 0, 0, scaleZ]); _computeInertiaProperties.call(this, T); return this; }; /** * Retrieve the vertex furthest in a direction. Used internally for collision detection. * * @method * @param {Vec3} direction The direction in which to search. * @return {Vec3} The furthest vertex. */ ConvexBody.prototype.support = function support(direction) { var vertices = this.vertices; var vertex, dot, furthest; var max = -Infinity; for (var i = 0, len = vertices.length; i < len; i++) { vertex = vertices[i]; dot = Vec3.dot(vertex,direction); if (dot > max) { furthest = vertex; max = dot; } } return furthest; }; /** * Update vertices to reflect current orientation. * * @method * @return {ConvexBody} this */ ConvexBody.prototype.updateShape = function updateShape() { var vertices = this.vertices; var q = this.orientation; var modelVertices = this.hull.vertices; var scaleX = this._scale[0]; var scaleY = this._scale[1]; var scaleZ = this._scale[2]; var t = TEMP_REGISTER; for (var i = 0, len = vertices.length; i < len; i++) { t.copy(modelVertices[i]); t.x *= scaleX; t.y *= scaleY; t.z *= scaleZ; Vec3.applyRotation(t, q, vertices[i]); } return this; }; return ConvexBody; }
Returns a constructor for a physical body reflecting the shape defined by input ConvexHull or Vec3 array. @method @param {ConvexHull | Vec3[]} hull ConvexHull instance or Vec3 array. @return {Function} The constructor for the custom convex body type.
convexBodyFactory ( hull )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
function _computeInertiaProperties(T) { var polyhedralProperties = this.hull.polyhedralProperties; var T_values = T.get(); var detT = T_values[0] * T_values[4] * T_values[8]; var E_o = polyhedralProperties.eulerTensor; var E = new Mat33(); Mat33.multiply(T, E_o, E); Mat33.multiply(E, T, E); var E_values = E.get(); var Exx = E_values[0]; var Eyy = E_values[4]; var Ezz = E_values[8]; var Exy = E_values[1]; var Eyz = E_values[7]; var Exz = E_values[2]; var newVolume = polyhedralProperties.volume * detT; var mass = this.mass; var density = mass / newVolume; var Ixx = Eyy + Ezz; var Iyy = Exx + Ezz; var Izz = Exx + Eyy; var Ixy = -Exy; var Iyz = -Eyz; var Ixz = -Exz; var centroid = polyhedralProperties.centroid; Ixx -= newVolume * (centroid.y * centroid.y + centroid.z * centroid.z); Iyy -= newVolume * (centroid.z * centroid.z + centroid.x * centroid.x); Izz -= newVolume * (centroid.x * centroid.x + centroid.y * centroid.y); Ixy += newVolume * centroid.x * centroid.y; Iyz += newVolume * centroid.y * centroid.z; Ixz += newVolume * centroid.z * centroid.x; Ixx *= density * detT; Iyy *= density * detT; Izz *= density * detT; Ixy *= density * detT; Iyz *= density * detT; Ixz *= density * detT; var inertia = [ Ixx, Ixy, Ixz, Ixy, Iyy, Iyz, Ixz, Iyz, Izz ]; this.localInertia.set(inertia); Mat33.inverse(this.localInertia, this.localInverseInertia); }
Determines mass and inertia tensor based off the density, size, and facet information of the polyhedron. @method @private @param {Mat33} T The matrix transforming the intial set of vertices to a set reflecting the body size. @return {undefined} undefined
_computeInertiaProperties ( T )
javascript
Famous/engine
physics/bodies/convexBodyFactory.js
https://github.com/Famous/engine/blob/master/physics/bodies/convexBodyFactory.js
MIT
function Box(options) { _Box.call(this, options); this.normals = [ // Order: top, right, front new Vec3(0, 1, 0), new Vec3(1, 0, 0), new Vec3(0, 0, 1) ]; this.type = 1 << 1; }
@class Box @extends Particle @param {Object} options Initial state of the body.
Box ( options )
javascript
Famous/engine
physics/bodies/Box.js
https://github.com/Famous/engine/blob/master/physics/bodies/Box.js
MIT
function Curve(targets, options) { if (targets) { if (targets instanceof Array) this.targets = targets; else this.targets = [targets]; } else this.targets = []; Constraint.call(this, options); this.impulses = {}; this.normals = {}; this.velocityBiases = {}; this.divisors = {}; }
A constraint that keeps a physics body on a given implicit curve. @class Curve @extends Constraint @param {Particle[]} targets The bodies to track. @param {Object} options The options hash.
Curve ( targets , options )
javascript
Famous/engine
physics/constraints/Curve.js
https://github.com/Famous/engine/blob/master/physics/constraints/Curve.js
MIT
Curve.prototype.init = function() { this.equation1 = this.equation1 || function() { return 0; }; this.equation2 = this.equation2 || function(x, y, z) { return z; }; this.period = this.period || 1; this.dampingRatio = this.dampingRatio || 0.5; this.stiffness = 4 * PI * PI / (this.period * this.period); this.damping = 4 * PI * this.dampingRatio / this.period; };
Initialize the Curve. Sets defaults if a property was not already set. @method @return {undefined} undefined
Curve.prototype.init ( )
javascript
Famous/engine
physics/constraints/Curve.js
https://github.com/Famous/engine/blob/master/physics/constraints/Curve.js
MIT
Curve.prototype.update = function update(time, dt) { var targets = this.targets; var normals = this.normals; var velocityBiases = this.velocityBiases; var divisors = this.divisors; var impulses = this.impulses; var impulse = IMPULSE_REGISTER; var n = NORMAL_REGISTER; var f = this.equation1; var g = this.equation2; var _c = this.damping; var _k = this.stiffness; for (var i = 0, len = targets.length; i < len; i++) { var body = targets[i]; var ID = body._ID; if (body.immune) continue; var p = body.position; var m = body.mass; var gamma; var beta; if (this.period === 0) { gamma = 0; beta = 1; } else { var c = _c * m; var k = _k * m; gamma = 1 / (dt*(c + dt*k)); beta = dt*k / (c + dt*k); } var x = p.x; var y = p.y; var z = p.z; var f0 = f(x, y, z); var dfx = (f(x + EPSILSON, y, z) - f0) / EPSILSON; var dfy = (f(x, y + EPSILSON, z) - f0) / EPSILSON; var dfz = (f(x, y, z + EPSILSON) - f0) / EPSILSON; var g0 = g(x, y, z); var dgx = (g(x + EPSILSON, y, z) - g0) / EPSILSON; var dgy = (g(x, y + EPSILSON, z) - g0) / EPSILSON; var dgz = (g(x, y, z + EPSILSON) - g0) / EPSILSON; n.set(dfx + dgx, dfy + dgy, dfz + dgz); n.normalize(); var baumgarte = beta * (f0 + g0) / dt; var divisor = gamma + 1 / m; var lambda = impulses[ID] || 0; Vec3.scale(n, lambda, impulse); body.applyImpulse(impulse); normals[ID] = normals[ID] || new Vec3(); normals[ID].copy(n); velocityBiases[ID] = baumgarte; divisors[ID] = divisor; impulses[ID] = 0; } };
Warmstart the constraint and prepare calculations used in the .resolve step. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
update ( time , dt )
javascript
Famous/engine
physics/constraints/Curve.js
https://github.com/Famous/engine/blob/master/physics/constraints/Curve.js
MIT
Curve.prototype.resolve = function resolve() { var targets = this.targets; var normals = this.normals; var velocityBiases = this.velocityBiases; var divisors = this.divisors; var impulses = this.impulses; var impulse = IMPULSE_REGISTER; for (var i = 0, len = targets.length; i < len; i++) { var body = targets[i]; var ID = body._ID; if (body.immune) continue; var v = body.velocity; var n = normals[ID]; var lambda = -(Vec3.dot(n, v) + velocityBiases[ID]) / divisors[ID]; Vec3.scale(n, lambda, impulse); body.applyImpulse(impulse); impulses[ID] += lambda; } };
Adds a curve impulse to a physics body. @method @return {undefined} undefined
resolve ( )
javascript
Famous/engine
physics/constraints/Curve.js
https://github.com/Famous/engine/blob/master/physics/constraints/Curve.js
MIT
function clamp(value, lower, upper) { return value < lower ? lower : value > upper ? upper : value; }
Helper function to clamp a value to a given range. @method @private @param {Number} value The value to clamp. @param {Number} lower The lower end. @param {Number} upper The upper end. @return {Number} The clamped value.
clamp ( value , lower , upper )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function CollisionData(penetration, normal, worldContactA, worldContactB, localContactA, localContactB) { this.penetration = penetration; this.normal = normal; this.worldContactA = worldContactA; this.worldContactB = worldContactB; this.localContactA = localContactA; this.localContactB = localContactB; }
Object maintaining various figures of a collision. Registered in ObjectManager. @class CollisionData @param {Number} penetration The degree of penetration. @param {Vec3} normal The normal for the collision. @param {Vec3} worldContactA The contact for A in world coordinates. @param {Vec3} worldContactB The contact for B in world coordinates. @param {Vec3} localContactA The contact for A in local coordinates. @param {Vec3} localContactB The contact for B in local coordinates.
CollisionData ( penetration , normal , worldContactA , worldContactB , localContactA , localContactB )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
CollisionData.prototype.reset = function reset(penetration, normal, worldContactA, worldContactB, localContactA, localContactB) { this.penetration = penetration; this.normal = normal; this.worldContactA = worldContactA; this.worldContactB = worldContactB; this.localContactA = localContactA; this.localContactB = localContactB; return this; };
Used by ObjectManager to reset the object with different data. @method @param {Number} penetration The degree of penetration. @param {Vec3} normal The normal for the collision. @param {Vec3} worldContactA The contact for A in world coordinates. @param {Vec3} worldContactB The contact for B in world coordinates. @param {Vec3} localContactA The contact for A in local coordinates. @param {Vec3} localContactB The contact for B in local coordinates. @return {CollisionData} this
reset ( penetration , normal , worldContactA , worldContactB , localContactA , localContactB )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function Collision(targets, options) { this.targets = []; if (targets) this.targets = this.targets.concat(targets); Constraint.call(this, options); }
Ridid body Elastic Collision @class Collision @extends Constraint @param {Particle[]} targets The bodies to track. @param {Object} options The options hash.
Collision ( targets , options )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.init = function() { if (this.broadPhase) { var BroadPhase = this.broadphase; if (BroadPhase instanceof Function) this.broadPhase = new BroadPhase(this.targets); } else this.broadPhase = new SweepAndPrune(this.targets); this.contactManifoldTable = this.contactManifoldTable || new ContactManifoldTable(); };
Initialize the Collision tracker. Sets defaults if a property was not already set. @method @return {undefined} undefined
Collision.prototype.init ( )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.update = function update(time, dt) { this.contactManifoldTable.update(dt); if (this.targets.length === 0) return; var i, len; for (i = 0, len = this.targets.length; i < len; i++) { this.targets[i].updateShape(); } var potentialCollisions = this.broadPhase.update(); var pair; for (i = 0, len = potentialCollisions.length; i < len; i++) { pair = potentialCollisions[i]; if (pair) this.applyNarrowPhase(pair); } this.contactManifoldTable.prepContacts(dt); };
Collison detection. Updates the existing contact manifolds, runs the broadphase, and performs narrowphase collision detection. Warm starts the contacts based on the results of the previous physics frame and prepares necesssary calculations for the resolution. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
update ( time , dt )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.resolve = function resolve(time, dt) { this.contactManifoldTable.resolveManifolds(dt); };
Apply impulses to resolve all Contact constraints. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
resolve ( time , dt )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.addTarget = function addTarget(target) { this.targets.push(target); this.broadPhase.add(target); };
Add a target or targets to the collision system. @method @param {Particle} target The body to begin tracking. @return {undefined} undefined
addTarget ( target )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.removeTarget = function removeTarget(target) { var index = this.targets.indexOf(target); if (index < 0) return; this.targets.splice(index, 1); this.broadPhase.remove(target); };
Remove a target or targets from the collision system. @method @param {Particle} target The body to remove. @return {undefined} undefined
removeTarget ( target )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
Collision.prototype.applyNarrowPhase = function applyNarrowPhase(targets) { for (var i = 0, len = targets.length; i < len; i++) { for (var j = i + 1; j < len; j++) { var a = targets[i]; var b = targets[j]; if ((a.collisionMask & b.collisionGroup && a.collisionGroup & b.collisionMask) === 0) continue; var collisionType = a.type | b.type; if (dispatch[collisionType]) dispatch[collisionType](this, a, b); } } };
Narrowphase collision detection, registers the Contact constraints for colliding bodies. Will detect the type of bodies in the collision. @method @param {Particle[]} targets The targets. @return {undefined} undefined
applyNarrowPhase ( targets )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function sphereIntersectSphere(context, sphere1, sphere2) { var p1 = sphere1.position; var p2 = sphere2.position; var relativePosition = Vec3.subtract(p2, p1, new Vec3()); var distance = relativePosition.length(); var sumRadii = sphere1.radius + sphere2.radius; var n = relativePosition.scale(1/distance); var overlap = sumRadii - distance; // Distance check if (overlap < 0) return; var rSphere1 = Vec3.scale(n, sphere1.radius, new Vec3()); var rSphere2 = Vec3.scale(n, -sphere2.radius, new Vec3()); var wSphere1 = Vec3.add(p1, rSphere1, new Vec3()); var wSphere2 = Vec3.add(p2, rSphere2, new Vec3()); var collisionData = oMRequestCollisionData().reset(overlap, n, wSphere1, wSphere2, rSphere1, rSphere2); context.contactManifoldTable.registerContact(sphere1, sphere2, collisionData); }
Detects sphere-sphere collisions and registers the Contact. @private @method @param {Object} context The Collision instance. @param {Sphere} sphere1 One sphere collider. @param {Sphere} sphere2 The other sphere collider. @return {undefined} undefined
sphereIntersectSphere ( context , sphere1 , sphere2 )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function boxIntersectSphere(context, box, sphere) { if (box.type === SPHERE) { var temp = sphere; sphere = box; box = temp; } var pb = box.position; var ps = sphere.position; var relativePosition = Vec3.subtract(ps, pb, VEC_REGISTER); var q = box.orientation; var r = sphere.radius; var bsize = box.size; var halfWidth = bsize[0]*0.5; var halfHeight = bsize[1]*0.5; var halfDepth = bsize[2]*0.5; // x, y, z var bnormals = box.normals; var n1 = q.rotateVector(bnormals[1], new Vec3()); var n2 = q.rotateVector(bnormals[0], new Vec3()); var n3 = q.rotateVector(bnormals[2], new Vec3()); // Find the point on the cube closest to the center of the sphere var closestPoint = new Vec3(); closestPoint.x = clamp(Vec3.dot(relativePosition,n1), -halfWidth, halfWidth); closestPoint.y = clamp(Vec3.dot(relativePosition,n2), -halfHeight, halfHeight); closestPoint.z = clamp(Vec3.dot(relativePosition,n3), -halfDepth, halfDepth); // The vector found is relative to the center of the unrotated box -- rotate it // to find the point w.r.t. to current orientation closestPoint.applyRotation(q); // The impact point in world space var impactPoint = Vec3.add(pb, closestPoint, new Vec3()); var sphereToImpact = Vec3.subtract(impactPoint, ps, impactPoint); var distanceToSphere = sphereToImpact.length(); // If impact point is not closer to the sphere's center than its radius -> no collision var overlap = r - distanceToSphere; if (overlap < 0) return; var n = Vec3.scale(sphereToImpact, -1 / distanceToSphere, new Vec3()); var rBox = closestPoint; var rSphere = sphereToImpact; var wBox = Vec3.add(pb, rBox, new Vec3()); var wSphere = Vec3.add(ps, rSphere, new Vec3()); var collisionData = oMRequestCollisionData().reset(overlap, n, wBox, wSphere, rBox, rSphere); context.contactManifoldTable.registerContact(box, sphere, collisionData); }
Detects box-sphere collisions and registers the Contact. @param {Object} context The Collision instance. @param {Box} box The box collider. @param {Sphere} sphere The sphere collider. @return {undefined} undefined
boxIntersectSphere ( context , box , sphere )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function convexIntersectConvex(context, convex1, convex2) { var glkSimplex = gjk(convex1, convex2); // No simplex -> no collision if (!glkSimplex) return; var collisionData = epa(convex1, convex2, glkSimplex); if (collisionData !== null) context.contactManifoldTable.registerContact(convex1, convex2, collisionData); }
Detects convex-convex collisions and registers the Contact. Uses GJK to determine overlap and then EPA to determine the actual collision data. @param {Object} context The Collision instance. @param {Particle} convex1 One convex body collider. @param {Particle} convex2 The other convex body collider. @return {undefined} undefined
convexIntersectConvex ( context , convex1 , convex2 )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function convexIntersectWall(context, convex, wall) { if (convex.type === WALL) { var temp = wall; wall = convex; convex = temp; } var convexPos = convex.position; var wallPos = wall.position; var n = wall.normal; var invN = wall.invNormal; var rConvex = convex.support(invN); var wConvex = Vec3.add(convexPos, rConvex, new Vec3()); var diff = Vec3.subtract(wConvex, wallPos, VEC_REGISTER); var penetration = Vec3.dot(diff, invN); if (penetration < 0) return; var wWall = Vec3.scale(n, penetration, new Vec3()).add(wConvex); var rWall = Vec3.subtract(wWall, wall.position, new Vec3()); var collisionData = oMRequestCollisionData().reset(penetration, invN, wConvex, wWall, rConvex, rWall); context.contactManifoldTable.registerContact(convex, wall, collisionData); }
Detects convex-wall collisions and registers the Contact. @param {Object} context The Collision instance. @param {Particle} convex The convex body collider. @param {Wall} wall The wall collider. @return {undefined} undefined
convexIntersectWall ( context , convex , wall )
javascript
Famous/engine
physics/constraints/Collision.js
https://github.com/Famous/engine/blob/master/physics/constraints/Collision.js
MIT
function BallAndSocket(a, b, options) { this.a = a; this.b = b; Constraint.call(this, options); this.impulse = new Vec3(); this.angImpulseA = new Vec3(); this.angImpulseB = new Vec3(); this.error = new Vec3(); this.effMassMatrix = new Mat33(); }
A constraint that maintains positions and orientations with respect to a specific anchor point. @class BallAndSocket @extends Constraint @param {Particle} a One of the bodies. @param {Particle} b The other body. @param {Options} options An object of configurable options.
BallAndSocket ( a , b , options )
javascript
Famous/engine
physics/constraints/BallAndSocket.js
https://github.com/Famous/engine/blob/master/physics/constraints/BallAndSocket.js
MIT
BallAndSocket.prototype.init = function() { var w = this.anchor; var a = this.a; var b = this.b; var q1t = Quaternion.conjugate(a.orientation, new Quaternion()); var q2t = Quaternion.conjugate(b.orientation, new Quaternion()); this.rA = Vec3.subtract(w, a.position, new Vec3()); this.rB = Vec3.subtract(w, b.position, new Vec3()); this.bodyRA = q1t.rotateVector(this.rA, new Vec3()); this.bodyRB = q2t.rotateVector(this.rB, new Vec3()); };
Initialize the BallAndSocket. Sets defaults if a property was not already set. @method @return {undefined} undefined
BallAndSocket.prototype.init ( )
javascript
Famous/engine
physics/constraints/BallAndSocket.js
https://github.com/Famous/engine/blob/master/physics/constraints/BallAndSocket.js
MIT
BallAndSocket.prototype.update = function(time, dt) { var a = this.a; var b = this.b; var rA = a.orientation.rotateVector(this.bodyRA, this.rA); var rB = b.orientation.rotateVector(this.bodyRB, this.rB); var xRA = new Mat33([0,rA.z,-rA.y,-rA.z,0,rA.x,rA.y,-rA.x,0]); var xRB = new Mat33([0,rB.z,-rB.y,-rB.z,0,rB.x,rB.y,-rB.x,0]); var RIaRt = Mat33.multiply(xRA, a.inverseInertia, new Mat33()).multiply(xRA.transpose()); var RIbRt = Mat33.multiply(xRB, b.inverseInertia, new Mat33()).multiply(xRB.transpose()); var invEffInertia = Mat33.add(RIaRt, RIbRt, RIaRt); var worldA = Vec3.add(a.position, this.rA, this.anchor); var worldB = Vec3.add(b.position, this.rB, VEC2_REGISTER); Vec3.subtract(worldB, worldA, this.error); this.error.scale(0.2/dt); var imA = a.inverseMass; var imB = b.inverseMass; var invEffMass = new Mat33([imA + imB,0,0,0,imA + imB,0,0,0,imA + imB]); Mat33.add(invEffInertia, invEffMass, this.effMassMatrix); this.effMassMatrix.inverse(); var impulse = this.impulse; var angImpulseA = this.angImpulseA; var angImpulseB = this.angImpulseB; b.applyImpulse(impulse); b.applyAngularImpulse(angImpulseB); impulse.invert(); a.applyImpulse(impulse); a.applyAngularImpulse(angImpulseA); impulse.clear(); angImpulseA.clear(); angImpulseB.clear(); };
Detect violations of the constraint. Warm start the constraint, if possible. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
BallAndSocket.prototype.update ( time , dt )
javascript
Famous/engine
physics/constraints/BallAndSocket.js
https://github.com/Famous/engine/blob/master/physics/constraints/BallAndSocket.js
MIT
BallAndSocket.prototype.resolve = function resolve() { var a = this.a; var b = this.b; var rA = this.rA; var rB = this.rB; var v1 = Vec3.add(a.velocity, Vec3.cross(a.angularVelocity, rA, WxR_REGISTER), VB1_REGISTER); var v2 = Vec3.add(b.velocity, Vec3.cross(b.angularVelocity, rB, WxR_REGISTER), VB2_REGISTER); var impulse = v1.subtract(v2).subtract(this.error).applyMatrix(this.effMassMatrix); var angImpulseB = Vec3.cross(rB, impulse, VEC1_REGISTER); var angImpulseA = Vec3.cross(rA, impulse, VEC2_REGISTER).invert(); b.applyImpulse(impulse); b.applyAngularImpulse(angImpulseB); impulse.invert(); a.applyImpulse(impulse); a.applyAngularImpulse(angImpulseA); impulse.invert(); this.impulse.add(impulse); this.angImpulseA.add(angImpulseA); this.angImpulseB.add(angImpulseB); };
Apply impulses to resolve the constraint. @method @return {undefined} undefined
resolve ( )
javascript
Famous/engine
physics/constraints/BallAndSocket.js
https://github.com/Famous/engine/blob/master/physics/constraints/BallAndSocket.js
MIT
function Direction(a, b, options) { this.a = a; this.b = b; Constraint.call(this, options); this.impulse = 0; this.distance = 0; this.normal = new Vec3(); this.velocityBias = 0; this.divisor = 0; }
A constraint that maintains the direction of one body from another. @class Direction @extends Constraint @param {Particle} a One of the bodies. @param {Particle} b The other body. @param {Object} options An object of configurable options.
Direction ( a , b , options )
javascript
Famous/engine
physics/constraints/Direction.js
https://github.com/Famous/engine/blob/master/physics/constraints/Direction.js
MIT
Direction.prototype.init = function() { this.direction = this.direction || Vec3.subtract(this.b.position, this.a.position, new Vec3()); this.direction.normalize(); this.minLength = this.minLength || 0; this.period = this.period || 0.2; this.dampingRatio = this.dampingRatio || 0.5; this.stiffness = 4 * PI * PI / (this.period * this.period); this.damping = 4 * PI * this.dampingRatio / this.period; };
Initialize the Direction. Sets defaults if a property was not already set. @method @return {undefined} undefined
Direction.prototype.init ( )
javascript
Famous/engine
physics/constraints/Direction.js
https://github.com/Famous/engine/blob/master/physics/constraints/Direction.js
MIT
Direction.prototype.update = function update(time, dt) { var a = this.a; var b = this.b; var n = NORMAL_REGISTER; var diffP = P_REGISTER; var impulse = IMPULSE_REGISTER; var directionVector = DIRECTION_REGISTER; var p1 = a.position; var w1 = a.inverseMass; var p2 = b.position; var w2 = b.inverseMass; var direction = this.direction; Vec3.subtract(p2, p1, diffP); Vec3.scale(direction, Vec3.dot(direction, diffP), directionVector); var goal = directionVector.add(p1); Vec3.subtract(p2, goal, n); var dist = n.length(); n.normalize(); var invEffectiveMass = w1 + w2; var effectiveMass = 1 / invEffectiveMass; var gamma; var beta; if (this.period === 0) { gamma = 0; beta = 1; } else { var c = this.damping * effectiveMass; var k = this.stiffness * effectiveMass; gamma = 1 / (dt*(c + dt*k)); beta = dt*k / (c + dt*k); } var baumgarte = beta * dist / dt; var divisor = gamma + invEffectiveMass; var lambda = this.impulse; Vec3.scale(n, lambda, impulse); b.applyImpulse(impulse); a.applyImpulse(impulse.invert()); this.normal.copy(n); this.distance = dist; this.velocityBias = baumgarte; this.divisor = divisor; this.impulse = 0; };
Warmstart the constraint and prepare calculations used in .resolve. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
update ( time , dt )
javascript
Famous/engine
physics/constraints/Direction.js
https://github.com/Famous/engine/blob/master/physics/constraints/Direction.js
MIT
Direction.prototype.resolve = function update() { var a = this.a; var b = this.b; var impulse = IMPULSE_REGISTER; var diffV = V_REGISTER; var minLength = this.minLength; var dist = this.distance; if (Math.abs(dist) < minLength) return; var v1 = a.velocity; var v2 = b.velocity; var n = this.normal; Vec3.subtract(v2, v1, diffV); var lambda = -(Vec3.dot(n, diffV) + this.velocityBias) / this.divisor; Vec3.scale(n, lambda, impulse); b.applyImpulse(impulse); a.applyImpulse(impulse.invert()); this.impulse += lambda; };
Adds an impulse to a physics body's velocity due to the constraint @method @return {undefined} undefined
update ( )
javascript
Famous/engine
physics/constraints/Direction.js
https://github.com/Famous/engine/blob/master/physics/constraints/Direction.js
MIT
function Constraint(options) { options = options || {}; this.setOptions(options); this._ID = _ID++; }
Base Constraint class to be used in the Physics Subclass this class to implement a constraint @virtual @class Constraint @param {Object} options The options hash.
Constraint ( options )
javascript
Famous/engine
physics/constraints/Constraint.js
https://github.com/Famous/engine/blob/master/physics/constraints/Constraint.js
MIT
Constraint.prototype.setOptions = function setOptions(options) { for (var key in options) this[key] = options[key]; this.init(options); };
Decorates the Constraint with the options object. @method @param {Object} options The options hash. @return {undefined} undefined
setOptions ( options )
javascript
Famous/engine
physics/constraints/Constraint.js
https://github.com/Famous/engine/blob/master/physics/constraints/Constraint.js
MIT
Constraint.prototype.init = function init(options) {};
Method invoked upon instantiation and the setting of options. @method @param {Object} options The options hash. @return {undefined} undefined
init ( options )
javascript
Famous/engine
physics/constraints/Constraint.js
https://github.com/Famous/engine/blob/master/physics/constraints/Constraint.js
MIT
Constraint.prototype.resolve = function resolve(time, dt) {};
Apply impulses to resolve the constraint. @method @param {Number} time The current time in the physics engine. @param {Number} dt The physics engine frame delta. @return {undefined} undefined
resolve ( time , dt )
javascript
Famous/engine
physics/constraints/Constraint.js
https://github.com/Famous/engine/blob/master/physics/constraints/Constraint.js
MIT
function Angle(a, b, options) { this.a = a; this.b = b; Constraint.call(this, options); this.effectiveInertia = new Mat33(); this.angularImpulse = new Vec3(); this.error = 0; }
A constraint that keeps a physics body a given direction away from a given anchor, or another attached body. @class Angle @extends Constraint @param {Particle} a One of the bodies. @param {Particle} b The other body. @param {Object} options An object of configurable options.
Angle ( a , b , options )
javascript
Famous/engine
physics/constraints/Angle.js
https://github.com/Famous/engine/blob/master/physics/constraints/Angle.js
MIT
Angle.prototype.init = function() { this.cosAngle = this.cosAngle || this.a.orientation.dot(this.b.orientation); };
Initialize the Angle. Sets defaults if a property was not already set. @method @param {Object} options The options hash. @return {undefined} undefined
Angle.prototype.init ( )
javascript
Famous/engine
physics/constraints/Angle.js
https://github.com/Famous/engine/blob/master/physics/constraints/Angle.js
MIT
Angle.prototype.update = function update() { var a = this.a; var b = this.b; var q1 = a.orientation; var q2 = b.orientation; var cosTheta = q1.dot(q2); var diff = 2*(cosTheta - this.cosAngle); this.error = diff; var angularImpulse = this.angularImpulse; b.applyAngularImpulse(angularImpulse); a.applyAngularImpulse(angularImpulse.invert()); Mat33.add(a.inverseInertia, b.inverseInertia, this.effectiveInertia); this.effectiveInertia.inverse(); angularImpulse.clear(); };
Warmstart the constraint and prepare calculations used in .resolve. @method @return {undefined} undefined
update ( )
javascript
Famous/engine
physics/constraints/Angle.js
https://github.com/Famous/engine/blob/master/physics/constraints/Angle.js
MIT
Angle.prototype.resolve = function update() { var a = this.a; var b = this.b; var diffW = DELTA_REGISTER; var w1 = a.angularVelocity; var w2 = b.angularVelocity; Vec3.subtract(w1, w2, diffW); diffW.scale(1 + this.error); var angularImpulse = diffW.applyMatrix(this.effectiveInertia); b.applyAngularImpulse(angularImpulse); a.applyAngularImpulse(angularImpulse.invert()); angularImpulse.invert(); this.angularImpulse.add(angularImpulse); };
Adds an angular impulse to a physics body's angular velocity. @method @return {undefined} undefined
update ( )
javascript
Famous/engine
physics/constraints/Angle.js
https://github.com/Famous/engine/blob/master/physics/constraints/Angle.js
MIT
function Hinge(a, b, options) { this.a = a; this.b = b; Constraint.call(this, options); this.impulse = new Vec3(); this.angImpulseA = new Vec3(); this.angImpulseB = new Vec3(); this.error = new Vec3(); this.errorRot = [0,0]; this.effMassMatrix = new Mat33(); this.effMassMatrixRot = []; }
A constraint that confines two bodies to the plane defined by the axis of the hinge. @class Hinge @extends Constraint @param {Particle} a One of the bodies. @param {Particle} b The other body. @param {Options} options The options hash.
Hinge ( a , b , options )
javascript
Famous/engine
physics/constraints/Hinge.js
https://github.com/Famous/engine/blob/master/physics/constraints/Hinge.js
MIT
Hinge.prototype.init = function() { var w = this.anchor; var u = this.axis.normalize(); var a = this.a; var b = this.b; var q1t = Quaternion.conjugate(a.orientation, new Quaternion()); var q2t = Quaternion.conjugate(b.orientation, new Quaternion()); this.rA = Vec3.subtract(w, a.position, new Vec3()); this.rB = Vec3.subtract(w, b.position, new Vec3()); this.bodyRA = q1t.rotateVector(this.rA, new Vec3()); this.bodyRB = q2t.rotateVector(this.rB, new Vec3()); this.axisA = Vec3.clone(u); this.axisB = Vec3.clone(u); this.axisBTangent1 = new Vec3(); this.axisBTangent2 = new Vec3(); this.t1xA = new Vec3(); this.t2xA = new Vec3(); this.bodyAxisA = q1t.rotateVector(u, new Vec3()); this.bodyAxisB = q2t.rotateVector(u, new Vec3()); };
Initialize the Hinge. Sets defaults if a property was not already set. @method @return {undefined} undefined
Hinge.prototype.init ( )
javascript
Famous/engine
physics/constraints/Hinge.js
https://github.com/Famous/engine/blob/master/physics/constraints/Hinge.js
MIT
function Distance(a, b, options) { this.a = a; this.b = b; Constraint.call(this, options); this.impulse = 0; this.distance = 0; this.normal = new Vec3(); this.velocityBias = 0; this.divisor = 0; }
A constraint that keeps two bodies within a certain distance. @class Distance @extends Constraint @param {Particle} a One of the bodies. @param {Particle} b The other body. @param {Object} options An object of configurable options.
Distance ( a , b , options )
javascript
Famous/engine
physics/constraints/Distance.js
https://github.com/Famous/engine/blob/master/physics/constraints/Distance.js
MIT
Distance.prototype.init = function() { this.length = this.length || Vec3.subtract(this.b.position, this.a.position, P_REGISTER).length(); this.minLength = this.minLength || 0; this.period = this.period || 0.2; this.dampingRatio = this.dampingRatio || 0.5; this.stiffness = 4 * PI * PI / (this.period * this.period); this.damping = 4 * PI * this.dampingRatio / this.period; };
Initialize the Distance. Sets defaults if a property was not already set. @method @return {undefined} undefined
Distance.prototype.init ( )
javascript
Famous/engine
physics/constraints/Distance.js
https://github.com/Famous/engine/blob/master/physics/constraints/Distance.js
MIT
function GJK_EPASupportPoint(vertex, worldVertexA, worldVertexB) { this.vertex = vertex; this.worldVertexA = worldVertexA; this.worldVertexB = worldVertexB; }
Support point to be added to the DynamicGeometry. The point in Minkowski space as well as the original pair. @class GJK_EPASupportPoint @param {Vec3} vertex The point in Minkowski space. @param {Vec3} worldVertexA The one vertex. @param {Vec3} worldVertexB The other vertex.
GJK_EPASupportPoint ( vertex , worldVertexA , worldVertexB )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
GJK_EPASupportPoint.prototype.reset = function reset(vertex, worldVertexA, worldVertexB) { this.vertex = vertex; this.worldVertexA = worldVertexA; this.worldVertexB = worldVertexB; return this; };
Used by ObjectManager to reset the object with different data. @method @param {Vec3} vertex The point in Minkowski space. @param {Vec3} worldVertexA The one vertex. @param {Vec3} worldVertexB The other vertex. @return {GJK_EPASupportPoint} this
reset ( vertex , worldVertexA , worldVertexB )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
function freeGJK_EPADynamicGeometry(geometry) { var vertices = geometry.vertices; var i; i = vertices.length; while (i--) { var v = vertices.pop(); if (v !== null) oMFreeGJK_EPASupportPoint(v); } geometry.numVertices = 0; var features = geometry.features; i = features.length; while (i--) { var f = features.pop(); if (f !== null) oMFreeDynamicGeometryFeature(f); } geometry.numFeatures = 0; oMFreeDynamicGeometry(geometry); }
Free the DynamicGeomtetry and associate vertices and features for later reuse. @method @param {DynamicGeometry} geometry The geometry to release to the pool. @return {undefined} undefined
freeGJK_EPADynamicGeometry ( geometry )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
function minkowskiSupport(body1, body2, direction) { var inverseDirection = Vec3.scale(direction, -1, INVDIRECTION_REGISTER); var w1 = Vec3.add(body1.support(direction), body1.position, new Vec3()); var w2 = Vec3.add(body2.support(inverseDirection), body2.position, new Vec3()); // The vertex in Minkowski space as well as the original pair in world space return oMRequestGJK_EPASupportPoint().reset(Vec3.subtract(w1, w2, new Vec3()), w1, w2); }
Find the point in Minkowski space furthest in a given direction for two convex Bodies. @method @param {Particle} body1 The one body. @param {Particle} body2 The other body. @param {Vec3} direction The search direction. @return {GJK_EPASupportPoint} The result.
minkowskiSupport ( body1 , body2 , direction )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
function gjk(body1, body2) { var support = minkowskiSupport; // Use p2 - p1 to seed the initial choice of direction var direction = Vec3.subtract(body2.position, body1.position, DIRECTION_REGISTER).normalize(); var simplex = oMRequestDynamicGeometry(); simplex.addVertex(support(body1, body2, direction)); direction.invert(); var i = 0; var maxIterations = 1e3; while(i++ < maxIterations) { if (direction.x === 0 && direction.y === 0 && direction.z === 0) break; simplex.addVertex(support(body1, body2, direction)); if (Vec3.dot(simplex.getLastVertex().vertex, direction) < 0) break; // If simplex contains origin, return for use in EPA if (simplex.simplexContainsOrigin(direction, oMFreeGJK_EPASupportPoint)) return simplex; } freeGJK_EPADynamicGeometry(simplex); return false; }
Gilbert-Johnson-Keerthi collision detection. Returns a DynamicGeometry simplex if the bodies are found to have collided, or false for no collsion. @method @param {Particle} body1 The one body. @param {Particle} body2 The other body. @return {DynamicGeometry|Boolean} Result of the GJK query.
gjk ( body1 , body2 )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
function epa(body1, body2, polytope) { var support = minkowskiSupport; var depthEstimate = Infinity; var i = 0; var maxIterations = 1e3; while(i++ < maxIterations) { var closest = polytope.getFeatureClosestToOrigin(); if (closest === null) return null; var direction = closest.normal; var point = support(body1, body2, direction); depthEstimate = Math.min(depthEstimate, Vec3.dot(point.vertex, direction)); if (depthEstimate - closest.distance <= 0.01) { var supportA = polytope.vertices[closest.vertexIndices[0]]; var supportB = polytope.vertices[closest.vertexIndices[1]]; var supportC = polytope.vertices[closest.vertexIndices[2]]; var A = supportA.vertex; var B = supportB.vertex; var C = supportC.vertex; var P = Vec3.scale(direction, closest.distance, P_REGISTER); var V0 = Vec3.subtract(B, A, V0_REGISTER); var V1 = Vec3.subtract(C, A, V1_REGISTER); var V2 = Vec3.subtract(P, A, V2_REGISTER); var d00 = Vec3.dot(V0, V0); var d01 = Vec3.dot(V0, V1); var d11 = Vec3.dot(V1, V1); var d20 = Vec3.dot(V2, V0); var d21 = Vec3.dot(V2, V1); var denom = d00*d11 - d01*d01; var v = (d11*d20 - d01*d21) / denom; var w = (d00*d21 - d01*d20) / denom; var u = 1.0 - v - w; var body1Contact = supportA.worldVertexA.scale(u) .add(supportB.worldVertexA.scale(v)) .add(supportC.worldVertexA.scale(w)); var body2Contact = supportA.worldVertexB.scale(u) .add(supportB.worldVertexB.scale(v)) .add(supportC.worldVertexB.scale(w)); var localBody1Contact = Vec3.subtract(body1Contact, body1.position, new Vec3()); var localBody2Contact = Vec3.subtract(body2Contact, body2.position, new Vec3()); freeGJK_EPADynamicGeometry(polytope); oMFreeGJK_EPASupportPoint(point); return ObjectManager.requestCollisionData().reset(closest.distance, direction, body1Contact, body2Contact, localBody1Contact, localBody2Contact); } else { polytope.addVertex(point); polytope.reshape(); } } throw new Error('EPA failed to terminate in allotted iterations.'); }
Expanding Polytope Algorithm--penetration depth, collision normal, and contact points. Returns a CollisonData object. @method @param {Body} body1 The one body. @param {Body} body2 The other body. @param {DynamicGeometry} polytope The seed simplex from GJK. @return {CollisionData} The collision data.
epa ( body1 , body2 , polytope )
javascript
Famous/engine
physics/constraints/collision/ConvexCollisionDetection.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ConvexCollisionDetection.js
MIT
function AABB(body) { this._body = body; this._ID = body._ID; this.position = null; this.vertices = { x: [], y: [], z: [] }; this.update(); }
Axis-aligned bounding box. Used in collision broadphases. @class AABB @param {Particle} body The body around which to track a bounding box.
AABB ( body )
javascript
Famous/engine
physics/constraints/collision/AABB.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/AABB.js
MIT
AABB.prototype.update = function() { var body = this._body; var pos = this.position = body.position; var minX = Infinity, maxX = -Infinity; var minY = Infinity, maxY = -Infinity; var minZ = Infinity, maxZ = -Infinity; var type = body.type; if (type === SPHERE) { maxX = maxY = maxZ = body.radius; minX = minY = minZ = -body.radius; } else if (type === WALL) { var d = body.direction; maxX = maxY = maxZ = 1e6; minX = minY = minZ = -1e6; switch (d) { case DOWN: maxY = 25; minY = -1e3; break; case UP: maxY = 1e3; minY = -25; break; case LEFT: maxX = 25; minX = -1e3; break; case RIGHT: maxX = 1e3; minX = -25; break; case FORWARD: maxZ = 25; minZ = -1e3; break; case BACKWARD: maxZ = 1e3; minZ = -25; break; default: break; } } else if (body.vertices) { // ConvexBody var bodyVertices = body.vertices; for (var i = 0, len = bodyVertices.length; i < len; i++) { var vertex = bodyVertices[i]; if (vertex.x < minX) minX = vertex.x; if (vertex.x > maxX) maxX = vertex.x; if (vertex.y < minY) minY = vertex.y; if (vertex.y > maxY) maxY = vertex.y; if (vertex.z < minZ) minZ = vertex.z; if (vertex.z > maxZ) maxZ = vertex.z; } } else { // Particle maxX = maxY = maxZ = 25; minX = minY = minZ = -25; } var vertices = this.vertices; vertices.x[0] = minX + pos.x; vertices.x[1] = maxX + pos.x; vertices.y[0] = minY + pos.y; vertices.y[1] = maxY + pos.y; vertices.z[0] = minZ + pos.z; vertices.z[1] = maxZ + pos.z; };
Update the bounds to reflect the current orientation and position of the parent Body. @method @return {undefined} undefined
AABB.prototype.update ( )
javascript
Famous/engine
physics/constraints/collision/AABB.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/AABB.js
MIT
AABB.checkOverlap = function(aabb1, aabb2) { var vertices1 = aabb1.vertices; var vertices2 = aabb2.vertices; var x10 = vertices1.x[0]; var x11 = vertices1.x[1]; var x20 = vertices2.x[0]; var x21 = vertices2.x[1]; if ((x20 <= x10 && x10 <= x21) || (x10 <= x20 && x20 <= x11)) { var y10 = vertices1.y[0]; var y11 = vertices1.y[1]; var y20 = vertices2.y[0]; var y21 = vertices2.y[1]; if ((y20 <= y10 && y10 <= y21) || (y10 <= y20 && y20 <= y11)) { var z10 = vertices1.z[0]; var z11 = vertices1.z[1]; var z20 = vertices2.z[0]; var z21 = vertices2.z[1]; if ((z20 <= z10 && z10 <= z21) || (z10 <= z20 && z20 <= z11)) { return true; } } } return false; };
Check for overlap between two AABB's. @method @param {AABB} aabb1 The first bounding box. @param {AABB} aabb2 The second bounding box. @return {undefined} undefined
AABB.checkOverlap ( aabb1 , aabb2 )
javascript
Famous/engine
physics/constraints/collision/AABB.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/AABB.js
MIT
function SweepAndPrune(targets) { this._sweepVolumes = []; this._entityRegistry = {}; this._boundingVolumeRegistry = {}; this.endpoints = {x: [], y: [], z: []}; this.overlaps = []; this.overlapsMatrix = {}; this._IDPool = []; targets = targets || []; for (var i = 0; i < targets.length; i++) { this.add(targets[i]); } }
Persistant object maintaining sorted lists of AABB endpoints used in a sweep-and-prune broadphase. Used to accelerate collision detection. http://en.wikipedia.org/wiki/Sweep_and_prune @class SweepAndPrune @param {Particle[]} targets The bodies to track.
SweepAndPrune ( targets )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
SweepAndPrune.prototype.add = function(body) { var boundingVolume = new AABB(body); var sweepVolume = new SweepVolume(boundingVolume); this._entityRegistry[body._ID] = body; this._boundingVolumeRegistry[body._ID] = boundingVolume; this._sweepVolumes.push(sweepVolume); for (var i = 0; i < 3; i++) { var axis = AXES[i]; this.endpoints[axis].push(sweepVolume.points[axis][0]); this.endpoints[axis].push(sweepVolume.points[axis][1]); } };
Start tracking a body in the broad-phase. @method @param {Body} body The body to track. @return {undefined} undefined
SweepAndPrune.prototype.add ( body )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
SweepAndPrune.prototype.remove = function remove(body) { this._entityRegistry[body._ID] = null; this._boundingVolumeRegistry[body._ID] = null; var i, len; var index; for (i = 0, len = this._sweepVolumes.length; i < len; i++) { if (this._sweepVolumes[i]._ID === body._ID) { index = i; break; } } this._sweepVolumes.splice(index, 1); var endpoints = this.endpoints; var point; var xs = []; for (i = 0, len = endpoints.x.length; i < len; i++) { point = endpoints.x[i]; if (point._ID !== body._ID) xs.push(point); } var ys = []; for (i = 0, len = endpoints.y.length; i < len; i++) { point = endpoints.y[i]; if (point._ID !== body._ID) ys.push(point); } var zs = []; for (i = 0, len = endpoints.z.length; i < len; i++) { point = endpoints.z[i]; if (point._ID !== body._ID) zs.push(point); } endpoints.x = xs; endpoints.y = ys; endpoints.z = zs; };
Stop tracking a body in the broad-phase. @method @param {Body} body The body to cease tracking. @return {undefined} undefined
remove ( body )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
SweepAndPrune.prototype.update = function() { var _sweepVolumes = this._sweepVolumes; var _entityRegistry = this._entityRegistry; var _boundingVolumeRegistry = this._boundingVolumeRegistry; var i, j, k, len; for (j = 0, len = _sweepVolumes.length; j < len; j++) { _sweepVolumes[j].update(); } var endpoints = this.endpoints; var overlaps = this.overlaps; var overlapsMatrix = this.overlapsMatrix; var _IDPool = this._IDPool; for (k = 0; k < 3; k++) { var axis = AXES[k]; // Insertion sort: var endpointAxis = endpoints[axis]; for (j = 1, len = endpointAxis.length; j < len; j++) { var current = endpointAxis[j]; var val = current.value; var swap; var row; var index; var lowID; var highID; var cID; var sID; i = j - 1; while (i >= 0 && (swap = endpointAxis[i]).value > val) { // A swap occurence indicates that current and swap either just started or just stopped overlapping cID = current._ID; sID = swap._ID; if (cID < sID) { lowID = cID; highID = sID; } else { lowID = sID; highID = cID; } // If, for this axis, min point of current and max point of swap if (~current.side & swap.side) { // Now overlapping on this axis -> possible overlap, do full AABB check if (AABB.checkOverlap(_boundingVolumeRegistry[cID], _boundingVolumeRegistry[sID])) { row = overlapsMatrix[lowID] = overlapsMatrix[lowID] || {}; index = row[highID] = _IDPool.length ? _IDPool.pop() : overlaps.length; overlaps[index] = [_entityRegistry[lowID], _entityRegistry[highID]]; } // Else if, for this axis, max point of current and min point of swap } else if (current.side & ~swap.side) { // Now not overlapping on this axis -> definitely not overlapping if ((row = overlapsMatrix[lowID]) && row[highID] != null) { index = row[highID]; overlaps[index] = null; row[highID] = null; _IDPool.push(index); } } // Else if max of both or min of both, still overlapping endpointAxis[i + 1] = swap; i--; } endpointAxis[i + 1] = current; } } return overlaps; };
Update the endpoints of the tracked AABB's and resort the endpoint lists accordingly. Uses an insertion sort, where swaps during the sort are taken to signify a potential change in overlap status for the two relevant AABB's. Returns pairs of overlapping AABB's. @method @return {Array.<Particle[]>} The result of the broadphase.
SweepAndPrune.prototype.update ( )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
function SweepVolume(boundingVolume) { this._boundingVolume = boundingVolume; this._ID = boundingVolume._ID; this.points = { x: [{_ID: boundingVolume._ID, side: 0, value: null}, {_ID: boundingVolume._ID, side: 1, value: null}], y: [{_ID: boundingVolume._ID, side: 0, value: null}, {_ID: boundingVolume._ID, side: 1, value: null}], z: [{_ID: boundingVolume._ID, side: 0, value: null}, {_ID: boundingVolume._ID, side: 1, value: null}] }; this.update(); }
Object used to associate an AABB with its endpoints in the sorted lists. @class SweepVolume @param {AABB} boundingVolume The bounding volume to track.
SweepVolume ( boundingVolume )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
SweepVolume.prototype.update = function() { var boundingVolume = this._boundingVolume; boundingVolume.update(); var points = this.points; for (var i = 0; i < 3; i++) { var axis = AXES[i]; points[axis][0].value = boundingVolume.vertices[axis][0]; points[axis][1].value = boundingVolume.vertices[axis][1]; } };
Update the endpoints to reflect the current location of the AABB. @method @return {undefined} undefined
SweepVolume.prototype.update ( )
javascript
Famous/engine
physics/constraints/collision/SweepAndPrune.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/SweepAndPrune.js
MIT
function ContactManifoldTable() { this.manifolds = []; this.collisionMatrix = {}; this._IDPool = []; }
Table maintaining and managing current contact manifolds. @class ContactManifoldTable
ContactManifoldTable ( )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.addManifold = function addManifold(lowID, highID, bodyA, bodyB) { var collisionMatrix = this.collisionMatrix; collisionMatrix[lowID] = collisionMatrix[lowID] || {}; var index = this._IDPool.length ? this._IDPool.pop() : this.manifolds.length; this.collisionMatrix[lowID][highID] = index; var manifold = oMRequestManifold().reset(lowID, highID, bodyA, bodyB); this.manifolds[index] = manifold; return manifold; };
Create a new contact manifold. Tracked by the collisionMatrix according to its low-high ordered ID pair. @method @param {Number} lowID The lower id of the pair of bodies. @param {Number} highID The higher id of the pair of bodies. @param {Particle} bodyA The first body. @param {Particle} bodyB The second body. @return {ContactManifold} The new manifold.
addManifold ( lowID , highID , bodyA , bodyB )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.removeManifold = function removeManifold(manifold, index) { var collisionMatrix = this.collisionMatrix; this.manifolds[index] = null; collisionMatrix[manifold.lowID][manifold.highID] = null; this._IDPool.push(index); oMFreeManifold(manifold); };
Remove a manifold and free it for later reuse. @method @param {ContactManifold} manifold The manifold to remove. @param {Number} index The index of the manifold. @return {undefined} undefined
removeManifold ( manifold , index )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.update = function update(dt) { var manifolds = this.manifolds; for (var i = 0, len = manifolds.length; i < len; i++) { var manifold = manifolds[i]; if (!manifold) continue; var persists = manifold.update(dt); if (!persists) { this.removeManifold(manifold, i); manifold.bodyA.events.trigger('collision:end', manifold); manifold.bodyB.events.trigger('collision:end', manifold); } } };
Update each of the manifolds, removing those that no longer contain contact points. @method @param {Number} dt Delta time. @return {undefined} undefined
update ( dt )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.prepContacts = function prepContacts(dt) { var manifolds = this.manifolds; for (var i = 0, len = manifolds.length; i < len; i++) { var manifold = manifolds[i]; if (!manifold) continue; var contacts = manifold.contacts; for (var j = 0, lenj = contacts.length; j < lenj; j++) { var contact = contacts[j]; if (!contact) continue; contact.update(dt); } } };
Warm start all Contacts, and perform precalculations needed in the iterative solver. @method @param {Number} dt Delta time. @return {undefined} undefined
prepContacts ( dt )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.resolveManifolds = function resolveManifolds() { var manifolds = this.manifolds; for (var i = 0, len = manifolds.length; i < len; i++) { var manifold = manifolds[i]; if (!manifold) continue; manifold.resolveContacts(); } };
Resolve all contact manifolds. @method @return {undefined} undefined
resolveManifolds ( )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
ContactManifoldTable.prototype.registerContact = function registerContact(bodyA, bodyB, collisionData) { var lowID; var highID; if (bodyA._ID < bodyB._ID) { lowID = bodyA._ID; highID = bodyB._ID; } else { lowID = bodyB._ID; highID = bodyA._ID; } var manifolds = this.manifolds; var collisionMatrix = this.collisionMatrix; var manifold; if (!collisionMatrix[lowID] || collisionMatrix[lowID][highID] == null) { manifold = this.addManifold(lowID, highID, bodyA, bodyB); manifold.addContact(bodyA, bodyB, collisionData); bodyA.events.trigger('collision:start', manifold); bodyB.events.trigger('collision:start', manifold); } else { manifold = manifolds[ collisionMatrix[lowID][highID] ]; manifold.contains(collisionData); manifold.addContact(bodyA, bodyB, collisionData); } };
Create a new Contact, also creating a new Manifold if one does not already exist for that pair. @method @param {Body} bodyA The first body. @param {Body} bodyB The second body. @param {CollisionData} collisionData The data for the collision. @return {undefined} undefined
registerContact ( bodyA , bodyB , collisionData )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
function Manifold(lowID, highID, bodyA, bodyB) { this.lowID = lowID; this.highID = highID; this.contacts = []; this.numContacts = 0; this.bodyA = bodyA; this.bodyB = bodyB; this.lru = 0; }
Class to keep track of Contact points. @class manifold @param {Number} lowID The lower id of the pair of bodies. @param {Number} highID The higher id of the pair of bodies. @param {Particle} bodyA The first body. @param {Particle} bodyB The second body.
Manifold ( lowID , highID , bodyA , bodyB )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
Manifold.prototype.reset = function reset(lowID, highID, bodyA, bodyB) { this.lowID = lowID; this.highID = highID; this.contacts = []; this.numContacts = 0; this.bodyA = bodyA; this.bodyB = bodyB; this.lru = 0; return this; };
Used by ObjectManager to reset the object with different data. @method @param {Number} lowID The lower id of the pair of bodies. @param {Number} highID The higher id of the pair of bodies. @param {Particle} bodyA The first body. @param {Particle} bodyB The second body. @return {Manifold} this
reset ( lowID , highID , bodyA , bodyB )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
Manifold.prototype.addContact = function addContact(bodyA, bodyB, collisionData) { var index = this.lru; if (this.contacts[index]) this.removeContact(this.contacts[index], index); this.contacts[index] = oMRequestContact().reset(bodyA, bodyB, collisionData); this.lru = (this.lru + 1) % 4; this.numContacts++; };
Create a new Contact point and add it to the Manifold. @method @param {Body} bodyA The first body. @param {Body} bodyB The second body. @param {CollisionData} collisionData The data for the collision. @return {undefined} undefined
addContact ( bodyA , bodyB , collisionData )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT
Manifold.prototype.removeContact = function removeContact(contact, index) { this.contacts[index] = null; this.numContacts--; ObjectManager.freeCollisionData(contact.data); contact.data = null; oMFreeContact(contact); };
Remove and free a Contact for later reuse. @method @param {Contact} contact The Contact to remove. @param {Number} index The index of the Contact. @return {undefined} undefined
removeContact ( contact , index )
javascript
Famous/engine
physics/constraints/collision/ContactManifold.js
https://github.com/Famous/engine/blob/master/physics/constraints/collision/ContactManifold.js
MIT