void b2DistanceJoint::InitVelocityConstraints()

in Box2D/Dynamics/Joints/b2DistanceJoint.cpp [62:155]


void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
{
	m_indexA = m_bodyA->m_islandIndex;
	m_indexB = m_bodyB->m_islandIndex;
	m_localCenterA = m_bodyA->m_sweep.localCenter;
	m_localCenterB = m_bodyB->m_sweep.localCenter;
	m_invMassA = m_bodyA->m_invMass;
	m_invMassB = m_bodyB->m_invMass;
	m_invIA = m_bodyA->m_invI;
	m_invIB = m_bodyB->m_invI;

	b2Vec2 cA = data.positions[m_indexA].c;
	float32 aA = data.positions[m_indexA].a;
	b2Vec2 vA = data.velocities[m_indexA].v;
	float32 wA = data.velocities[m_indexA].w;

	b2Vec2 cB = data.positions[m_indexB].c;
	float32 aB = data.positions[m_indexB].a;
	b2Vec2 vB = data.velocities[m_indexB].v;
	float32 wB = data.velocities[m_indexB].w;

	b2Rot qA(aA), qB(aB);

	m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
	m_u = cB + m_rB - cA - m_rA;

	// Handle singularity.
	float32 length = m_u.Length();
	if (length > b2_linearSlop)
	{
		m_u *= 1.0f / length;
	}
	else
	{
		m_u.Set(0.0f, 0.0f);
	}

	float32 crAu = b2Cross(m_rA, m_u);
	float32 crBu = b2Cross(m_rB, m_u);
	float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;

	// Compute the effective mass matrix.
	m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;

	if (m_frequencyHz > 0.0f)
	{
		float32 C = length - m_length;

		// Frequency
		float32 omega = 2.0f * b2_pi * m_frequencyHz;

		// Damping coefficient
		float32 d = 2.0f * m_mass * m_dampingRatio * omega;

		// Spring stiffness
		float32 k = m_mass * omega * omega;

		// magic formulas
		float32 h = data.step.dt;
		m_gamma = h * (d + h * k);
		m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
		m_bias = C * h * k * m_gamma;

		invMass += m_gamma;
		m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
	}
	else
	{
		m_gamma = 0.0f;
		m_bias = 0.0f;
	}

	if (data.step.warmStarting)
	{
		// Scale the impulse to support a variable time step.
		m_impulse *= data.step.dtRatio;

		b2Vec2 P = m_impulse * m_u;
		vA -= m_invMassA * P;
		wA -= m_invIA * b2Cross(m_rA, P);
		vB += m_invMassB * P;
		wB += m_invIB * b2Cross(m_rB, P);
	}
	else
	{
		m_impulse = 0.0f;
	}

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