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@Tsubasa Tsubasa on 4 Aug 13 KB add
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<h1 class="file-heading">File: src/objects/Spring.js</h1>

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    <pre class="code prettyprint linenums">
var Vec3 = require(&#x27;../math/Vec3&#x27;);

module.exports = Spring;

/**
 * A spring, connecting two bodies.
 *
 * @class Spring
 * @constructor
 * @param {Body} bodyA
 * @param {Body} bodyB
 * @param {Object} [options]
 * @param {number} [options.restLength]   A number &gt; 0. Default: 1
 * @param {number} [options.stiffness]    A number &gt;= 0. Default: 100
 * @param {number} [options.damping]      A number &gt;= 0. Default: 1
 * @param {Vec3}  [options.worldAnchorA] Where to hook the spring to body A, in world coordinates.
 * @param {Vec3}  [options.worldAnchorB]
 * @param {Vec3}  [options.localAnchorA] Where to hook the spring to body A, in local body coordinates.
 * @param {Vec3}  [options.localAnchorB]
 */
function Spring(bodyA,bodyB,options){
    options = options || {};

    /**
     * Rest length of the spring.
     * @property restLength
     * @type {number}
     */
    this.restLength = typeof(options.restLength) === &quot;number&quot; ? options.restLength : 1;

    /**
     * Stiffness of the spring.
     * @property stiffness
     * @type {number}
     */
    this.stiffness = options.stiffness || 100;

    /**
     * Damping of the spring.
     * @property damping
     * @type {number}
     */
    this.damping = options.damping || 1;

    /**
     * First connected body.
     * @property bodyA
     * @type {Body}
     */
    this.bodyA = bodyA;

    /**
     * Second connected body.
     * @property bodyB
     * @type {Body}
     */
    this.bodyB = bodyB;

    /**
     * Anchor for bodyA in local bodyA coordinates.
     * @property localAnchorA
     * @type {Vec3}
     */
    this.localAnchorA = new Vec3();

    /**
     * Anchor for bodyB in local bodyB coordinates.
     * @property localAnchorB
     * @type {Vec3}
     */
    this.localAnchorB = new Vec3();

    if(options.localAnchorA){
        this.localAnchorA.copy(options.localAnchorA);
    }
    if(options.localAnchorB){
        this.localAnchorB.copy(options.localAnchorB);
    }
    if(options.worldAnchorA){
        this.setWorldAnchorA(options.worldAnchorA);
    }
    if(options.worldAnchorB){
        this.setWorldAnchorB(options.worldAnchorB);
    }
}

/**
 * Set the anchor point on body A, using world coordinates.
 * @method setWorldAnchorA
 * @param {Vec3} worldAnchorA
 */
Spring.prototype.setWorldAnchorA = function(worldAnchorA){
    this.bodyA.pointToLocalFrame(worldAnchorA,this.localAnchorA);
};

/**
 * Set the anchor point on body B, using world coordinates.
 * @method setWorldAnchorB
 * @param {Vec3} worldAnchorB
 */
Spring.prototype.setWorldAnchorB = function(worldAnchorB){
    this.bodyB.pointToLocalFrame(worldAnchorB,this.localAnchorB);
};

/**
 * Get the anchor point on body A, in world coordinates.
 * @method getWorldAnchorA
 * @param {Vec3} result The vector to store the result in.
 */
Spring.prototype.getWorldAnchorA = function(result){
    this.bodyA.pointToWorldFrame(this.localAnchorA,result);
};

/**
 * Get the anchor point on body B, in world coordinates.
 * @method getWorldAnchorB
 * @param {Vec3} result The vector to store the result in.
 */
Spring.prototype.getWorldAnchorB = function(result){
    this.bodyB.pointToWorldFrame(this.localAnchorB,result);
};

var applyForce_r =              new Vec3(),
    applyForce_r_unit =         new Vec3(),
    applyForce_u =              new Vec3(),
    applyForce_f =              new Vec3(),
    applyForce_worldAnchorA =   new Vec3(),
    applyForce_worldAnchorB =   new Vec3(),
    applyForce_ri =             new Vec3(),
    applyForce_rj =             new Vec3(),
    applyForce_ri_x_f =         new Vec3(),
    applyForce_rj_x_f =         new Vec3(),
    applyForce_tmp =            new Vec3();

/**
 * Apply the spring force to the connected bodies.
 * @method applyForce
 */
Spring.prototype.applyForce = function(){
    var k = this.stiffness,
        d = this.damping,
        l = this.restLength,
        bodyA = this.bodyA,
        bodyB = this.bodyB,
        r = applyForce_r,
        r_unit = applyForce_r_unit,
        u = applyForce_u,
        f = applyForce_f,
        tmp = applyForce_tmp;

    var worldAnchorA = applyForce_worldAnchorA,
        worldAnchorB = applyForce_worldAnchorB,
        ri = applyForce_ri,
        rj = applyForce_rj,
        ri_x_f = applyForce_ri_x_f,
        rj_x_f = applyForce_rj_x_f;

    // Get world anchors
    this.getWorldAnchorA(worldAnchorA);
    this.getWorldAnchorB(worldAnchorB);

    // Get offset points
    worldAnchorA.vsub(bodyA.position,ri);
    worldAnchorB.vsub(bodyB.position,rj);

    // Compute distance vector between world anchor points
    worldAnchorB.vsub(worldAnchorA,r);
    var rlen = r.norm();
    r_unit.copy(r);
    r_unit.normalize();

    // Compute relative velocity of the anchor points, u
    bodyB.velocity.vsub(bodyA.velocity,u);
    // Add rotational velocity

    bodyB.angularVelocity.cross(rj,tmp);
    u.vadd(tmp,u);
    bodyA.angularVelocity.cross(ri,tmp);
    u.vsub(tmp,u);

    // F = - k * ( x - L ) - D * ( u )
    r_unit.mult(-k*(rlen-l) - d*u.dot(r_unit), f);

    // Add forces to bodies
    bodyA.force.vsub(f,bodyA.force);
    bodyB.force.vadd(f,bodyB.force);

    // Angular force
    ri.cross(f,ri_x_f);
    rj.cross(f,rj_x_f);
    bodyA.torque.vsub(ri_x_f,bodyA.torque);
    bodyB.torque.vadd(rj_x_f,bodyB.torque);
};

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