/* * __ .__ .__ ._____. * _/ |_ _______ __|__| ____ | | |__\_ |__ ______ * \ __\/ _ \ \/ / |/ ___\| | | || __ \ / ___/ * | | ( <_> > <| \ \___| |_| || \_\ \\___ \ * |__| \____/__/\_ \__|\___ >____/__||___ /____ > * \/ \/ \/ \/ * * Copyright (c) 2006-2011 Karsten Schmidt * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * http://creativecommons.org/licenses/LGPL/2.1/ * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ package toxi.physics2d; import toxi.geom.Vec2D; /** * Implements a spring whose maximum relaxation distance at every time step can * be limited to achieve better (if physically incorrect) stability of the whole * spring system. */ public class VerletConstrainedSpring2D extends VerletSpring2D { /** * Maximum relaxation distance for either end of the spring in world units * (by default unlimited until set by user) */ public float limit = Float.MAX_VALUE; /** * @param a * @param b * @param len * @param str */ public VerletConstrainedSpring2D(VerletParticle2D a, VerletParticle2D b, float len, float str) { super(a, b, len, str); } /** * @param a * @param b * @param len * @param str * @param limit */ public VerletConstrainedSpring2D(VerletParticle2D a, VerletParticle2D b, float len, float str, float limit) { super(a, b, len, str); this.limit = limit; } @Override protected void update(boolean applyConstraints) { Vec2D delta = b.sub(a); // add minute offset to avoid div-by-zero errors float dist = delta.magnitude() + EPS; float normDistStrength = (dist - restLength) / (dist * (a.invWeight + b.invWeight)) * strength; if (!a.isLocked && !isALocked) { a.addSelf(delta.scale(normDistStrength * a.invWeight).limit(limit)); if (applyConstraints) { a.applyConstraints(); } } if (!b.isLocked && !isBLocked) { b.subSelf(delta.scale(normDistStrength * b.invWeight).limit(limit)); if (applyConstraints) { b.applyConstraints(); } } } }