Beispiel #1
0
        /// <summary>
        ///     Describes whether this instance solve position constraints
        /// </summary>
        /// <param name="baumgarte">The baumgarte</param>
        /// <returns>The bool</returns>
        public bool SolvePositionConstraints(float baumgarte)
        {
            float minSeparation = 0.0f;

            for (int i = 0; i < ConstraintCount; ++i)
            {
                ContactConstraint c = Constraints[i];
                Body bodyA          = c.BodyA;
                Body bodyB          = c.BodyB;

                float invMassA = bodyA.Mass * bodyA.InvMass;
                float invIa    = bodyA.Mass * bodyA.InvI;
                float invMassB = bodyB.Mass * bodyB.InvMass;
                float invIb    = bodyB.Mass * bodyB.InvI;

                SPositionSolverManifold.Initialize(c);
                Vec2 normal = SPositionSolverManifold.Normal;

                // Solver normal constraints
                for (int j = 0; j < c.PointCount; ++j)
                {
                    Vec2  point      = SPositionSolverManifold.Points[j];
                    float separation = SPositionSolverManifold.Separations[j];

                    Vec2 rA = point - bodyA.Sweep.C;
                    Vec2 rB = point - bodyB.Sweep.C;

                    // Track max constraint error.
                    minSeparation = Math.Min(minSeparation, separation);

                    // Prevent large corrections and allow slop.
                    float clamp = baumgarte * Math.Clamp(separation + Settings.LinearSlop,
                                                         -Settings.MaxLinearCorrection,
                                                         0.0f);

                    // Compute normal impulse
                    float impulse = -c.Points[j].EqualizedMass * clamp;

                    Vec2 p = impulse * normal;

                    bodyA.Sweep.C -= invMassA * p;
                    bodyA.Sweep.A -= invIa * Vec2.Cross(rA, p);
                    bodyA.SynchronizeTransform();

                    bodyB.Sweep.C += invMassB * p;
                    bodyB.Sweep.A += invIb * Vec2.Cross(rB, p);
                    bodyB.SynchronizeTransform();
                }
            }

            // We can't expect minSpeparation >= -Settings.LinearSlop because we don't
            // push the separation above -Settings.LinearSlop.
            return(minSeparation >= -1.5f * Settings.LinearSlop);
        }
Beispiel #2
0
        /// <summary>
        ///     Solves the step
        /// </summary>
        /// <param name="step">The step</param>
        /// <param name="gravity">The gravity</param>
        /// <param name="allowSleep">The allow sleep</param>
        public void Solve(TimeStep step, Vec2 gravity, bool allowSleep)
        {
            // Integrate velocities and apply damping.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.IsStatic())
                {
                    continue;
                }

                // Integrate velocities.
                b.LinearVelocity  += step.Dt * (gravity + b.InvMass * b.Force);
                b.AngularVelocity += step.Dt * b.InvI * b.Torque;

                // Reset forces.
                b.Force.Set(0.0f, 0.0f);
                b.Torque = 0.0f;

                // Apply damping.
                // ODE: dv/dt + c * v = 0
                // Solution: v(t) = v0 * exp(-c * t)
                // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
                // v2 = exp(-c * dt) * v1
                // Taylor expansion:
                // v2 = (1.0f - c * dt) * v1
                b.LinearVelocity  *= Math.Clamp(1.0f - step.Dt * b.LinearDamping, 0.0f, 1.0f);
                b.AngularVelocity *= Math.Clamp(1.0f - step.Dt * b.AngularDamping, 0.0f, 1.0f);
            }

            ContactSolver contactSolver = new ContactSolver(step, Contacts, ContactCount);

            // Initialize velocity constraints.
            contactSolver.InitVelocityConstraints(step);

            for (int i = 0; i < JointCount; ++i)
            {
                Joints[i].InitVelocityConstraints(step);
            }

            // Solve velocity constraints.
            for (int i = 0; i < step.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joints[j].SolveVelocityConstraints(step);
                }

                contactSolver.SolveVelocityConstraints();
            }

            // Post-solve (store impulses for warm starting).
            contactSolver.FinalizeVelocityConstraints();

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.IsStatic())
                {
                    continue;
                }

                // Check for large velocities.
                Vec2 translation = step.Dt * b.LinearVelocity;
                if (Vec2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    translation.Normalize();
                    b.LinearVelocity = Settings.MaxTranslation * step.InvDt * translation;
                }

                float rotation = step.Dt * b.AngularVelocity;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    if (rotation < 0.0)
                    {
                        b.AngularVelocity = -step.InvDt * Settings.MaxRotation;
                    }
                    else
                    {
                        b.AngularVelocity = step.InvDt * Settings.MaxRotation;
                    }
                }

                // Store positions for continuous collision.
                b.Sweep.C0 = b.Sweep.C;
                b.Sweep.A0 = b.Sweep.A;

                // Integrate
                b.Sweep.C += step.Dt * b.LinearVelocity;
                b.Sweep.A += step.Dt * b.AngularVelocity;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Iterate over constraints.
            for (int i = 0; i < step.PositionIterations; ++i)
            {
                bool contactsOkay = contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);

                bool jointsOkay = true;
                for (int j = 0; j < JointCount; ++j)
                {
                    bool jointOkay = Joints[j].SolvePositionConstraints(Settings.ContactBaumgarte);
                    jointsOkay = jointsOkay && jointOkay;
                }

                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    break;
                }
            }

            Report(contactSolver.Constraints);

            if (allowSleep)
            {
                float minSleepTime = Settings.FltMax;

#if !TARGET_FLOAT32_IS_FIXED
                float linTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance;
                float angTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance;
#endif

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];
                    if (b.InvMass == 0.0f)
                    {
                        continue;
                    }

                    if ((b.Flags & BodyFlags.AllowSleep) == 0)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }

                    if ((b.Flags & BodyFlags.AllowSleep) == 0 ||
#if TARGET_FLOAT32_IS_FIXED
                        Common.Math.Abs(b._angularVelocity) > Settings.AngularSleepTolerance ||
                        Common.Math.Abs(b._linearVelocity.X) > Settings.LinearSleepTolerance ||
                        Common.Math.Abs(b._linearVelocity.Y) > Settings.LinearSleepTolerance)
#else
                        b.AngularVelocity *b.AngularVelocity > angTolSqr ||
                        Vec2.Dot(b.LinearVelocity, b.LinearVelocity) > linTolSqr)
#endif
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += step.Dt;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }