public static void Prestep(ref Vector3Wide tangentX, ref Vector3Wide tangentY, ref Vector3Wide offsetA, ref Vector3Wide offsetB,
                                   ref BodyInertias inertiaA, ref BodyInertias inertiaB,
                                   out TangentFriction.Projection projection)
        {
            ComputeJacobians(ref tangentX, ref tangentY, ref offsetA, ref offsetB, out var jacobians);
            //Compute effective mass matrix contributions.
            Triangular2x2Wide.SandwichScale(ref jacobians.LinearA, ref inertiaA.InverseMass, out var linearContributionA);
            Triangular2x2Wide.SandwichScale(ref jacobians.LinearA, ref inertiaB.InverseMass, out var linearContributionB);

            Triangular3x3Wide.MatrixSandwich(ref jacobians.AngularA, ref inertiaA.InverseInertiaTensor, out var angularContributionA);
            Triangular3x3Wide.MatrixSandwich(ref jacobians.AngularB, ref inertiaB.InverseInertiaTensor, out var angularContributionB);

            //No softening; this constraint is rigid by design. (It does support a maximum force, but that is distinct from a proper damping ratio/natural frequency.)
            Triangular2x2Wide.Add(ref linearContributionA, ref linearContributionB, out var linear);
            Triangular2x2Wide.Add(ref angularContributionA, ref angularContributionB, out var angular);
            Triangular2x2Wide.Add(ref linear, ref angular, out var inverseEffectiveMass);
            Triangular2x2Wide.InvertWithoutOverlap(ref inverseEffectiveMass, out projection.EffectiveMass);
            projection.OffsetA = offsetA;
            projection.OffsetB = offsetB;

            //Note that friction constraints have no bias velocity. They target zero velocity.
        }
 public static void Solve(ref Vector3Wide tangentX, ref Vector3Wide tangentY, ref TangentFriction.Projection projection, ref BodyInertias inertiaA, ref BodyInertias inertiaB, ref Vector <float> maximumImpulse, ref Vector2Wide accumulatedImpulse, ref BodyVelocities wsvA, ref BodyVelocities wsvB)
 {
     ComputeJacobians(ref tangentX, ref tangentY, ref projection.OffsetA, ref projection.OffsetB, out var jacobians);
     ComputeCorrectiveImpulse(ref wsvA, ref wsvB, ref projection, ref jacobians, ref maximumImpulse, ref accumulatedImpulse, out var correctiveCSI);
     ApplyImpulse(ref jacobians, ref inertiaA, ref inertiaB, ref correctiveCSI, ref wsvA, ref wsvB);
 }
        public static void ComputeCorrectiveImpulse(ref BodyVelocities wsvA, ref BodyVelocities wsvB, ref TangentFriction.Projection data, ref Jacobians jacobians,
                                                    ref Vector <float> maximumImpulse, ref Vector2Wide accumulatedImpulse, out Vector2Wide correctiveCSI)
        {
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Linear, jacobians.LinearA, out var csvaLinear);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvA.Angular, jacobians.AngularA, out var csvaAngular);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvB.Linear, jacobians.LinearA, out var csvbLinear);
            Matrix2x3Wide.TransformByTransposeWithoutOverlap(wsvB.Angular, jacobians.AngularB, out var csvbAngular);
            //Note that the velocity in constraint space is (csvaLinear - csvbLinear + csvaAngular + csvbAngular).
            //The subtraction there is due to sharing the linear jacobian between both bodies.
            //In the following, we need to compute the constraint space *violating* velocity- which is the negation of the above velocity in constraint space.
            //So, (csvbLinear - csvaLinear - (csvaAngular + csvbAngular)).
            Vector2Wide.Subtract(csvbLinear, csvaLinear, out var csvLinear);
            Vector2Wide.Add(csvaAngular, csvbAngular, out var csvAngular);
            Vector2Wide.Subtract(csvLinear, csvAngular, out var csv);

            Symmetric2x2Wide.TransformWithoutOverlap(csv, data.EffectiveMass, out var csi);

            var previousAccumulated = accumulatedImpulse;

            Vector2Wide.Add(accumulatedImpulse, csi, out accumulatedImpulse);
            //The maximum force of friction depends upon the normal impulse. The maximum is supplied per iteration.
            Vector2Wide.Length(accumulatedImpulse, out var accumulatedMagnitude);
            //Note division by zero guard.
            var scale = Vector.Min(Vector <float> .One, maximumImpulse / Vector.Max(new Vector <float>(1e-16f), accumulatedMagnitude));

            Vector2Wide.Scale(accumulatedImpulse, scale, out accumulatedImpulse);

            Vector2Wide.Subtract(accumulatedImpulse, previousAccumulated, out correctiveCSI);
        }
 public static void WarmStart(ref Vector3Wide tangentX, ref Vector3Wide tangentY, ref TangentFriction.Projection projection, ref BodyInertias inertiaA, ref BodyInertias inertiaB,
                              ref Vector2Wide accumulatedImpulse, ref BodyVelocities wsvA, ref BodyVelocities wsvB)
 {
     ComputeJacobians(ref tangentX, ref tangentY, ref projection.OffsetA, ref projection.OffsetB, out var jacobians);
     //TODO: If the previous frame and current frame are associated with different time steps, the previous frame's solution won't be a good solution anymore.
     //To compensate for this, the accumulated impulse should be scaled if dt changes.
     ApplyImpulse(ref jacobians, ref inertiaA, ref inertiaB, ref accumulatedImpulse, ref wsvA, ref wsvB);
 }