Beispiel #1
0
        /// <summary>
        /// Resolves a set of particle contacts for both penetration
        /// and velocity.
        ///
        /// Contacts that cannot interact with each other should be
        /// passed to separate calls to resolveContacts, as the
        /// resolution algorithm takes much longer for lots of contacts
        /// than it does for the same number of contacts in small sets.
        ///
        /// <param name="contacts">
        /// Contacts to resolve.
        /// </param>
        /// <param name="duration">
        /// The duration of the previous integration step.
        /// This is used to compensate for forces applied.
        /// </param>
        public void ResolveContacts(List <ParticleContact> contacts, float duration)
        {
            for (int iterationsUsed = 0; iterationsUsed < Iterations; iterationsUsed++)
            {
                // Find the contact with the largest closing velocity;
                var             max        = float.MaxValue;
                ParticleContact maxContact = null;

                foreach (var contact in contacts)
                {
                    var sepVel = contact.CalculateSeparatingVelocity();
                    if (sepVel < max && (sepVel < 0 || contact.Penetration > 0))
                    {
                        max        = sepVel;
                        maxContact = contact;
                    }
                }

                // Do we have anything worth resolving?
                if (maxContact == null)
                {
                    break;
                }

                // Resolve this contact
                maxContact.Resolve(duration);

                // Update the interpenetrations for all particles
                foreach (var contact in contacts)
                {
                    if (contact.Particle0 == maxContact.Particle0)
                    {
                        contact.Penetration -= Vector3.Dot(maxContact.ParticleMovement0, contact.ContactNormal);
                    }
                    else if (contact.Particle0 == maxContact.Particle1)
                    {
                        contact.Penetration -= Vector3.Dot(maxContact.ParticleMovement1, contact.ContactNormal);
                    }

                    if (contact.Particle1 != null)
                    {
                        if (contact.Particle1 == maxContact.Particle0)
                        {
                            contact.Penetration += Vector3.Dot(maxContact.ParticleMovement0, contact.ContactNormal);
                        }
                        else if (contact.Particle1 == maxContact.Particle1)
                        {
                            contact.Penetration += Vector3.Dot(maxContact.ParticleMovement1, contact.ContactNormal);
                        }
                    }
                }
            }
        }
Beispiel #2
0
        public override void AddContacts(List <ParticleContact> contacts, int maxContacts)
        {
            // Find the length of the rod
            float currentLen = CurrentLength;

            // Check if we're over-extended
            if (currentLen == Length)
            {
                return;
            }

            var contact = new ParticleContact
            {
                Particle0   = Particle0,
                Particle1   = Particle1,
                Restitution = 0 // no bounciness
            };

            // Calculate the normal
            var normal = Particle1.Position - Particle0.Position;

            normal.Normalize();

            // The contact normal depends on whether we're extending or compressing
            if (currentLen > Length)
            {
                contact.ContactNormal = normal;
                contact.Penetration   = currentLen - Length;
            }
            else
            {
                contact.ContactNormal = -normal;
                contact.Penetration   = Length - currentLen;
            }

            contacts.Add(contact);
        }