Ejemplo n.º 1
0
        public void Reset(FSTimeStep step, int count, Contact[] contacts, Position[] positions, Velocity[] velocities)
        {
            _step       = step;
            _count      = count;
            _positions  = positions;
            _velocities = velocities;
            _contacts   = contacts;

            // grow the array
            if (_velocityConstraints == null || _velocityConstraints.Length < count)
            {
                _velocityConstraints = new ContactVelocityConstraint[count * 2];
                _positionConstraints = new ContactPositionConstraint[count * 2];

                for (int i = 0; i < _velocityConstraints.Length; i++)
                {
                    _velocityConstraints[i] = new ContactVelocityConstraint();
                }

                for (int i = 0; i < _positionConstraints.Length; i++)
                {
                    _positionConstraints[i] = new ContactPositionConstraint();
                }
            }

            // Initialize position independent portions of the constraints.
            for (int i = 0; i < _count; ++i)
            {
                Contact contact = contacts[i];

                FSFixture fixtureA = contact.FixtureA;
                FSFixture fixtureB = contact.FixtureB;
                Shape     shapeA   = fixtureA.Shape;
                Shape     shapeB   = fixtureB.Shape;
                float     radiusA  = shapeA.Radius;
                float     radiusB  = shapeB.Radius;
                FSBody    bodyA    = fixtureA.Body;
                FSBody    bodyB    = fixtureB.Body;
                Manifold  manifold = contact.Manifold;

                int pointCount = manifold.PointCount;
                Debug.Assert(pointCount > 0);

                ContactVelocityConstraint vc = _velocityConstraints[i];
                vc.friction     = contact.Friction;
                vc.restitution  = contact.Restitution;
                vc.tangentSpeed = contact.TangentSpeed;
                vc.indexA       = bodyA.IslandIndex;
                vc.indexB       = bodyB.IslandIndex;
                vc.invMassA     = bodyA.InvMass;
                vc.invMassB     = bodyB.InvMass;
                vc.invIA        = bodyA.InvI;
                vc.invIB        = bodyB.InvI;
                vc.contactIndex = i;
                vc.pointCount   = pointCount;
                vc.K.SetZero();
                vc.normalMass.SetZero();

                ContactPositionConstraint pc = _positionConstraints[i];
                pc.indexA       = bodyA.IslandIndex;
                pc.indexB       = bodyB.IslandIndex;
                pc.invMassA     = bodyA.InvMass;
                pc.invMassB     = bodyB.InvMass;
                pc.localCenterA = bodyA.Sweep.LocalCenter;
                pc.localCenterB = bodyB.Sweep.LocalCenter;
                pc.invIA        = bodyA.InvI;
                pc.invIB        = bodyB.InvI;
                pc.localNormal  = manifold.LocalNormal;
                pc.localPoint   = manifold.LocalPoint;
                pc.pointCount   = pointCount;
                pc.radiusA      = radiusA;
                pc.radiusB      = radiusB;
                pc.type         = manifold.Type;

                for (int j = 0; j < pointCount; ++j)
                {
                    ManifoldPoint           cp  = manifold.Points[j];
                    VelocityConstraintPoint vcp = vc.points[j];

                    if (FSSettings.EnableWarmstarting)
                    {
                        vcp.normalImpulse  = _step.dtRatio * cp.NormalImpulse;
                        vcp.tangentImpulse = _step.dtRatio * cp.TangentImpulse;
                    }
                    else
                    {
                        vcp.normalImpulse  = 0.0f;
                        vcp.tangentImpulse = 0.0f;
                    }

                    vcp.rA           = FVector2.Zero;
                    vcp.rB           = FVector2.Zero;
                    vcp.normalMass   = 0.0f;
                    vcp.tangentMass  = 0.0f;
                    vcp.velocityBias = 0.0f;

                    pc.localPoints[j] = cp.LocalPoint;
                }
            }
        }
Ejemplo n.º 2
0
        public void Reset(FSTimeStep step, int count, Contact[] contacts, Position[] positions, Velocity[] velocities)
        {
            _step = step;
            _count = count;
            _positions = positions;
            _velocities = velocities;
            _contacts = contacts;

            // grow the array
            if (_velocityConstraints == null || _velocityConstraints.Length < count)
            {
                _velocityConstraints = new ContactVelocityConstraint[count * 2];
                _positionConstraints = new ContactPositionConstraint[count * 2];

                for (int i = 0; i < _velocityConstraints.Length; i++)
                {
                    _velocityConstraints[i] = new ContactVelocityConstraint();
                }

                for (int i = 0; i < _positionConstraints.Length; i++)
                {
                    _positionConstraints[i] = new ContactPositionConstraint();
                }
            }

            // Initialize position independent portions of the constraints.
            for (int i = 0; i < _count; ++i)
            {
                Contact contact = contacts[i];

                FSFixture fixtureA = contact.FixtureA;
                FSFixture fixtureB = contact.FixtureB;
                Shape shapeA = fixtureA.Shape;
                Shape shapeB = fixtureB.Shape;
                float radiusA = shapeA.Radius;
                float radiusB = shapeB.Radius;
                FSBody bodyA = fixtureA.Body;
                FSBody bodyB = fixtureB.Body;
                Manifold manifold = contact.Manifold;

                int pointCount = manifold.PointCount;
                Debug.Assert(pointCount > 0);

                ContactVelocityConstraint vc = _velocityConstraints[i];
                vc.friction = contact.Friction;
                vc.restitution = contact.Restitution;
                vc.tangentSpeed = contact.TangentSpeed;
                vc.indexA = bodyA.IslandIndex;
                vc.indexB = bodyB.IslandIndex;
                vc.invMassA = bodyA.InvMass;
                vc.invMassB = bodyB.InvMass;
                vc.invIA = bodyA.InvI;
                vc.invIB = bodyB.InvI;
                vc.contactIndex = i;
                vc.pointCount = pointCount;
                vc.K.SetZero();
                vc.normalMass.SetZero();

                ContactPositionConstraint pc = _positionConstraints[i];
                pc.indexA = bodyA.IslandIndex;
                pc.indexB = bodyB.IslandIndex;
                pc.invMassA = bodyA.InvMass;
                pc.invMassB = bodyB.InvMass;
                pc.localCenterA = bodyA.Sweep.LocalCenter;
                pc.localCenterB = bodyB.Sweep.LocalCenter;
                pc.invIA = bodyA.InvI;
                pc.invIB = bodyB.InvI;
                pc.localNormal = manifold.LocalNormal;
                pc.localPoint = manifold.LocalPoint;
                pc.pointCount = pointCount;
                pc.radiusA = radiusA;
                pc.radiusB = radiusB;
                pc.type = manifold.Type;

                for (int j = 0; j < pointCount; ++j)
                {
                    ManifoldPoint cp = manifold.Points[j];
                    VelocityConstraintPoint vcp = vc.points[j];

                    if (FSSettings.EnableWarmstarting)
                    {
                        vcp.normalImpulse = _step.dtRatio * cp.NormalImpulse;
                        vcp.tangentImpulse = _step.dtRatio * cp.TangentImpulse;
                    }
                    else
                    {
                        vcp.normalImpulse = 0.0f;
                        vcp.tangentImpulse = 0.0f;
                    }

                    vcp.rA = FVector2.Zero;
                    vcp.rB = FVector2.Zero;
                    vcp.normalMass = 0.0f;
                    vcp.tangentMass = 0.0f;
                    vcp.velocityBias = 0.0f;

                    pc.localPoints[j] = cp.LocalPoint;
                }
            }
        }
Ejemplo n.º 3
0
        private void Solve(ref FSTimeStep step)
        {
            // Size the island for the worst case.
            Island.Reset(BodyList.Count,
                         ContactManager.ContactList.Count,
                         JointList.Count,
                         ContactManager);

            // Clear all the island flags.
#if USE_ISLAND_SET
            Debug.Assert(IslandSet.Count == 0);
#else
			foreach (FSBody b in BodyList)
            {
                b.Flags &= ~BodyFlags.Island;
            }
#endif

#if USE_ACTIVE_CONTACT_SET
            foreach (var c in ContactManager.ActiveContacts)
            {
                c.Flags &= ~ContactFlags.Island;
            }
#else
			for (int i = 0; i < ContactManager.ContactList.Count; i++)
            {
                Contact c = ContactManager.ContactList[i];
                c.Flags &= ~ContactFlags.Island;
            }
#endif
            foreach (FarseerJoint j in JointList)
            {
                j.IslandFlag = false;
            }

            // Build and simulate all awake islands.
            int stackSize = BodyList.Count;
            if (stackSize > _stack.Length)
                _stack = new FSBody[Math.Max(_stack.Length * 2, stackSize)];

#if USE_AWAKE_BODY_SET

#if (!SILVERLIGHT)
            // If AwakeBodyList is empty, the Island code will not have a chance
            // to update the diagnostics timer so reset the timer here. 
            Island.JointUpdateTime = 0;
#endif
            Debug.Assert(AwakeBodyList.Count == 0);
            AwakeBodyList.AddRange(AwakeBodySet);

            foreach (var seed in AwakeBodyList)
            {
#else
            for (int index = BodyList.Count - 1; index >= 0; index--)
            {
                FSBody seed = BodyList[index];
#endif
                if ((seed.Flags & (BodyFlags.Island)) != BodyFlags.None)
                {
                    continue;
                }

                if (seed.Awake == false || seed.Enabled == false)
                {
                    continue;
                }

                // The seed can be dynamic or kinematic.
                if (seed.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Reset island and stack.
                Island.Clear();
                int stackCount = 0;
                _stack[stackCount++] = seed;

                SetIsland(seed);

                // Perform a depth first search (DFS) on the constraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    FSBody b = _stack[--stackCount];
                    Debug.Assert(b.Enabled);
                    Island.Add(b);

                    // Make sure the body is awake.
                    b.Awake = true;

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (ContactEdge ce = b.ContactList; ce != null; ce = ce.Next)
                    {
                        Contact contact = ce.Contact;

                        // Has this contact already been added to an island?
                        if ((contact.Flags & ContactFlags.Island) != ContactFlags.None)
                        {
                            continue;
                        }

                        // Is this contact solid and touching?
                        if (!ce.Contact.Enabled || !ce.Contact.IsTouching())
                        {
                            continue;
                        }

                        // Skip sensors.
                        bool sensorA = contact.FixtureA.IsSensor;
                        bool sensorB = contact.FixtureB.IsSensor;
                        if (sensorA || sensorB)
                        {
                            continue;
                        }

                        Island.Add(contact);
                        contact.Flags |= ContactFlags.Island;

                        FSBody other = ce.Other;

                        // Was the other body already added to this island?
                        if ((other.Flags & BodyFlags.Island) != BodyFlags.None)
                        {
                            continue;
                        }

                        Debug.Assert(stackCount < stackSize);
                        _stack[stackCount++] = other;
                        SetIsland(other);
                        //other.Flags |= BodyFlags.Island;
                    }

                    // Search all joints connect to this body.
                    for (JointEdge je = b.JointList; je != null; je = je.Next)
                    {
                        if (je.Joint.IslandFlag)
                        {
                            continue;
                        }

                        FSBody other = je.Other;

                        // WIP David
                        //Enter here when it's a non-fixed joint. Non-fixed joints have a other body.
                        if (other != null)
                        {
                            // Don't simulate joints connected to inactive bodies.
                            if (other.Enabled == false)
                            {
                                continue;
                            }

                            Island.Add(je.Joint);
                            je.Joint.IslandFlag = true;

                            if ((other.Flags & BodyFlags.Island) != BodyFlags.None)
                            {
                                continue;
                            }

                            Debug.Assert(stackCount < stackSize);
                            _stack[stackCount++] = other;
                            // other.Flags |= BodyFlags.Island;
                            SetIsland(other);
                        }
                        else
                        {
                            Island.Add(je.Joint);
                            je.Joint.IslandFlag = true;
                        }
                    }
                }

                Island.Solve(ref step, ref Gravity);

                // Post solve cleanup.
                for (int i = 0; i < Island.BodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    FSBody b = Island.Bodies[i];
                    if (b.BodyType == BodyType.Static)
                    {
                        b.Flags &= ~BodyFlags.Island;
                    }
                }
            }

            // Synchronize fixtures, check for out of range bodies.
#if USE_ISLAND_SET
            foreach (var b in IslandSet)
#else
            foreach (FSBody b in BodyList)
#endif
            {
                // If a body was not in an island then it did not move.
                if ((b.Flags & BodyFlags.Island) != BodyFlags.Island)
                {
                    continue;
                }
#if USE_ISLAND_SET
                Debug.Assert(b.BodyType != BodyType.Static);
#else
                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }
#endif

                // Update fixtures (for broad-phase).
                b.SynchronizeFixtures();
            }
#if OPTIMIZE_TOI
            foreach (var b in IslandSet)
            {
                if (!TOISet.Contains(b))
                {
                    TOISet.Add(b);
                }
            }
#endif
#if USE_ISLAND_SET
            IslandSet.Clear();
#endif

            // Look for new contacts.
            ContactManager.FindNewContacts();

#if USE_AWAKE_BODY_SET
            AwakeBodyList.Clear();
#endif
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Find TOI contacts and solve them.
        /// </summary>
        /// <param name="step">The step.</param>
        private void SolveTOI(ref FSTimeStep step)
        {
            Island.Reset(2 * FSSettings.MaxTOIContacts, FSSettings.MaxTOIContacts, 0, ContactManager);

#if OPTIMIZE_TOI
            bool wasStepComplete = _stepComplete;
#endif
            if (_stepComplete)
            {
#if OPTIMIZE_TOI
                foreach (var b in TOISet)
                {
                    b.Flags &= ~BodyFlags.Island;
                    b.Sweep.Alpha0 = 0.0f;
                }
#else
				for (int i = 0; i < BodyList.Count; i++)
                {
                    BodyList[i].Flags &= ~BodyFlags.Island;
                    BodyList[i].Sweep.Alpha0 = 0.0f;
                }
#endif
#if USE_ACTIVE_CONTACT_SET
                foreach (var c in ContactManager.ActiveContacts)
                {
#else
				for (int i = 0; i < ContactManager.ContactList.Count; i++)
                {
                    Contact c = ContactManager.ContactList[i];
#endif
                    // Invalidate TOI
                    c.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    c.TOICount = 0;
                    c.TOI = 1.0f;
                }
            }

            // Find TOI events and solve them.
            for (; ; )
            {
                // Find the first TOI.
                Contact minContact = null;
                float minAlpha = 1.0f;

#if USE_ACTIVE_CONTACT_SET
                foreach (var c in ContactManager.ActiveContacts)
                {
#else
            for (int i = 0; i < ContactManager.ContactList.Count; i++)
            {
                    Contact c = ContactManager.ContactList[i];
#endif

                    // Is this contact disabled?
                    if (c.Enabled == false)
                    {
                        continue;
                    }

                    // Prevent excessive sub-stepping.
                    if (c.TOICount > FSSettings.MaxSubSteps)
                    {
                        continue;
                    }

                    float alpha;
                    if ((c.Flags & ContactFlags.TOI) == ContactFlags.TOI)
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.TOI;
                    }
                    else
                    {
                        FSFixture fA = c.FixtureA;
                        FSFixture fB = c.FixtureB;

                        // Is there a sensor?
                        if (fA.IsSensor || fB.IsSensor)
                        {
                            continue;
                        }

                        FSBody bA = fA.Body;
                        FSBody bB = fB.Body;

                        BodyType typeA = bA.BodyType;
                        BodyType typeB = bB.BodyType;
                        Debug.Assert(typeA == BodyType.Dynamic || typeB == BodyType.Dynamic);

                        bool activeA = bA.Awake && typeA != BodyType.Static;
                        bool activeB = bB.Awake && typeB != BodyType.Static;

                        // Is at least one body active (awake and dynamic or kinematic)?
                        if (activeA == false && activeB == false)
                        {
                            continue;
                        }

                        bool collideA = (bA.IsBullet || typeA != BodyType.Dynamic) && ((fA.IgnoreCCDWith & fB.CollisionCategories) == 0);
                        bool collideB = (bB.IsBullet || typeB != BodyType.Dynamic) && ((fB.IgnoreCCDWith & fA.CollisionCategories) == 0);

                        // Are these two non-bullet dynamic bodies?
                        if (collideA == false && collideB == false)
                        {
                            continue;
                        }

#if OPTIMIZE_TOI
                        if (_stepComplete)
                        {
                            if (!TOISet.Contains(bA))
                            {
                                TOISet.Add(bA);
                                bA.Flags &= ~BodyFlags.Island;
                                bA.Sweep.Alpha0 = 0.0f;
                            }
                            if (!TOISet.Contains(bB))
                            {
                                TOISet.Add(bB);
                                bB.Flags &= ~BodyFlags.Island;
                                bB.Sweep.Alpha0 = 0.0f;
                            }
                        }
#endif
                        // Compute the TOI for this contact.
                        // Put the sweeps onto the same time interval.
                        float alpha0 = bA.Sweep.Alpha0;

                        if (bA.Sweep.Alpha0 < bB.Sweep.Alpha0)
                        {
                            alpha0 = bB.Sweep.Alpha0;
                            bA.Sweep.Advance(alpha0);
                        }
                        else if (bB.Sweep.Alpha0 < bA.Sweep.Alpha0)
                        {
                            alpha0 = bA.Sweep.Alpha0;
                            bB.Sweep.Advance(alpha0);
                        }

                        Debug.Assert(alpha0 < 1.0f);

                        // Compute the time of impact in interval [0, minTOI]
                        _input.ProxyA.Set(fA.Shape, c.ChildIndexA);
                        _input.ProxyB.Set(fB.Shape, c.ChildIndexB);
                        _input.SweepA = bA.Sweep;
                        _input.SweepB = bB.Sweep;
                        _input.TMax = 1.0f;

                        TOIOutput output;
                        TimeOfImpact.CalculateTimeOfImpact(out output, _input);

                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.T;
                        if (output.State == TOIOutputState.Touching)
                        {
                            alpha = Math.Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }

                        c.TOI = alpha;
                        c.Flags |= ContactFlags.TOI;
                    }

                    if (alpha < minAlpha)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minAlpha = alpha;
                    }
                }

                if (minContact == null || 1.0f - 10.0f * FSSettings.Epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    _stepComplete = true;
                    break;
                }

                // Advance the bodies to the TOI.
                FSFixture fA1 = minContact.FixtureA;
                FSFixture fB1 = minContact.FixtureB;
                FSBody bA0 = fA1.Body;
                FSBody bB0 = fB1.Body;

                Sweep backup1 = bA0.Sweep;
                Sweep backup2 = bB0.Sweep;

                bA0.Advance(minAlpha);
                bB0.Advance(minAlpha);

                // The TOI contact likely has some new contact points.
                minContact.Update(ContactManager);
                minContact.Flags &= ~ContactFlags.TOI;
                ++minContact.TOICount;

                // Is the contact solid?
                if (minContact.Enabled == false || minContact.IsTouching() == false)
                {
                    // Restore the sweeps.
                    minContact.Enabled = false;
                    bA0.Sweep = backup1;
                    bB0.Sweep = backup2;
                    bA0.SynchronizeTransform();
                    bB0.SynchronizeTransform();
                    continue;
                }

                bA0.Awake = true;
                bB0.Awake = true;

                // Build the island
                Island.Clear();
                Island.Add(bA0);
                Island.Add(bB0);
                Island.Add(minContact);

                bA0.Flags |= BodyFlags.Island;
                bB0.Flags |= BodyFlags.Island;
                minContact.Flags |= ContactFlags.Island;

                // Get contacts on bodyA and bodyB.
                FSBody[] bodies = { bA0, bB0 };
                for (int i = 0; i < 2; ++i)
                {
                    FSBody body = bodies[i];
                    if (body.BodyType == BodyType.Dynamic)
                    {
                        for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                        {
                            Contact contact = ce.Contact;

                            if (Island.BodyCount == Island.BodyCapacity)
                            {
                                break;
                            }

                            if (Island.ContactCount == Island.ContactCapacity)
                            {
                                break;
                            }

                            // Has this contact already been added to the island?
                            if ((contact.Flags & ContactFlags.Island) == ContactFlags.Island)
                            {
                                continue;
                            }

                            // Only add static, kinematic, or bullet bodies.
                            FSBody other = ce.Other;
                            if (other.BodyType == BodyType.Dynamic &&
                                body.IsBullet == false && other.IsBullet == false)
                            {
                                continue;
                            }

                            // Skip sensors.
                            if (contact.FixtureA.IsSensor || contact.FixtureB.IsSensor)
                            {
                                continue;
                            }

                            // Tentatively advance the body to the TOI.
                            Sweep backup = other.Sweep;
                            if ((other.Flags & BodyFlags.Island) == 0)
                            {
                                other.Advance(minAlpha);
                            }

                            // Update the contact points
                            contact.Update(ContactManager);

                            // Was the contact disabled by the user?
                            if (contact.Enabled == false)
                            {
                                other.Sweep = backup;
                                other.SynchronizeTransform();
                                continue;
                            }

                            // Are there contact points?
                            if (contact.IsTouching() == false)
                            {
                                other.Sweep = backup;
                                other.SynchronizeTransform();
                                continue;
                            }

                            // Add the contact to the island
                            contact.Flags |= ContactFlags.Island;
                            Island.Add(contact);

                            // Has the other body already been added to the island?
                            if ((other.Flags & BodyFlags.Island) == BodyFlags.Island)
                            {
                                continue;
                            }

                            // Add the other body to the island.
                            other.Flags |= BodyFlags.Island;

                            if (other.BodyType != BodyType.Static)
                            {
                                other.Awake = true;
                            }
#if OPTIMIZE_TOI
                            if (_stepComplete)
                            {
                                if (!TOISet.Contains(other))
                                {
                                    TOISet.Add(other);
                                    other.Sweep.Alpha0 = 0.0f;
                                }
                            }
#endif
                            Island.Add(other);
                        }
                    }
                }

                FSTimeStep subStep;
                subStep.dt = (1.0f - minAlpha) * step.dt;
                subStep.inv_dt = 1.0f / subStep.dt;
                subStep.dtRatio = 1.0f;
                //subStep.positionIterations = 20;
                //subStep.velocityIterations = step.velocityIterations;
                //subStep.warmStarting = false;
                Island.SolveTOI(ref subStep, bA0.IslandIndex, bB0.IslandIndex);

                // Reset island flags and synchronize broad-phase proxies.
                for (int i = 0; i < Island.BodyCount; ++i)
                {
                    FSBody body = Island.Bodies[i];
                    body.Flags &= ~BodyFlags.Island;

                    if (body.BodyType != BodyType.Dynamic)
                    {
                        continue;
                    }

                    body.SynchronizeFixtures();

                    // Invalidate all contact TOIs on this displaced body.
                    for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                    {
                        ce.Contact.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    }
                }

                // Commit fixture proxy movements to the broad-phase so that new contacts are created.
                // Also, some contacts can be destroyed.
                ContactManager.FindNewContacts();

                if (EnableSubStepping)
                {
                    _stepComplete = false;
                    break;
                }
            }
#if OPTIMIZE_TOI
            if (wasStepComplete)
            {
                TOISet.Clear();
            }
#endif
        }
Ejemplo n.º 5
0
        internal void SolveTOI(ref FSTimeStep subStep, int toiIndexA, int toiIndexB)
        {
            Debug.Assert(toiIndexA < BodyCount);
            Debug.Assert(toiIndexB < BodyCount);

            // Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody b = Bodies[i];
                _positions[i].c = b.Sweep.C;
                _positions[i].a = b.Sweep.A;
                _velocities[i].v = b.LinearVelocity;
                _velocities[i].w = b.AngularVelocity;
            }

            //b2ContactSolverDef contactSolverDef;
            //contactSolverDef.contacts = _contacts;
            //contactSolverDef.count = _contactCount;
            //contactSolverDef.allocator = _allocator;
            //contactSolverDef.step = subStep;
            //contactSolverDef.positions = _positions;
            //contactSolverDef.velocities = _velocities;
            //b2ContactSolver contactSolver(&contactSolverDef);

            _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities);

            // Solve position constraints.
            for (int i = 0; i < FSSettings.TOIPositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
                if (contactsOkay)
                {
                    break;
                }
            }

            // Leap of faith to new safe state.
            Bodies[toiIndexA].Sweep.C0 = _positions[toiIndexA].c;
            Bodies[toiIndexA].Sweep.A0 = _positions[toiIndexA].a;
            Bodies[toiIndexB].Sweep.C0 = _positions[toiIndexB].c;
            Bodies[toiIndexB].Sweep.A0 = _positions[toiIndexB].a;

            // No warm starting is needed for TOI events because warm
            // starting impulses were applied in the discrete solver.
            _contactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < FSSettings.TOIVelocityIterations; ++i)
            {
                _contactSolver.SolveVelocityConstraints();
            }

            // Don't store the TOI contact forces for warm starting
            // because they can be quite large.

            float h = subStep.dt;

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                FVector2 c = _positions[i].c;
                float a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > FSSettings.MaxTranslationSquared)
                {
                    float ratio = FSSettings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > FSSettings.MaxRotationSquared)
                {
                    float ratio = FSSettings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c = c;
                _positions[i].a = a;
                _velocities[i].v = v;
                _velocities[i].w = w;

                // Sync bodies
                FSBody body = Bodies[i];
                body.Sweep.C = c;
                body.Sweep.A = a;
                body.LinearVelocity = v;
                body.AngularVelocity = w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);
        }
Ejemplo n.º 6
0
        public void Solve(ref FSTimeStep step, ref FVector2 gravity)
        {
            float h = step.dt;

            // Integrate velocities and apply damping. Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody b = Bodies[i];

                FVector2 c = b.Sweep.C;
                float a = b.Sweep.A;
                FVector2 v = b.LinearVelocity;
                float w = b.AngularVelocity;

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

                if (b.BodyType == BodyType.Dynamic)
                {
                    // Integrate velocities.
                    v += h * (b.GravityScale * gravity + b.InvMass * b.Force);
                    w += h * b.InvI * b.Torque;

                    // 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
                    v *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                _positions[i].c = c;
                _positions[i].a = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solver data
            SolverData solverData = new SolverData();
            solverData.step = step;
            solverData.positions = _positions;
            solverData.velocities = _velocities;

            // Initialize velocity constraints.
            //b2ContactSolverDef contactSolverDef;
            //contactSolverDef.step = step;
            //contactSolverDef.contacts = m_contacts;
            //contactSolverDef.count = m_contactCount;
            //contactSolverDef.positions = m_positions;
            //contactSolverDef.velocities = m_velocities;
            //contactSolverDef.allocator = m_allocator;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (FSSettings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

            #if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                _watch.Start();
                _tmpTime = 0;
            }
            #endif

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                    _joints[i].InitVelocityConstraints(ref solverData);
            }

            #if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                _tmpTime += _watch.ElapsedTicks;
            }
            #endif

            // Solve velocity constraints.
            for (int i = 0; i < FSSettings.VelocityIterations; ++i)
            {
            #if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                    _watch.Start();
            #endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];

                    if (!joint.Enabled)
                        continue;

                    joint.SolveVelocityConstraints(ref solverData);

                    //TODO: Move up before solve?
                    joint.Validate(step.inv_dt);
                }

            #if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
            #endif

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                FVector2 c = _positions[i].c;
                float a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > FSSettings.MaxTranslationSquared)
                {
                    float ratio = FSSettings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > FSSettings.MaxRotationSquared)
                {
                    float ratio = FSSettings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c = c;
                _positions[i].a = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solve position constraints
            bool positionSolved = false;
            for (int i = 0; i < FSSettings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;

            #if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                    _watch.Start();
            #endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];
                    if (!joint.Enabled)
                        continue;

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);
                    jointsOkay = jointsOkay && jointOkay;
                }

            #if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
            #endif
                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    positionSolved = true;
                    break;
                }
            }

            #if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                JointUpdateTime = _tmpTime;
            }
            #endif

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody body = Bodies[i];
                body.Sweep.C = _positions[i].c;
                body.Sweep.A = _positions[i].a;
                body.LinearVelocity = _velocities[i].v;
                body.AngularVelocity = _velocities[i].w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (FSSettings.AllowSleep)
            {
                float minSleepTime = FSSettings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    FSBody b = Bodies[i];
                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
                        FVector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
                    {
                        b.SleepTime = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += h;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= FSSettings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        FSBody b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }