Ejemplo n.º 1
0
        public void DrawDebugData()
        {
            if (m_debugDraw == null)
            {
                return;
            }

            b2DrawFlags flags = m_debugDraw.GetFlags();

            if (flags & b2DrawFlags.e_shapeBit)
            {
                for (b2Body b = m_bodyList; b; b = b.Next)
                {
                    b2Transform xf = b.Transform;
                    for (b2Fixture f = b.FixtureList; f != null; f = f.Next)
                    {
                        if (b.IsActive() == false)
                        {
                            DrawShape(f, xf, new b2Color(0.5f, 0.5f, 0.3f));
                        }
                        else if (b.GetType() == b2BodyType.b2_staticBody)
                        {
                            DrawShape(f, xf, new b2Color(0.5f, 0.9f, 0.5f));
                        }
                        else if (b.GetType() == b2BodyType.b2_kinematicBody)
                        {
                            DrawShape(f, xf, new b2Color(0.5f, 0.5f, 0.9f));
                        }
                        else if (b.IsAwake() == false)
                        {
                            DrawShape(f, xf, new b2Color(0.6f, 0.6f, 0.6f));
                        }
                        else
                        {
                            DrawShape(f, xf, new b2Color(0.9f, 0.7f, 0.7f));
                        }
                    }
                }
            }

            if (flags.HasFlag(b2DrawFlags.e_jointBit))
            {
                for (b2Joint j = m_jointList; j != null; j = j.GetNext())
                {
                    DrawJoint(j);
                }
            }

            if (flags.HasFlag(b2DrawFlags.e_pairBit))
            {
                b2Color color = new b2Color(0.3f, 0.9f, 0.9f);
                for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
                {
                    //b2Fixture fixtureA = c.GetFixtureA();
                    //b2Fixture fixtureB = c.GetFixtureB();

                    //b2Vec2 cA = fixtureA.GetAABB().GetCenter();
                    //b2Vec2 cB = fixtureB.GetAABB().GetCenter();

                    //m_debugDraw.DrawSegment(cA, cB, color);
                }
            }

            if (flags.HasFlag(b2DrawFlags.e_aabbBit))
            {
                b2Color color(0.9f, 0.3f, 0.9f);

                b2BroadPhase bp = m_contactManager.BroadPhase;

                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    if (b.IsActive() == false)
                    {
                        continue;
                    }

                    for (b2Fixture f = b.FixtureList; f != null; f = f.Next)
                    {
                        for (int i = 0; i < f.ProxyCount; ++i)
                        {
                            b2FixtureProxy proxy = f.Proxies[i];
                            b2AABB         aabb  = bp.GetFatAABB(proxy.proxyId);
                            b2Vec2[]       vs    = new b2Vec2[4];
                            vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y);
                            vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y);
                            vs[2].Set(aabb.upperBound.x, aabb.upperBound.y);
                            vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y);

                            m_debugDraw.DrawPolygon(vs, 4, color);
                        }
                    }
                }
            }

            if (flags.HasFlag(b2DrawFlags.e_centerOfMassBit))
            {
                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    b2Transform xf = b.Transform;
                    xf.p = b.WorldCenter;
                    m_debugDraw.DrawTransform(xf);
                }
            }
        }
Ejemplo n.º 2
0
        public void SolveTOI(b2TimeStep subStep)
        {
            int i;
            int j;

            m_contactSolver.Initialize(subStep, m_contacts, m_contactCount, m_allocator);
            b2ContactSolver contactSolver = m_contactSolver;

            // No warm starting is needed for TOI events because warm
            // starting impulses were applied in the discrete solver.

            // Warm starting for joints is off for now, but we need to
            // call this function to compute Jacobians.
            for (i = 0; i < m_jointCount; ++i)
            {
                m_joints[i].InitVelocityConstraints(subStep);
            }


            // Solve velocity constraints.
            for (i = 0; i < subStep.velocityIterations; ++i)
            {
                contactSolver.SolveVelocityConstraints();
                for (j = 0; j < m_jointCount; ++j)
                {
                    m_joints[j].SolveVelocityConstraints(subStep);
                }
            }

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

            // Integrate positions.
            for (i = 0; i < m_bodyCount; ++i)
            {
                b2Body b = m_bodies[i];

                if (b.GetType() == b2Body.b2_staticBody)
                {
                    continue;
                }

                // Check for large velocities.
                // b2Vec2 translation = subStep.dt * b.m_linearVelocity;
                float translationX = subStep.dt * b.m_linearVelocity.x;
                float translationY = subStep.dt * b.m_linearVelocity.y;
                //if (b2Dot(translation, translation) > b2_maxTranslationSquared)
                if ((translationX * translationX + translationY * translationY) > b2Settings.b2_maxTranslationSquared)
                {
                    b.m_linearVelocity.Normalize();
                    b.m_linearVelocity.x *= b2Settings.b2_maxTranslation * subStep.inv_dt;
                    b.m_linearVelocity.y *= b2Settings.b2_maxTranslation * subStep.inv_dt;
                }

                float rotation = subStep.dt * b.m_angularVelocity;
                if (rotation * rotation > b2Settings.b2_maxRotationSquared)
                {
                    if (b.m_angularVelocity < 0.0f)
                    {
                        b.m_angularVelocity = -b2Settings.b2_maxRotation * subStep.inv_dt;
                    }
                    else
                    {
                        b.m_angularVelocity = b2Settings.b2_maxRotation * subStep.inv_dt;
                    }
                }

                // Store positions for continuous collision.
                b.m_sweep.c0.SetV(b.m_sweep.c);
                b.m_sweep.a0 = b.m_sweep.a;

                // Integrate
                b.m_sweep.c.x += subStep.dt * b.m_linearVelocity.x;
                b.m_sweep.c.y += subStep.dt * b.m_linearVelocity.y;
                b.m_sweep.a   += subStep.dt * b.m_angularVelocity;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Solve position constraints.
            float k_toiBaumgarte = 0.75f;

            for (i = 0; i < subStep.positionIterations; ++i)
            {
                bool contactsOkay = contactSolver.SolvePositionConstraints(k_toiBaumgarte);
                bool jointsOkay   = true;
                for (j = 0; j < m_jointCount; ++j)
                {
                    bool jointOkay = m_joints[j].SolvePositionConstraints(b2Settings.b2_contactBaumgarte);
                    jointsOkay = jointsOkay && jointOkay;
                }

                if (contactsOkay && jointsOkay)
                {
                    break;
                }
            }
            Report(contactSolver.m_constraints);
        }