Ejemplo n.º 1
0
 public void WarmStart()
 {
     for (int i = 0; i < this._count; i++)
     {
         ContactVelocityConstraint contactVelocityConstraint = this._velocityConstraints[i];
         int       indexA     = contactVelocityConstraint.indexA;
         int       indexB     = contactVelocityConstraint.indexB;
         FP        invMassA   = contactVelocityConstraint.invMassA;
         FP        invIA      = contactVelocityConstraint.invIA;
         FP        invMassB   = contactVelocityConstraint.invMassB;
         FP        invIB      = contactVelocityConstraint.invIB;
         int       pointCount = contactVelocityConstraint.pointCount;
         TSVector2 tSVector   = this._velocities[indexA].v;
         FP        fP         = this._velocities[indexA].w;
         TSVector2 tSVector2  = this._velocities[indexB].v;
         FP        fP2        = this._velocities[indexB].w;
         TSVector2 normal     = contactVelocityConstraint.normal;
         TSVector2 value      = MathUtils.Cross(normal, 1f);
         for (int j = 0; j < pointCount; j++)
         {
             VelocityConstraintPoint velocityConstraintPoint = contactVelocityConstraint.points[j];
             TSVector2 tSVector3 = velocityConstraintPoint.normalImpulse * normal + velocityConstraintPoint.tangentImpulse * value;
             fP        -= invIA * MathUtils.Cross(velocityConstraintPoint.rA, tSVector3);
             tSVector  -= invMassA * tSVector3;
             fP2       += invIB * MathUtils.Cross(velocityConstraintPoint.rB, tSVector3);
             tSVector2 += invMassB * tSVector3;
         }
         this._velocities[indexA].v = tSVector;
         this._velocities[indexA].w = fP;
         this._velocities[indexB].v = tSVector2;
         this._velocities[indexB].w = fP2;
     }
 }
Ejemplo n.º 2
0
 public void StoreImpulses()
 {
     for (int i = 0; i < this._count; i++)
     {
         ContactVelocityConstraint contactVelocityConstraint = this._velocityConstraints[i];
         Manifold manifold = this._contacts[contactVelocityConstraint.contactIndex].Manifold;
         for (int j = 0; j < contactVelocityConstraint.pointCount; j++)
         {
             ManifoldPoint value = manifold.Points[j];
             value.NormalImpulse  = contactVelocityConstraint.points[j].normalImpulse;
             value.TangentImpulse = contactVelocityConstraint.points[j].tangentImpulse;
             manifold.Points[j]   = value;
         }
         this._contacts[contactVelocityConstraint.contactIndex].Manifold = manifold;
     }
 }
        public void StoreImpulses()
        {
            for (int i = 0; i < _count; ++i)
            {
                ContactVelocityConstraint vc = _velocityConstraints[i];
                Manifold manifold            = _contacts[vc.contactIndex].Manifold;

                for (int j = 0; j < vc.pointCount; ++j)
                {
                    ManifoldPoint point = manifold.Points[j];
                    point.NormalImpulse  = vc.points[j].normalImpulse;
                    point.TangentImpulse = vc.points[j].tangentImpulse;
                    manifold.Points[j]   = point;
                }

                _contacts[vc.contactIndex].Manifold = manifold;
            }
        }
        public void WarmStart()
        {
            // Warm start.
            for (int i = 0; i < _count; ++i)
            {
                ContactVelocityConstraint vc = _velocityConstraints[i];

                int indexA     = vc.indexA;
                int indexB     = vc.indexB;
                FP  mA         = vc.invMassA;
                FP  iA         = vc.invIA;
                FP  mB         = vc.invMassB;
                FP  iB         = vc.invIB;
                int pointCount = vc.pointCount;

                TSVector2 vA = _velocities[indexA].v;
                FP        wA = _velocities[indexA].w;
                TSVector2 vB = _velocities[indexB].v;
                FP        wB = _velocities[indexB].w;

                TSVector2 normal  = vc.normal;
                TSVector2 tangent = MathUtils.Cross(normal, 1.0f);

                for (int j = 0; j < pointCount; ++j)
                {
                    VelocityConstraintPoint vcp = vc.points[j];
                    TSVector2 P = vcp.normalImpulse * normal + vcp.tangentImpulse * tangent;
                    wA -= iA * MathUtils.Cross(vcp.rA, P);
                    vA -= mA * P;
                    wB += iB * MathUtils.Cross(vcp.rB, P);
                    vB += mB * P;
                }

                _velocities[indexA].v = vA;
                _velocities[indexA].w = wA;
                _velocities[indexB].v = vB;
                _velocities[indexB].w = wB;
            }
        }
        private void PostSolve(Contact contact, ContactVelocityConstraint impulse)
        {
            if (!Broken)
            {
                if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB))
                {
                    FP  maxImpulse = 0.0f;
                    int count      = contact.Manifold.PointCount;

                    for (int i = 0; i < count; ++i)
                    {
                        maxImpulse = TrueSync.TSMath.Max(maxImpulse, impulse.points[i].normalImpulse);
                    }

                    if (maxImpulse > Strength)
                    {
                        // Flag the body for breaking.
                        _break = true;
                    }
                }
            }
        }
Ejemplo n.º 6
0
        private void PostSolve(Contact contact, ContactVelocityConstraint impulse)
        {
            bool flag = !this.Broken;

            if (flag)
            {
                bool flag2 = this.Parts.Contains(contact.FixtureA) || this.Parts.Contains(contact.FixtureB);
                if (flag2)
                {
                    FP  fP         = 0f;
                    int pointCount = contact.Manifold.PointCount;
                    for (int i = 0; i < pointCount; i++)
                    {
                        fP = TSMath.Max(fP, impulse.points[i].normalImpulse);
                    }
                    bool flag3 = fP > this.Strength;
                    if (flag3)
                    {
                        this._break = true;
                    }
                }
            }
        }
Ejemplo n.º 7
0
 public void SolveVelocityConstraints()
 {
     for (int i = 0; i < this._count; i++)
     {
         ContactVelocityConstraint contactVelocityConstraint = this._velocityConstraints[i];
         int       indexA     = contactVelocityConstraint.indexA;
         int       indexB     = contactVelocityConstraint.indexB;
         FP        invMassA   = contactVelocityConstraint.invMassA;
         FP        invIA      = contactVelocityConstraint.invIA;
         FP        invMassB   = contactVelocityConstraint.invMassB;
         FP        invIB      = contactVelocityConstraint.invIB;
         int       pointCount = contactVelocityConstraint.pointCount;
         TSVector2 tSVector   = this._velocities[indexA].v;
         FP        fP         = this._velocities[indexA].w;
         TSVector2 tSVector2  = this._velocities[indexB].v;
         FP        fP2        = this._velocities[indexB].w;
         TSVector2 normal     = contactVelocityConstraint.normal;
         TSVector2 tSVector3  = MathUtils.Cross(normal, 1f);
         FP        friction   = contactVelocityConstraint.friction;
         Debug.Assert(pointCount == 1 || pointCount == 2);
         for (int j = 0; j < pointCount; j++)
         {
             VelocityConstraintPoint velocityConstraintPoint = contactVelocityConstraint.points[j];
             TSVector2 value = tSVector2 + MathUtils.Cross(fP2, velocityConstraintPoint.rB) - tSVector - MathUtils.Cross(fP, velocityConstraintPoint.rA);
             FP        x     = TSVector2.Dot(value, tSVector3) - contactVelocityConstraint.tangentSpeed;
             FP        fP3   = velocityConstraintPoint.tangentMass * -x;
             FP        fP4   = friction * velocityConstraintPoint.normalImpulse;
             FP        fP5   = MathUtils.Clamp(velocityConstraintPoint.tangentImpulse + fP3, -fP4, fP4);
             fP3 = fP5 - velocityConstraintPoint.tangentImpulse;
             velocityConstraintPoint.tangentImpulse = fP5;
             TSVector2 tSVector4 = fP3 * tSVector3;
             tSVector  -= invMassA * tSVector4;
             fP        -= invIA * MathUtils.Cross(velocityConstraintPoint.rA, tSVector4);
             tSVector2 += invMassB * tSVector4;
             fP2       += invIB * MathUtils.Cross(velocityConstraintPoint.rB, tSVector4);
         }
         bool flag = contactVelocityConstraint.pointCount == 1;
         if (flag)
         {
             VelocityConstraintPoint velocityConstraintPoint2 = contactVelocityConstraint.points[0];
             TSVector2 value2 = tSVector2 + MathUtils.Cross(fP2, velocityConstraintPoint2.rB) - tSVector - MathUtils.Cross(fP, velocityConstraintPoint2.rA);
             FP        x2     = TSVector2.Dot(value2, normal);
             FP        fP6    = -velocityConstraintPoint2.normalMass * (x2 - velocityConstraintPoint2.velocityBias);
             FP        fP7    = TSMath.Max(velocityConstraintPoint2.normalImpulse + fP6, 0f);
             fP6 = fP7 - velocityConstraintPoint2.normalImpulse;
             velocityConstraintPoint2.normalImpulse = fP7;
             TSVector2 tSVector5 = fP6 * normal;
             tSVector  -= invMassA * tSVector5;
             fP        -= invIA * MathUtils.Cross(velocityConstraintPoint2.rA, tSVector5);
             tSVector2 += invMassB * tSVector5;
             fP2       += invIB * MathUtils.Cross(velocityConstraintPoint2.rB, tSVector5);
         }
         else
         {
             VelocityConstraintPoint velocityConstraintPoint3 = contactVelocityConstraint.points[0];
             VelocityConstraintPoint velocityConstraintPoint4 = contactVelocityConstraint.points[1];
             TSVector2 tSVector6 = new TSVector2(velocityConstraintPoint3.normalImpulse, velocityConstraintPoint4.normalImpulse);
             Debug.Assert(tSVector6.x >= 0f && tSVector6.y >= 0f);
             TSVector2 value3    = tSVector2 + MathUtils.Cross(fP2, velocityConstraintPoint3.rB) - tSVector - MathUtils.Cross(fP, velocityConstraintPoint3.rA);
             TSVector2 value4    = tSVector2 + MathUtils.Cross(fP2, velocityConstraintPoint4.rB) - tSVector - MathUtils.Cross(fP, velocityConstraintPoint4.rA);
             FP        x3        = TSVector2.Dot(value3, normal);
             FP        x4        = TSVector2.Dot(value4, normal);
             TSVector2 tSVector7 = new TSVector2
             {
                 x = x3 - velocityConstraintPoint3.velocityBias,
                 y = x4 - velocityConstraintPoint4.velocityBias
             } -MathUtils.Mul(ref contactVelocityConstraint.K, tSVector6);
             TSVector2 tSVector8 = -MathUtils.Mul(ref contactVelocityConstraint.normalMass, tSVector7);
             bool      flag2     = tSVector8.x >= 0f && tSVector8.y >= 0f;
             if (flag2)
             {
                 TSVector2 tSVector9  = tSVector8 - tSVector6;
                 TSVector2 tSVector10 = tSVector9.x * normal;
                 TSVector2 tSVector11 = tSVector9.y * normal;
                 tSVector  -= invMassA * (tSVector10 + tSVector11);
                 fP        -= invIA * (MathUtils.Cross(velocityConstraintPoint3.rA, tSVector10) + MathUtils.Cross(velocityConstraintPoint4.rA, tSVector11));
                 tSVector2 += invMassB * (tSVector10 + tSVector11);
                 fP2       += invIB * (MathUtils.Cross(velocityConstraintPoint3.rB, tSVector10) + MathUtils.Cross(velocityConstraintPoint4.rB, tSVector11));
                 velocityConstraintPoint3.normalImpulse = tSVector8.x;
                 velocityConstraintPoint4.normalImpulse = tSVector8.y;
             }
             else
             {
                 tSVector8.x = -velocityConstraintPoint3.normalMass * tSVector7.x;
                 tSVector8.y = 0f;
                 x3          = 0f;
                 x4          = contactVelocityConstraint.K.ex.y * tSVector8.x + tSVector7.y;
                 bool flag3 = tSVector8.x >= 0f && x4 >= 0f;
                 if (flag3)
                 {
                     TSVector2 tSVector12 = tSVector8 - tSVector6;
                     TSVector2 tSVector13 = tSVector12.x * normal;
                     TSVector2 tSVector14 = tSVector12.y * normal;
                     tSVector  -= invMassA * (tSVector13 + tSVector14);
                     fP        -= invIA * (MathUtils.Cross(velocityConstraintPoint3.rA, tSVector13) + MathUtils.Cross(velocityConstraintPoint4.rA, tSVector14));
                     tSVector2 += invMassB * (tSVector13 + tSVector14);
                     fP2       += invIB * (MathUtils.Cross(velocityConstraintPoint3.rB, tSVector13) + MathUtils.Cross(velocityConstraintPoint4.rB, tSVector14));
                     velocityConstraintPoint3.normalImpulse = tSVector8.x;
                     velocityConstraintPoint4.normalImpulse = tSVector8.y;
                 }
                 else
                 {
                     tSVector8.x = 0f;
                     tSVector8.y = -velocityConstraintPoint4.normalMass * tSVector7.y;
                     x3          = contactVelocityConstraint.K.ey.x * tSVector8.y + tSVector7.x;
                     x4          = 0f;
                     bool flag4 = tSVector8.y >= 0f && x3 >= 0f;
                     if (flag4)
                     {
                         TSVector2 tSVector15 = tSVector8 - tSVector6;
                         TSVector2 tSVector16 = tSVector15.x * normal;
                         TSVector2 tSVector17 = tSVector15.y * normal;
                         tSVector  -= invMassA * (tSVector16 + tSVector17);
                         fP        -= invIA * (MathUtils.Cross(velocityConstraintPoint3.rA, tSVector16) + MathUtils.Cross(velocityConstraintPoint4.rA, tSVector17));
                         tSVector2 += invMassB * (tSVector16 + tSVector17);
                         fP2       += invIB * (MathUtils.Cross(velocityConstraintPoint3.rB, tSVector16) + MathUtils.Cross(velocityConstraintPoint4.rB, tSVector17));
                         velocityConstraintPoint3.normalImpulse = tSVector8.x;
                         velocityConstraintPoint4.normalImpulse = tSVector8.y;
                     }
                     else
                     {
                         tSVector8.x = 0f;
                         tSVector8.y = 0f;
                         x3          = tSVector7.x;
                         x4          = tSVector7.y;
                         bool flag5 = x3 >= 0f && x4 >= 0f;
                         if (flag5)
                         {
                             TSVector2 tSVector18 = tSVector8 - tSVector6;
                             TSVector2 tSVector19 = tSVector18.x * normal;
                             TSVector2 tSVector20 = tSVector18.y * normal;
                             tSVector  -= invMassA * (tSVector19 + tSVector20);
                             fP        -= invIA * (MathUtils.Cross(velocityConstraintPoint3.rA, tSVector19) + MathUtils.Cross(velocityConstraintPoint4.rA, tSVector20));
                             tSVector2 += invMassB * (tSVector19 + tSVector20);
                             fP2       += invIB * (MathUtils.Cross(velocityConstraintPoint3.rB, tSVector19) + MathUtils.Cross(velocityConstraintPoint4.rB, tSVector20));
                             velocityConstraintPoint3.normalImpulse = tSVector8.x;
                             velocityConstraintPoint4.normalImpulse = tSVector8.y;
                         }
                     }
                 }
             }
         }
         this._velocities[indexA].v = tSVector;
         this._velocities[indexA].w = fP;
         this._velocities[indexB].v = tSVector2;
         this._velocities[indexB].w = fP2;
     }
 }
Ejemplo n.º 8
0
 public void InitializeVelocityConstraints()
 {
     for (int i = 0; i < this._count; i++)
     {
         ContactVelocityConstraint contactVelocityConstraint = this._velocityConstraints[i];
         ContactPositionConstraint contactPositionConstraint = this._positionConstraints[i];
         FP        radiusA      = contactPositionConstraint.radiusA;
         FP        radiusB      = contactPositionConstraint.radiusB;
         Manifold  manifold     = this._contacts[contactVelocityConstraint.contactIndex].Manifold;
         int       indexA       = contactVelocityConstraint.indexA;
         int       indexB       = contactVelocityConstraint.indexB;
         FP        invMassA     = contactVelocityConstraint.invMassA;
         FP        invMassB     = contactVelocityConstraint.invMassB;
         FP        invIA        = contactVelocityConstraint.invIA;
         FP        invIB        = contactVelocityConstraint.invIB;
         TSVector2 localCenterA = contactPositionConstraint.localCenterA;
         TSVector2 localCenterB = contactPositionConstraint.localCenterB;
         TSVector2 c            = this._positions[indexA].c;
         FP        a            = this._positions[indexA].a;
         TSVector2 v            = this._velocities[indexA].v;
         FP        w            = this._velocities[indexA].w;
         TSVector2 c2           = this._positions[indexB].c;
         FP        a2           = this._positions[indexB].a;
         TSVector2 v2           = this._velocities[indexB].v;
         FP        w2           = this._velocities[indexB].w;
         Debug.Assert(manifold.PointCount > 0);
         Transform transform  = default(Transform);
         Transform transform2 = default(Transform);
         transform.q.Set(a);
         transform2.q.Set(a2);
         transform.p  = c - MathUtils.Mul(transform.q, localCenterA);
         transform2.p = c2 - MathUtils.Mul(transform2.q, localCenterB);
         TSVector2 normal;
         FixedArray2 <TSVector2> fixedArray;
         ContactSolver.WorldManifold.Initialize(ref manifold, ref transform, radiusA, ref transform2, radiusB, out normal, out fixedArray);
         contactVelocityConstraint.normal = normal;
         int pointCount = contactVelocityConstraint.pointCount;
         for (int j = 0; j < pointCount; j++)
         {
             VelocityConstraintPoint velocityConstraintPoint = contactVelocityConstraint.points[j];
             velocityConstraintPoint.rA = fixedArray[j] - c;
             velocityConstraintPoint.rB = fixedArray[j] - c2;
             FP y  = MathUtils.Cross(velocityConstraintPoint.rA, contactVelocityConstraint.normal);
             FP y2 = MathUtils.Cross(velocityConstraintPoint.rB, contactVelocityConstraint.normal);
             FP fP = invMassA + invMassB + invIA * y * y + invIB * y2 * y2;
             velocityConstraintPoint.normalMass = ((fP > 0f) ? (1f / fP) : 0f);
             TSVector2 b   = MathUtils.Cross(contactVelocityConstraint.normal, 1f);
             FP        y3  = MathUtils.Cross(velocityConstraintPoint.rA, b);
             FP        y4  = MathUtils.Cross(velocityConstraintPoint.rB, b);
             FP        fP2 = invMassA + invMassB + invIA * y3 * y3 + invIB * y4 * y4;
             velocityConstraintPoint.tangentMass  = ((fP2 > 0f) ? (1f / fP2) : 0f);
             velocityConstraintPoint.velocityBias = 0f;
             FP   fP3  = TSVector2.Dot(contactVelocityConstraint.normal, v2 + MathUtils.Cross(w2, velocityConstraintPoint.rB) - v - MathUtils.Cross(w, velocityConstraintPoint.rA));
             bool flag = fP3 < -Settings.VelocityThreshold;
             if (flag)
             {
                 velocityConstraintPoint.velocityBias = -contactVelocityConstraint.restitution * fP3;
             }
         }
         bool flag2 = contactVelocityConstraint.pointCount == 2;
         if (flag2)
         {
             VelocityConstraintPoint velocityConstraintPoint2 = contactVelocityConstraint.points[0];
             VelocityConstraintPoint velocityConstraintPoint3 = contactVelocityConstraint.points[1];
             FP   y5    = MathUtils.Cross(velocityConstraintPoint2.rA, contactVelocityConstraint.normal);
             FP   y6    = MathUtils.Cross(velocityConstraintPoint2.rB, contactVelocityConstraint.normal);
             FP   y7    = MathUtils.Cross(velocityConstraintPoint3.rA, contactVelocityConstraint.normal);
             FP   y8    = MathUtils.Cross(velocityConstraintPoint3.rB, contactVelocityConstraint.normal);
             FP   fP4   = invMassA + invMassB + invIA * y5 * y5 + invIB * y6 * y6;
             FP   y9    = invMassA + invMassB + invIA * y7 * y7 + invIB * y8 * y8;
             FP   fP5   = invMassA + invMassB + invIA * y5 * y7 + invIB * y6 * y8;
             FP   x     = 1000f;
             bool flag3 = fP4 * fP4 < x * (fP4 * y9 - fP5 * fP5);
             if (flag3)
             {
                 contactVelocityConstraint.K.ex       = new TSVector2(fP4, fP5);
                 contactVelocityConstraint.K.ey       = new TSVector2(fP5, y9);
                 contactVelocityConstraint.normalMass = contactVelocityConstraint.K.Inverse;
             }
             else
             {
                 contactVelocityConstraint.pointCount = 1;
             }
         }
     }
 }
Ejemplo n.º 9
0
        public void Reset(TimeStep step, int count, Contact[] contacts, Position[] positions, Velocity[] velocities, bool warmstarting = true)
        {
            this._step       = step;
            this._count      = count;
            this._positions  = positions;
            this._velocities = velocities;
            this._contacts   = contacts;
            bool flag = this._velocityConstraints == null || this._velocityConstraints.Length < count;

            if (flag)
            {
                this._velocityConstraints = new ContactVelocityConstraint[count * 2];
                this._positionConstraints = new ContactPositionConstraint[count * 2];
                for (int i = 0; i < this._velocityConstraints.Length; i++)
                {
                    this._velocityConstraints[i] = new ContactVelocityConstraint();
                }
                for (int j = 0; j < this._positionConstraints.Length; j++)
                {
                    this._positionConstraints[j] = new ContactPositionConstraint();
                }
            }
            for (int k = 0; k < this._count; k++)
            {
                Contact  contact    = contacts[k];
                Fixture  fixtureA   = contact.FixtureA;
                Fixture  fixtureB   = contact.FixtureB;
                Shape    shape      = fixtureA.Shape;
                Shape    shape2     = fixtureB.Shape;
                FP       radius     = shape.Radius;
                FP       radius2    = shape2.Radius;
                Body     body       = fixtureA.Body;
                Body     body2      = fixtureB.Body;
                Manifold manifold   = contact.Manifold;
                int      pointCount = manifold.PointCount;
                Debug.Assert(pointCount > 0);
                ContactVelocityConstraint contactVelocityConstraint = this._velocityConstraints[k];
                contactVelocityConstraint.friction     = contact.Friction;
                contactVelocityConstraint.restitution  = contact.Restitution;
                contactVelocityConstraint.tangentSpeed = contact.TangentSpeed;
                contactVelocityConstraint.indexA       = body.IslandIndex;
                contactVelocityConstraint.indexB       = body2.IslandIndex;
                contactVelocityConstraint.invMassA     = body._invMass;
                contactVelocityConstraint.invMassB     = body2._invMass;
                contactVelocityConstraint.invIA        = body._invI;
                contactVelocityConstraint.invIB        = body2._invI;
                contactVelocityConstraint.contactIndex = k;
                contactVelocityConstraint.pointCount   = pointCount;
                contactVelocityConstraint.K.SetZero();
                contactVelocityConstraint.normalMass.SetZero();
                ContactPositionConstraint contactPositionConstraint = this._positionConstraints[k];
                contactPositionConstraint.indexA       = body.IslandIndex;
                contactPositionConstraint.indexB       = body2.IslandIndex;
                contactPositionConstraint.invMassA     = body._invMass;
                contactPositionConstraint.invMassB     = body2._invMass;
                contactPositionConstraint.localCenterA = body._sweep.LocalCenter;
                contactPositionConstraint.localCenterB = body2._sweep.LocalCenter;
                contactPositionConstraint.invIA        = body._invI;
                contactPositionConstraint.invIB        = body2._invI;
                contactPositionConstraint.localNormal  = manifold.LocalNormal;
                contactPositionConstraint.localPoint   = manifold.LocalPoint;
                contactPositionConstraint.pointCount   = pointCount;
                contactPositionConstraint.radiusA      = radius;
                contactPositionConstraint.radiusB      = radius2;
                contactPositionConstraint.type         = manifold.Type;
                for (int l = 0; l < pointCount; l++)
                {
                    ManifoldPoint           manifoldPoint           = manifold.Points[l];
                    VelocityConstraintPoint velocityConstraintPoint = contactVelocityConstraint.points[l];
                    velocityConstraintPoint.normalImpulse    = this._step.dtRatio * manifoldPoint.NormalImpulse;
                    velocityConstraintPoint.tangentImpulse   = this._step.dtRatio * manifoldPoint.TangentImpulse;
                    velocityConstraintPoint.rA               = TSVector2.zero;
                    velocityConstraintPoint.rB               = TSVector2.zero;
                    velocityConstraintPoint.normalMass       = 0f;
                    velocityConstraintPoint.tangentMass      = 0f;
                    velocityConstraintPoint.velocityBias     = 0f;
                    contactPositionConstraint.localPoints[l] = manifoldPoint.LocalPoint;
                }
            }
        }
        public void Reset(TimeStep step, int count, Contact[] contacts, Position[] positions, Velocity[] velocities, bool warmstarting = Settings.EnableWarmstarting)
        {
            _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];

                Fixture  fixtureA = contact.FixtureA;
                Fixture  fixtureB = contact.FixtureB;
                Shape    shapeA   = fixtureA.Shape;
                Shape    shapeB   = fixtureB.Shape;
                FP       radiusA  = shapeA.Radius;
                FP       radiusB  = shapeB.Radius;
                Body     bodyA    = fixtureA.Body;
                Body     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 (Settings.EnableWarmstarting)
                    {
                        vcp.normalImpulse  = _step.dtRatio * cp.NormalImpulse;
                        vcp.tangentImpulse = _step.dtRatio * cp.TangentImpulse;
                    }
                    else
                    {
                        vcp.normalImpulse  = 0.0f;
                        vcp.tangentImpulse = 0.0f;
                    }

                    vcp.rA           = TSVector2.zero;
                    vcp.rB           = TSVector2.zero;
                    vcp.normalMass   = 0.0f;
                    vcp.tangentMass  = 0.0f;
                    vcp.velocityBias = 0.0f;

                    pc.localPoints[j] = cp.LocalPoint;
                }
            }
        }
        public void SolveVelocityConstraints()
        {
            for (int i = 0; i < _count; ++i)
            {
                ContactVelocityConstraint vc = _velocityConstraints[i];

                int indexA     = vc.indexA;
                int indexB     = vc.indexB;
                FP  mA         = vc.invMassA;
                FP  iA         = vc.invIA;
                FP  mB         = vc.invMassB;
                FP  iB         = vc.invIB;
                int pointCount = vc.pointCount;

                TSVector2 vA = _velocities[indexA].v;
                FP        wA = _velocities[indexA].w;
                TSVector2 vB = _velocities[indexB].v;
                FP        wB = _velocities[indexB].w;

                TSVector2 normal   = vc.normal;
                TSVector2 tangent  = MathUtils.Cross(normal, 1.0f);
                FP        friction = vc.friction;

                Debug.Assert(pointCount == 1 || pointCount == 2);

                // Solve tangent constraints first because non-penetration is more important
                // than friction.
                for (int j = 0; j < pointCount; ++j)
                {
                    VelocityConstraintPoint vcp = vc.points[j];

                    // Relative velocity at contact
                    TSVector2 dv = vB + MathUtils.Cross(wB, vcp.rB) - vA - MathUtils.Cross(wA, vcp.rA);

                    // Compute tangent force
                    FP vt     = TSVector2.Dot(dv, tangent) - vc.tangentSpeed;
                    FP lambda = vcp.tangentMass * (-vt);

                    // b2Clamp the accumulated force
                    FP maxFriction = friction * vcp.normalImpulse;
                    FP newImpulse  = MathUtils.Clamp(vcp.tangentImpulse + lambda, -maxFriction, maxFriction);
                    lambda             = newImpulse - vcp.tangentImpulse;
                    vcp.tangentImpulse = newImpulse;

                    // Apply contact impulse
                    TSVector2 P = lambda * tangent;

                    vA -= mA * P;
                    wA -= iA * MathUtils.Cross(vcp.rA, P);

                    vB += mB * P;
                    wB += iB * MathUtils.Cross(vcp.rB, P);
                }

                // Solve normal constraints
                if (vc.pointCount == 1)
                {
                    VelocityConstraintPoint vcp = vc.points[0];

                    // Relative velocity at contact
                    TSVector2 dv = vB + MathUtils.Cross(wB, vcp.rB) - vA - MathUtils.Cross(wA, vcp.rA);

                    // Compute normal impulse
                    FP vn     = TSVector2.Dot(dv, normal);
                    FP lambda = -vcp.normalMass * (vn - vcp.velocityBias);

                    // b2Clamp the accumulated impulse
                    FP newImpulse = TrueSync.TSMath.Max(vcp.normalImpulse + lambda, 0.0f);
                    lambda            = newImpulse - vcp.normalImpulse;
                    vcp.normalImpulse = newImpulse;

                    // Apply contact impulse
                    TSVector2 P = lambda * normal;
                    vA -= mA * P;
                    wA -= iA * MathUtils.Cross(vcp.rA, P);

                    vB += mB * P;
                    wB += iB * MathUtils.Cross(vcp.rB, P);
                }
                else
                {
                    // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
                    // Build the mini LCP for this contact patch
                    //
                    // vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
                    //
                    // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
                    // b = vn0 - velocityBias
                    //
                    // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
                    // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
                    // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
                    // solution that satisfies the problem is chosen.
                    //
                    // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
                    // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
                    //
                    // Substitute:
                    //
                    // x = a + d
                    //
                    // a := old total impulse
                    // x := new total impulse
                    // d := incremental impulse
                    //
                    // For the current iteration we extend the formula for the incremental impulse
                    // to compute the new total impulse:
                    //
                    // vn = A * d + b
                    //    = A * (x - a) + b
                    //    = A * x + b - A * a
                    //    = A * x + b'
                    // b' = b - A * a;

                    VelocityConstraintPoint cp1 = vc.points[0];
                    VelocityConstraintPoint cp2 = vc.points[1];

                    TSVector2 a = new TSVector2(cp1.normalImpulse, cp2.normalImpulse);
                    Debug.Assert(a.x >= 0.0f && a.y >= 0.0f);

                    // Relative velocity at contact
                    TSVector2 dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);
                    TSVector2 dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);

                    // Compute normal velocity
                    FP vn1 = TSVector2.Dot(dv1, normal);
                    FP vn2 = TSVector2.Dot(dv2, normal);

                    TSVector2 b = new TSVector2();
                    b.x = vn1 - cp1.velocityBias;
                    b.y = vn2 - cp2.velocityBias;

                    // Compute b'
                    b -= MathUtils.Mul(ref vc.K, a);

                    //FP k_errorTol = 1e-3f;
                    //B2_NOT_USED(k_errorTol);

                    for (; ;)
                    {
                        //
                        // Case 1: vn = 0
                        //
                        // 0 = A * x + b'
                        //
                        // Solve for x:
                        //
                        // x = - inv(A) * b'
                        //
                        TSVector2 x = -MathUtils.Mul(ref vc.normalMass, b);

                        if (x.x >= 0.0f && x.y >= 0.0f)
                        {
                            // Get the incremental impulse
                            TSVector2 d = x - a;

                            // Apply incremental impulse
                            TSVector2 P1 = d.x * normal;
                            TSVector2 P2 = d.y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // Accumulate
                            cp1.normalImpulse = x.x;
                            cp2.normalImpulse = x.y;

#if B2_DEBUG_SOLVER
                            // Postconditions
                            dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);
                            dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);

                            // Compute normal velocity
                            vn1 = Vector2.Dot(dv1, normal);
                            vn2 = Vector2.Dot(dv2, normal);

                            b2Assert(b2Abs(vn1 - cp1.velocityBias) < k_errorTol);
                            b2Assert(b2Abs(vn2 - cp2.velocityBias) < k_errorTol);
#endif
                            break;
                        }

                        //
                        // Case 2: vn1 = 0 and x2 = 0
                        //
                        //   0 = a11 * x1 + a12 * 0 + b1'
                        // vn2 = a21 * x1 + a22 * 0 + b2'
                        //
                        x.x = -cp1.normalMass * b.x;
                        x.y = 0.0f;
                        vn1 = 0.0f;
                        vn2 = vc.K.ex.y * x.x + b.y;

                        if (x.x >= 0.0f && vn2 >= 0.0f)
                        {
                            // Get the incremental impulse
                            TSVector2 d = x - a;

                            // Apply incremental impulse
                            TSVector2 P1 = d.x * normal;
                            TSVector2 P2 = d.y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // Accumulate
                            cp1.normalImpulse = x.x;
                            cp2.normalImpulse = x.y;

#if B2_DEBUG_SOLVER
                            // Postconditions
                            dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);

                            // Compute normal velocity
                            vn1 = Vector2.Dot(dv1, normal);

                            b2Assert(b2Abs(vn1 - cp1.velocityBias) < k_errorTol);
#endif
                            break;
                        }


                        //
                        // Case 3: vn2 = 0 and x1 = 0
                        //
                        // vn1 = a11 * 0 + a12 * x2 + b1'
                        //   0 = a21 * 0 + a22 * x2 + b2'
                        //
                        x.x = 0.0f;
                        x.y = -cp2.normalMass * b.y;
                        vn1 = vc.K.ey.x * x.y + b.x;
                        vn2 = 0.0f;

                        if (x.y >= 0.0f && vn1 >= 0.0f)
                        {
                            // Resubstitute for the incremental impulse
                            TSVector2 d = x - a;

                            // Apply incremental impulse
                            TSVector2 P1 = d.x * normal;
                            TSVector2 P2 = d.y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // Accumulate
                            cp1.normalImpulse = x.x;
                            cp2.normalImpulse = x.y;

#if B2_DEBUG_SOLVER
                            // Postconditions
                            dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);

                            // Compute normal velocity
                            vn2 = Vector2.Dot(dv2, normal);

                            b2Assert(b2Abs(vn2 - cp2.velocityBias) < k_errorTol);
#endif
                            break;
                        }

                        //
                        // Case 4: x1 = 0 and x2 = 0
                        //
                        // vn1 = b1
                        // vn2 = b2;
                        x.x = 0.0f;
                        x.y = 0.0f;
                        vn1 = b.x;
                        vn2 = b.y;

                        if (vn1 >= 0.0f && vn2 >= 0.0f)
                        {
                            // Resubstitute for the incremental impulse
                            TSVector2 d = x - a;

                            // Apply incremental impulse
                            TSVector2 P1 = d.x * normal;
                            TSVector2 P2 = d.y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // Accumulate
                            cp1.normalImpulse = x.x;
                            cp2.normalImpulse = x.y;

                            break;
                        }

                        // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
                        break;
                    }
                }

                _velocities[indexA].v = vA;
                _velocities[indexA].w = wA;
                _velocities[indexB].v = vB;
                _velocities[indexB].w = wB;
            }
        }
        public void InitializeVelocityConstraints()
        {
            for (int i = 0; i < _count; ++i)
            {
                ContactVelocityConstraint vc = _velocityConstraints[i];
                ContactPositionConstraint pc = _positionConstraints[i];

                FP       radiusA  = pc.radiusA;
                FP       radiusB  = pc.radiusB;
                Manifold manifold = _contacts[vc.contactIndex].Manifold;

                int indexA = vc.indexA;
                int indexB = vc.indexB;

                FP        mA           = vc.invMassA;
                FP        mB           = vc.invMassB;
                FP        iA           = vc.invIA;
                FP        iB           = vc.invIB;
                TSVector2 localCenterA = pc.localCenterA;
                TSVector2 localCenterB = pc.localCenterB;

                TSVector2 cA = _positions[indexA].c;
                FP        aA = _positions[indexA].a;
                TSVector2 vA = _velocities[indexA].v;
                FP        wA = _velocities[indexA].w;

                TSVector2 cB = _positions[indexB].c;
                FP        aB = _positions[indexB].a;
                TSVector2 vB = _velocities[indexB].v;
                FP        wB = _velocities[indexB].w;

                Debug.Assert(manifold.PointCount > 0);

                Transform xfA = new Transform();
                Transform xfB = new Transform();
                xfA.q.Set(aA);
                xfB.q.Set(aB);
                xfA.p = cA - MathUtils.Mul(xfA.q, localCenterA);
                xfB.p = cB - MathUtils.Mul(xfB.q, localCenterB);

                TSVector2 normal;
                FixedArray2 <TSVector2> points;
                WorldManifold.Initialize(ref manifold, ref xfA, radiusA, ref xfB, radiusB, out normal, out points);

                vc.normal = normal;

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

                    vcp.rA = points[j] - cA;
                    vcp.rB = points[j] - cB;

                    FP rnA = MathUtils.Cross(vcp.rA, vc.normal);
                    FP rnB = MathUtils.Cross(vcp.rB, vc.normal);

                    FP kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;

                    vcp.normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;

                    TSVector2 tangent = MathUtils.Cross(vc.normal, 1.0f);

                    FP rtA = MathUtils.Cross(vcp.rA, tangent);
                    FP rtB = MathUtils.Cross(vcp.rB, tangent);

                    FP kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;

                    vcp.tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;

                    // Setup a velocity bias for restitution.
                    vcp.velocityBias = 0.0f;
                    FP vRel = TSVector2.Dot(vc.normal, vB + MathUtils.Cross(wB, vcp.rB) - vA - MathUtils.Cross(wA, vcp.rA));
                    if (vRel < -Settings.VelocityThreshold)
                    {
                        vcp.velocityBias = -vc.restitution * vRel;
                    }
                }

                // If we have two points, then prepare the block solver.
                if (vc.pointCount == 2)
                {
                    VelocityConstraintPoint vcp1 = vc.points[0];
                    VelocityConstraintPoint vcp2 = vc.points[1];

                    FP rn1A = MathUtils.Cross(vcp1.rA, vc.normal);
                    FP rn1B = MathUtils.Cross(vcp1.rB, vc.normal);
                    FP rn2A = MathUtils.Cross(vcp2.rA, vc.normal);
                    FP rn2B = MathUtils.Cross(vcp2.rB, vc.normal);

                    FP k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
                    FP k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
                    FP k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;

                    // Ensure a reasonable condition number.
                    FP k_maxConditionNumber = 1000.0f;
                    if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
                    {
                        // K is safe to invert.
                        vc.K.ex       = new TSVector2(k11, k12);
                        vc.K.ey       = new TSVector2(k12, k22);
                        vc.normalMass = vc.K.Inverse;
                    }
                    else
                    {
                        // The constraints are redundant, just use one.
                        // TODO_ERIN use deepest?
                        vc.pointCount = 1;
                    }
                }
            }
        }