Example #1
0
        public Contact2D(Vector2 normal, float d, RigidBody2D a, RigidBody2D b, Vector2 pointA, Vector2 pointB)
        {
            Normal = normal;
            Dist = d;
            A = a;
            B = b;
            this.pointA = pointA;
            this.pointB = pointB;

            Normal = normal;
            if (NoisyNormals)
            {
                Normal = new Vector2((float)(Normal.X + (rand.NextDouble() - 0.5) / 100f), (float)(Normal.Y + (rand.NextDouble() - 0.5) / 100f));
            }

            // compute denominator in impulse equation
            float x = A.InvMass;
            float y = B.InvMass;
            float ran = Vector2.Dot(pointA - A.Pos, Normal);
            float rbn = Vector2.Dot(pointB - B.Pos, Normal);
            float z = ran * ran * A.InvInertia;
            float w = rbn * rbn * B.InvInertia;

            InvDenom = 1f / (x + y + z + w);

            //I = (1+e)*N*(Vr • N) / (1/Ma + 1/Mb)
            //Impulse = (Vector2.Dot(b.Vel - a.Vel, normal) / (a.InvMass + b.InvMass));
            ImpulseN = 0;
            ImpulseT = 0;
        }
Example #2
0
        public override void AddContacts(RigidBody2D rb, float dt, ref List<Contact2D> contacts)
        {
            //Profiler says this method takes up a lot of processing time (AKA, it's run quite often)
            if (rb as CircleBody != null)
            {
                CircleBody c = rb as CircleBody;
                Vector2 normal = rb.Pos - this.Pos;
                float normLen = normal.Length();
                float dist = normLen - (this.radius + c.radius);
                normal /= normLen;
                Vector2 pa = this.Pos + normal * this.radius;
                Vector2 pb = rb.Pos - normal * c.radius;

                contacts.Add(new Contact2D(normal, dist, this, rb, pa, pb));
            }
            else if (rb as LineBody != null)
            {
                LineBody pb = rb as LineBody;
                pb.AddContacts(this, dt, ref contacts);
            }
            else if (rb as CompoundBody != null)
            {
                CompoundBody cb = rb as CompoundBody;
                foreach (CircleBody c in cb.Bodies)
                {
                    this.AddContacts(c, dt, ref contacts);
                }
            }
            else {
                throw new NotImplementedException();
            }
        }
 public void AddRigidBody(RigidBody2D rb)
 {
     if (rb as LineBody != null)
     {
         lines.Add(rb);
     }
     else
     {
         bodies.Add(rb);
     }
 }
Example #4
0
        public override void AddContacts(RigidBody2D rb, float dt, ref List<Contact2D> contacts)
        {
            if (rb as CircleBody != null)
            {
                CircleBody c = rb as CircleBody;
                float dist = DistanceToPoint(c.Pos) - c.Radius;

                Vector2 pointOnPlane = c.Pos - (normal * (dist+c.Radius));
                Vector2 pointOnBall = c.Pos - (normal * c.Radius);
                contacts.Add(new Contact2D(normal, dist, this, rb, pointOnPlane, pointOnBall));
            }
            else if (rb as LineBody != null)
            {

            }
            else if (rb as CompoundBody != null)
            {

            }
            else
            {
                throw new NotImplementedException();
            }
        }
 public Constraint2D(RigidBody2D bodyA, RigidBody2D bodyB)
 {
     BodyA = bodyA;
     BodyB = bodyB;
 }
Example #6
0
 public abstract void AddContacts(RigidBody2D rb, float dt, ref List<Contact2D> contacts);
        public override void AddContacts(RigidBody2D rb, float dt, ref List<Contact2D> contacts)
        {
            //Profiler says this method takes up a lot of processing time (AKA, it's run quite often)
            if (rb as CircleBody != null)
            {
                CircleBody c = rb as CircleBody;

                foreach (CircleBody circle in circles)
                {
                    Vector2 tempPos = circle.Pos;
                    circle.Pos += this.Pos;

                    circle.AddContacts(c, dt, ref contacts);
                    Contact2D justAdded = contacts[contacts.Count - 1];
                    contacts[contacts.Count - 1] = new Contact2D(justAdded.Normal, justAdded.Dist, this, justAdded.B, justAdded.pointA, justAdded.pointB);

                    circle.Pos = tempPos;
                }
            }
            else if (rb as LineBody != null)
            {
                foreach (CircleBody circle in circles)
                {
                    Vector2 tempPos = circle.Pos;
                    circle.Pos += this.Pos;

                    circle.AddContacts(rb, dt, ref contacts);
                    Contact2D justAdded = contacts[contacts.Count - 1];
                    contacts[contacts.Count - 1] = new Contact2D(justAdded.Normal, justAdded.Dist, justAdded.A, this, justAdded.pointA, justAdded.pointB);

                    circle.Pos = tempPos;
                }
            }
            else
            {
                throw new NotImplementedException();
            }
        }
 public DistanceConstraint2D(RigidBody2D bodyA, RigidBody2D bodyB, float dist)
     : base(bodyA, bodyB)
 {
     distance = dist;
 }