Example #1
0
        void OnCollided(object sender, CollisionEventArgs e)
        {
            if (e.Other.IgnoresPhysicsLogics ||
                Scalar.IsPositiveInfinity(e.Other.Mass.Mass))
            {
                return;
            }
            IExplosionAffectable affectable = e.Other.Shape as IExplosionAffectable;

            if (affectable != null)
            {
                Wrapper wrapper = new Wrapper();
                wrapper.body       = e.Other;
                wrapper.affectable = affectable;
                items.Add(wrapper);
            }
        }
Example #2
0
        protected internal override void RunLogic(TimeStep step)
        {
            for (int index = 0; index < items.Count; ++index)
            {
                Wrapper wrapper = items[index];
                Body    body    = wrapper.body;
                if (wrapper.affectable == null ||
                    body.IgnoresPhysicsLogics ||
                    Scalar.IsPositiveInfinity(body.Mass.Mass))
                {
                    continue;
                }

                Vector2D centroid      = wrapper.body.Matrices.ToWorldNormal * wrapper.affectable.Centroid;
                Vector2D buoyancyForce = body.State.Acceleration.Linear * wrapper.affectable.Area * -Density;
                wrapper.body.ApplyForce(buoyancyForce, centroid);

                Vector2D relativeVelocity  = body.State.Velocity.Linear - FluidVelocity;
                Vector2D velocityDirection = relativeVelocity.Normalized;
                if (velocityDirection == Vector2D.Zero)
                {
                    continue;
                }
                Vector2D dragDirection = body.Matrices.ToBodyNormal * velocityDirection.LeftHandNormal;
                DragInfo dragInfo      = wrapper.affectable.GetFluidInfo(dragDirection);
                if (dragInfo.DragArea < .01f)
                {
                    continue;
                }
                Scalar speedSq      = relativeVelocity.MagnitudeSq;
                Scalar dragForceMag = -.5f * Density * speedSq * dragInfo.DragArea * DragCoefficient;
                Scalar maxDrag      = -MathHelper.Sqrt(speedSq) * body.Mass.Mass * step.DtInv;
                if (dragForceMag < maxDrag)
                {
                    dragForceMag = maxDrag;
                }

                Vector2D dragForce = dragForceMag * velocityDirection;
                wrapper.body.ApplyForce(dragForce, body.Matrices.ToWorldNormal * dragInfo.DragCenter);

                wrapper.body.ApplyTorque(
                    -body.Mass.MomentOfInertia *
                    (body.Coefficients.DynamicFriction + Density + DragCoefficient) *
                    body.State.Velocity.Angular);
            }
        }
Example #3
0
        /*=====================================Log======================================
        **
        ** ==============================================================================*/
        public static double Log(double a, double newBase)
        {
            if (Double.IsNaN(a))
            {
                return(a); // IEEE 754-2008: NaN payload must be preserved
            }
            if (Double.IsNaN(newBase))
            {
                return(newBase); // IEEE 754-2008: NaN payload must be preserved
            }

            if (newBase == 1)
            {
                return(Double.NaN);
            }
            if (a != 1 && (newBase == 0 || Double.IsPositiveInfinity(newBase)))
            {
                return(Double.NaN);
            }

            return(Log(a) / Log(newBase));
        }
Example #4
0
        public static double Log(double d)
        {
            // d == 0 ==> -Infty
            Contract.Ensures(d != 0.0 || Double.IsNegativeInfinity(Contract.Result <double>()));

            // 0 < d < 1 ==> < 0
            Contract.Ensures(!(0.0 < d && d < 1.0) || Contract.Result <double>() < 0);

            // d == 1 ==> 1
            Contract.Ensures(d != 1.0 || Contract.Result <double>() == 0.0);

            // d > 1 ==> > 1
            Contract.Ensures(d <1.0 || Contract.Result <double>()> 0.0);

            // d == NaN || d is -Infty ==> Nan
            Contract.Ensures(!Double.IsNaN(d) || !Double.IsNegativeInfinity(d) || Double.IsNaN(Contract.Result <Double>()));

            // d is +Infty ==> +Infty
            Contract.Ensures(!Double.IsPositiveInfinity(d) || Double.IsPositiveInfinity(Contract.Result <Double>()));

            return(default(double));
        }
Example #5
0
        private static TimeSpan From(double value, long tickMultiplicator)
        {
            if (Double.IsNaN(value))
            {
                throw new ArgumentException(Locale.GetText("Value cannot be NaN."), "value");
            }
            if (Double.IsNegativeInfinity(value) || Double.IsPositiveInfinity(value) ||
                (value < MinValue.Ticks) || (value > MaxValue.Ticks))
            {
                throw new OverflowException(Locale.GetText("Outside range [MinValue,MaxValue]"));
            }

            try {
                value = (value * (tickMultiplicator / TicksPerMillisecond));

                checked {
                    long val = (long)Math.Round(value);
                    return(new TimeSpan(val * TicksPerMillisecond));
                }
            }
            catch (OverflowException) {
                throw new OverflowException(Locale.GetText("Resulting timespan is too big."));
            }
        }
Example #6
0
        protected internal override void RunLogic(TimeStep step)
        {
            for (int index = 0; index < items.Count; ++index)
            {
                Wrapper wrapper = items[index];
                Body    body    = wrapper.body;

                if (wrapper.affectable == null ||
                    body.IgnoresPhysicsLogics ||
                    Scalar.IsPositiveInfinity(body.Mass.Mass))
                {
                    continue;
                }
                IShape shape         = body.Shape;
                int    isInsideCount = 0;
                foreach (Vector2D corner in body.Rectangle.Corners())
                {
                    Scalar distance = line.GetDistance(corner);
                    if (distance <= 0)
                    {
                        isInsideCount++;
                    }
                }
                if (isInsideCount == 0)
                {
                    continue;
                }

                if (isInsideCount != 4)
                {
                    Vector2D relativeVelocity  = Vector2D.Zero;
                    Vector2D velocityDirection = Vector2D.Zero;
                    Vector2D dragDirection     = Vector2D.Zero;
                    Vector2D centroid          = Vector2D.Zero;


                    Line bodyLine;
                    Line.Transform(ref body.Matrices.ToBody, ref line, out bodyLine);


                    GetTangentCallback callback = delegate(Vector2D centTemp)
                    {
                        centroid = body.Matrices.ToWorldNormal * centTemp;
                        PhysicsHelper.GetRelativeVelocity(ref body.State.Velocity, ref centroid, out relativeVelocity);
                        relativeVelocity  = FluidVelocity - relativeVelocity;
                        velocityDirection = relativeVelocity.Normalized;
                        dragDirection     = body.Matrices.ToBodyNormal * velocityDirection.LeftHandNormal;
                        return(dragDirection);
                    };

                    FluidInfo lineInfo = wrapper.affectable.GetFluidInfo(callback, bodyLine);
                    if (lineInfo == null)
                    {
                        continue;
                    }
                    //  Vector2D centTemp = lineInfo.Centroid;
                    Scalar areaTemp = lineInfo.Area;
                    //  Vector2D centroid = body.Matrices.ToWorldNormal * centTemp;
                    Vector2D buoyancyForce = body.State.Acceleration.Linear * areaTemp * -Density;
                    body.ApplyForce(buoyancyForce, centroid);


/*
 *                  PhysicsHelper.GetRelativeVelocity(ref body.State.Velocity, ref centroid, out relativeVelocity);
 *                  relativeVelocity =  FluidVelocity-relativeVelocity;
 *                  velocityDirection = relativeVelocity.Normalized;
 *                  dragDirection = body.Matrices.ToBodyNormal * velocityDirection.LeftHandNormal;
 *
 *                  lineInfo = wrapper.affectable.GetFluidInfo(dragDirection, bodyLine);
 *                  if (lineInfo == null) { continue; }*/

                    Scalar speedSq      = relativeVelocity.MagnitudeSq;
                    Scalar dragForceMag = -.5f * Density * speedSq * lineInfo.DragArea * DragCoefficient;
                    Scalar maxDrag      = -MathHelper.Sqrt(speedSq) * body.Mass.Mass * step.DtInv;
                    if (dragForceMag < maxDrag)
                    {
                        dragForceMag = maxDrag;
                    }

                    Vector2D dragForce = dragForceMag * velocityDirection;
                    body.ApplyForce(dragForce, body.Matrices.ToWorldNormal * lineInfo.DragCenter);

                    body.ApplyTorque(
                        -body.Mass.MomentOfInertia *
                        (body.Coefficients.DynamicFriction + Density + DragCoefficient) *
                        body.State.Velocity.Angular);
                }
                else
                {
                    Vector2D relativeVelocity  = body.State.Velocity.Linear - FluidVelocity;
                    Vector2D velocityDirection = relativeVelocity.Normalized;
                    Vector2D dragDirection     = body.Matrices.ToBodyNormal * velocityDirection.LeftHandNormal;

                    Vector2D centroid      = wrapper.body.Matrices.ToWorldNormal * wrapper.affectable.Centroid;
                    Vector2D buoyancyForce = body.State.Acceleration.Linear * wrapper.affectable.Area * -Density;
                    wrapper.body.ApplyForce(buoyancyForce, centroid);
                    if (velocityDirection == Vector2D.Zero)
                    {
                        continue;
                    }

                    DragInfo dragInfo = wrapper.affectable.GetFluidInfo(dragDirection);
                    if (dragInfo.DragArea < .01f)
                    {
                        continue;
                    }
                    Scalar speedSq      = relativeVelocity.MagnitudeSq;
                    Scalar dragForceMag = -.5f * Density * speedSq * dragInfo.DragArea * DragCoefficient;
                    Scalar maxDrag      = -MathHelper.Sqrt(speedSq) * body.Mass.Mass * step.DtInv;
                    if (dragForceMag < maxDrag)
                    {
                        dragForceMag = maxDrag;
                    }

                    Vector2D dragForce = dragForceMag * velocityDirection;
                    wrapper.body.ApplyForce(dragForce, body.Matrices.ToWorldNormal * dragInfo.DragCenter);

                    wrapper.body.ApplyTorque(
                        -body.Mass.MomentOfInertia *
                        (body.Coefficients.DynamicFriction + Density + DragCoefficient) *
                        body.State.Velocity.Angular);
                }
            }
        }
Example #7
0
        void Solvers.ISequentialImpulsesJoint.PreStep(TimeStep step)
        {
            Scalar mass1Inv    = body.Mass.MassInv;
            Scalar inertia1Inv = body.Mass.MomentOfInertiaInv;

            // Pre-compute anchors, mass matrix, and bias.

            Vector2D.TransformNormal(ref body.Matrices.ToWorld, ref localAnchor1, out r1);

            // deltaV = deltaV0 + K * impulse
            // invM = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
            //      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
            //        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]

            Matrix2x2 K;

            K.m00 = mass1Inv;
            K.m11 = mass1Inv;

            K.m00 += inertia1Inv * r1.Y * r1.Y;
            K.m01  = -inertia1Inv * r1.X * r1.Y;
            K.m10  = -inertia1Inv * r1.X * r1.Y;
            K.m11 += inertia1Inv * r1.X * r1.X;

            K.m00 += softness;
            K.m11 += softness;

            Matrix2x2.Invert(ref K, out M);


            Vector2D dp;

            Vector2D.Add(ref body.State.Position.Linear, ref r1, out dp);
            Vector2D.Subtract(ref anchor, ref dp, out dp);

            if (!Scalar.IsPositiveInfinity(distanceTolerance) &&
                dp.MagnitudeSq > distanceTolerance * distanceTolerance)
            {
                this.Lifetime.IsExpired = true;
            }

            if (solver.PositionCorrection)
            {
                //bias = -0.1f * dtInv * dp;
                Scalar flt = -biasFactor * step.DtInv;
                Vector2D.Multiply(ref dp, ref flt, out bias);
            }
            else
            {
                bias = Vector2D.Zero;
            }
            if (solver.WarmStarting)
            {
                PhysicsHelper.SubtractImpulse(
                    ref body.State.Velocity, ref accumulatedImpulse,
                    ref r1, ref mass1Inv, ref inertia1Inv);
            }
            else
            {
                accumulatedImpulse = Vector2D.Zero;
            }
            body.ApplyProxy();
        }