Example #1
0
 public void ApplyImpulse(Vector2 impulse, Vector2 contact)
 {
     this.Velocity        += this.InverseMass * impulse;
     this.AngularVelocity += this.InverseInertia * Vector2Ext.Cross(contact, impulse);
 }
Example #2
0
        public void ApplyImpluse()
        {
            float im_sum = (this.A.InverseMass + this.B.InverseMass);

            if (PhyMath.EpsilonEqual(im_sum, 0.0f))
            {
                this.A.Velocity = Vector2.Zero;
                this.B.Velocity = Vector2.Zero;
                return;
            }

            for (int i = 0; i < this.ContactPoints.Length; ++i)
            {
                Vector2 ra     = this.ContactPoints[i] - this.A.Transform.Position;
                Vector2 rb     = this.ContactPoints[i] - this.B.Transform.Position;
                Vector2 romega = Vector2Ext.Cross(this.B.AngularVelocity, rb) - Vector2Ext.Cross(this.A.AngularVelocity, ra);
                Vector2 rv     = this.B.Velocity - this.A.Velocity + romega;

                float normal_len = Vector2.Dot(rv, this.Normal);

                if (normal_len > 0)
                {
                    return;
                }

                float ra_cross_normal = Vector2Ext.Cross(ra, this.Normal);
                float rb_cross_normal = Vector2Ext.Cross(rb, this.Normal);
                float j = -(this.Restitutoin + 1) * normal_len / (im_sum +
                                                                  ra_cross_normal * ra_cross_normal * this.A.InverseInertia +
                                                                  rb_cross_normal * rb_cross_normal * this.B.InverseInertia) /
                          this.ContactPoints.Length;

                Vector2 impulse = j * this.Normal;

                this.A.ApplyImpulse(-impulse, ra);
                this.B.ApplyImpulse(impulse, rb);

                Vector2 tangent = (rv - (normal_len * this.Normal));
                if (tangent.Length == 0.0f)
                {
                    tangent = Vector2.Zero;
                }
                else
                {
                    tangent.Normalize();
                }

                float ra_cross_tangent = Vector2Ext.Cross(ra, tangent);
                float rb_cross_tangent = Vector2Ext.Cross(rb, tangent);
                float jt = -Vector2.Dot(tangent, rv) / (im_sum +
                                                        ra_cross_tangent * ra_cross_tangent * this.A.InverseInertia +
                                                        rb_cross_tangent * rb_cross_tangent * this.B.InverseInertia) /
                           this.ContactPoints.Length;

                if (jt == 0)
                {
                    return;
                }

                Vector2 friction_impulse = tangent * ((Math.Abs(jt) < j * this.us) ? jt : -(j * this.uk));

                this.A.ApplyImpulse(-friction_impulse, ra);
                this.B.ApplyImpulse(friction_impulse, rb);
            }
        }
Example #3
0
 public void ApplyForce(Vector2 force, Vector2 contact)
 {
     this.Fource += force;
     this.Torque += Vector2Ext.Cross(contact, force);
 }