Exemple #1
0
        public void ApplySurfaceImpulse(Vertex3D rotI, Vertex3D impulse)
        {
            Vel.Add(impulse.Clone().MultiplyScalar(InvMass));
            AngularMomentum.Add(rotI);
            var angularMomentum = AngularMomentum.Clone();

            AngularVelocity.Set(angularMomentum.DivideScalar(Inertia));
        }
Exemple #2
0
        public void Collide3DWall(Vertex3D hitNormal, float elasticity, float elasticityFalloff, float friction, float scatterAngle)
        {
            // speed normal to wall
            var dot = Vel.Dot(hitNormal);

            if (dot >= -PhysicsConstants.LowNormVel)
            {
                // nearly receding ... make sure of conditions
                if (dot > PhysicsConstants.LowNormVel)
                {
                    // otherwise if clearly approaching .. process the collision
                    return;                     // is this velocity clearly receding (i.E must > a minimum)
                }

                //#ifdef PhysicsConstants.Embedded
                if (Coll.HitDistance < -PhysicsConstants.Embedded)
                {
                    dot = -PhysicsConstants.EmbedShot;                     // has ball become embedded???, give it a kick
                }
                else
                {
                    return;
                }

                //#endif
            }

            //#ifdef PhysicsConstants.DispGain
            // correct displacements, mostly from low velocity, alternative to acceleration processing
            var hDist = -PhysicsConstants.DispGain * Coll.HitDistance;             // limit delta noise crossing ramps,

            if (hDist > 1.0e-4)
            {
                // when hit detection checked it what was the displacement
                if (hDist > PhysicsConstants.DispLimit)
                {
                    hDist = PhysicsConstants.DispLimit;                     // crossing ramps, delta noise
                }

                // push along norm, back to free area
                _state.Pos.Add(hitNormal.Clone().MultiplyScalar(hDist));
                // use the norm, but this is not correct, reverse time is correct
            }
            //#endif

            // magnitude of the impulse which is just sufficient to keep the ball from
            // penetrating the wall (needed for friction computations)
            var reactionImpulse = _data.Mass * MathF.Abs(dot);

            elasticity = Functions.ElasticityWithFalloff(elasticity, elasticityFalloff, dot);
            dot       *= -(1.0f + elasticity);
            Vel.Add(hitNormal.Clone().MultiplyScalar(dot));                                // apply collision impulse (along normal, so no torque)

            // compute friction impulse
            var surfP   = hitNormal.Clone().MultiplyScalar(-_data.Radius);                 // surface contact point relative to center of mass
            var surfVel = SurfaceVelocity(surfP);                                          // velocity at impact point
            var tangent = surfVel.Clone()                                                  // calc the tangential velocity
                          .Sub(hitNormal.Clone()
                               .MultiplyScalar(surfVel.Dot(hitNormal)));

            var tangentSpSq = tangent.LengthSq();

            if (tangentSpSq > 1e-6)
            {
                tangent.DivideScalar(MathF.Sqrt(tangentSpSq));                            // normalize to get tangent direction
                var vt = surfVel.Dot(tangent);                                            // get speed in tangential direction

                // compute friction impulse
                var cross        = Vertex3D.CrossProduct(surfP, tangent);
                var crossInertia = cross.Clone().DivideScalar(Inertia);
                var kt           = InvMass + tangent.Dot(Vertex3D.CrossProduct(crossInertia, surfP));

                // friction impulse can"t be greather than coefficient of friction times collision impulse (Coulomb friction cone)
                var maxFric = friction * reactionImpulse;
                var jt      = Functions.Clamp(-vt / kt, -maxFric, maxFric);

                if (!float.IsNaN(jt) && !float.IsInfinity(jt))
                {
                    ApplySurfaceImpulse(
                        cross.Clone().MultiplyScalar(jt),
                        tangent.Clone().MultiplyScalar(jt)
                        );
                }
            }

            if (scatterAngle < 0.0)
            {
                scatterAngle = HardScatter;
            }                                            // if < 0 use global value

            scatterAngle *= _tableData.GlobalDifficulty; // apply difficulty weighting

            if (dot > 1.0 && scatterAngle > 1.0e-5)
            {
                // no scatter at low velocity
                var scatter = MathF.Random() * 2 - 1;                                          // -1.0f..1.0f
                scatter *= (1.0f - scatter * scatter) * 2.59808f * scatterAngle;               // shape quadratic distribution and scale
                var radSin = MathF.Sin(scatter);                                               // Green's transform matrix... rotate angle delta
                var radCos = MathF.Cos(scatter);                                               // rotational transform from current position to position at time t
                var vxt    = Vel.X;
                var vyt    = Vel.Y;
                Vel.X = vxt * radCos - vyt * radSin;                                           // rotate to random scatter angle
                Vel.Y = vyt * radCos + vxt * radSin;
            }
        }