/// <summary>
        /// Solve the constraint for position.
        /// </summary>
        /// <returns>Returns a value indicating whether the constraint has been satisfied.</returns>
        public override bool ProcessPosition()
        {
            RigidBody a = BodyA;

            // recalculate points in world coordinates
            Vector3 impulse;

            Vector3.Transform(ref _bodyPoint, ref a.World.Combined, out _worldOffset);
            Vector3.Subtract(ref _worldPoint, ref _worldOffset, out impulse);
            Vector3.Subtract(ref _worldOffset, ref a.World.Position, out _worldOffset);

            float error = impulse.Length();

            if (error <= this.Manager.LinearErrorTolerance)
            {
                return(true);
            }

            // need normalized direction to calculate effective mass
            Vector3 n;

            Vector3.Divide(ref impulse, error, out n);
            float mass = a.MassWorld.EffectiveMass(ref _worldOffset, ref n);

            Vector3.Multiply(ref impulse, mass * this.Manager.PositionCorrectionFactor, out impulse);

            // apply impulse
            a.ApplyFlashImpulse(ref impulse, ref _worldOffset);

            return(false);
        }
Exemple #2
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        /// <summary>
        /// Solve the constraint for position.
        /// </summary>
        /// <returns>Returns a value indicating whether the constraint has been satisfied.</returns>
        public override bool ProcessPosition()
        {
            RigidBody a = BodyA, b = BodyB;

            // get offsets and distance in world coordinates
            Vector3 impulse;

            Vector3.Transform(ref _bodyPointA, ref a.World.Combined, out _worldOffsetA);
            Vector3.Transform(ref _bodyPointB, ref b.World.Combined, out _worldOffsetB);
            Vector3.Subtract(ref _worldOffsetA, ref _worldOffsetB, out impulse);
            Vector3.Subtract(ref _worldOffsetA, ref a.World.Position, out _worldOffsetA);
            Vector3.Subtract(ref _worldOffsetB, ref b.World.Position, out _worldOffsetB);

            float error = impulse.Length();

            if (error <= this.Manager.LinearErrorTolerance)
            {
                return(true);
            }

            // need normalized direction to calculate effective mass
            Vector3 n;

            Vector3.Divide(ref impulse, error, out n);
            float mass = MassProperties.EffectiveMass(ref a.MassWorld, ref b.MassWorld, ref _worldOffsetA, ref _worldOffsetB, ref n);

            Vector3.Multiply(ref impulse, mass * this.Manager.PositionCorrectionFactor, out impulse);

            // apply impulse
            b.ApplyFlashImpulse(ref impulse, ref _worldOffsetB);
            Vector3.Negate(ref impulse, out impulse);
            a.ApplyFlashImpulse(ref impulse, ref _worldOffsetA);

            return(false);
        }
Exemple #3
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        private bool SolveLinearPosition(LimitState state, float pos, float minPos, float maxPos, ref Vector3 axis, ref Vector3 accImpulse, float mass)
        {
            RigidBody a = this.BodyA, b = this.BodyB;

            float error = 0f;

            switch (state)
            {
            case LimitState.Inactive:
                return(true);

            case LimitState.Locked:
                if (pos < minPos)
                {
                    error = minPos - pos;
                }
                else if (pos > maxPos)
                {
                    error = maxPos - pos;
                }
                else
                {
                    error = 0f;
                }
                break;

            case LimitState.Min:
                error = minPos - pos;
                break;

            case LimitState.Max:
                error = maxPos - pos;
                break;
            }
            if (Math.Abs(error) <= this.Manager.LinearErrorTolerance)
            {
                return(true);
            }

            Vector3 impulse, oldImpulse = accImpulse;

            Vector3.Multiply(ref axis, error * mass * this.Manager.PositionCorrectionFactor, out impulse);
            Vector3.Add(ref accImpulse, ref impulse, out accImpulse);
            float d;

            Vector3.Dot(ref axis, ref accImpulse, out d);
            if (state == LimitState.Min && d < 0f || state == LimitState.Max && d > 0f)
            {
                accImpulse = Vector3.Zero;
            }
            Vector3.Subtract(ref accImpulse, ref oldImpulse, out impulse);

            a.ApplyFlashImpulse(ref impulse, ref _anchorA);
            Vector3.Negate(ref impulse, out impulse);
            b.ApplyFlashImpulse(ref impulse, ref _anchorB);

            return(false);
        }
Exemple #4
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        /// <summary>
        /// Solve the constraint for position by applying flash impulses that modify each bodies' position.
        /// </summary>
        /// <returns>Returns a value indicating whether the constraint has been satisfied.</returns>
        public override bool ProcessPosition()
        {
            if (this.IsCollisionSuppressed)
            {
                return(true);
            }

            RigidBody a = BodyA, b = BodyB;

            bool satisfied = true;

            for (int i = (_count > 2 && _count < _points.Length ? _count : _count - 1); i >= 0; i--)
            {
                var p = _points[i];

                float   depth;
                Vector3 pa, pb;
                Vector3.Add(ref a.World.Position, ref p.OffsetA, out pa);
                Vector3.Add(ref b.World.Position, ref p.OffsetB, out pb);
                Vector3.Subtract(ref pb, ref pa, out pa);
                Vector3.Dot(ref _normal, ref pa, out depth);

                if (Math.Abs(depth) > 2f * this.Manager.LinearErrorTolerance)
                {
                    satisfied = false;
                }
                else if (depth <= this.Manager.LinearErrorTolerance)
                {
                    continue;
                }

                float impulseMag = Math.Max(depth - this.Manager.LinearErrorTolerance, 0f)
                                   * this.Manager.PositionCorrectionFactor * p.NormalMass;

                float oldImpulseMag = p.PositionImpulse;
                p.PositionImpulse = MathHelper.Max(oldImpulseMag + impulseMag, 0f);
                impulseMag        = p.PositionImpulse - oldImpulseMag;

                Vector3 impulse;
                Vector3.Multiply(ref _normal, impulseMag, out impulse);
                a.ApplyFlashImpulse(ref impulse, ref p.OffsetA);
                Vector3.Negate(ref impulse, out impulse);
                b.ApplyFlashImpulse(ref impulse, ref p.OffsetB);
            }
            return(satisfied);
        }
Exemple #5
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        /// <summary>
        /// Solve the constraint for position.
        /// </summary>
        /// <returns>Returns a value indicating whether the constraint has been satisfied.</returns>
        public override bool ProcessPosition()
        {
            RigidBody a = BodyA, b = BodyB;

            if (_state == LimitState.Between)
            {
                return(true);
            }

            // recalculate vitals
            Vector3.Transform(ref _bodyPointA, ref a.World.Combined, out _worldOffsetA);
            Vector3.Transform(ref _bodyPointB, ref b.World.Combined, out _worldOffsetB);
            Vector3.Subtract(ref _worldOffsetA, ref _worldOffsetB, out _normal);
            Vector3.Subtract(ref _worldOffsetA, ref a.World.Position, out _worldOffsetA);
            Vector3.Subtract(ref _worldOffsetB, ref b.World.Position, out _worldOffsetB);
            _distance = _normal.Length();
            Vector3.Divide(ref _normal, _distance, out _normal);
            _mass = MassProperties.EffectiveMass(ref a.MassWorld, ref b.MassWorld, ref _worldOffsetA, ref _worldOffsetB, ref _normal);

            // the error depends on the current limit state
            float error = 0f;

            switch (_state)
            {
            case LimitState.Equal:
                if (_distance > _maxDistance)
                {
                    error = _distance - _maxDistance;
                }
                else if (_distance < _minDistance)
                {
                    error = _distance - _minDistance;
                }
                break;

            case LimitState.Min:
                error = MathHelper.Min(_distance - _minDistance, 0f);
                break;

            case LimitState.Max:
                error = MathHelper.Max(_distance - _maxDistance, 0f);
                break;
            }
            if (Math.Abs(error) <= this.Manager.LinearErrorTolerance)
            {
                return(true);
            }

            // clamp impulse
            Vector3 impulse, oldImpulse = _pImpulse;

            Vector3.Multiply(ref _normal, error * _mass * this.Manager.PositionCorrectionFactor, out impulse);
            Vector3.Add(ref _pImpulse, ref impulse, out _pImpulse);
            float d;

            Vector3.Dot(ref _normal, ref _pImpulse, out d);
            if (_state == LimitState.Min && d > 0f || _state == LimitState.Max && d < 0f)
            {
                _pImpulse = Vector3.Zero;
            }
            Vector3.Subtract(ref _pImpulse, ref oldImpulse, out impulse);

            // apply impulse
            b.ApplyFlashImpulse(ref impulse, ref _worldOffsetB);
            Vector3.Negate(ref impulse, out impulse);
            a.ApplyFlashImpulse(ref impulse, ref _worldOffsetA);

            return(false);
        }