Esempio n. 1
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        // A^T * B
        public static b2Mat22 b2MulT(b2Mat22 A, b2Mat22 B)
        {
            b2Vec2 c1 = new b2Vec2(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
            b2Vec2 c2 = new b2Vec2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));

            return(new b2Mat22(c1, c2));
        }
Esempio n. 2
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        public static b2Vec2 b2MulT(ref b2Mat22 A, ref b2Vec2 v)
        {
            b2Vec2 b = b2Vec2.Zero;

            b.Set(b2Dot(v, A.ex), b2Dot(v, A.ey));
            return(b);
        }
Esempio n. 3
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        public static b2Vec2 b2Mul(b2Mat22 A, b2Vec2 v)
        {
            b2Vec2 b = b2Vec2.Zero;

            b.Set(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
            return(b);
        }
Esempio n. 4
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 public static b2Vec2 b2Mul(ref b2Mat22 A, ref b2Vec2 v)
 {
     b2Vec2 b = b2Vec2.Zero;
     b.m_x = A.ex.x * v.m_x + A.ey.x * v.m_y;
     b.m_y = A.ex.y * v.m_x + A.ey.y * v.m_y;
     return b;
 }
Esempio n. 5
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        public static b2Vec2 b2Mul(b2Mat22 A, b2Vec2 v)
        {
            b2Vec2 b;

            b.x = A.ex.x * v.x + A.ey.x * v.y;
            b.y = A.ex.y * v.x + A.ey.y * v.y;
            return(b);
        }
Esempio n. 6
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        public static b2Vec2 b2MulT(ref b2Mat22 A, ref b2Vec2 v)
        {
            b2Vec2 b;

            b.x = b2Dot(ref v, ref A.ex);
            b.y = b2Dot(ref v, ref A.ey);
            return(b);
        }
Esempio n. 7
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 public static b2Mat22 b2MulT(b2Mat22 A, b2Mat22 B)
 {
     b2Vec2 c1 = b2Vec2.Zero;
     b2Vec2 c2 = b2Vec2.Zero;
     c1.Set(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
     c2.Set(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
     return new b2Mat22(c1, c2);
 }
Esempio n. 8
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        public static b2Mat22 b2MulT(b2Mat22 A, b2Mat22 B)
        {
            b2Vec2 c1;
            b2Vec2 c2;

            c1.x = b2Dot(ref A.ex, ref B.ex);
            c1.y = b2Dot(ref A.ey, ref B.ex);
            c2.x = b2Dot(ref A.ex, ref B.ey);
            c2.y = b2Dot(ref A.ey, ref B.ey);

            return(new b2Mat22(c1, c2));
        }
Esempio n. 9
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        public void GetInverse(out b2Mat22 matrix)
        {
            float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
            float det = a * d - b * c;

            if (det != 0.0f)
            {
                det = 1.0f / det;
            }
            matrix.ex.x = det * d; matrix.ey.x = -det * b;
            matrix.ex.y = -det * c; matrix.ey.y = det * a;
        }
Esempio n. 10
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 public b2Mat22 GetInverse()
 {
     float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
     b2Mat22 B = new b2Mat22();
     float det = a * d - b * c;
     if (det != 0.0f)
     {
         det = 1.0f / det;
     }
     B.ex.x = det * d; B.ey.x = -det * b;
     B.ex.y = -det * c; B.ey.y = det * a;
     return B;
 }
Esempio n. 11
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        public b2Mat22 GetInverse()
        {
            float   a = ex.x, b = ey.x, c = ex.y, d = ey.y;
            b2Mat22 B   = new b2Mat22();
            float   det = a * d - b * c;

            if (det != 0.0f)
            {
                det = 1.0f / det;
            }
            B.ex.x = det * d; B.ey.x = -det * b;
            B.ex.y = -det * c; B.ey.y = det * a;
            return(B);
        }
Esempio n. 12
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 public void GetInverse(out b2Mat22 matrix)
 {
     float a = ex.x, b = ey.x, c = ex.y, d = ey.y;
     float det = a * d - b * c;
     if (det != 0.0f)
     {
         det = 1.0f / det;
     }
     matrix.ex.x = det * d; matrix.ey.x = -det * b;
     matrix.ex.y = -det * c; matrix.ey.y = det * a;
 }
Esempio n. 13
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 public static b2Mat22 b2Abs(b2Mat22 A)
 {
     return(new b2Mat22(b2Abs(A.ex), b2Abs(A.ey)));
 }
Esempio n. 14
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 /// Multiply a matrix times a vector. If a rotation matrix is provided,
 /// then this transforms the vector from one frame to another.
 public static b2Vec2 b2Mul(b2Mat22 A, b2Vec2 v)
 {
     return(new b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y));
 }
Esempio n. 15
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 public static b2Mat22 b2Mul(b2Mat22 A, b2Mat22 B)
 {
     return(new b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey)));
 }
Esempio n. 16
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 /// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
 /// then this transforms the vector from one frame to another (inverse transform).
 public static b2Vec2 b2MulT(b2Mat22 A, b2Vec2 v)
 {
     return(new b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey)));
 }
Esempio n. 17
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        public override bool SolvePositionConstraints(b2SolverData data)
        {
            b2Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            b2Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            float mA = InvertedMassA, mB = InvertedMassB;
            float iA = InvertedIA, iB = InvertedIB;

            // Compute fresh Jacobians
            b2Vec2 rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
            b2Vec2 rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);
            b2Vec2 d = cB + rB - cA - rA;

            b2Vec2 axis = b2Math.b2Mul(qA, m_localXAxisA);
            float a1 = b2Math.b2Cross(d + rA, axis);
            float a2 = b2Math.b2Cross(rB, axis);
            b2Vec2 perp = b2Math.b2Mul(qA, m_localYAxisA);

            float s1 = b2Math.b2Cross(d + rA, perp);
            float s2 = b2Math.b2Cross(rB, perp);

            b2Vec3 impulse;
            b2Vec2 C1 = new b2Vec2();
            C1.x = b2Math.b2Dot(perp, d);
            C1.y = aB - aA - m_referenceAngle;

            float linearError = b2Math.b2Abs(C1.x);
            float angularError = b2Math.b2Abs(C1.y);

            bool active = false;
            float C2 = 0.0f;
            if (m_enableLimit)
            {
                float translation = b2Math.b2Dot(axis, d);
                if (b2Math.b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2Settings.b2_linearSlop)
                {
                    // Prevent large angular corrections
                    C2 = b2Math.b2Clamp(translation, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
                    linearError = Math.Max(linearError, b2Math.b2Abs(translation));
                    active = true;
                }
                else if (translation <= m_lowerTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = b2Math.b2Clamp(translation - m_lowerTranslation + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0f);
                    linearError = Math.Max(linearError, m_lowerTranslation - translation);
                    active = true;
                }
                else if (translation >= m_upperTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = b2Math.b2Clamp(translation - m_upperTranslation - b2Settings.b2_linearSlop, 0.0f, b2Settings.b2_maxLinearCorrection);
                    linearError = Math.Max(linearError, translation - m_upperTranslation);
                    active = true;
                }
            }

            if (active)
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k13 = iA * s1 * a1 + iB * s2 * a2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    // For fixed rotation
                    k22 = 1.0f;
                }
                float k23 = iA * a1 + iB * a2;
                float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;

                b2Mat33 K = new b2Mat33(
                    new b2Vec3(k11, k12, k13),
                    new b2Vec3(k12, k22, k23),
                    new b2Vec3(k13, k23, k33));

                b2Vec3 C = new b2Vec3(C1.x, C1.y, C2);

                impulse = K.Solve33(-C);
            }
            else
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    k22 = 1.0f;
                }

                b2Mat22 K = new b2Mat22();
                K.ex.Set(k11, k12);
                K.ey.Set(k12, k22);

                b2Vec2 impulse1 = K.Solve(-C1);
                impulse = new b2Vec3();
                impulse.x = impulse1.x;
                impulse.y = impulse1.y;
                impulse.z = 0.0f;
            }

            b2Vec2 P = impulse.x * perp + impulse.z * axis;
            float LA = impulse.x * s1 + impulse.y + impulse.z * a1;
            float LB = impulse.x * s2 + impulse.y + impulse.z * a2;

            cA -= mA * P;
            aA -= iA * LA;
            cB += mB * P;
            aB += iB * LB;

            data.positions[m_indexA].c = cA;
            data.positions[m_indexA].a = aA;
            data.positions[m_indexB].c = cB;
            data.positions[m_indexB].a = aB;

            return linearError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
        }
Esempio n. 18
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        public override void InitVelocityConstraints(b2SolverData data)
        {
            m_indexA = m_bodyA.IslandIndex;
            m_indexB = m_bodyB.IslandIndex;
            m_localCenterA = m_bodyA.Sweep.localCenter;
            m_localCenterB = m_bodyB.Sweep.localCenter;
            m_invMassA = m_bodyA.InvertedMass;
            m_invMassB = m_bodyB.InvertedMass;
            m_invIA = m_bodyA.InvertedI;
            m_invIB = m_bodyB.InvertedI;

            float aA = m_bodyA.InternalPosition.a;
            b2Vec2 vA = m_bodyA.InternalVelocity.v;
            float wA = m_bodyA.InternalVelocity.w;

            float aB = m_bodyB.InternalPosition.a;
            b2Vec2 vB = m_bodyB.InternalVelocity.v;
            float wB = m_bodyB.InternalVelocity.w;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            // Compute the effective mass matrix.
            m_rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
            m_rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);

            // J = [-I -r1_skew I r2_skew]
            //     [ 0       -1 0       1]
            // r_skew = [-ry; rx]

            // Matlab
            // K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
            //     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
            //     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            b2Mat22 K = new b2Mat22();
            K.exx = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
            K.exy = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
            K.eyx = K.ex.y;
            K.eyy = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;

            m_linearMass = K.GetInverse();

            m_angularMass = iA + iB;
            if (m_angularMass > 0.0f)
            {
                m_angularMass = 1.0f / m_angularMass;
            }

            if (data.step.warmStarting)
            {
                // Scale impulses to support a variable time step.
                m_linearImpulse *= data.step.dtRatio;
                m_angularImpulse *= data.step.dtRatio;

                b2Vec2 P = new b2Vec2(m_linearImpulse.x, m_linearImpulse.y);
                vA -= mA * P;
                wA -= iA * (b2Math.b2Cross(m_rA, P) + m_angularImpulse);
                vB += mB * P;
                wB += iB * (b2Math.b2Cross(m_rB, P) + m_angularImpulse);
            }
            else
            {
                m_linearImpulse.SetZero();
                m_angularImpulse = 0.0f;
            }

            m_bodyA.InternalVelocity.v = vA;
            m_bodyA.InternalVelocity.w = wA;
            m_bodyB.InternalVelocity.v = vB;
            m_bodyB.InternalVelocity.w = wB;
        }
Esempio n. 19
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        public override bool SolvePositionConstraints(b2SolverData data)
        {
            b2Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            b2Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            float angularError = 0.0f;
            float positionError = 0.0f;

            bool fixedRotation = (m_invIA + m_invIB == 0.0f);

            // Solve angular limit constraint.
            if (m_enableLimit && m_limitState != b2LimitState.e_inactiveLimit && fixedRotation == false)
            {
                float angle = aB - aA - m_referenceAngle;
                float limitImpulse = 0.0f;

                if (m_limitState == b2LimitState.e_equalLimits)
                {
                    // Prevent large angular corrections
                    float C = b2Math.b2Clamp(angle - m_lowerAngle, -b2Settings.b2_maxAngularCorrection, b2Settings.b2_maxAngularCorrection);
                    limitImpulse = -m_motorMass * C;
                    angularError = b2Math.b2Abs(C);
                }
                else if (m_limitState == b2LimitState.e_atLowerLimit)
                {
                    float C = angle - m_lowerAngle;
                    angularError = -C;

                    // Prevent large angular corrections and allow some slop.
                    C = b2Math.b2Clamp(C + b2Settings.b2_angularSlop, -b2Settings.b2_maxAngularCorrection, 0.0f);
                    limitImpulse = -m_motorMass * C;
                }
                else if (m_limitState == b2LimitState.e_atUpperLimit)
                {
                    float C = angle - m_upperAngle;
                    angularError = C;

                    // Prevent large angular corrections and allow some slop.
                    C = b2Math.b2Clamp(C - b2Settings.b2_angularSlop, 0.0f, b2Settings.b2_maxAngularCorrection);
                    limitImpulse = -m_motorMass * C;
                }

                aA -= m_invIA * limitImpulse;
                aB += m_invIB * limitImpulse;
            }

            // Solve point-to-point constraint.
            {
                qA.Set(aA);
                qB.Set(aB);
                b2Vec2 rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
                b2Vec2 rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);

                b2Vec2 C = cB + rB - cA - rA;
                positionError = C.Length();

                float mA = m_invMassA, mB = m_invMassB;
                float iA = m_invIA, iB = m_invIB;

                b2Mat22 K = new b2Mat22();
                K.exx = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
                K.exy = -iA * rA.x * rA.y - iB * rB.x * rB.y;
                K.eyx = K.ex.y;
                K.eyy = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;

                b2Vec2 impulse = -K.Solve(C);

                cA -= mA * impulse;
                aA -= iA * b2Math.b2Cross(rA, impulse);

                cB += mB * impulse;
                aB += iB * b2Math.b2Cross(rB, impulse);
            }

            data.positions[m_indexA].c = cA;
            data.positions[m_indexA].a = aA;
            data.positions[m_indexB].c = cB;
            data.positions[m_indexB].a = aB;

            return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
        }
Esempio n. 20
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        public override void InitVelocityConstraints(b2SolverData data)
        {
            m_indexB = m_bodyB.IslandIndex;
            m_localCenterB = m_bodyB.Sweep.localCenter;
            m_invMassB = m_bodyB.InvertedMass;
            m_invIB = m_bodyB.InvertedI;

            b2Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;
            b2Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            b2Rot qB = new b2Rot(aB);

            float mass = m_bodyB.Mass;

            // Frequency
            float omega = 2.0f * b2Settings.b2_pi * m_frequencyHz;

            // Damping coefficient
            float d = 2.0f * mass * m_dampingRatio * omega;

            // Spring stiffness
            float k = mass * (omega * omega);

            // magic formulas
            // gamma has units of inverse mass.
            // beta has units of inverse time.
            float h = data.step.dt;
            Debug.Assert(d + h * k > b2Settings.b2_epsilon);
            m_gamma = h * (d + h * k);
            if (m_gamma != 0.0f)
            {
                m_gamma = 1.0f / m_gamma;
            }
            m_beta = h * k * m_gamma;

            // Compute the effective mass matrix.
            m_rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);

            // K    = [(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]
            b2Mat22 K = new b2Mat22();
            K.exx = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
            K.exy = -m_invIB * m_rB.x * m_rB.y;
            K.eyx = K.ex.y;
            K.eyy = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;

            m_mass = K.GetInverse();

            m_C = cB + m_rB - m_targetA;
            m_C *= m_beta;

            // Cheat with some damping
            wB *= 0.98f;

            if (data.step.warmStarting)
            {
                m_impulse *= data.step.dtRatio;
                vB += m_invMassB * m_impulse;
                wB += m_invIB * b2Math.b2Cross(m_rB, m_impulse);
            }
            else
            {
                m_impulse.SetZero();
            }

            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }