internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(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; Mat33 K; K.ex.X = mA + mB + m_rA.Y * m_rA.Y * iA + m_rB.Y * m_rB.Y * iB; K.ey.X = -m_rA.Y * m_rA.X * iA - m_rB.Y * m_rB.X * iB; K.ez.X = -m_rA.Y * iA - m_rB.Y * iB; K.ex.Y = K.ey.X; K.ey.Y = mA + mB + m_rA.X * m_rA.X * iA + m_rB.X * m_rB.X * iB; K.ez.Y = m_rA.X * iA + m_rB.X * iB; K.ex.Z = K.ez.X; K.ey.Z = K.ez.Y; K.ez.Z = iA + iB; if (m_frequencyHz > 0.0f) { K.GetInverse22(out m_mass); float invM = iA + iB; float m = invM > 0.0f ? 1.0f / invM : 0.0f; float C = aB - aA - m_referenceAngle; // Frequency float omega = 2.0f * (float)Math.PI * m_frequencyHz; // Damping coefficient float d = 2.0f * m * m_dampingRatio * omega; // Spring stiffness float k = m * omega * omega; // magic formulas float h = data.step.dt; m_gamma = h * (d + h * k); m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; m_bias = C * h * k * m_gamma; invM += m_gamma; m_mass.ez.Z = invM != 0.0f ? 1.0f / invM : 0.0f; } else { K.GetSymInverse33(out m_mass); m_gamma = 0.0f; m_bias = 0.0f; } if (data.step.warmStarting) { // Scale impulses to support a variable time step. m_impulse *= data.step.dtRatio; Vec2 P = new Vec2(m_impulse.X, m_impulse.Y); vA -= mA * P; wA -= iA * (Utilities.Cross(m_rA, P) + m_impulse.Z); vB += mB * P; wB += iB * (Utilities.Cross(m_rB, P) + m_impulse.Z); } else { m_impulse.SetZero(); } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); // Get the pulley axes. m_uA = cA + m_rA - m_groundAnchorA; m_uB = cB + m_rB - m_groundAnchorB; float lengthA = m_uA.Length(); float lengthB = m_uB.Length(); if (lengthA > 10.0f *Settings._linearSlop) { m_uA *= 1.0f / lengthA; } else { m_uA.SetZero(); } if (lengthB > 10.0f *Settings._linearSlop) { m_uB *= 1.0f / lengthB; } else { m_uB.SetZero(); } // Compute effective mass. float ruA = Utilities.Cross(m_rA, m_uA); float ruB = Utilities.Cross(m_rB, m_uB); float mA = m_invMassA + m_invIA * ruA * ruA; float mB = m_invMassB + m_invIB * ruB * ruB; m_mass = mA + m_ratio * m_ratio * mB; if (m_mass > 0.0f) { m_mass = 1.0f / m_mass; } if (data.step.warmStarting) { // Scale impulses to support variable time steps. m_impulse *= data.step.dtRatio; // Warm starting. Vec2 PA = -(m_impulse) * m_uA; Vec2 PB = (-m_ratio * m_impulse) * m_uB; vA += m_invMassA * PA; wA += m_invIA * Utilities.Cross(m_rA, PA); vB += m_invMassB * PB; wB += m_invIB * Utilities.Cross(m_rB, PB); } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 u = cB + rB - cA - rA; float length = u.Normalize(); float C = length - m_maxLength; C = Utilities.Clamp(C, 0.0f, Settings._maxLinearCorrection); float impulse = -m_mass * C; Vec2 P = impulse * u; cA -= m_invMassA * P; aA -= m_invIA * Utilities.Cross(rA, P); cB += m_invMassB * P; aB += m_invIB * Utilities.Cross(rB, P); 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 length - m_maxLength <Settings._linearSlop; }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); // Compute the effective masses. Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = cB + rB - cA - rA; // Point to line constraint { m_ay = Utilities.Mul(qA, m_localYAxisA); m_sAy = Utilities.Cross(d + rA, m_ay); m_sBy = Utilities.Cross(rB, m_ay); m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy; if (m_mass > 0.0f) { m_mass = 1.0f / m_mass; } } // Spring constraint m_springMass = 0.0f; m_bias = 0.0f; m_gamma = 0.0f; if (m_frequencyHz > 0.0f) { m_ax = Utilities.Mul(qA, m_localXAxisA); m_sAx = Utilities.Cross(d + rA, m_ax); m_sBx = Utilities.Cross(rB, m_ax); float invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx; if (invMass > 0.0f) { m_springMass = 1.0f / invMass; float C = Utilities.Dot(d, m_ax); // Frequency float omega = 2.0f * (float)Math.PI * m_frequencyHz; // Damping coefficient float df = 2.0f * m_springMass * m_dampingRatio * omega; // Spring stiffness float k = m_springMass * omega * omega; // magic formulas float h = data.step.dt; m_gamma = h * (df + h * k); if (m_gamma > 0.0f) { m_gamma = 1.0f / m_gamma; } m_bias = C * h * k * m_gamma; m_springMass = invMass + m_gamma; if (m_springMass > 0.0f) { m_springMass = 1.0f / m_springMass; } } } else { m_springImpulse = 0.0f; } // Rotational motor if (m_enableMotor) { m_motorMass = iA + iB; if (m_motorMass > 0.0f) { m_motorMass = 1.0f / m_motorMass; } } else { m_motorMass = 0.0f; m_motorImpulse = 0.0f; } if (data.step.warmStarting) { // Account for variable time step. m_impulse *= data.step.dtRatio; m_springImpulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax; float LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse; float LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse; vA -= m_invMassA * P; wA -= m_invIA * LA; vB += m_invMassB * P; wB += m_invIB * LB; } else { m_impulse = 0.0f; m_springImpulse = 0.0f; m_motorImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); m_u = cB + m_rB - cA - m_rA; // Handle singularity. float length = m_u.Length(); if (length >Settings._linearSlop) { m_u *= 1.0f / length; } else { m_u.Set(0.0f, 0.0f); } float crAu = Utilities.Cross(m_rA, m_u); float crBu = Utilities.Cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; // Compute the effective mass matrix. m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (m_frequencyHz > 0.0f) { float C = length - m_length; // Frequency float omega = 2.0f * (float)Math.PI * m_frequencyHz; // Damping coefficient float d = 2.0f * m_mass * m_dampingRatio * omega; // Spring stiffness float k = m_mass * omega * omega; // magic formulas float h = data.step.dt; m_gamma = h * (d + h * k); m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; m_bias = C * h * k * m_gamma; invMass += m_gamma; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; } else { m_gamma = 0.0f; m_bias = 0.0f; } if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; Vec2 P = m_impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * Utilities.Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * Utilities.Cross(m_rB, P); } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(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 != LimitState.e_inactiveLimit && fixedRotation == false) { float angle = aB - aA - m_referenceAngle; float limitImpulse = 0.0f; if (m_limitState ==LimitState.e_equalLimits) { // Prevent large angular corrections float C = Utilities.Clamp(angle - m_lowerAngle, -Settings._maxAngularCorrection, Settings._maxAngularCorrection); limitImpulse = -m_motorMass * C; angularError = Math.Abs(C); } else if (m_limitState == LimitState.e_atLowerLimit) { float C = angle - m_lowerAngle; angularError = -C; // Prevent large angular corrections and allow some slop. C = Utilities.Clamp(C + Settings._angularSlop, -Settings._maxAngularCorrection, 0.0f); limitImpulse = -m_motorMass * C; } else if (m_limitState == LimitState.e_atUpperLimit) { float C = angle - m_upperAngle; angularError = C; // Prevent large angular corrections and allow some slop. C = Utilities.Clamp(C - Settings._angularSlop, 0.0f, Settings._maxAngularCorrection); limitImpulse = -m_motorMass * C; } aA -= m_invIA * limitImpulse; aB += m_invIB * limitImpulse; } // Solve point-to-point constraint. { qA.Set(aA); qB.Set(aB); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 C = cB + rB - cA - rA; positionError = C.Length(); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; Mat22 K; K.ex.X = mA + mB + iA * rA.Y * rA.Y + iB * rB.Y * rB.Y; K.ex.Y = -iA * rA.X * rA.Y - iB * rB.X * rB.Y; K.ey.X = K.ex.Y; K.ey.Y = mA + mB + iA * rA.X * rA.X + iB * rB.X * rB.X; Vec2 impulse = -K.Solve(C); cA -= mA * impulse; aA -= iA * Utilities.Cross(rA, impulse); cB += mB * impulse; aB += iB * Utilities.Cross(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 <=Settings._linearSlop && angularError <= Settings._angularSlop; }
internal override void InitVelocityConstraints(SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); // Compute the effective masses. Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = (cB - cA) + rB - rA; float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute motor Jacobian and effective mass. { m_axis = Utilities.Mul(qA, m_localXAxisA); m_a1 = Utilities.Cross(d + rA, m_axis); m_a2 = Utilities.Cross(rB, m_axis); m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; if (m_motorMass > 0.0f) { m_motorMass = 1.0f / m_motorMass; } } // Prismatic constraint. { m_perp = Utilities.Mul(qA, m_localYAxisA); m_s1 = Utilities.Cross(d + rA, m_perp); m_s2 = Utilities.Cross(rB, m_perp); float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2; float k12 = iA * m_s1 + iB * m_s2; float k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2; float k22 = iA + iB; if (k22 == 0.0f) { // For bodies with fixed rotation. k22 = 1.0f; } float k23 = iA * m_a1 + iB * m_a2; float k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; m_K.ex.Set(k11, k12, k13); m_K.ey.Set(k12, k22, k23); m_K.ez.Set(k13, k23, k33); } // Compute motor and limit terms. if (m_enableLimit) { float jointTranslation = Utilities.Dot(m_axis, d); if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f *Settings._linearSlop) { m_limitState = LimitState.e_equalLimits; } else if (jointTranslation <= m_lowerTranslation) { if (m_limitState != LimitState.e_atLowerLimit) { m_limitState = LimitState.e_atLowerLimit; m_impulse.Z = 0.0f; } } else if (jointTranslation >= m_upperTranslation) { if (m_limitState != LimitState.e_atUpperLimit) { m_limitState = LimitState.e_atUpperLimit; m_impulse.Z = 0.0f; } } else { m_limitState = LimitState.e_inactiveLimit; m_impulse.Z = 0.0f; } } else { m_limitState = LimitState.e_inactiveLimit; m_impulse.Z = 0.0f; } if (m_enableMotor == false) { m_motorImpulse = 0.0f; } if (data.step.warmStarting) { // Account for variable time step. m_impulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; Vec2 P = m_impulse.X * m_perp + (m_motorImpulse + m_impulse.Z) * m_axis; float LA = m_impulse.X * m_s1 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a1; float LB = m_impulse.X * m_s2 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a2; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } else { m_impulse.SetZero(); m_motorImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 cC = data.positions[m_indexC].c; float aC = data.positions[m_indexC].a; Vec2 cD = data.positions[m_indexD].c; float aD = data.positions[m_indexD].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Rot qC= new Rot(aC); Rot qD = new Rot(aD); float linearError = 0.0f; float coordinateA, coordinateB; Vec2 JvAC = new Vec2(); Vec2 JvBD = new Vec2(); float JwA, JwB, JwC, JwD; float mass = 0.0f; if (m_typeA == JointType.e_revoluteJoint) { JvAC.SetZero(); JwA = 1.0f; JwC = 1.0f; mass += m_iA + m_iC; coordinateA = aA - aC - m_referenceAngleA; } else { Vec2 u = Utilities.Mul(qC, m_localAxisC); Vec2 rC = Utilities.Mul(qC, m_localAnchorC - m_lcC); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_lcA); JvAC = u; JwC = Utilities.Cross(rC, u); JwA = Utilities.Cross(rA, u); mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA; Vec2 pC = m_localAnchorC - m_lcC; Vec2 pA = Utilities.MulT(qC, rA + (cA - cC)); coordinateA = Utilities.Dot(pA - pC, m_localAxisC); } if (m_typeB == JointType.e_revoluteJoint) { JvBD.SetZero(); JwB = m_ratio; JwD = m_ratio; mass += m_ratio * m_ratio * (m_iB + m_iD); coordinateB = aB - aD - m_referenceAngleB; } else { Vec2 u = Utilities.Mul(qD, m_localAxisD); Vec2 rD = Utilities.Mul(qD, m_localAnchorD - m_lcD); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_lcB); JvBD = m_ratio * u; JwD = m_ratio * Utilities.Cross(rD, u); JwB = m_ratio * Utilities.Cross(rB, u); mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB; Vec2 pD = m_localAnchorD - m_lcD; Vec2 pB = Utilities.MulT(qD, rB + (cB - cD)); coordinateB = Utilities.Dot(pB - pD, m_localAxisD); } float C = (coordinateA + m_ratio * coordinateB) - m_constant; float impulse = 0.0f; if (mass > 0.0f) { impulse = -C / mass; } cA += m_mA * impulse * JvAC; aA += m_iA * impulse * JwA; cB += m_mB * impulse * JvBD; aB += m_iB * impulse * JwB; cC -= m_mC * impulse * JvAC; aC -= m_iC * impulse * JwC; cD -= m_mD * impulse * JvBD; aD -= m_iD * impulse * JwD; data.positions[m_indexA].c = cA; data.positions[m_indexA].a = aA; data.positions[m_indexB].c = cB; data.positions[m_indexB].a = aB; data.positions[m_indexC].c = cC; data.positions[m_indexC].a = aC; data.positions[m_indexD].c = cD; data.positions[m_indexD].a = aD; // TODO_ERIN not implemented return linearError <Settings._linearSlop; }
internal override void InitVelocityConstraints(SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_indexC = m_bodyC.m_islandIndex; m_indexD = m_bodyD.m_islandIndex; m_lcA = m_bodyA.m_sweep.localCenter; m_lcB = m_bodyB.m_sweep.localCenter; m_lcC = m_bodyC.m_sweep.localCenter; m_lcD = m_bodyD.m_sweep.localCenter; m_mA = m_bodyA.m_invMass; m_mB = m_bodyB.m_invMass; m_mC = m_bodyC.m_invMass; m_mD = m_bodyD.m_invMass; m_iA = m_bodyA.m_invI; m_iB = m_bodyB.m_invI; m_iC = m_bodyC.m_invI; m_iD = m_bodyD.m_invI; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; float aC = data.positions[m_indexC].a; Vec2 vC = data.velocities[m_indexC].v; float wC = data.velocities[m_indexC].w; float aD = data.positions[m_indexD].a; Vec2 vD = data.velocities[m_indexD].v; float wD = data.velocities[m_indexD].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Rot qC = new Rot(aC); Rot qD = new Rot(aD); m_mass = 0.0f; if (m_typeA == JointType.e_revoluteJoint) { m_JvAC.SetZero(); m_JwA = 1.0f; m_JwC = 1.0f; m_mass += m_iA + m_iC; } else { Vec2 u = Utilities.Mul(qC, m_localAxisC); Vec2 rC = Utilities.Mul(qC, m_localAnchorC - m_lcC); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_lcA); m_JvAC = u; m_JwC = Utilities.Cross(rC, u); m_JwA = Utilities.Cross(rA, u); m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA; } if (m_typeB == JointType.e_revoluteJoint) { m_JvBD.SetZero(); m_JwB = m_ratio; m_JwD = m_ratio; m_mass += m_ratio * m_ratio * (m_iB + m_iD); } else { Vec2 u = Utilities.Mul(qD, m_localAxisD); Vec2 rD = Utilities.Mul(qD, m_localAnchorD - m_lcD); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_lcB); m_JvBD = m_ratio * u; m_JwD = m_ratio * Utilities.Cross(rD, u); m_JwB = m_ratio * Utilities.Cross(rB, u); m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB; } // Compute effective mass. m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f; if (data.step.warmStarting) { vA += (m_mA * m_impulse) * m_JvAC; wA += m_iA * m_impulse * m_JwA; vB += (m_mB * m_impulse) * m_JvBD; wB += m_iB * m_impulse * m_JwB; vC -= (m_mC * m_impulse) * m_JvAC; wC -= m_iC * m_impulse * m_JwC; vD -= (m_mD * m_impulse) * m_JvBD; wD -= m_iD * m_impulse * m_JwD; } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; data.velocities[m_indexC].v = vC; data.velocities[m_indexC].w = wC; data.velocities[m_indexD].v = vD; data.velocities[m_indexD].w = wD; }
internal override bool SolvePositionConstraints(SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 cC = data.positions[m_indexC].c; float aC = data.positions[m_indexC].a; Vec2 cD = data.positions[m_indexD].c; float aD = data.positions[m_indexD].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Rot qC = new Rot(aC); Rot qD = new Rot(aD); float linearError = 0.0f; float coordinateA, coordinateB; Vec2 JvAC = new Vec2(); Vec2 JvBD = new Vec2(); float JwA, JwB, JwC, JwD; float mass = 0.0f; if (m_typeA == JointType.e_revoluteJoint) { JvAC.SetZero(); JwA = 1.0f; JwC = 1.0f; mass += m_iA + m_iC; coordinateA = aA - aC - m_referenceAngleA; } else { Vec2 u = Utilities.Mul(qC, m_localAxisC); Vec2 rC = Utilities.Mul(qC, m_localAnchorC - m_lcC); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_lcA); JvAC = u; JwC = Utilities.Cross(rC, u); JwA = Utilities.Cross(rA, u); mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA; Vec2 pC = m_localAnchorC - m_lcC; Vec2 pA = Utilities.MulT(qC, rA + (cA - cC)); coordinateA = Utilities.Dot(pA - pC, m_localAxisC); } if (m_typeB == JointType.e_revoluteJoint) { JvBD.SetZero(); JwB = m_ratio; JwD = m_ratio; mass += m_ratio * m_ratio * (m_iB + m_iD); coordinateB = aB - aD - m_referenceAngleB; } else { Vec2 u = Utilities.Mul(qD, m_localAxisD); Vec2 rD = Utilities.Mul(qD, m_localAnchorD - m_lcD); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_lcB); JvBD = m_ratio * u; JwD = m_ratio * Utilities.Cross(rD, u); JwB = m_ratio * Utilities.Cross(rB, u); mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB; Vec2 pD = m_localAnchorD - m_lcD; Vec2 pB = Utilities.MulT(qD, rB + (cB - cD)); coordinateB = Utilities.Dot(pB - pD, m_localAxisD); } float C = (coordinateA + m_ratio * coordinateB) - m_constant; float impulse = 0.0f; if (mass > 0.0f) { impulse = -C / mass; } cA += m_mA * impulse * JvAC; aA += m_iA * impulse * JwA; cB += m_mB * impulse * JvBD; aB += m_iB * impulse * JwB; cC -= m_mC * impulse * JvAC; aC -= m_iC * impulse * JwC; cD -= m_mD * impulse * JvBD; aD -= m_iD * impulse * JwD; data.positions[m_indexA].c = cA; data.positions[m_indexA].a = aA; data.positions[m_indexB].c = cB; data.positions[m_indexB].a = aB; data.positions[m_indexC].c = cC; data.positions[m_indexC].a = aC; data.positions[m_indexD].c = cD; data.positions[m_indexD].a = aD; // TODO_ERIN not implemented return(linearError < Settings._linearSlop); }
internal override void InitVelocityConstraints(SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); m_u = cB + m_rB - cA - m_rA; // Handle singularity. float length = m_u.Length(); if (length > Settings._linearSlop) { m_u *= 1.0f / length; } else { m_u.Set(0.0f, 0.0f); } float crAu = Utilities.Cross(m_rA, m_u); float crBu = Utilities.Cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; // Compute the effective mass matrix. m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (m_frequencyHz > 0.0f) { float C = length - m_length; // Frequency float omega = 2.0f * (float)Math.PI * m_frequencyHz; // Damping coefficient float d = 2.0f * m_mass * m_dampingRatio * omega; // Spring stiffness float k = m_mass * omega * omega; // magic formulas float h = data.step.dt; m_gamma = h * (d + h * k); m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; m_bias = C * h * k * m_gamma; invMass += m_gamma; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; } else { m_gamma = 0.0f; m_bias = 0.0f; } if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; Vec2 P = m_impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * Utilities.Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * Utilities.Cross(m_rB, P); } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override bool SolvePositionConstraints(SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute fresh Jacobians Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = cB + rB - cA - rA; Vec2 axis = Utilities.Mul(qA, m_localXAxisA); float a1 = Utilities.Cross(d + rA, axis); float a2 = Utilities.Cross(rB, axis); Vec2 perp = Utilities.Mul(qA, m_localYAxisA); float s1 = Utilities.Cross(d + rA, perp); float s2 = Utilities.Cross(rB, perp); Vec3 impulse; Vec2 C1; C1.X = Utilities.Dot(perp, d); C1.Y = aB - aA - m_referenceAngle; float linearError = Math.Abs(C1.X); float angularError = Math.Abs(C1.Y); bool active = false; float C2 = 0.0f; if (m_enableLimit) { float translation = Utilities.Dot(axis, d); if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings._linearSlop) { // Prevent large angular corrections C2 = Utilities.Clamp(translation, -Settings._maxLinearCorrection, Settings._maxLinearCorrection); linearError = Math.Max(linearError, Math.Abs(translation)); active = true; } else if (translation <= m_lowerTranslation) { // Prevent large linear corrections and allow some slop. C2 = Utilities.Clamp(translation - m_lowerTranslation + Settings._linearSlop, -Settings._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 = Utilities.Clamp(translation - m_upperTranslation - Settings._linearSlop, 0.0f, Settings._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; Mat33 K = new Mat33(); K.ex.Set(k11, k12, k13); K.ey.Set(k12, k22, k23); K.ez.Set(k13, k23, k33); Vec3 C = new Vec3(); C.X = C1.X; C.Y = C1.Y; C.Z = 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; } Mat22 K = new Mat22(); K.ex.Set(k11, k12); K.ey.Set(k12, k22); Vec2 impulse1 = K.Solve(-C1); impulse.X = impulse1.X; impulse.Y = impulse1.Y; impulse.Z = 0.0f; } Vec2 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 <= Settings._linearSlop && angularError <= Settings._angularSlop); }
internal override void InitVelocityConstraints(SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); // Compute the effective masses. Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = (cB - cA) + rB - rA; float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute motor Jacobian and effective mass. { m_axis = Utilities.Mul(qA, m_localXAxisA); m_a1 = Utilities.Cross(d + rA, m_axis); m_a2 = Utilities.Cross(rB, m_axis); m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; if (m_motorMass > 0.0f) { m_motorMass = 1.0f / m_motorMass; } } // Prismatic constraint. { m_perp = Utilities.Mul(qA, m_localYAxisA); m_s1 = Utilities.Cross(d + rA, m_perp); m_s2 = Utilities.Cross(rB, m_perp); float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2; float k12 = iA * m_s1 + iB * m_s2; float k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2; float k22 = iA + iB; if (k22 == 0.0f) { // For bodies with fixed rotation. k22 = 1.0f; } float k23 = iA * m_a1 + iB * m_a2; float k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2; m_K.ex.Set(k11, k12, k13); m_K.ey.Set(k12, k22, k23); m_K.ez.Set(k13, k23, k33); } // Compute motor and limit terms. if (m_enableLimit) { float jointTranslation = Utilities.Dot(m_axis, d); if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings._linearSlop) { m_limitState = LimitState.e_equalLimits; } else if (jointTranslation <= m_lowerTranslation) { if (m_limitState != LimitState.e_atLowerLimit) { m_limitState = LimitState.e_atLowerLimit; m_impulse.Z = 0.0f; } } else if (jointTranslation >= m_upperTranslation) { if (m_limitState != LimitState.e_atUpperLimit) { m_limitState = LimitState.e_atUpperLimit; m_impulse.Z = 0.0f; } } else { m_limitState = LimitState.e_inactiveLimit; m_impulse.Z = 0.0f; } } else { m_limitState = LimitState.e_inactiveLimit; m_impulse.Z = 0.0f; } if (m_enableMotor == false) { m_motorImpulse = 0.0f; } if (data.step.warmStarting) { // Account for variable time step. m_impulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; Vec2 P = m_impulse.X * m_perp + (m_motorImpulse + m_impulse.Z) * m_axis; float LA = m_impulse.X * m_s1 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a1; float LB = m_impulse.X * m_s2 + m_impulse.Y + (m_motorImpulse + m_impulse.Z) * m_a2; vA -= mA * P; wA -= iA * LA; vB += mB * P; wB += iB * LB; } else { m_impulse.SetZero(); m_motorImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); // Get the pulley axes. Vec2 uA = cA + rA - m_groundAnchorA; Vec2 uB = cB + rB - m_groundAnchorB; float lengthA = uA.Length(); float lengthB = uB.Length(); if (lengthA > 10.0f *Settings._linearSlop) { uA *= 1.0f / lengthA; } else { uA.SetZero(); } if (lengthB > 10.0f *Settings._linearSlop) { uB *= 1.0f / lengthB; } else { uB.SetZero(); } // Compute effective mass. float ruA = Utilities.Cross(rA, uA); float ruB = Utilities.Cross(rB, uB); float mA = m_invMassA + m_invIA * ruA * ruA; float mB = m_invMassB + m_invIB * ruB * ruB; float mass = mA + m_ratio * m_ratio * mB; if (mass > 0.0f) { mass = 1.0f / mass; } float C = m_constant - lengthA - m_ratio * lengthB; float linearError = Math.Abs(C); float impulse = -mass * C; Vec2 PA = -impulse * uA; Vec2 PB = -m_ratio * impulse * uB; cA += m_invMassA * PA; aA += m_invIA * Utilities.Cross(rA, PA); cB += m_invMassB * PB; aB += m_invIB * Utilities.Cross(rB, PB); 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 <Settings._linearSlop; }
internal override bool SolvePositionConstraints(SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; // Compute fresh Jacobians Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = cB + rB - cA - rA; Vec2 axis = Utilities.Mul(qA, m_localXAxisA); float a1 = Utilities.Cross(d + rA, axis); float a2 = Utilities.Cross(rB, axis); Vec2 perp = Utilities.Mul(qA, m_localYAxisA); float s1 = Utilities.Cross(d + rA, perp); float s2 = Utilities.Cross(rB, perp); Vec3 impulse; Vec2 C1; C1.X = Utilities.Dot(perp, d); C1.Y = aB - aA - m_referenceAngle; float linearError = Math.Abs(C1.X); float angularError = Math.Abs(C1.Y); bool active = false; float C2 = 0.0f; if (m_enableLimit) { float translation = Utilities.Dot(axis, d); if (Math.Abs(m_upperTranslation - m_lowerTranslation) < 2.0f *Settings._linearSlop) { // Prevent large angular corrections C2 = Utilities.Clamp(translation, -Settings._maxLinearCorrection, Settings._maxLinearCorrection); linearError = Math.Max(linearError, Math.Abs(translation)); active = true; } else if (translation <= m_lowerTranslation) { // Prevent large linear corrections and allow some slop. C2 = Utilities.Clamp(translation - m_lowerTranslation + Settings._linearSlop, -Settings._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 = Utilities.Clamp(translation - m_upperTranslation - Settings._linearSlop, 0.0f, Settings._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; Mat33 K = new Mat33(); K.ex.Set(k11, k12, k13); K.ey.Set(k12, k22, k23); K.ez.Set(k13, k23, k33); Vec3 C = new Vec3(); C.X = C1.X; C.Y = C1.Y; C.Z = 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; } Mat22 K = new Mat22(); K.ex.Set(k11, k12); K.ey.Set(k12, k22); Vec2 impulse1 = K.Solve(-C1); impulse.X = impulse1.X; impulse.Y = impulse1.Y; impulse.Z = 0.0f; } Vec2 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 <= Settings._linearSlop && angularError <= Settings._angularSlop; }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_indexC = m_bodyC.m_islandIndex; m_indexD = m_bodyD.m_islandIndex; m_lcA = m_bodyA.m_sweep.localCenter; m_lcB = m_bodyB.m_sweep.localCenter; m_lcC = m_bodyC.m_sweep.localCenter; m_lcD = m_bodyD.m_sweep.localCenter; m_mA = m_bodyA.m_invMass; m_mB = m_bodyB.m_invMass; m_mC = m_bodyC.m_invMass; m_mD = m_bodyD.m_invMass; m_iA = m_bodyA.m_invI; m_iB = m_bodyB.m_invI; m_iC = m_bodyC.m_invI; m_iD = m_bodyD.m_invI; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; float aC = data.positions[m_indexC].a; Vec2 vC = data.velocities[m_indexC].v; float wC = data.velocities[m_indexC].w; float aD = data.positions[m_indexD].a; Vec2 vD = data.velocities[m_indexD].v; float wD = data.velocities[m_indexD].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Rot qC= new Rot(aC); Rot qD= new Rot(aD); m_mass = 0.0f; if (m_typeA == JointType.e_revoluteJoint) { m_JvAC.SetZero(); m_JwA = 1.0f; m_JwC = 1.0f; m_mass += m_iA + m_iC; } else { Vec2 u = Utilities.Mul(qC, m_localAxisC); Vec2 rC = Utilities.Mul(qC, m_localAnchorC - m_lcC); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_lcA); m_JvAC = u; m_JwC = Utilities.Cross(rC, u); m_JwA = Utilities.Cross(rA, u); m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA; } if (m_typeB == JointType.e_revoluteJoint) { m_JvBD.SetZero(); m_JwB = m_ratio; m_JwD = m_ratio; m_mass += m_ratio * m_ratio * (m_iB + m_iD); } else { Vec2 u = Utilities.Mul(qD, m_localAxisD); Vec2 rD = Utilities.Mul(qD, m_localAnchorD - m_lcD); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_lcB); m_JvBD = m_ratio * u; m_JwD = m_ratio * Utilities.Cross(rD, u); m_JwB = m_ratio * Utilities.Cross(rB, u); m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB; } // Compute effective mass. m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f; if (data.step.warmStarting) { vA += (m_mA * m_impulse) * m_JvAC; wA += m_iA * m_impulse * m_JwA; vB += (m_mB * m_impulse) * m_JvBD; wB += m_iB * m_impulse * m_JwB; vC -= (m_mC * m_impulse) * m_JvAC; wC -= m_iC * m_impulse * m_JwC; vD -= (m_mD * m_impulse) * m_JvBD; wD -= m_iD * m_impulse * m_JwD; } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; data.velocities[m_indexC].v = vC; data.velocities[m_indexC].w = wC; data.velocities[m_indexD].v = vD; data.velocities[m_indexD].w = wD; }
/// Multiply two rotations: q * r public static Rot Mul(Rot q, Rot r) { // [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc] // [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc] // s = qs * rc + qc * rs // c = qc * rc - qs * rs Rot qr; qr.s = q.s * r.c + q.c * r.s; qr.c = q.c * r.c - q.s * r.s; return qr; }
internal override bool SolvePositionConstraints(SolverData data){ if (m_frequencyHz > 0.0f) { // There is no position correction for soft distance constraints. return true; } Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 u = cB + rB - cA - rA; float length = u.Normalize(); float C = length - m_length; C = Utilities.Clamp(C, -Settings._maxLinearCorrection, Settings._maxLinearCorrection); float impulse = -m_mass * C; Vec2 P = impulse * u; cA -= m_invMassA * P; aA -= m_invIA * Utilities.Cross(rA, P); cB += m_invMassB * P; aB += m_invIB * Utilities.Cross(rB, P); 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 Math.Abs(C) <Settings._linearSlop; }
/// Transpose multiply two rotations: qT * r public static Rot MulT(Rot q, Rot r) { // [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc] // [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc] // s = qc * rs - qs * rc // c = qc * rc + qs * rs Rot qr; qr.s = q.c * r.s - q.s * r.c; qr.c = q.c * r.c + q.s * r.s; return qr; }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(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; bool fixedRotation = (iA + iB == 0.0f); m_mass.ex.X = mA + mB + m_rA.Y * m_rA.Y * iA + m_rB.Y * m_rB.Y * iB; m_mass.ey.X = -m_rA.Y * m_rA.X * iA - m_rB.Y * m_rB.X * iB; m_mass.ez.X = -m_rA.Y * iA - m_rB.Y * iB; m_mass.ex.Y = m_mass.ey.X; m_mass.ey.Y = mA + mB + m_rA.X * m_rA.X * iA + m_rB.X * m_rB.X * iB; m_mass.ez.Y = m_rA.X * iA + m_rB.X * iB; m_mass.ex.Z = m_mass.ez.X; m_mass.ey.Z = m_mass.ez.Y; m_mass.ez.Z = iA + iB; m_motorMass = iA + iB; if (m_motorMass > 0.0f) { m_motorMass = 1.0f / m_motorMass; } if (m_enableMotor == false || fixedRotation) { m_motorImpulse = 0.0f; } if (m_enableLimit && fixedRotation == false) { float jointAngle = aB - aA - m_referenceAngle; if (Math.Abs(m_upperAngle - m_lowerAngle) < 2.0f * Settings._angularSlop) { m_limitState = LimitState.e_equalLimits; } else if (jointAngle <= m_lowerAngle) { if (m_limitState != LimitState.e_atLowerLimit) { m_impulse.Z = 0.0f; } m_limitState = LimitState.e_atLowerLimit; } else if (jointAngle >= m_upperAngle) { if (m_limitState != LimitState.e_atUpperLimit) { m_impulse.Z = 0.0f; } m_limitState = LimitState.e_atUpperLimit; } else { m_limitState = LimitState.e_inactiveLimit; m_impulse.Z = 0.0f; } } else { m_limitState = LimitState.e_inactiveLimit; } if (data.step.warmStarting) { // Scale impulses to support a variable time step. m_impulse *= data.step.dtRatio; m_motorImpulse *= data.step.dtRatio; Vec2 P = new Vec2(m_impulse.X, m_impulse.Y); vA -= mA * P; wA -= iA * (Utilities.Cross(m_rA, P) + m_motorImpulse + m_impulse.Z); vB += mB * P; wB += iB * (Utilities.Cross(m_rB, P) + m_motorImpulse + m_impulse.Z); } else { m_impulse.SetZero(); m_motorImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
/// Inverse rotate a vector public static Vec2 MulT(Rot q, Vec2 v) { return new Vec2(q.c * v.X + q.s * v.Y, -q.s * v.X + q.c * v.Y); }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); // Compute the effective mass matrix. m_rA = Utilities.Mul(qA, -m_localCenterA); m_rB = Utilities.Mul(qB, -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; Mat22 K; K.ex.X = mA + mB + iA * m_rA.Y * m_rA.Y + iB * m_rB.Y * m_rB.Y; K.ex.Y = -iA * m_rA.X * m_rA.Y - iB * m_rB.X * m_rB.Y; K.ey.X = K.ex.Y; K.ey.Y = 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; } m_linearError = cB + m_rB - cA - m_rA - Utilities.Mul(qA, m_linearOffset); m_angularError = aB - aA - m_angularOffset; if (data.step.warmStarting) { // Scale impulses to support a variable time step. m_linearImpulse *= data.step.dtRatio; m_angularImpulse *= data.step.dtRatio; Vec2 P = new Vec2(m_linearImpulse.X, m_linearImpulse.Y); vA -= mA * P; wA -= iA * (Utilities.Cross(m_rA, P) + m_angularImpulse); vB += mB * P; wB += iB * (Utilities.Cross(m_rB, P) + m_angularImpulse); } else { m_linearImpulse.SetZero(); m_angularImpulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
/// The default constructor does nothing. public Transform(object ignore) { p = new Vec2(); q = new Rot(); }
internal override void InitVelocityConstraints(SolverData data){ m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA = m_bodyA.m_sweep.localCenter; m_localCenterB = m_bodyB.m_sweep.localCenter; m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; Rot qA = new Rot(aA); Rot qB = new Rot(aB); m_rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); m_rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); m_u = cB + m_rB - cA - m_rA; m_length = m_u.Length(); float C = m_length - m_maxLength; if (C > 0.0f) { m_state = LimitState.e_atUpperLimit; } else { m_state = LimitState.e_inactiveLimit; } if (m_length >Settings._linearSlop) { m_u *= 1.0f / m_length; } else { m_u.SetZero(); m_mass = 0.0f; m_impulse = 0.0f; return; } // Compute effective mass. float crA = Utilities.Cross(m_rA, m_u); float crB = Utilities.Cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; Vec2 P = m_impulse * m_u; vA -= m_invMassA * P; wA -= m_invIA * Utilities.Cross(m_rA, P); vB += m_invMassB * P; wB += m_invIB * Utilities.Cross(m_rB, P); } else { m_impulse = 0.0f; } data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
/// Initialize using a position vector and a rotation. public Transform(Vec2 position, Rot rotation){ this.p = position; this.q = rotation; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); Vec2 d = (cB - cA) + rB - rA; Vec2 ay = Utilities.Mul(qA, m_localYAxisA); float sAy = Utilities.Cross(d + rA, ay); float sBy = Utilities.Cross(rB, ay); float C = Utilities.Dot(d, ay); float k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy; float impulse; if (k != 0.0f) { impulse = - C / k; } else { impulse = 0.0f; } Vec2 P = impulse * ay; float LA = impulse * sAy; float LB = impulse * sBy; cA -= m_invMassA * P; aA -= m_invIA * LA; cB += m_invMassB * P; aB += m_invIB * 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 Math.Abs(C) <=Settings._linearSlop; }
internal override bool SolvePositionConstraints(SolverData data){ Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Rot qA = new Rot(aA); Rot qB = new Rot(aB); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; Vec2 rA = Utilities.Mul(qA, m_localAnchorA - m_localCenterA); Vec2 rB = Utilities.Mul(qB, m_localAnchorB - m_localCenterB); float positionError, angularError; Mat33 K; K.ex.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB; K.ey.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB; K.ez.X = -rA.Y * iA - rB.Y * iB; K.ex.Y = K.ey.X; K.ey.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB; K.ez.Y = rA.X * iA + rB.X * iB; K.ex.Z = K.ez.X; K.ey.Z = K.ez.Y; K.ez.Z = iA + iB; if (m_frequencyHz > 0.0f) { Vec2 C1 = cB + rB - cA - rA; positionError = C1.Length(); angularError = 0.0f; Vec2 P = -K.Solve22(C1); cA -= mA * P; aA -= iA * Utilities.Cross(rA, P); cB += mB * P; aB += iB * Utilities.Cross(rB, P); } else { Vec2 C1 = cB + rB - cA - rA; float C2 = aB - aA - m_referenceAngle; positionError = C1.Length(); angularError = Math.Abs(C2); Vec3 C = new Vec3(C1.X, C1.Y, C2); Vec3 impulse = -K.Solve33(C); Vec2 P = new Vec2(impulse.X, impulse.Y); cA -= mA * P; aA -= iA * (Utilities.Cross(rA, P) + impulse.Z); cB += mB * P; aB += iB * (Utilities.Cross(rB, P) + impulse.Z); } 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 <=Settings._linearSlop && angularError <= Settings._angularSlop; }