private void PostSolve(Contact contact, ContactConstraint impulse)
        {
            if (!Broken)
            {
                if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB))
                {
                    float maxImpulse = 0.0f;
                    int count = contact.Manifold.PointCount;

                    for (int i = 0; i < count; ++i)
                    {
                        maxImpulse = Math.Max(maxImpulse, impulse.Points[i].NormalImpulse);
                    }

                    if (maxImpulse > Strength)
                    {
                        // Flag the body for breaking.
                        _break = true;
                    }
                }
            }
        }
        private static void Solve(ContactConstraint cc, int index, out Vector2 normal, out Vector2 point,
                                  out float separation)
        {
            Debug.Assert(cc.PointCount > 0);

            normal = Vector2.Zero;

            switch (cc.Type)
            {
                case ManifoldType.Circles:
                    {
                        Vector2 pointA = cc.BodyA.GetWorldPoint(ref cc.LocalPoint);
                        Vector2 pointB = cc.BodyB.GetWorldPoint(ref cc.Points[0].LocalPoint);
                        float a = (pointA.X - pointB.X) * (pointA.X - pointB.X) +
                                  (pointA.Y - pointB.Y) * (pointA.Y - pointB.Y);
                        if (a > Settings.Epsilon * Settings.Epsilon)
                        {
                            Vector2 normalTmp = pointB - pointA;
                            float factor = 1f / (float)Math.Sqrt(normalTmp.X * normalTmp.X + normalTmp.Y * normalTmp.Y);
                            normal.X = normalTmp.X * factor;
                            normal.Y = normalTmp.Y * factor;
                        }
                        else
                        {
                            normal.X = 1;
                            normal.Y = 0;
                        }

                        point = 0.5f * (pointA + pointB);
                        separation = (pointB.X - pointA.X) * normal.X + (pointB.Y - pointA.Y) * normal.Y - cc.RadiusA -
                                     cc.RadiusB;
                    }
                    break;

                case ManifoldType.FaceA:
                    {
                        normal = cc.BodyA.GetWorldVector(ref cc.LocalNormal);
                        Vector2 planePoint = cc.BodyA.GetWorldPoint(ref cc.LocalPoint);
                        Vector2 clipPoint = cc.BodyB.GetWorldPoint(ref cc.Points[index].LocalPoint);
                        separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y -
                                     cc.RadiusA - cc.RadiusB;
                        point = clipPoint;
                    }
                    break;

                case ManifoldType.FaceB:
                    {
                        normal = cc.BodyB.GetWorldVector(ref cc.LocalNormal);
                        Vector2 planePoint = cc.BodyB.GetWorldPoint(ref cc.LocalPoint);

                        Vector2 clipPoint = cc.BodyA.GetWorldPoint(ref cc.Points[index].LocalPoint);
                        separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y -
                                     cc.RadiusA - cc.RadiusB;
                        point = clipPoint;

                        // Ensure normal points from A to B
                        normal = -normal;
                    }
                    break;

                default:
                    point = Vector2.Zero;
                    separation = 0.0f;
                    break;
            }
        }
Esempio n. 3
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        private void Report(ContactConstraint[] constraints)
        {
            if (_contactManager == null)
                return;

            for (int i = 0; i < ContactCount; ++i)
            {
                Contact c = _contacts[i];

                if (c.FixtureA.AfterCollision != null)
                    c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c);

                if (c.FixtureB.AfterCollision != null)
                    c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c);

                if (_contactManager.PostSolve != null)
                {
                    ContactConstraint cc = constraints[i];

                    _contactManager.PostSolve(c, cc);
                }
            }
        }
        public void Reset(Contact[] contacts, int contactCount, float impulseRatio, bool warmstarting)
        {
            _contacts = contacts;

            _constraintCount = contactCount;

            // grow the array
            if (Constraints == null || Constraints.Length < _constraintCount)
            {
                Constraints = new ContactConstraint[_constraintCount * 2];

                for (int i = 0; i < Constraints.Length; i++)
                {
                    Constraints[i] = new ContactConstraint();
                }
            }

            // Initialize position independent portions of the constraints.
            for (int i = 0; i < _constraintCount; ++i)
            {
                Contact contact = contacts[i];

                Fixture fixtureA = contact.FixtureA;
                Fixture fixtureB = contact.FixtureB;
                Shape shapeA = fixtureA.Shape;
                Shape shapeB = fixtureB.Shape;
                float radiusA = shapeA.Radius;
                float radiusB = shapeB.Radius;
                PhysicsBody bodyA = fixtureA.Body;
                PhysicsBody bodyB = fixtureB.Body;
                Manifold manifold = contact.Manifold;

                Debug.Assert(manifold.PointCount > 0);

                ContactConstraint cc = Constraints[i];
                cc.Friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction);
                cc.Restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution);
                cc.BodyA = bodyA;
                cc.BodyB = bodyB;
                cc.Manifold = manifold;
                cc.Normal = Vector2.Zero;
                cc.PointCount = manifold.PointCount;

                cc.LocalNormal = manifold.LocalNormal;
                cc.LocalPoint = manifold.LocalPoint;
                cc.RadiusA = radiusA;
                cc.RadiusB = radiusB;
                cc.Type = manifold.Type;

                for (int j = 0; j < cc.PointCount; ++j)
                {
                    ManifoldPoint cp = manifold.Points[j];
                    ContactConstraintPoint ccp = cc.Points[j];

                    if (warmstarting)
                    {
                        ccp.NormalImpulse = impulseRatio * cp.NormalImpulse;
                        ccp.TangentImpulse = impulseRatio * cp.TangentImpulse;
                    }
                    else
                    {
                        ccp.NormalImpulse = 0.0f;
                        ccp.TangentImpulse = 0.0f;
                    }

                    ccp.LocalPoint = cp.LocalPoint;
                    ccp.rA = Vector2.Zero;
                    ccp.rB = Vector2.Zero;
                    ccp.NormalMass = 0.0f;
                    ccp.TangentMass = 0.0f;
                    ccp.VelocityBias = 0.0f;
                }

                cc.K.SetZero();
                cc.NormalMass.SetZero();
            }
        }