Esempio n. 1
0
        private float ApplyImpulse(int index)
        {
            if (_minImpulseLimits[index] != 0)
            {
                Constraint1D constraint       = _constraints[index];
                float        relativeVelocity = constraint.GetRelativeVelocity(BodyA, BodyB);
                float        impulse          = constraint.SatisfyConstraint(
                    BodyA,
                    BodyB,
                    relativeVelocity,
                    _minImpulseLimits[index],
                    _maxImpulseLimits[index]);

                return(impulse);
            }

            return(0);
        }
Esempio n. 2
0
        /// <inheritdoc/>
        protected override void OnSetup()
        {
            var planeALocal = PlaneALocal;
            var planeNormal = BodyA.Pose.ToWorldDirection(planeALocal.Normal);

            // Calculate a point on the new plane.
            Vector3 pointOnPlane = BodyA.Pose.Position + planeNormal * planeALocal.DistanceFromOrigin;

            // Project point on to normal vector to get the new DistanceFromOrigin.
            var distanceFromOrigin = Vector3.Dot(pointOnPlane, planeNormal);

            Vector3 anchorPositionB = BodyB.Pose.ToWorldPosition(AnchorPositionBLocal);

            float separation       = Vector3.Dot(anchorPositionB, planeNormal) - distanceFromOrigin;
            float penetrationDepth = -separation;

            Vector3 rA = anchorPositionB - BodyA.PoseCenterOfMass.Position;
            Vector3 rB = anchorPositionB - BodyB.PoseCenterOfMass.Position;

            // Remember old state.
            bool wasActive = _limitIsActive;

            if (separation <= 0)
            {
                _limitIsActive = true;

                Simulation simulation = Simulation;
                float      deltaTime  = simulation.Settings.Timing.FixedTimeStep;

                // ----- Determine limit state.

                // ----- Error correction
                float targetVelocity             = penetrationDepth * ErrorReduction / deltaTime;
                float maxErrorCorrectionVelocity = simulation.Settings.Constraints.MaxErrorCorrectionVelocity;
                targetVelocity = MathHelper.Clamp(targetVelocity, -maxErrorCorrectionVelocity, maxErrorCorrectionVelocity);

                // ----- Restitution
                if (Restitution > simulation.Settings.Constraints.RestitutionThreshold)
                {
                    float velocity = _constraint.GetRelativeVelocity(BodyA, BodyB);
                    if (velocity < -Simulation.Settings.Constraints.RestingVelocityLimit)
                    {
                        targetVelocity = Math.Max(targetVelocity, -velocity * Restitution);
                    }
                }

                _constraint.TargetRelativeVelocity = targetVelocity;

                // ----- Impulse limits

                _constraint.Softness = Softness / deltaTime;
                _constraint.Prepare(BodyA, BodyB, -planeNormal, -Vector3.Cross(rA, planeNormal), planeNormal, Vector3.Cross(rB, planeNormal));
            }
            else
            {
                _limitIsActive = false;
            }

            // If the limit state has not changed, we warmstart.
            // Otherwise, we reset the cached constraint impulse.
            if (wasActive && _limitIsActive)
            {
                _constraint.Warmstart(BodyA, BodyB);
            }
            else
            {
                _constraint.ConstraintImpulse = 0;
            }
        }
Esempio n. 3
0
        private void SetupConstraint(int index, float position, Vector3 axis, float minimum, float maximum)
        {
            // Note: Cached constraint impulses are reset in Warmstart() if necessary.

            Constraint1D constraint = _constraints[index];
            Simulation   simulation = Simulation;
            float        deltaTime  = simulation.Settings.Timing.FixedTimeStep;

            // ----- Determine limit state.
            if (minimum > maximum)
            {
                _limitStates[index] = LimitState.Inactive;

                // Nothing more to do.
                return;
            }

            if (Numeric.AreEqual(minimum, maximum))
            {
                _limitStates[index] = LimitState.Locked;
            }
            else if (position <= minimum)
            {
                _limitStates[index] = LimitState.Min;
            }
            else if (position >= maximum)
            {
                _limitStates[index] = LimitState.Max;
            }
            else
            {
                _limitStates[index] = LimitState.Inactive;

                // Nothing more to do.
                return;
            }

            Debug.Assert(_limitStates[index] != LimitState.Inactive);

            // ----- Error correction
            float deviation = 0;
            var   allowedAngularDeviation = simulation.Settings.Constraints.AllowedAngularDeviation;

            if (position > maximum + allowedAngularDeviation)
            {
                deviation = maximum - position + allowedAngularDeviation;
            }
            else if (position < minimum - allowedAngularDeviation)
            {
                deviation = minimum - position - allowedAngularDeviation;
            }

            float targetVelocity             = deviation * ErrorReduction / deltaTime;
            float maxErrorCorrectionVelocity = simulation.Settings.Constraints.MaxErrorCorrectionVelocity;

            targetVelocity = MathHelper.Clamp(targetVelocity, -maxErrorCorrectionVelocity, maxErrorCorrectionVelocity);

            // ----- Restitution
            float restitution = Restitution[index];

            if (restitution > simulation.Settings.Constraints.RestitutionThreshold)
            {
                float velocity = constraint.GetRelativeVelocity(BodyA, BodyB);
                if (_limitStates[index] == LimitState.Min)
                {
                    if (velocity < -Simulation.Settings.Constraints.RestingVelocityLimit)
                    {
                        targetVelocity = Math.Max(targetVelocity, -velocity * restitution);
                    }
                }
                else if (_limitStates[index] == LimitState.Max)
                {
                    if (velocity > Simulation.Settings.Constraints.RestingVelocityLimit)
                    {
                        targetVelocity = Math.Min(targetVelocity, -velocity * restitution);
                    }
                }
            }
            constraint.TargetRelativeVelocity = targetVelocity;

            // ----- Impulse limits
            float impulseLimit = MaxForce[index] * deltaTime;

            if (_limitStates[index] == LimitState.Min)
            {
                _minImpulseLimits[index] = 0;
                _maxImpulseLimits[index] = impulseLimit;
            }
            else if (_limitStates[index] == LimitState.Max)
            {
                _minImpulseLimits[index] = -impulseLimit;
                _maxImpulseLimits[index] = 0;
            }
            else //if (_limitStates[index] == LimitState.Locked)
            {
                _minImpulseLimits[index] = -impulseLimit;
                _maxImpulseLimits[index] = impulseLimit;
            }

            // Note: Softness must be set before!
            constraint.Softness = Softness / deltaTime;
            constraint.Prepare(BodyA, BodyB, Vector3.Zero, -axis, Vector3.Zero, axis);
        }