SynchronizeTransform() public method

public SynchronizeTransform ( ) : void
return void
コード例 #1
0
ファイル: Island.cs プロジェクト: prepare/gerich_box2dnet
        public void SolveToi(TimeStep subStep, int toiIndexA, int toiIndexB)
        {
            Debug.Assert(toiIndexA < BodyCount);
            Debug.Assert(toiIndexB < BodyCount);

            // Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];
                Positions[i].C.Set(b.Sweep.C);
                Positions[i].A = b.Sweep.A;
                Velocities[i].V.Set(b.LinearVelocity);
                Velocities[i].W = b.AngularVelocity;
            }

            toiSolverDef.Contacts   = Contacts;
            toiSolverDef.Count      = ContactCount;
            toiSolverDef.Step       = subStep;
            toiSolverDef.Positions  = Positions;
            toiSolverDef.Velocities = Velocities;
            toiContactSolver.Init(toiSolverDef);

            // Solve position constraints.
            for (int i = 0; i < subStep.PositionIterations; ++i)
            {
                bool contactsOkay = toiContactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
                if (contactsOkay)
                {
                    break;
                }
            }

            // #if 0
            // // Is the new position really safe?
            // for (int i = 0; i < m_contactCount; ++i)
            // {
            // Contact* c = m_contacts[i];
            // Fixture* fA = c.GetFixtureA();
            // Fixture* fB = c.GetFixtureB();
            //
            // Body bA = fA.GetBody();
            // Body bB = fB.GetBody();
            //
            // int indexA = c.GetChildIndexA();
            // int indexB = c.GetChildIndexB();
            //
            // DistanceInput input;
            // input.proxyA.Set(fA.GetShape(), indexA);
            // input.proxyB.Set(fB.GetShape(), indexB);
            // input.transformA = bA.GetTransform();
            // input.transformB = bB.GetTransform();
            // input.useRadii = false;
            //
            // DistanceOutput output;
            // SimplexCache cache;
            // cache.count = 0;
            // Distance(&output, &cache, &input);
            //
            // if (output.distance == 0 || cache.count == 3)
            // {
            // cache.count += 0;
            // }
            // }
            // #endif

            // Leap of faith to new safe state.
            Bodies[toiIndexA].Sweep.C0.Set(Positions[toiIndexA].C);
            Bodies[toiIndexA].Sweep.A0 = Positions[toiIndexA].A;
            Bodies[toiIndexB].Sweep.C0.Set(Positions[toiIndexB].C);
            Bodies[toiIndexB].Sweep.A0 = Positions[toiIndexB].A;

            // No warm starting is needed for TOI events because warm
            // starting impulses were applied in the discrete solver.
            toiContactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < subStep.VelocityIterations; ++i)
            {
                toiContactSolver.SolveVelocityConstraints();
            }

            // Don't store the TOI contact forces for warm starting
            // because they can be quite large.

            float h = subStep.Dt;

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                Vec2  c = Positions[i].C;
                float a = Positions[i].A;
                Vec2  v = Velocities[i].V;
                float w = Velocities[i].W;

                // Check for large velocities
                translation.Set(v).MulLocal(h);
                if (Vec2.Dot(translation, translation) > Settings.MAX_TRANSLATION_SQUARED)
                {
                    float ratio = Settings.MAX_TRANSLATION / translation.Length();
                    v.MulLocal(ratio);
                }

                float rotation = h * w;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MAX_ROTATION / MathUtils.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c.X += v.X * h;
                c.Y += v.Y * h;
                a   += h * w;

                Positions[i].C.Set(c);
                Positions[i].A = a;
                Velocities[i].V.Set(v);
                Velocities[i].W = w;

                // Sync bodies
                Body body = Bodies[i];
                body.Sweep.C.Set(c);
                body.Sweep.A = a;
                body.LinearVelocity.Set(v);
                body.AngularVelocity = w;
                body.SynchronizeTransform();
            }

            Report(toiContactSolver.VelocityConstraints);
        }
コード例 #2
0
ファイル: Island.cs プロジェクト: prepare/gerich_box2dnet
        public void Solve(Profile profile, TimeStep step, Vec2 gravity, bool allowSleep)
        {
            // Console.WriteLine("Solving Island");

            float h = step.Dt;

            // Integrate velocities and apply damping. Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body  b = Bodies[i];
                Vec2  c = b.Sweep.C;
                float a = b.Sweep.A;
                Vec2  v = b.LinearVelocity;
                float w = b.AngularVelocity;

                // Store positions for continuous collision.
                b.Sweep.C0.Set(b.Sweep.C);
                b.Sweep.A0 = b.Sweep.A;

                if (b.Type == BodyType.Dynamic)
                {
                    // Integrate velocities.
                    // v += h * (b.m_gravityScale * gravity + b.m_invMass * b.m_force);
                    v.X += h * (b.GravityScale * gravity.X + b.InvMass * b.Force.X);
                    v.Y += h * (b.GravityScale * gravity.Y + b.InvMass * b.Force.Y);
                    w   += h * b.InvI * b.Torque;

                    // Apply damping.
                    // ODE: dv/dt + c * v = 0
                    // Solution: v(t) = v0 * exp(-c * t)
                    // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v *
                    // exp(-c * dt)
                    // v2 = exp(-c * dt) * v1
                    // Taylor expansion:
                    // v2 = (1.0f - c * dt) * v1
                    v.MulLocal(MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f));
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }
                //Debug.Assert (v.x == 0);

                Positions[i].C.Set(c);
                Positions[i].A = a;
                Velocities[i].V.Set(v);
                Velocities[i].W = w;
            }

            timer.Reset();

            // Solver data
            solverData.Step       = step;
            solverData.Positions  = Positions;
            solverData.Velocities = Velocities;

            // Initialize velocity constraints.
            solverDef.Step       = step;
            solverDef.Contacts   = Contacts;
            solverDef.Count      = ContactCount;
            solverDef.Positions  = Positions;
            solverDef.Velocities = Velocities;

            contactSolver.Init(solverDef);
            //Console.WriteLine("island init vel");
            contactSolver.InitializeVelocityConstraints();

            if (step.WarmStarting)
            {
                //Console.WriteLine("island warm start");
                contactSolver.WarmStart();
            }

            for (int i = 0; i < JointCount; ++i)
            {
                Joints[i].InitVelocityConstraints(solverData);
            }

            profile.SolveInit = timer.Milliseconds;

            // Solve velocity constraints
            timer.Reset();
            //Console.WriteLine("island solving velocities");
            for (int i = 0; i < step.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joints[j].SolveVelocityConstraints(solverData);
                }

                contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting
            contactSolver.StoreImpulses();
            profile.SolveVelocity = timer.Milliseconds;

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                Vec2  c = Positions[i].C;
                float a = Positions[i].A;
                Vec2  v = Velocities[i].V;
                float w = Velocities[i].W;

                // Check for large velocities
                translation.X = v.X * h;
                translation.Y = v.Y * h;

                if (Vec2.Dot(translation, translation) > Settings.MAX_TRANSLATION_SQUARED)
                {
                    float ratio = Settings.MAX_TRANSLATION / translation.Length();
                    v.X *= ratio;
                    v.Y *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MAX_ROTATION / MathUtils.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c.X += h * v.X;
                c.Y += h * v.Y;
                a   += h * w;

                Positions[i].A  = a;
                Velocities[i].W = w;
            }

            // Solve position constraints
            timer.Reset();
            bool positionSolved = false;

            for (int i = 0; i < step.PositionIterations; ++i)
            {
                bool contactsOkay = contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;
                for (int j = 0; j < JointCount; ++j)
                {
                    bool jointOkay = Joints[j].SolvePositionConstraints(solverData);
                    jointsOkay = jointsOkay && jointOkay;
                }

                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    positionSolved = true;
                    break;
                }
            }

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body.Sweep.C.Set(Positions[i].C);
                body.Sweep.A = Positions[i].A;
                body.LinearVelocity.Set(Velocities[i].V);
                body.AngularVelocity = Velocities[i].W;
                body.SynchronizeTransform();
            }

            profile.SolvePosition = timer.Milliseconds;

            Report(contactSolver.VelocityConstraints);

            if (allowSleep)
            {
                float minSleepTime = Single.MaxValue;

                const float linTolSqr = Settings.LINEAR_SLEEP_TOLERANCE * Settings.LINEAR_SLEEP_TOLERANCE;
                float       angTolSqr = Settings.ANGULAR_SLEEP_TOLERANCE * Settings.ANGULAR_SLEEP_TOLERANCE;

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];
                    if (b.Type == BodyType.Static)
                    {
                        continue;
                    }

                    if ((b.Flags & Body.TypeFlags.AutoSleep) == 0 || b.AngularVelocity * b.AngularVelocity > angTolSqr || Vec2.Dot(b.LinearVelocity, b.LinearVelocity) > linTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += h;
                        minSleepTime = MathUtils.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TIME_TO_SLEEP && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }