コード例 #1
0
        //
        public void SetAllowSleeping(bool flag)
        {
            if (flag == m_allowSleep)
            {
                return;
            }

            m_allowSleep = flag;
            if (m_allowSleep == false)
            {
                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    b.SetAwake(true);
                }
            }
        }
コード例 #2
0
        // Find TOI contacts and solve them.
        public void SolveTOI(b2TimeStep step)
        {
            b2Island island = new b2Island(2 * b2Settings.b2_maxTOIContacts, b2Settings.b2_maxTOIContacts, 0, m_contactManager.ContactListener);

            if (m_stepComplete)
            {
                for (b2Body b = m_bodyList; b; b = b.Next)
                {
                    b.BodyFlags     &= ~b2Body.e_islandFlag;
                    b.m_sweep.alpha0 = 0.0f;
                }

                for (b2Contact c = m_contactManager.ContactList; c; c = c.Next)
                {
                    // Invalidate TOI
                    c.ContactFlags &= ~(b2ContactType.e_toiFlag | b2ContactType.e_islandFlag);
                    c.m_toiCount    = 0;
                    c.m_toi         = 1.0f;
                }
            }

            // Find TOI events and solve them.
            for (; ;)
            {
                // Find the first TOI.
                b2Contact minContact = null;
                float     minAlpha   = 1.0f;

                for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
                {
                    // Is this contact disabled?
                    if (c.IsEnabled() == false)
                    {
                        continue;
                    }

                    // Prevent excessive sub-stepping.
                    if (c.m_toiCount > b2Settings.b2_maxSubSteps)
                    {
                        continue;
                    }

                    float alpha = 1.0f;
                    if (c.ContactFlags.HasFlag(b2ContactFlags.e_toiFlag))
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.m_toi;
                    }
                    else
                    {
                        b2Fixture fA = c.GetFixtureA();
                        b2Fixture fB = c.GetFixtureB();

                        // Is there a sensor?
                        if (fA.IsSensor || fB.IsSensor)
                        {
                            continue;
                        }

                        b2Body bA = fA.Body;
                        b2Body bB = fB.Body;

                        b2BodyType typeA = bA.BodyType;
                        b2BodyType typeB = bB.BodyType;

                        bool activeA = bA.IsAwake() && typeA != b2BodyType.b2_staticBody;
                        bool activeB = bB.IsAwake() && typeB != b2BodyType.b2_staticBody;

                        // Is at least one body active (awake and dynamic or kinematic)?
                        if (activeA == false && activeB == false)
                        {
                            continue;
                        }

                        bool collideA = bA.IsBullet() || typeA != b2BodyType.b2_dynamicBody;
                        bool collideB = bB.IsBullet() || typeB != b2BodyType.b2_dynamicBody;

                        // Are these two non-bullet dynamic bodies?
                        if (collideA == false && collideB == false)
                        {
                            continue;
                        }

                        // Compute the TOI for this contact.
                        // Put the sweeps onto the same time interval.
                        float alpha0 = bA.Sweep.alpha0;

                        if (bA.Sweep.alpha0 < bB.Sweep.alpha0)
                        {
                            alpha0 = bB.Sweep.alpha0;
                            bA.Sweep.Advance(alpha0);
                        }
                        else if (bB.Sweep.alpha0 < bA.Sweep.alpha0)
                        {
                            alpha0 = bA.Sweep.alpha0;
                            bB.Sweep.Advance(alpha0);
                        }

                        int indexA = c.GetChildIndexA();
                        int indexB = c.GetChildIndexB();

                        // Compute the time of impact in interval [0, minTOI]
                        b2TOIInput input = new b2TOIInput();
                        input.proxyA.Set(fA.Shape, indexA);
                        input.proxyB.Set(fB.Shape, indexB);
                        input.sweepA = bA.Sweep;
                        input.sweepB = bB.Sweep;
                        input.tMax   = 1.0f;

                        b2TOIOutput output = b2TimeOfImpact(input);

                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.t;
                        if (output.state == b2TOIOutputType.e_touching)
                        {
                            alpha = b2Math.b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }

                        c.m_toi         = alpha;
                        c.ContactFlags |= b2ContactFlags.e_toiFlag;
                    }

                    if (alpha < minAlpha)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minAlpha   = alpha;
                    }
                }

                if (minContact == null || 1.0f - 10.0f * b2Settings.b2_epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    m_stepComplete = true;
                    break;
                }
                {
                    // Advance the bodies to the TOI.
                    b2Fixture fA = minContact.GetFixtureA();
                    b2Fixture fB = minContact.GetFixtureB();
                    b2Body    bA = fA.Body;
                    b2Body    bB = fB.Body;

                    b2Sweep backup1 = bA.Sweep;
                    b2Sweep backup2 = bB.Sweep;

                    bA.Advance(minAlpha);
                    bB.Advance(minAlpha);

                    // The TOI contact likely has some new contact points.
                    minContact.Update(m_contactManager.ContactListener);
                    minContact.ContactFlags &= ~b2ContactFlags.e_toiFlag;
                    ++minContact.m_toiCount;

                    // Is the contact solid?
                    if (minContact.IsEnabled() == false || minContact.IsTouching() == false)
                    {
                        // Restore the sweeps.
                        minContact.SetEnabled(false);
                        bA.Sweep = backup1;
                        bB.Sweep = backup2;
                        bA.SynchronizeTransform();
                        bB.SynchronizeTransform();
                        continue;
                    }

                    bA.SetAwake(true);
                    bB.SetAwake(true);

                    // Build the island
                    island.Clear();
                    island.Add(bA);
                    island.Add(bB);
                    island.Add(minContact);

                    bA.BodyFlags           |= b2BodyFlags.e_islandFlag;
                    bB.BodyFlags           |= b2BodyFlags.e_islandFlag;
                    minContact.ContentType |= b2ContactFlags.e_islandFlag;

                    // Get contacts on bodyA and bodyB.
                    b2Body[] bodies = new b2Body[] { bA, bB };
                    for (int i = 0; i < 2; ++i)
                    {
                        b2Body body = bodies[i];
                        if (body.BodyType == b2BodyType.b2_dynamicBody)
                        {
                            for (b2ContactEdge ce = body.ContactList; ce != null; ce = ce.next)
                            {
                                if (island.BodyCount == island.BodyCapacity)
                                {
                                    break;
                                }

                                if (island.ContactCount == island.ContactCapacity)
                                {
                                    break;
                                }

                                b2Contact contact = ce.contact;

                                // Has this contact already been added to the island?
                                if (contact.ContactType & b2ContactType.e_islandFlag)
                                {
                                    continue;
                                }

                                // Only add static, kinematic, or bullet bodies.
                                b2Body other = ce.other;
                                if (other.BodyType == b2BodyType.b2_dynamicBody &&
                                    body.IsBullet() == false && other.IsBullet() == false)
                                {
                                    continue;
                                }

                                // Skip sensors.
                                bool sensorA = contact.m_fixtureA.m_isSensor;
                                bool sensorB = contact.m_fixtureB.m_isSensor;
                                if (sensorA || sensorB)
                                {
                                    continue;
                                }

                                // Tentatively advance the body to the TOI.
                                b2Sweep backup = other.Sweep;
                                if (other.BodyFlags.HasFlag(b2BodyFlags.e_islandFlag))
                                {
                                    other.Advance(minAlpha);
                                }

                                // Update the contact points
                                contact.Update(m_contactManager.ContactListener);

                                // Was the contact disabled by the user?
                                if (contact.IsEnabled() == false)
                                {
                                    other.Sweep = backup;
                                    other.SynchronizeTransform();
                                    continue;
                                }

                                // Are there contact points?
                                if (contact.IsTouching() == false)
                                {
                                    other.Sweep = backup;
                                    other.SynchronizeTransform();
                                    continue;
                                }

                                // Add the contact to the island
                                contact.ContactFlags |= b2ContactFlags.e_islandFlag;
                                island.Add(contact);

                                // Has the other body already been added to the island?
                                if (other.BodyFlags.HasFlag(b2BodyFlags.e_islandFlag))
                                {
                                    continue;
                                }

                                // Add the other body to the island.
                                other.BodyFlags |= b2BodyFlags.e_islandFlag;

                                if (other.BodyType != b2BodyType.b2_staticBody)
                                {
                                    other.SetAwake(true);
                                }

                                island.Add(other);
                            }
                        }
                    }

                    b2TimeStep subStep;
                    subStep.dt                 = (1.0f - minAlpha) * step.dt;
                    subStep.inv_dt             = 1.0f / subStep.dt;
                    subStep.dtRatio            = 1.0f;
                    subStep.positionIterations = 20;
                    subStep.velocityIterations = step.velocityIterations;
                    subStep.warmStarting       = false;
                    island.SolveTOI(subStep, bA.m_islandIndex, bB.m_islandIndex);

                    // Reset island flags and synchronize broad-phase proxies.
                    for (int i = 0; i < island.m_bodyCount; ++i)
                    {
                        b2Body body = island.m_bodies[i];
                        body.BodyFlags &= ~b2BodyFlags.e_islandFlag;

                        if (body.BodyType != b2BodyType.b2_dynamicBody)
                        {
                            continue;
                        }

                        body.SynchronizeFixtures();

                        // Invalidate all contact TOIs on this displaced body.
                        for (b2ContactEdge ce = body.ContactList; ce != null; ce = ce.next)
                        {
                            ce.Contact.ContactFlags &= ~(b2ContactFlags.e_toiFlag | b2ContactFlags.e_islandFlag);
                        }
                    }

                    // Commit fixture proxy movements to the broad-phase so that new contacts are created.
                    // Also, some contacts can be destroyed.
                    m_contactManager.FindNewContacts();

                    if (m_subStepping)
                    {
                        m_stepComplete = false;
                        break;
                    }
                }
            }
        }
コード例 #3
0
        // Find islands, integrate and solveraints, solve positionraints
        public void Solve(b2TimeStep step)
        {
            m_profile.solveInit     = 0.0f;
            m_profile.solveVelocity = 0.0f;
            m_profile.solvePosition = 0.0f;

            // Size the island for the worst case.
            b2Island island = new b2Island(m_bodyCount,
                                           m_contactManager.ContactCount,
                                           m_jointCount,
                                           m_contactManager.ContactListener);

            // Clear all the island flags.
            for (b2Body b = m_bodyList; b != null; b = b.Next)
            {
                b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
            }
            for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
            {
                c.ContactFlags &= ~b2ContactFlags.e_islandFlag;
            }
            for (b2Joint j = m_jointList; j; j = j.Next)
            {
                j.m_islandFlag = false;
            }

            // Build and simulate all awake islands.
            int stackSize = m_bodyCount;

            b2Body[] stack = new b2Body[stackSize];
            for (b2Body seed = m_bodyList; seed != null; seed = seed.Next)
            {
                if (seed.BodyFlags & b2BodyFlags.e_islandFlag)
                {
                    continue;
                }

                if (seed.IsAwake() == false || seed.IsActive() == false)
                {
                    continue;
                }

                // The seed can be dynamic or kinematic.
                if (seed.BodyType == b2BodyType.b2_staticBody)
                {
                    continue;
                }

                // Reset island and stack.
                island.Clear();
                int stackCount = 0;
                stack[stackCount++] = seed;
                seed.BodyFlags     |= b2BodyFlags.e_islandFlag;

                // Perform a depth first search (DFS) on theraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    b2Body b = stack[--stackCount];
                    island.Add(b);

                    // Make sure the body is awake.
                    b.SetAwake(true);

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (b2ContactEdge ce = b.ContactList; ce != null; ce = ce.next)
                    {
                        b2Contact contact = ce.contact;

                        // Has this contact already been added to an island?
                        if (contact.ContactFlags & b2ContactFlags.e_islandFlag)
                        {
                            continue;
                        }

                        // Is this contact solid and touching?
                        if (contact.IsEnabled() == false ||
                            contact.IsTouching() == false)
                        {
                            continue;
                        }

                        // Skip sensors.
                        bool sensorA = contact.m_fixtureA.m_isSensor;
                        bool sensorB = contact.m_fixtureB.m_isSensor;
                        if (sensorA || sensorB)
                        {
                            continue;
                        }

                        island.Add(contact);
                        contact.ContactFlags |= b2ContactType.e_islandFlag;

                        b2Body other = ce.other;

                        // Was the other body already added to this island?
                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }

                    // Search all joints connect to this body.
                    for (b2JointEdge je = b.JointList; je; je = je.next)
                    {
                        if (je.joint.IslandFlag == true)
                        {
                            continue;
                        }

                        b2Body other = je.other;

                        // Don't simulate joints connected to inactive bodies.
                        if (other.IsActive() == false)
                        {
                            continue;
                        }

                        island.Add(je.joint);
                        je.joint.m_islandFlag = true;

                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }
                }

                b2Profile profile = island.Solve(step, m_gravity, m_allowSleep);
                m_profile.solveInit     += profile.solveInit;
                m_profile.solveVelocity += profile.solveVelocity;
                m_profile.solvePosition += profile.solvePosition;

                // Post solve cleanup.
                for (int i = 0; i < island.m_bodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    b2Body b = island.m_bodies[i];
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
                    }
                }
            }

            {
                b2Timer timer;
                // Synchronize fixtures, check for out of range bodies.
                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    // If a body was not in an island then it did not move.
                    if ((b.BodyFlags & b2BodyType.e_islandFlag) == 0)
                    {
                        continue;
                    }

                    if (b.GetBodyType() == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Update fixtures (for broad-phase).
                    b.SynchronizeFixtures();
                }

                // Look for new contacts.
                m_contactManager.FindNewContacts();
                m_profile.broadphase = timer.GetMilliseconds();
            }
        }
コード例 #4
0
        public void DestroyJoint(b2Joint j)
        {
            if (IsLocked())
            {
                return;
            }

            bool collideConnected = j.m_collideConnected;

            // Remove from the doubly linked list.
            if (j.Prev)
            {
                j.Prev.Next = j.Next;
            }

            if (j.Next)
            {
                j.Next.Prev = j.Prev;
            }

            if (j == m_jointList)
            {
                m_jointList = j.Next;
            }

            // Disconnect from island graph.
            b2Body bodyA = j.m_bodyA;
            b2Body bodyB = j.m_bodyB;

            // Wake up connected bodies.
            bodyA.SetAwake(true);
            bodyB.SetAwake(true);

            // Remove from body 1.
            if (j.m_edgeA.prev)
            {
                j.m_edgeA.prev.next = j.m_edgeA.next;
            }

            if (j.m_edgeA.next)
            {
                j.m_edgeA.next.prev = j.m_edgeA.prev;
            }

            if (j.m_edgeA == bodyA.JointList)
            {
                bodyA.JointList = j.m_edgeA.next;
            }

            j.m_edgeA.prev = null;
            j.m_edgeA.next = null;

            // Remove from body 2
            if (j.m_edgeB.prev)
            {
                j.m_edgeB.prev.next = j.m_edgeB.next;
            }

            if (j.m_edgeB.next)
            {
                j.m_edgeB.next.prev = j.m_edgeB.prev;
            }

            if (j.m_edgeB == bodyB.JointList)
            {
                bodyB.JointList = j.m_edgeB.next;
            }

            j.m_edgeB.prev = null;
            j.m_edgeB.next = null;

            b2Joint.Destroy(j);

            --m_jointCount;

            // If the joint prevents collisions, then flag any contacts for filtering.
            if (collideConnected == false)
            {
                b2ContactEdge edge = bodyB.ContactList;
                while (edge != null)
                {
                    if (edge.other == bodyA)
                    {
                        // Flag the contact for filtering at the next time step (where either
                        // body is awake).
                        edge.contact.FlagForFiltering();
                    }

                    edge = edge.next;
                }
            }
        }
コード例 #5
0
        public void AddPair(object proxyUserDataA, object proxyUserDataB)
        {
            b2FixtureProxy proxyA = (b2FixtureProxy)proxyUserDataA;
            b2FixtureProxy proxyB = (b2FixtureProxy)proxyUserDataB;

            b2Fixture fixtureA = proxyA.fixture;
            b2Fixture fixtureB = proxyB.fixture;

            int indexA = proxyA.childIndex;
            int indexB = proxyB.childIndex;

            b2Body bodyA = fixtureA.GetBody();
            b2Body bodyB = fixtureB.GetBody();

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // TODO_ERIN use a hash table to remove a potential bottleneck when both
            // bodies have a lot of contacts.
            // Does a contact already exist?
            b2ContactEdge edge = bodyB.GetContactList();

            while (edge)
            {
                if (edge.other == bodyA)
                {
                    b2Fixture fA = edge.contact.GetFixtureA();
                    b2Fixture fB = edge.contact.GetFixtureB();
                    int       iA = edge.contact.GetChildIndexA();
                    int       iB = edge.contact.GetChildIndexB();

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.next;
            }

            // Does a joint override collision? Is at least one body dynamic?
            if (bodyB.ShouldCollide(bodyA) == false)
            {
                return;
            }

            // Check user filtering.
            if (m_contactFilter && m_contactFilter.ShouldCollide(fixtureA, fixtureB) == false)
            {
                return;
            }

            // Call the factory.
            b2Contact c = b2Contact.Create(fixtureA, indexA, fixtureB, indexB, m_allocator);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            fixtureA = c.GetFixtureA();
            fixtureB = c.GetFixtureB();
            indexA   = c.GetChildIndexA();
            indexB   = c.GetChildIndexB();
            bodyA    = fixtureA.GetBody();
            bodyB    = fixtureB.GetBody();

            // Insert into the world.
            c.m_prev = null;
            c.m_next = m_contactList;
            if (m_contactList != null)
            {
                m_contactList.m_prev = c;
            }
            m_contactList = c;

            // Connect to island graph.

            // Connect to body A
            c.m_nodeA.contact = c;
            c.m_nodeA.other   = bodyB;

            c.m_nodeA.prev = null;
            c.m_nodeA.next = bodyA.m_contactList;
            if (bodyA.m_contactList != null)
            {
                bodyA.m_contactList.prev = &c.m_nodeA;
            }
            bodyA.m_contactList = &c.m_nodeA;

            // Connect to body B
            c.m_nodeB.contact = c;
            c.m_nodeB.other   = bodyA;

            c.m_nodeB.prev = null;
            c.m_nodeB.next = bodyB.m_contactList;
            if (bodyB.m_contactList != null)
            {
                bodyB.m_contactList.prev = &c.m_nodeB;
            }
            bodyB.m_contactList = &c.m_nodeB;

            // Wake up the bodies
            bodyA.SetAwake(true);
            bodyB.SetAwake(true);

            ++m_contactCount;
        }
コード例 #6
0
        public void Solve(b2TimeStep step, b2Vec2 gravity, bool allowSleep)
#endif
        {
#if PROFILING
            b2Timer timer = new b2Timer();
#endif
            float h = step.dt;

            // Integrate velocities and apply damping. Initialize the body state.
            for (int i = 0; i < m_bodyCount; ++i)
            {
                b2Body b = m_bodies[i];

                b2Vec2 c = b.Sweep.c;
                float  a = b.Sweep.a;
                b2Vec2 v = b.LinearVelocity;
                float  w = b.AngularVelocity;

                // Store positions for continuous collision.
                b.Sweep.c0 = b.Sweep.c;
                b.Sweep.a0 = b.Sweep.a;

                if (b.BodyType == b2BodyType.b2_dynamicBody)
                {
                    // Integrate velocities.
                    v += h * (b.GravityScale * gravity + b.InvertedMass * b.Force);
                    w += h * b.InvertedI * 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 *= b2Math.b2Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= b2Math.b2Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                m_positions[i].c  = c;
                m_positions[i].a  = a;
                m_velocities[i].v = v;
                m_velocities[i].w = w;
            }

#if PROFILING
            timer.Reset();
#endif
            // Solver data
            b2SolverData solverData = new b2SolverData();
            solverData.step       = step;
            solverData.positions  = m_positions;
            solverData.velocities = m_velocities;

            // Initialize velocity constraints.
            b2ContactSolverDef contactSolverDef;
            contactSolverDef.step       = step;
            contactSolverDef.contacts   = m_contacts;
            contactSolverDef.count      = m_contactCount;
            contactSolverDef.positions  = m_positions;
            contactSolverDef.velocities = m_velocities;

            b2ContactSolver contactSolver = new b2ContactSolver(contactSolverDef);
            contactSolver.InitializeVelocityConstraints();

            if (step.warmStarting)
            {
                contactSolver.WarmStart();
            }

            for (int i = 0; i < m_jointCount; ++i)
            {
                m_joints[i].InitVelocityConstraints(solverData);
            }
#if PROFILING
            profile.solveInit = timer.GetMilliseconds();
#endif
            // Solve velocity constraints
#if PROFILING
            timer.Reset();
#endif
            for (int i = 0; i < step.velocityIterations; ++i)
            {
                for (int j = 0; j < m_jointCount; ++j)
                {
                    m_joints[j].SolveVelocityConstraints(solverData);
                }

                contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting
            contactSolver.StoreImpulses();
#if PROFILING
            profile.solveVelocity = timer.GetMilliseconds();
#endif
            // Integrate positions
            for (int i = 0; i < m_bodyCount; ++i)
            {
                b2Vec2 c = m_positions[i].c;
                float  a = m_positions[i].a;
                b2Vec2 v = m_velocities[i].v;
                float  w = m_velocities[i].w;

                // Check for large velocities
                b2Vec2 translation = h * v;
                if (translation.LengthSquared /* b2Math.b2Dot(translation, translation)*/ > b2Settings.b2_maxTranslationSquared)
                {
                    float ratio = b2Settings.b2_maxTranslation / translation.Length;
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > b2Settings.b2_maxRotationSquared)
                {
                    float ratio = b2Settings.b2_maxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                m_positions[i].c  = c;
                m_positions[i].a  = a;
                m_velocities[i].v = v;
                m_velocities[i].w = w;
            }

            // Solve position constraints
#if PROFILING
            timer.Reset();
#endif
            bool positionSolved = false;
            for (int i = 0; i < step.positionIterations; ++i)
            {
                bool contactsOkay = contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;
                for (int i2 = 0; i2 < m_jointCount; ++i2)
                {
                    bool jointOkay = m_joints[i2].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 < m_bodyCount; ++i)
            {
                b2Body body = m_bodies[i];
                body.Sweep.c         = m_positions[i].c;
                body.Sweep.a         = m_positions[i].a;
                body.LinearVelocity  = m_velocities[i].v;
                body.AngularVelocity = m_velocities[i].w;
                body.SynchronizeTransform();
            }
#if PROFILING
            profile.solvePosition = timer.GetMilliseconds();
#endif
            Report(contactSolver.m_velocityConstraints);

            if (allowSleep)
            {
                float minSleepTime = b2Settings.b2_maxFloat;

                float linTolSqr = b2Settings.b2_linearSleepTolerance * b2Settings.b2_linearSleepTolerance;
                float angTolSqr = b2Settings.b2_angularSleepTolerance * b2Settings.b2_angularSleepTolerance;

                for (int i = 0; i < m_bodyCount; ++i)
                {
                    b2Body b = m_bodies[i];
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    if (!(b.BodyFlags.HasFlag(b2BodyFlags.e_autoSleepFlag)) ||
                        b.AngularVelocity * b.AngularVelocity > angTolSqr ||
                        b2Math.b2Dot(b.LinearVelocity, b.LinearVelocity) > linTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += h;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= b2Settings.b2_timeToSleep && positionSolved)
                {
                    for (int i = 0; i < m_bodyCount; ++i)
                    {
                        b2Body b = m_bodies[i];
                        b.SetAwake(false);
                    }
                }
            }
        }
コード例 #7
0
        public void AddPair(ref b2FixtureProxy proxyA, ref b2FixtureProxy proxyB)
        {
            b2Fixture fixtureA = proxyA.fixture;
            b2Fixture fixtureB = proxyB.fixture;

            int indexA = proxyA.childIndex;
            int indexB = proxyB.childIndex;

            b2Body bodyA = fixtureA.Body;
            b2Body bodyB = fixtureB.Body;

            // Are the fixtures on the same body?
            if (bodyA == bodyB)
            {
                return;
            }

            // TODO_ERIN use a hash table to remove a potential bottleneck when both
            // bodies have a lot of contacts.
            // Does a contact already exist?
            b2ContactEdge edge = bodyB.ContactList;

            while (edge != null)
            {
                if (edge.Other == bodyA)
                {
                    b2Fixture fA = edge.Contact.FixtureA;
                    b2Fixture fB = edge.Contact.FixtureB;
                    int       iA = edge.Contact.m_indexA;
                    int       iB = edge.Contact.m_indexB;

                    if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
                    {
                        // A contact already exists.
                        return;
                    }

                    if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
                    {
                        // A contact already exists.
                        return;
                    }
                }

                edge = edge.Next;
            }



            // Does a joint override collision? Is at least one body dynamic?
            if (!bodyB.ShouldCollide(bodyA))
            {
                return;
            }

            // Check user filtering.
            if (m_contactFilter != null && !m_contactFilter.ShouldCollide(fixtureA, fixtureB))
            {
                return;
            }

            // Call the factory.
            b2Contact c = b2Contact.Create(fixtureA, indexA, fixtureB, indexB);

            if (c == null)
            {
                return;
            }

            // Contact creation may swap fixtures.
            //fixtureA = c.FixtureA;
            //fixtureB = c.FixtureB;
            //indexA = c.m_indexA;
            //indexB = c.m_indexB;
            bodyA = c.FixtureA.Body;
            bodyB = c.FixtureB.Body;

            // Insert into the world.
            c.Prev = null;
            c.Next = m_contactList;
            if (m_contactList != null)
            {
                m_contactList.Prev = c;
            }
            m_contactList = c;

            // Connect to island graph.

            // Connect to body A
            c.NodeA.Contact = c;
            c.NodeA.Other   = bodyB;

            c.NodeA.Prev = null;
            c.NodeA.Next = bodyA.ContactList;
            if (bodyA.ContactList != null)
            {
                bodyA.ContactList.Prev = c.NodeA;
            }
            bodyA.ContactList = c.NodeA;

            // Connect to body B
            c.NodeB.Contact = c;
            c.NodeB.Other   = bodyA;

            c.NodeB.Prev = null;
            c.NodeB.Next = bodyB.ContactList;
            if (bodyB.ContactList != null)
            {
                bodyB.ContactList.Prev = c.NodeB;
            }
            bodyB.ContactList = c.NodeB;

            // Wake up the bodies
            bodyA.SetAwake(true);
            bodyB.SetAwake(true);

            ++m_contactCount;
        }