コード例 #1
0
ファイル: Contact.cs プロジェクト: Nukepayload2/Box2D
        internal void Update(IContactListener listener)
        {
            Manifold oldManifold = _manifold;

            Evaluate();

            Body bodyA = _fixtureA.GetBody();
            Body bodyB = _fixtureB.GetBody();

            int oldCount = oldManifold._pointCount;
            int newCount = _manifold._pointCount;

            if (newCount == 0 && oldCount > 0)
            {
                bodyA.WakeUp();
                bodyB.WakeUp();
            }

            // Slow contacts don't generate TOI events.
            if (bodyA.IsStatic || bodyA.IsBullet || bodyB.IsStatic || bodyB.IsBullet)
            {
                _flags &= ~ContactFlags.Slow;
            }
            else
            {
                _flags |= ContactFlags.Slow;
            }

            // Match old contact ids to new contact ids and copy the
            // stored impulses to warm start the solver.
            for (int i = 0; i < _manifold._pointCount; ++i)
            {
                ManifoldPoint mp2 = _manifold._points[i];
                mp2.NormalImpulse  = 0.0f;
                mp2.TangentImpulse = 0.0f;
                ContactID id2 = mp2.Id;

                for (int j = 0; j < oldManifold._pointCount; ++j)
                {
                    ManifoldPoint mp1 = oldManifold._points[j];

                    if (mp1.Id.Key == id2.Key)
                    {
                        mp2.NormalImpulse  = mp1.NormalImpulse;
                        mp2.TangentImpulse = mp1.TangentImpulse;
                        break;
                    }
                }

                _manifold._points[i] = mp2;
            }

            if (oldCount == 0 && newCount > 0)
            {
                _flags |= ContactFlags.Touch;
                listener.BeginContact(this);
            }

            if (oldCount > 0 && newCount == 0)
            {
                _flags &= ~ContactFlags.Touch;
                listener.EndContact(this);
            }

            if ((_flags & ContactFlags.NonSolid) == 0)
            {
                listener.PreSolve(this, ref oldManifold);

                // The user may have disabled contact.
                if (_manifold._pointCount == 0)
                {
                    _flags &= ~ContactFlags.Touch;
                }
            }
        }
コード例 #2
0
ファイル: ContactSolver.cs プロジェクト: Nukepayload2/Box2D
        public void Reset(ref TimeStep step, List <Contact> contacts)
        {
            _step     = step;
            _contacts = contacts;

            int contactCount    = contacts.Count;
            int constraintCount = contactCount;

            _constraints.Clear();
            for (int i = 0; i < constraintCount; i++)
            {
                _constraints.Add(new ContactConstraint());
            }

            for (int i = 0; i < constraintCount; ++i)
            {
                Contact contact = contacts[i];

                Fixture  fixtureA = contact._fixtureA;
                Fixture  fixtureB = contact._fixtureB;
                Shape    shapeA   = fixtureA.GetShape();
                Shape    shapeB   = fixtureB.GetShape();
                float    radiusA  = shapeA._radius;
                float    radiusB  = shapeB._radius;
                Body     bodyA    = fixtureA.GetBody();
                Body     bodyB    = fixtureB.GetBody();
                Manifold manifold;
                contact.GetManifold(out manifold);

                float friction    = Settings.b2MixFriction(fixtureA.GetFriction(), fixtureB.GetFriction());
                float restitution = Settings.b2MixRestitution(fixtureA.GetRestitution(), fixtureB.GetRestitution());

                Vector2 vA = bodyA._linearVelocity;
                Vector2 vB = bodyB._linearVelocity;
                float   wA = bodyA._angularVelocity;
                float   wB = bodyB._angularVelocity;

                Debug.Assert(manifold._pointCount > 0);

                WorldManifold worldManifold = new WorldManifold(ref manifold, ref bodyA._xf, radiusA, ref bodyB._xf, radiusB);

                ContactConstraint cc = _constraints[i];
                cc.bodyA       = bodyA;
                cc.bodyB       = bodyB;
                cc.manifold    = manifold;
                cc.normal      = worldManifold._normal;
                cc.pointCount  = manifold._pointCount;
                cc.friction    = friction;
                cc.restitution = restitution;

                cc.localPlaneNormal = manifold._localPlaneNormal;
                cc.localPoint       = manifold._localPoint;
                cc.radius           = radiusA + radiusB;
                cc.type             = manifold._type;

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

                    ccp.normalImpulse  = cp.NormalImpulse;
                    ccp.tangentImpulse = cp.TangentImpulse;

                    ccp.localPoint = cp.LocalPoint;

                    ccp.rA = worldManifold._points[j] - bodyA._sweep.c;
                    ccp.rB = worldManifold._points[j] - bodyB._sweep.c;

                    float rnA = MathUtils.Cross(ccp.rA, cc.normal);
                    float rnB = MathUtils.Cross(ccp.rB, cc.normal);
                    rnA *= rnA;
                    rnB *= rnB;

                    float kNormal = bodyA._invMass + bodyB._invMass + bodyA._invI * rnA + bodyB._invI * rnB;

                    Debug.Assert(kNormal > Settings.b2_FLT_EPSILON);
                    ccp.normalMass = 1.0f / kNormal;

                    float kEqualized = bodyA._mass * bodyA._invMass + bodyB._mass * bodyB._invMass;
                    kEqualized += bodyA._mass * bodyA._invI * rnA + bodyB._mass * bodyB._invI * rnB;

                    Debug.Assert(kEqualized > Settings.b2_FLT_EPSILON);
                    ccp.equalizedMass = 1.0f / kEqualized;

                    Vector2 tangent = MathUtils.Cross(cc.normal, 1.0f);

                    float rtA = MathUtils.Cross(ccp.rA, tangent);
                    float rtB = MathUtils.Cross(ccp.rB, tangent);
                    rtA *= rtA;
                    rtB *= rtB;

                    float kTangent = bodyA._invMass + bodyB._invMass + bodyA._invI * rtA + bodyB._invI * rtB;

                    Debug.Assert(kTangent > Settings.b2_FLT_EPSILON);
                    ccp.tangentMass = 1.0f / kTangent;

                    // Setup a velocity bias for restitution.
                    ccp.velocityBias = 0.0f;
                    float vRel = Vector2.Dot(cc.normal, vB + MathUtils.Cross(wB, ccp.rB) - vA - MathUtils.Cross(wA, ccp.rA));
                    if (vRel < -Settings.b2_velocityThreshold)
                    {
                        ccp.velocityBias = -cc.restitution * vRel;
                    }

                    cc.points[j] = ccp;
                }

                // If we have two points, then prepare the block solver.
                if (cc.pointCount == 2)
                {
                    ContactConstraintPoint ccp1 = cc.points[0];
                    ContactConstraintPoint ccp2 = cc.points[1];

                    float invMassA = bodyA._invMass;
                    float invIA    = bodyA._invI;
                    float invMassB = bodyB._invMass;
                    float invIB    = bodyB._invI;

                    float rn1A = MathUtils.Cross(ccp1.rA, cc.normal);
                    float rn1B = MathUtils.Cross(ccp1.rB, cc.normal);
                    float rn2A = MathUtils.Cross(ccp2.rA, cc.normal);
                    float rn2B = MathUtils.Cross(ccp2.rB, cc.normal);

                    float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B;
                    float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B;
                    float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;

                    // Ensure a reasonable condition number.
                    float k_maxConditionNumber = 100.0f;
                    if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
                    {
                        // K is safe to invert.
                        cc.K          = new Mat22(new Vector2(k11, k12), new Vector2(k12, k22));
                        cc.normalMass = cc.K.GetInverse();
                    }
                    else
                    {
                        // The constraints are redundant, just use one.
                        // TODO_ERIN use deepest?
                        cc.pointCount = 1;
                    }
                }

                _constraints[i] = cc;
            }
        }
コード例 #3
0
        /// Compute the collision manifold between two polygons.
        public static void CollidePolygons(ref Manifold manifold,
                                           PolygonShape polyA, ref XForm xfA,
                                           PolygonShape polyB, ref XForm xfB)
        {
            manifold._pointCount = 0;
            float totalRadius = polyA._radius + polyB._radius;

            int   edgeA       = 0;
            float separationA = FindMaxSeparation(out edgeA, polyA, ref xfA, polyB, ref xfB);

            if (separationA > totalRadius)
            {
                return;
            }

            int   edgeB       = 0;
            float separationB = FindMaxSeparation(out edgeB, polyB, ref xfB, polyA, ref xfA);

            if (separationB > totalRadius)
            {
                return;
            }

            PolygonShape poly1;         // reference polygon
            PolygonShape poly2;         // incident polygon
            XForm        xf1, xf2;
            int          edge1;         // reference edge
            byte         flip;
            float        k_relativeTol = 0.98f;
            float        k_absoluteTol = 0.001f;

            if (separationB > k_relativeTol * separationA + k_absoluteTol)
            {
                poly1          = polyB;
                poly2          = polyA;
                xf1            = xfB;
                xf2            = xfA;
                edge1          = edgeB;
                manifold._type = ManifoldType.FaceB;
                flip           = 1;
            }
            else
            {
                poly1          = polyA;
                poly2          = polyB;
                xf1            = xfA;
                xf2            = xfB;
                edge1          = edgeA;
                manifold._type = ManifoldType.FaceA;
                flip           = 0;
            }

            FixedArray2 <ClipVertex> incidentEdge;

            FindIncidentEdge(out incidentEdge, poly1, ref xf1, edge1, poly2, ref xf2);

            int count1 = poly1._vertexCount;

            Vector2 v11 = poly1._vertices[edge1];
            Vector2 v12 = edge1 + 1 < count1 ? poly1._vertices[edge1 + 1] : poly1._vertices[0];

            Vector2 dv = v12 - v11;

            Vector2 localNormal = MathUtils.Cross(dv, 1.0f);

            localNormal.Normalize();
            Vector2 planePoint = 0.5f * (v11 + v12);

            Vector2 sideNormal = MathUtils.Multiply(ref xf1.R, v12 - v11);

            sideNormal.Normalize();
            Vector2 frontNormal = MathUtils.Cross(sideNormal, 1.0f);

            v11 = MathUtils.Multiply(ref xf1, v11);
            v12 = MathUtils.Multiply(ref xf1, v12);

            float frontOffset = Vector2.Dot(frontNormal, v11);
            float sideOffset1 = -Vector2.Dot(sideNormal, v11);
            float sideOffset2 = Vector2.Dot(sideNormal, v12);

            // Clip incident edge against extruded edge1 side edges.
            FixedArray2 <ClipVertex> clipPoints1;
            FixedArray2 <ClipVertex> clipPoints2;
            int np;

            // Clip to box side 1
            np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -sideNormal, sideOffset1);

            if (np < 2)
            {
                return;
            }

            // Clip to negative box side 1
            np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, sideNormal, sideOffset2);

            if (np < 2)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            manifold._localPlaneNormal = localNormal;
            manifold._localPoint       = planePoint;

            int pointCount = 0;

            for (int i = 0; i < Settings.b2_maxManifoldPoints; ++i)
            {
                float separation = Vector2.Dot(frontNormal, clipPoints2[i].v) - frontOffset;

                if (separation <= totalRadius)
                {
                    ManifoldPoint cp = manifold._points[pointCount];
                    cp.LocalPoint                = MathUtils.MultiplyT(ref xf2, clipPoints2[i].v);
                    cp.Id                        = clipPoints2[i].id;
                    cp.Id.Features.Flip          = flip;
                    manifold._points[pointCount] = cp;

                    ++pointCount;
                }
            }

            manifold._pointCount = pointCount;
        }