コード例 #1
0
        public void Solve(ref TimeStep step, ref FVector2 gravity)
        {
            float h = step.dt;

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

                FVector2 c = b.Sweep.C;
                float    a = b.Sweep.A;
                FVector2 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 == BodyType.Dynamic)
                {
                    // Integrate velocities.
                    v += h * (b.GravityScale * gravity + b.InvMass * b.Force);
                    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 *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solver data
            SolverData solverData = new SolverData();

            solverData.step       = step;
            solverData.positions  = _positions;
            solverData.velocities = _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;
            //contactSolverDef.allocator = m_allocator;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
                _tmpTime = 0;
            }
#endif

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref solverData);
                }
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                _tmpTime += _watch.ElapsedTicks;
            }
#endif

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    joint.SolveVelocityConstraints(ref solverData);

                    //TODO: Move up before solve?
                    joint.Validate(step.inv_dt);
                }

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                FVector2 c = _positions[i].c;
                float    a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float    w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

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

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

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solve position constraints
            bool positionSolved = false;
            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];
                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);
                    jointsOkay = jointsOkay && jointOkay;
                }

#if (!SILVERLIGHT)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif
                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    positionSolved = true;
                    break;
                }
            }

#if (!SILVERLIGHT)
            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _tmpTime;
            }
#endif

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body.Sweep.C         = _positions[i].c;
                body.Sweep.A         = _positions[i].a;
                body.LinearVelocity  = _velocities[i].v;
                body.AngularVelocity = _velocities[i].w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

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

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
                        FVector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += h;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
コード例 #2
0
ファイル: Island.cs プロジェクト: Grimelios/LudumDare40
        public void Solve(ref TimeStep step, ref Vector2 gravity)
        {
            float h = step.dt;

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

                Vector2 c = b._sweep.C;
                float   a = b._sweep.A;
                Vector2 v = b._linearVelocity;
                float   w = b._angularVelocity;

                // Store positions for continuous collision.
                b._sweep.C0 = b._sweep.C;
                b._sweep.A0 = b._sweep.A;

                // Added by Grimelios.
                int decelerationSign = b.ManuallyControlled ? Math.Sign(v.X) : 0;

                if (b.BodyType == BodyType.Dynamic)
                {
                    // Integrate velocities.

                    // FPE: Only apply gravity if the body wants it.
                    if (b.IgnoreGravity)
                    {
                        v += h * (b._invMass * b._force);
                    }
                    else
                    {
                        v += h * (b.GravityScale * gravity + b._invMass * b._force);
                    }

                    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 *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                // Added by Grimelios.
                bool accelerating = b.Accelerating;
                bool decelerating = b.Decelerating;

                // Acceleration and deceleration will never be set at the same time. However, both can be false, indicating that the player
                // is fully stopped.
                if (b.ManuallyControlled && (accelerating ^ decelerating))
                {
                    if (b.Accelerating)
                    {
                        Vector2 maxSpeed = b.MaximumSpeed;

                        v.X = MathHelper.Clamp(v.X, -maxSpeed.X, maxSpeed.X);
                        v.Y = MathHelper.Clamp(v.Y, -maxSpeed.Y, maxSpeed.Y);
                    }
                    else if (b.Decelerating && decelerationSign != Math.Sign(v.X))
                    {
                        v.X            = 0;
                        b.Decelerating = false;
                    }
                }

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solver data
            SolverData solverData = new SolverData();

            solverData.step       = step;
            solverData.positions  = _positions;
            solverData.velocities = _velocities;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
            }

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref solverData);
                }
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Stop();
            }

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    joint.SolveVelocityConstraints(ref solverData);
                    joint.Validate(step.inv_dt);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }
                }

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                Vector2 c = _positions[i].c;
                float   a = _positions[i].a;
                Vector2 v = _velocities[i].v;
                float   w = _velocities[i].w;

                // Check for large velocities
                Vector2 translation = h * v;
                if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

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

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

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }


            // Solve position constraints
            bool positionSolved = false;

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

                bool jointsOkay = true;
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }

                    jointsOkay = jointsOkay && jointOkay;
                }

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

            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _watch.ElapsedTicks;
                _watch.Reset();
            }

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body._sweep.C         = _positions[i].c;
                body._sweep.A         = _positions[i].a;
                body._linearVelocity  = _velocities[i].v;
                body._angularVelocity = _velocities[i].w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];

                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if (!b.SleepingAllowed || b._angularVelocity * b._angularVelocity > AngTolSqr || Vector2.Dot(b._linearVelocity, b._linearVelocity) > LinTolSqr)
                    {
                        b._sleepTime = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b._sleepTime += h;
                        minSleepTime  = Math.Min(minSleepTime, b._sleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
コード例 #3
0
        internal void SolveTOI(ref 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  = b.Sweep.C;
                _positions[i].a  = b.Sweep.A;
                _velocities[i].v = b.LinearVelocity;
                _velocities[i].w = b.AngularVelocity;
            }

            //b2ContactSolverDef contactSolverDef;
            //contactSolverDef.contacts = _contacts;
            //contactSolverDef.count = _contactCount;
            //contactSolverDef.allocator = _allocator;
            //contactSolverDef.step = subStep;
            //contactSolverDef.positions = _positions;
            //contactSolverDef.velocities = _velocities;
            //b2ContactSolver contactSolver(&contactSolverDef);

            _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities);

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

            // Leap of faith to new safe state.
            Bodies[toiIndexA].Sweep.C0 = _positions[toiIndexA].c;
            Bodies[toiIndexA].Sweep.A0 = _positions[toiIndexA].a;
            Bodies[toiIndexB].Sweep.C0 = _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.
            _contactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
            {
                _contactSolver.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)
            {
                FVector2 c = _positions[i].c;
                float    a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float    w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

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

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

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;

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

            Report(_contactSolver._velocityConstraints);
        }
コード例 #4
0
ファイル: Island.cs プロジェクト: RCGame/XNA.Html5
        internal void SolveTOI(ref TimeStep subStep)
        {
            _contactSolver.Reset(_contacts, ContactCount, subStep.dtRatio, false);

            // Solve position constraints.
            const float kTOIBaumgarte = 0.75f;

            for (int i = 0; i < Settings.TOIPositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints(kTOIBaumgarte);
                if (contactsOkay)
                {
                    break;
                }

                if (i == Settings.TOIPositionIterations - 1)
                {
                    i += 0;
                }
            }

            // Leap of faith to new safe state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body.Sweep.A0 = body.Sweep.A;
                body.Sweep.C0 = body.Sweep.C;
            }

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

            // Solve velocity constraints.
            for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
            {
                _contactSolver.SolveVelocityConstraints();
            }

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

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                float translationx = subStep.dt * b.LinearVelocityInternal.X;
                float translationy = subStep.dt * b.LinearVelocityInternal.Y;
                float dot          = translationx * translationx + translationy * translationy;
                if (dot > Settings.MaxTranslationSquared)
                {
                    float norm  = 1f / (float)Math.Sqrt(dot);
                    float value = Settings.MaxTranslation * subStep.inv_dt;
                    b.LinearVelocityInternal.X = value * (translationx * norm);
                    b.LinearVelocityInternal.Y = value * (translationy * norm);
                }

                float rotation = subStep.dt * b.AngularVelocity;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    if (rotation < 0.0)
                    {
                        b.AngularVelocityInternal = -subStep.inv_dt * Settings.MaxRotation;
                    }
                    else
                    {
                        b.AngularVelocityInternal = subStep.inv_dt * Settings.MaxRotation;
                    }
                }

                // Integrate
                b.Sweep.C.X += subStep.dt * b.LinearVelocityInternal.X;
                b.Sweep.C.Y += subStep.dt * b.LinearVelocityInternal.Y;
                b.Sweep.A   += subStep.dt * b.AngularVelocityInternal;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            Report(_contactSolver.Constraints);
        }
コード例 #5
0
ファイル: Island.cs プロジェクト: RCGame/XNA.Html5
        public void Solve(ref TimeStep step, ref Vector2 gravity)
        {
            // Integrate velocities and apply damping.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                // Integrate velocities.
                // FPE 3 only - Only apply gravity if the body wants it.
                if (b.IgnoreGravity)
                {
                    b.LinearVelocityInternal.X += step.dt * (b.InvMass * b.Force.X);
                    b.LinearVelocityInternal.Y += step.dt * (b.InvMass * b.Force.Y);
                    b.AngularVelocityInternal  += step.dt * b.InvI * b.Torque;
                }
                else
                {
                    b.LinearVelocityInternal.X += step.dt * (gravity.X + b.InvMass * b.Force.X);
                    b.LinearVelocityInternal.Y += step.dt * (gravity.Y + b.InvMass * b.Force.Y);
                    b.AngularVelocityInternal  += step.dt * 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
                b.LinearVelocityInternal  *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
                b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
            }

            // Partition contacts so that contacts with static bodies are solved last.
            int i1 = -1;

            for (int i2 = 0; i2 < ContactCount; ++i2)
            {
                Fixture fixtureA  = _contacts[i2].FixtureA;
                Fixture fixtureB  = _contacts[i2].FixtureB;
                Body    bodyA     = fixtureA.Body;
                Body    bodyB     = fixtureB.Body;
                bool    nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
                if (nonStatic)
                {
                    ++i1;

                    //TODO: Only swap if they are not the same? see http://code.google.com/p/box2d/issues/detail?id=162
                    Contact tmp = _contacts[i1];
                    _contacts[i1] = _contacts[i2];
                    _contacts[i2] = tmp;
                }
            }

            // Initialize velocity constraints.
            _contactSolver.Reset(_contacts, ContactCount, step.dtRatio, Settings.EnableWarmstarting);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }


            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref step);
                }
            }


            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    joint.SolveVelocityConstraints(ref step);
                    joint.Validate(step.inv_dt);
                }


                _contactSolver.SolveVelocityConstraints();
            }

            // Post-solve (store impulses for warm starting).
            _contactSolver.StoreImpulses();

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                float translationX = step.dt * b.LinearVelocityInternal.X;
                float translationY = step.dt * b.LinearVelocityInternal.Y;
                float result       = translationX * translationX + translationY * translationY;

                if (result > Settings.MaxTranslationSquared)
                {
                    float sq = (float)Math.Sqrt(result);

                    float ratio = Settings.MaxTranslation / sq;
                    b.LinearVelocityInternal.X *= ratio;
                    b.LinearVelocityInternal.Y *= ratio;
                }

                float rotation = step.dt * b.AngularVelocityInternal;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / (float)Math.Abs(rotation);
                    b.AngularVelocityInternal *= ratio;
                }

                // Store positions for continuous collision.
                b.Sweep.C0.X = b.Sweep.C.X;
                b.Sweep.C0.Y = b.Sweep.C.Y;
                b.Sweep.A0   = b.Sweep.A;

                // Integrate
                b.Sweep.C.X += step.dt * b.LinearVelocityInternal.X;
                b.Sweep.C.Y += step.dt * b.LinearVelocityInternal.Y;
                b.Sweep.A   += step.dt * b.AngularVelocityInternal;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Iterate over constraints.
            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);
                bool jointsOkay   = true;

                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];
                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    bool jointOkay = joint.SolvePositionConstraints();
                    jointsOkay = jointsOkay && jointOkay;
                }

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


            Report(_contactSolver.Constraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

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

                    if ((b.Flags & BodyFlags.AutoSleep) == 0)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
                        Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += step.dt;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
コード例 #6
0
        public void Solve(ref TimeStep step, ref System.Numerics.Vector2 gravity)
        {
            float h = step.Dt;

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

                var   c = b._sweep.C;
                float a = b._sweep.A;
                var   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 == BodyType.Dynamic)
                {
                    // Integrate velocities.

                    // FPE: Only apply gravity if the body wants it.
                    if (b.IgnoreGravity)
                    {
                        v += h * (b._invMass * b._force);
                    }
                    else
                    {
                        v += h * (b.GravityScale * gravity + b._invMass * b._force);
                    }

                    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 *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                _positions[i].C  = c;
                _positions[i].A  = a;
                _velocities[i].V = v;
                _velocities[i].W = w;
            }

            // Solver data
            SolverData solverData = new SolverData();

            solverData.Step       = step;
            solverData.Positions  = _positions;
            solverData.Velocities = _velocities;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
            }

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref solverData);
                }
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Stop();
            }

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    joint.SolveVelocityConstraints(ref solverData);
                    joint.Validate(step.Inv_dt);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }
                }

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                System.Numerics.Vector2 c = _positions[i].C;
                float a = _positions[i].A;
                System.Numerics.Vector2 v = _velocities[i].V;
                float w = _velocities[i].W;

                // Check for large velocities
                System.Numerics.Vector2 translation = h * v;
                if (System.Numerics.Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

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

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

                _positions[i].C  = c;
                _positions[i].A  = a;
                _velocities[i].V = v;
                _velocities[i].W = w;
            }


            // Solve position constraints
            bool positionSolved = false;

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

                bool jointsOkay = true;
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }

                    jointsOkay = jointsOkay && jointOkay;
                }

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

            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _watch.ElapsedTicks;
                _watch.Reset();
            }

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body._sweep.C         = _positions[i].C;
                body._sweep.A         = _positions[i].A;
                body._linearVelocity  = _velocities[i].V;
                body._angularVelocity = _velocities[i].W;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];

                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if (!b.IsSleepingAllowed || b._angularVelocity * b._angularVelocity > AngTolSqr ||
                        System.Numerics.Vector2.Dot(b._linearVelocity, b._linearVelocity) > LinTolSqr)
                    {
                        b._sleepTime = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b._sleepTime += h;
                        minSleepTime  = Math.Min(minSleepTime, b._sleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.IsAwake = false;
                    }
                }
            }
        }
コード例 #7
0
ファイル: World.cs プロジェクト: pyneer/case
        /// <summary>
        /// Find TOI contacts and solve them.
        /// </summary>
        /// <param name="step">The step.</param>
        private void SolveTOI(ref TimeStep step)
        {
            this.Island.Reset(2 * Settings.MaxTOIContacts, Settings.MaxTOIContacts, 0, this.ContactManager);

            if (this._stepComplete)
            {
                for (int i = 0; i < this.BodyList.Count; i++)
                {
                    this.BodyList[i].Flags       &= ~BodyFlags.Island;
                    this.BodyList[i].Sweep.Alpha0 = 0.0f;
                }

                for (int i = 0; i < this.ContactManager.ContactList.Count; i++)
                {
                    Contact c = this.ContactManager.ContactList[i];

                    // Invalidate TOI
                    c.Flags   &= ~(ContactFlags.TOI | ContactFlags.Island);
                    c.TOICount = 0;
                    c.TOI      = 1.0f;
                }
            }

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

                for (int i = 0; i < this.ContactManager.ContactList.Count; i++)
                {
                    Contact c = this.ContactManager.ContactList[i];

                    // Is this contact disabled?
                    if (c.Enabled == false)
                    {
                        continue;
                    }

                    // Prevent excessive sub-stepping.
                    if (c.TOICount > Settings.MaxSubSteps)
                    {
                        continue;
                    }

                    float alpha;
                    if ((c.Flags & ContactFlags.TOI) == ContactFlags.TOI)
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.TOI;
                    }
                    else
                    {
                        Fixture fA = c.FixtureA;
                        Fixture fB = c.FixtureB;

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

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

                        BodyType typeA = bA.BodyType;
                        BodyType typeB = bB.BodyType;
                        Debug.Assert(typeA == BodyType.Dynamic || typeB == BodyType.Dynamic);

                        bool awakeA = bA.Awake && typeA != BodyType.Static;
                        bool awakeB = bB.Awake && typeB != BodyType.Static;

                        // Is at least one body awake?
                        if (awakeA == false && awakeB == false)
                        {
                            continue;
                        }

                        bool collideA = (bA.IsBullet || typeA != BodyType.Dynamic) && !bA.IgnoreCCD;
                        bool collideB = (bB.IsBullet || typeB != BodyType.Dynamic) && !bB.IgnoreCCD;

                        // 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);
                        }

                        Debug.Assert(alpha0 < 1.0f);

                        // Compute the time of impact in interval [0, minTOI]
                        this._input.ProxyA.Set(fA.Shape, c.ChildIndexA);
                        this._input.ProxyB.Set(fB.Shape, c.ChildIndexB);
                        this._input.SweepA = bA.Sweep;
                        this._input.SweepB = bB.Sweep;
                        this._input.TMax   = 1.0f;

                        TOIOutput output;
                        TimeOfImpact.CalculateTimeOfImpact(out output, this._input);

                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.T;
                        if (output.State == TOIOutputState.Touching)
                        {
                            alpha = Math.Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }

                        c.TOI    = alpha;
                        c.Flags |= ContactFlags.TOI;
                    }

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

                if (minContact == null || 1.0f - 10.0f * Settings.Epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    this._stepComplete = true;
                    break;
                }

                // Advance the bodies to the TOI.
                Fixture fA1 = minContact.FixtureA;
                Fixture fB1 = minContact.FixtureB;
                Body    bA1 = fA1.Body;
                Body    bB1 = fB1.Body;

                Sweep backup1 = bA1.Sweep;
                Sweep backup2 = bB1.Sweep;

                bA1.Advance(minAlpha);
                bB1.Advance(minAlpha);

                // The TOI contact likely has some new contact points.
                minContact.Update(this.ContactManager);
                minContact.Flags &= ~ContactFlags.TOI;
                ++minContact.TOICount;

                // Is the contact solid?
                if (minContact.Enabled == false || minContact.IsTouching() == false)
                {
                    // Restore the sweeps.
                    minContact.Enabled = false;
                    bA1.Sweep          = backup1;
                    bB1.Sweep          = backup2;
                    bA1.SynchronizeTransform();
                    bB1.SynchronizeTransform();
                    continue;
                }

                bA1.Awake = true;
                bB1.Awake = true;

                // Build the island
                this.Island.Clear();
                this.Island.Add(bA1);
                this.Island.Add(bB1);
                this.Island.Add(minContact);

                bA1.Flags        |= BodyFlags.Island;
                bB1.Flags        |= BodyFlags.Island;
                minContact.Flags |= ContactFlags.Island;

                // Get contacts on bodyA and bodyB.
                Body[] bodies = { bA1, bB1 };
                for (int i = 0; i < 2; ++i)
                {
                    Body body = bodies[i];
                    if (body.BodyType == BodyType.Dynamic)
                    {
                        // for (ContactEdge ce = body.ContactList; ce && Island.BodyCount < Settings.MaxTOIContacts; ce = ce.Next)
                        for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                        {
                            Contact contact = ce.Contact;

                            // Has this contact already been added to the island?
                            if ((contact.Flags & ContactFlags.Island) == ContactFlags.Island)
                            {
                                continue;
                            }

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

                            // Skip sensors.
                            if (contact.FixtureA.IsSensor || contact.FixtureB.IsSensor)
                            {
                                continue;
                            }

                            // Tentatively advance the body to the TOI.
                            Sweep backup = other.Sweep;
                            if ((other.Flags & BodyFlags.Island) == 0)
                            {
                                other.Advance(minAlpha);
                            }

                            // Update the contact points
                            contact.Update(this.ContactManager);

                            // Was the contact disabled by the user?
                            if (contact.Enabled == 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.Flags |= ContactFlags.Island;
                            this.Island.Add(contact);

                            // Has the other body already been added to the island?
                            if ((other.Flags & BodyFlags.Island) == BodyFlags.Island)
                            {
                                continue;
                            }

                            // Add the other body to the island.
                            other.Flags |= BodyFlags.Island;

                            if (other.BodyType != BodyType.Static)
                            {
                                other.Awake = true;
                            }

                            this.Island.Add(other);
                        }
                    }
                }

                TimeStep 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;
                this.Island.SolveTOI(ref subStep);

                // Reset island flags and synchronize broad-phase proxies.
                for (int i = 0; i < this.Island.BodyCount; ++i)
                {
                    Body body = this.Island.Bodies[i];
                    body.Flags &= ~BodyFlags.Island;

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

                    body.SynchronizeFixtures();

                    // Invalidate all contact TOIs on this displaced body.
                    for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                    {
                        ce.Contact.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    }
                }

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

                if (this.EnableSubStepping)
                {
                    this._stepComplete = false;
                    break;
                }
            }
        }
コード例 #8
0
        internal void SolveTOI(ref 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  = b._sweep.C;
                _positions[i].A  = b._sweep.A;
                _velocities[i].V = b._linearVelocity;
                _velocities[i].W = b._angularVelocity;
            }

            _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities);

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

            // Leap of faith to new safe state.
            Bodies[toiIndexA]._sweep.C0 = _positions[toiIndexA].C;
            Bodies[toiIndexA]._sweep.A0 = _positions[toiIndexA].A;
            Bodies[toiIndexB]._sweep.C0 = _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.
            _contactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < Settings.ToiVelocityIterations; ++i)
            {
                _contactSolver.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)
            {
                System.Numerics.Vector2 c = _positions[i].C;
                float a = _positions[i].A;
                System.Numerics.Vector2 v = _velocities[i].V;
                float w = _velocities[i].W;

                // Check for large velocities
                System.Numerics.Vector2 translation = h * v;
                if (System.Numerics.Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

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

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

                _positions[i].C  = c;
                _positions[i].A  = a;
                _velocities[i].V = v;
                _velocities[i].W = w;

                // Sync bodies
                Body body = Bodies[i];
                body._sweep.C         = c;
                body._sweep.A         = a;
                body._linearVelocity  = v;
                body._angularVelocity = w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);
        }
コード例 #9
0
        public void Solve(ref TimeStep step, Vector2 gravity)
        {
            // Integrate velocities and apply damping.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                // Integrate velocities. Only apply gravity if the body wants it.
                if (b.IgnoreGravity)
                {
                    b.LinearVelocityInternal  += step.dt * (b.InvMass * b.Force);
                    b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
                }
                else
                {
                    b.LinearVelocityInternal  += step.dt * (gravity + b.InvMass * b.Force);
                    b.AngularVelocityInternal += step.dt * 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
                b.LinearVelocityInternal  *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
                b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
            }

            // Partition contacts so that contacts with static bodies are solved last.
            int i1 = -1;

            for (int i2 = 0; i2 < ContactCount; ++i2)
            {
                Fixture fixtureA  = _contacts[i2].FixtureA;
                Fixture fixtureB  = _contacts[i2].FixtureB;
                Body    bodyA     = fixtureA.Body;
                Body    bodyB     = fixtureB.Body;
                bool    nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
                if (nonStatic)
                {
                    ++i1;
                    // b2Swap(_contacts[i1], _contacts[i2]);
                    Contact temp = _contacts[i1];
                    _contacts[i1] = _contacts[i2];
                    _contacts[i2] = temp;
                }
            }

            // Initialize velocity constraints.
            _contactSolver.Reset(_contacts, ContactCount, step.dtRatio);
            _contactSolver.WarmStart();

            for (int i = 0; i < JointCount; ++i)
            {
                _joints[i].InitVelocityConstraints(ref step);
            }

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    _joints[j].SolveVelocityConstraints(ref step);
                }

                _contactSolver.SolveVelocityConstraints();
            }

            // Post-solve (store impulses for warm starting).
            _contactSolver.StoreImpulses();

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                Vector2 translation = step.dt * b.LinearVelocityInternal;
                if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    b.LinearVelocityInternal *= ratio;
                }

                float rotation = step.dt * b.AngularVelocityInternal;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / Math.Abs(rotation);
                    b.AngularVelocityInternal *= ratio;
                }

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

                // Integrate
                b.Sweep.c += step.dt * b.LinearVelocityInternal;
                b.Sweep.a += step.dt * b.AngularVelocityInternal;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Iterate over constraints.
            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);

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

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

            if (_contactManager.PostSolve != null)
            {
                Report(_contactSolver.Constraints);
            }

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                const float linTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance;
                const float angTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance;

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

                    if ((b.Flags & BodyFlags.AutoSleep) == 0)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > angTolSqr ||
                        Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > linTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += step.dt;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
コード例 #10
0
        public void Solve(ref TimeStep step, ref Vector2 gravity)
        {
            // Integrate velocities and apply damping.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType != BodyType.Dynamic)
                {
                    continue;
                }

                // Integrate velocities.
                // FPE 3 only - Only apply gravity if the body wants it.
                if (b.IgnoreGravity)
                {
                    b.LinearVelocityInternal  += step.dt * (b.InvMass * b.Force);
                    b.AngularVelocityInternal += step.dt * b.InvI * b.Torque;
                }
                else
                {
                    b.LinearVelocityInternal  += step.dt * (gravity + b.InvMass * b.Force);
                    b.AngularVelocityInternal += step.dt * 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
                b.LinearVelocityInternal  *= MathUtils.Clamp(1.0f - step.dt * b.LinearDamping, 0.0f, 1.0f);
                b.AngularVelocityInternal *= MathUtils.Clamp(1.0f - step.dt * b.AngularDamping, 0.0f, 1.0f);
            }

            // Partition contacts so that contacts with static bodies are solved last.
            int i1 = -1;

            for (int i2 = 0; i2 < ContactCount; ++i2)
            {
                Fixture fixtureA  = _contacts[i2].FixtureA;
                Fixture fixtureB  = _contacts[i2].FixtureB;
                Body    bodyA     = fixtureA.Body;
                Body    bodyB     = fixtureB.Body;
                bool    nonStatic = bodyA.BodyType != BodyType.Static && bodyB.BodyType != BodyType.Static;
                if (nonStatic)
                {
                    ++i1;

                    //TODO: Only swap if they are not the same? see http://code.google.com/p/box2d/issues/detail?id=162
                    //if (i1 != i2)
                    MathUtils.Swap(ref _contacts[i1], ref _contacts[i2]);

                    //Contact temp = _contacts[i1];
                    //_contacts[i1] = _contacts[i2];
                    //_contacts[i2] = temp;
                }
            }

            // Initialize velocity constraints.
            _contactSolver.Reset(_contacts, ContactCount, step.dtRatio);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

#if (!SILVERLIGHT && !WINDOWS_PHONE)
            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
                _tmpTime = 0;
            }
#endif

            for (int i = 0; i < JointCount; ++i)
            {
                _joints[i].InitVelocityConstraints(ref step);
            }
#if (!SILVERLIGHT && !WINDOWS_PHONE)
            if (Settings.EnableDiagnostics)
            {
                _tmpTime += _watch.ElapsedTicks;
            }
#endif

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
#if (!SILVERLIGHT && !WINDOWS_PHONE)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    _joints[j].SolveVelocityConstraints(ref step);
                }
#if (!SILVERLIGHT && !WINDOWS_PHONE)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif

                _contactSolver.SolveVelocityConstraints();
            }


            // Post-solve (store impulses for warm starting).
            _contactSolver.StoreImpulses();

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                Vector2 translation = step.dt * b.LinearVelocityInternal;
                float   result;
                Vector2.Dot(ref translation, ref translation, out result);
                if (result > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    b.LinearVelocityInternal *= ratio;
                }

                float rotation = step.dt * b.AngularVelocityInternal;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / Math.Abs(rotation);
                    b.AngularVelocityInternal *= ratio;
                }

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

                // Integrate
                b.Sweep.C += step.dt * b.LinearVelocityInternal;
                b.Sweep.A += step.dt * b.AngularVelocityInternal;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            // Iterate over constraints.
            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte);
                bool jointsOkay   = true;

#if (!SILVERLIGHT && !WINDOWS_PHONE)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    bool jointOkay = _joints[j].SolvePositionConstraints();
                    jointsOkay = jointsOkay && jointOkay;
                }
#if (!SILVERLIGHT && !WINDOWS_PHONE)
                if (Settings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif
                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    break;
                }
            }


#if (!SILVERLIGHT && !WINDOWS_PHONE)
            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _tmpTime;
            }
#endif

            if (_contactManager.PostSolve != null)
            {
                Report(_contactSolver.Constraints);
            }

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                const float linTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance;
                const float angTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance;

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

                    if ((b.Flags & BodyFlags.AutoSleep) == 0)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > angTolSqr ||
                        Vector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > linTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += step.dt;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
コード例 #11
0
        internal void SolveTOI(ref TimeStep subStep, Body bodyA, Body bodyB)
        {
            _contactSolver.Reset(_contacts, ContactCount, subStep.dtRatio);

            // Solve position constraints.
            const float kTOIBaumgarte = 0.75f;

            for (int i = 0; i < Settings.TOIPositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraintsTOI(kTOIBaumgarte, bodyA, bodyB);
                if (contactsOkay)
                {
                    break;
                }

                if (i == Settings.TOIPositionIterations - 1)
                {
                    i += 0;
                }
            }

            /*
             #if 0
             *  // Is the new position really safe?
             *  for (int32 i = 0; i < m_contactCount; ++i)
             *  {
             *      b2Contact* c = m_contacts[i];
             *      b2Fixture* fA = c->GetFixtureA();
             *      b2Fixture* fB = c->GetFixtureB();
             *
             *      b2Body* bA = fA->GetBody();
             *      b2Body* bB = fB->GetBody();
             *
             *      int32 indexA = c->GetChildIndexA();
             *      int32 indexB = c->GetChildIndexB();
             *
             *      b2DistanceInput input;
             *      input.proxyA.Set(fA->GetShape(), indexA);
             *      input.proxyB.Set(fB->GetShape(), indexB);
             *      input.transformA = bA->GetTransform();
             *      input.transformB = bB->GetTransform();
             *      input.useRadii = false;
             *
             *      b2DistanceOutput output;
             *      b2SimplexCache cache;
             *      cache.count = 0;
             *      b2Distance(&output, &cache, &input);
             *
             *      if (output.distance == 0 || cache.count == 3)
             *      {
             *          cache.count += 0;
             *      }
             *  }
             #endif
             */

            // Leap of faith to new safe state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Bodies[i].Sweep.A0 = Bodies[i].Sweep.A;
                Bodies[i].Sweep.C0 = Bodies[i].Sweep.C;
            }

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

            // Solve velocity constraints.
            for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
            {
                _contactSolver.SolveVelocityConstraints();
            }

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

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                if (b.BodyType == BodyType.Static)
                {
                    continue;
                }

                // Check for large velocities.
                Vector2 translation = subStep.dt * b.LinearVelocity;
                if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    translation.Normalize();
                    b.LinearVelocity = (Settings.MaxTranslation * subStep.inv_dt) * translation;
                }

                float rotation = subStep.dt * b.AngularVelocity;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    if (rotation < 0.0)
                    {
                        b.AngularVelocity = -subStep.inv_dt * Settings.MaxRotation;
                    }
                    else
                    {
                        b.AngularVelocity = subStep.inv_dt * Settings.MaxRotation;
                    }
                }

                // Integrate
                b.Sweep.C += subStep.dt * b.LinearVelocity;
                b.Sweep.A += subStep.dt * b.AngularVelocity;

                // Compute new transform
                b.SynchronizeTransform();

                // Note: shapes are synchronized later.
            }

            if (_contactManager.PostSolve != null)
            {
                Report(_contactSolver.Constraints);
            }
        }
コード例 #12
0
        internal override bool SolvePositionConstraints(float baumgarte)
        {
            Body b1 = _body1;
            Body b2 = _body2;

            Vector2 s1 = _ground.GetXForm().Position + _groundAnchor1;
            Vector2 s2 = _ground.GetXForm().Position + _groundAnchor2;

            float linearError = 0.0f;

            if (_state == LimitState.AtUpperLimit)
            {
                Vector2 r1 = CommonMath.Mul(b1.GetXForm().R, _localAnchor1 - b1.GetLocalCenter());
                Vector2 r2 = CommonMath.Mul(b2.GetXForm().R, _localAnchor2 - b2.GetLocalCenter());

                Vector2 p1 = b1._sweep.C + r1;
                Vector2 p2 = b2._sweep.C + r2;

                // Get the pulley axes.
                _u1 = p1 - s1;
                _u2 = p2 - s2;

                float length1 = _u1.Length();
                float length2 = _u2.Length();

                if (length1 > Settings.LinearSlop)
                {
                    _u1 *= 1.0f / length1;
                }
                else
                {
                    _u1 = Vector2.Zero;
                }

                if (length2 > Settings.LinearSlop)
                {
                    _u2 *= 1.0f / length2;
                }
                else
                {
                    _u2 = Vector2.Zero;
                }

                float C = _constant - length1 - _ratio * length2;
                linearError = CommonMath.Max(linearError, -C);

                C = CommonMath.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
                float impulse = -_pulleyMass * C;

                Vector2 P1 = -impulse * _u1;
                Vector2 P2 = -_ratio * impulse * _u2;

                b1._sweep.C += b1._invMass * P1;
                b1._sweep.A += b1._invI * CommonMath.Cross(ref r1, ref P1);
                b2._sweep.C += b2._invMass * P2;
                b2._sweep.A += b2._invI * CommonMath.Cross(ref r2, ref P2);

                b1.SynchronizeTransform();
                b2.SynchronizeTransform();
            }

            if (_limitState1 == LimitState.AtUpperLimit)
            {
                Vector2 r1 = CommonMath.Mul(b1.GetXForm().R, _localAnchor1 - b1.GetLocalCenter());
                Vector2 p1 = b1._sweep.C + r1;

                _u1 = p1 - s1;
                float length1 = _u1.Length();

                if (length1 > Settings.LinearSlop)
                {
                    _u1 *= 1.0f / length1;
                }
                else
                {
                    _u1 = Vector2.Zero;
                }

                float C = _maxLength1 - length1;
                linearError = CommonMath.Max(linearError, -C);
                C           = CommonMath.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
                float impulse = -_limitMass1 * C;

                Vector2 P1 = -impulse * _u1;
                b1._sweep.C += b1._invMass * P1;
                b1._sweep.A += b1._invI * CommonMath.Cross(ref r1, ref P1);

                b1.SynchronizeTransform();
            }

            if (_limitState2 == LimitState.AtUpperLimit)
            {
                Vector2 r2 = CommonMath.Mul(b2.GetXForm().R, _localAnchor2 - b2.GetLocalCenter());
                Vector2 p2 = b2._sweep.C + r2;

                _u2 = p2 - s2;
                float length2 = _u2.Length();

                if (length2 > Settings.LinearSlop)
                {
                    _u2 *= 1.0f / length2;
                }
                else
                {
                    _u2 = Vector2.Zero;
                }

                float C = _maxLength2 - length2;
                linearError = CommonMath.Max(linearError, -C);
                C           = CommonMath.Clamp(C + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f);
                float impulse = -_limitMass2 * C;

                Vector2 P2 = -impulse * _u2;
                b2._sweep.C += b2._invMass * P2;
                b2._sweep.A += b2._invI * CommonMath.Cross(ref r2, ref P2);

                b2.SynchronizeTransform();
            }

            return(linearError < Settings.LinearSlop);
        }