コード例 #1
0
        private void SetupConstraint(int index, float targetVelocity, Vector3 axis, float deltaTime)
        {
            Constraint1D constraint = _constraints[index];

            constraint.TargetRelativeVelocity = targetVelocity;

            // Impulse limits
            float impulseLimit = MaxForce * deltaTime;

            _minImpulseLimits[index] = -impulseLimit;
            _maxImpulseLimits[index] = impulseLimit;

            // Note: Softness must be set before!
            constraint.Softness = Softness / deltaTime;
            constraint.Prepare(BodyA, BodyB, Vector3.Zero, -axis, Vector3.Zero, axis);
        }
コード例 #2
0
        private void Warmstart(int index, LimitState oldState)
        {
            // If the limit state has not changed and is active, we warmstart.
            // Otherwise, we reset the cached constraint impulse.

            Constraint1D constraint = _constraints[index];

            if (oldState != LimitState.Inactive && oldState == _limitStates[index])
            {
                constraint.Warmstart(BodyA, BodyB);
            }
            else if (constraint != null)
            {
                constraint.ConstraintImpulse = 0;
            }
        }
コード例 #3
0
        private void SetupConstraint(int index, float angle, float targetAngle, Vector3 axis,
                                     float deltaTime, float errorReduction, float softness)
        {
            // Note: Cached constraint impulses are reset in Warmstart() if necessary.

            Constraint1D constraint = _constraints[index];
            Simulation   simulation = Simulation;

            // ----- Error correction
            float deviation = targetAngle - angle;

            if (Numeric.IsZero(deviation))
            {
                // deviation is 0 or targetAngle is NaN. Motor is off.

                _minImpulseLimits[index]     = 0;
                _maxImpulseLimits[index]     = 0;
                constraint.ConstraintImpulse = 0;
                return;
            }

            float fullCorrectionSpeed = deviation / deltaTime;
            float targetVelocity      = fullCorrectionSpeed * errorReduction;
            //float minSpeed = MathHelper.Clamp(MinVelocity, -Math.Abs(fullCorrectionSpeed), Math.Abs(fullCorrectionSpeed));
            //if (targetVelocity >= 0 && targetVelocity < minSpeed)
            //  targetVelocity = minSpeed;
            //else if (targetVelocity <= 0 && targetVelocity > -minSpeed)
            //  targetVelocity = -minSpeed;
            float maxErrorCorrectionVelocity = simulation.Settings.Constraints.MaxErrorCorrectionVelocity;

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

            constraint.TargetRelativeVelocity = targetVelocity;

            // ----- Impulse limits
            float impulseLimit = MaxForce * deltaTime;

            _minImpulseLimits[index] = -impulseLimit;
            _maxImpulseLimits[index] = impulseLimit;

            // Note: Softness must be set before!
            // TODO: Add softness to parameters.
            constraint.Softness = softness / deltaTime;
            constraint.Prepare(BodyA, BodyB, Vector3.Zero, -axis, Vector3.Zero, axis);
        }
コード例 #4
0
        private float ApplyImpulse(int index)
        {
            if (_minImpulseLimits[index] != 0)
            {
                Constraint1D constraint       = _constraints[index];
                float        relativeVelocity = constraint.GetRelativeVelocity(BodyA, BodyB);
                float        impulse          = constraint.SatisfyConstraint(
                    BodyA,
                    BodyB,
                    relativeVelocity,
                    _minImpulseLimits[index],
                    _maxImpulseLimits[index]);

                return(impulse);
            }

            return(0);
        }
コード例 #5
0
        private void SetupConstraint(int index, float position, float targetPosition, Vector3 axis,
                                     Vector3 rA, Vector3 rB, float deltaTime, float errorReduction, float softness)
        {
            // Note: Cached constraint impulses are reset in Warmstart() if necessary.

            Constraint1D constraint = _constraints[index];
            Simulation   simulation = Simulation;

            // ----- Error correction
            float deviation = targetPosition - position;

            if (Numeric.IsZero(deviation))
            {
                _minImpulseLimits[index]     = 0;
                _maxImpulseLimits[index]     = 0;
                constraint.ConstraintImpulse = 0;
                return;
            }

            float fullCorrectionSpeed = deviation / deltaTime;
            float targetVelocity      = fullCorrectionSpeed * errorReduction;
            //float minSpeed = MathHelper.Clamp(MinVelocity, -Math.Abs(fullCorrectionSpeed), Math.Abs(fullCorrectionSpeed));
            //if (targetVelocity >= 0 && targetVelocity < minSpeed)
            //  targetVelocity = minSpeed;
            //else if (targetVelocity <= 0 && targetVelocity > -minSpeed)
            //  targetVelocity = -minSpeed;
            float maxErrorCorrectionVelocity = simulation.Settings.Constraints.MaxErrorCorrectionVelocity;

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

            constraint.TargetRelativeVelocity = targetVelocity;

            // ----- Impulse limits
            float impulseLimit = MaxForce * deltaTime;

            _minImpulseLimits[index] = -impulseLimit;
            _maxImpulseLimits[index] = impulseLimit;

            constraint.Softness = softness / deltaTime;
            constraint.Prepare(BodyA, BodyB, -axis, -Vector3.Cross(rA, axis), axis, Vector3.Cross(rB, axis));
        }
コード例 #6
0
        private void SetupConstraint(int index, float position, Vector3 axis, float minimum, float maximum)
        {
            // Note: Cached constraint impulses are reset in Warmstart() if necessary.

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

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

                // Nothing more to do.
                return;
            }

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

                // Nothing more to do.
                return;
            }

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

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

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

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

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

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

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

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

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

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