protected override void Draw(Settings settings) { base.Draw(settings); b2Manifold manifold = new b2Manifold(); b2Collision.b2CollidePolygons(manifold, m_polygonA, ref m_transformA, m_polygonB, ref m_transformB); b2WorldManifold worldManifold = new b2WorldManifold(); worldManifold.Initialize(manifold, ref m_transformA, m_polygonA.Radius, ref m_transformB, m_polygonB.Radius); m_debugDraw.DrawString(5, m_textLine, "point count = {0}", manifold.pointCount); m_textLine += 15; { b2Color color = new b2Color(0.9f, 0.9f, 0.9f); b2Vec2[] v = new b2Vec2[b2Settings.b2_maxPolygonVertices]; for (int i = 0; i < m_polygonA.VertexCount; ++i) { v[i] = b2Math.b2Mul(m_transformA, m_polygonA.Vertices[i]); } m_debugDraw.DrawPolygon(v, m_polygonA.VertexCount, color); for (int i = 0; i < m_polygonB.VertexCount; ++i) { v[i] = b2Math.b2Mul(m_transformB, m_polygonB.Vertices[i]); } m_debugDraw.DrawPolygon(v, m_polygonB.VertexCount, color); } for (int i = 0; i < manifold.pointCount; ++i) { m_debugDraw.DrawPoint(worldManifold.points[i], 4.0f, new b2Color(0.9f, 0.3f, 0.3f)); } }
// Initialize position dependent portions of the velocity constraints. public virtual void InitializeVelocityConstraints() { for (int i = 0; i < m_count; ++i) { b2ContactVelocityConstraint vc = m_velocityConstraints[i]; b2ContactPositionConstraint pc = m_positionConstraints[i]; float radiusA = pc.radiusA; float radiusB = pc.radiusB; b2Manifold manifold = m_contacts[vc.contactIndex].GetManifold(); int indexA = vc.indexA; int indexB = vc.indexB; float mA = vc.invMassA; float mB = vc.invMassB; float iA = vc.invIA; float iB = vc.invIB; b2Vec2 localCenterA = pc.localCenterA; b2Vec2 localCenterB = pc.localCenterB; b2Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; b2Vec2 vA = m_velocities[indexA].v; float wA = m_velocities[indexA].w; b2Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; b2Vec2 vB = m_velocities[indexB].v; float wB = m_velocities[indexB].w; Debug.Assert(manifold.pointCount > 0); b2Transform xfA = b2Transform.Create(), xfB = b2Transform.Create(); xfA.q.Set(aA); xfB.q.Set(aB); xfA.p = cA - b2Math.b2Mul(xfA.q, localCenterA); xfB.p = cB - b2Math.b2Mul(xfB.q, localCenterB); b2WorldManifold worldManifold = new b2WorldManifold(); worldManifold.Initialize(ref manifold, xfA, radiusA, xfB, radiusB); vc.normal = worldManifold.normal; int pointCount = vc.pointCount; for (int j = 0; j < pointCount; ++j) { b2VelocityConstraintPoint vcp = vc.points[j]; vcp.rA = worldManifold.points[j] - cA; vcp.rB = worldManifold.points[j] - cB; float rnA = b2Math.b2Cross(vcp.rA, vc.normal); float rnB = b2Math.b2Cross(vcp.rB, vc.normal); float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB; vcp.normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f; b2Vec2 tangent = b2Math.b2Cross(vc.normal, 1.0f); float rtA = b2Math.b2Cross(vcp.rA, tangent); float rtB = b2Math.b2Cross(vcp.rB, tangent); float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB; vcp.tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f; // Setup a velocity bias for restitution. vcp.velocityBias = 0.0f; float vRel = b2Math.b2Dot(vc.normal, vB + b2Math.b2Cross(wB, vcp.rB) - vA - b2Math.b2Cross(wA, vcp.rA)); if (vRel < -b2Settings.b2_velocityThreshold) { vcp.velocityBias = -vc.restitution * vRel; } vc.points[j] = vcp; } // If we have two points, then prepare the block solver. if (vc.pointCount == 2) { b2VelocityConstraintPoint vcp1 = vc.points[0]; b2VelocityConstraintPoint vcp2 = vc.points[1]; float rn1A = b2Math.b2Cross(vcp1.rA, vc.normal); float rn1B = b2Math.b2Cross(vcp1.rB, vc.normal); float rn2A = b2Math.b2Cross(vcp2.rA, vc.normal); float rn2B = b2Math.b2Cross(vcp2.rB, vc.normal); float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B; float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B; float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B; // Ensure a reasonable condition number. float k_maxConditionNumber = 1000.0f; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. vc.K.ex.Set(k11, k12); vc.K.ey.Set(k12, k22); vc.normalMass = vc.K.GetInverse(); } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? vc.pointCount = 1; } } m_positionConstraints[i] = pc; m_velocityConstraints[i] = vc; } }
public virtual void GetWorldManifold(b2WorldManifold worldManifold) { b2Body bodyA = m_fixtureA.Body; b2Body bodyB = m_fixtureB.Body; b2Shape shapeA = m_fixtureA.Shape; b2Shape shapeB = m_fixtureB.Shape; worldManifold.Initialize(ref m_manifold, bodyA.Transform, shapeA.Radius, bodyB.Transform, shapeB.Radius); }
public override void PreSolve(Box2D.Dynamics.Contacts.b2Contact contact, ref Box2D.Collision.b2Manifold oldManifold) { b2Manifold manifold = contact.GetManifold(); if (manifold.pointCount == 0) { return; } b2Fixture fixtureA = contact.GetFixtureA(); b2Fixture fixtureB = contact.GetFixtureB(); b2PointState[] state1 = new b2PointState[b2Settings.b2_maxManifoldPoints]; b2PointState[] state2 = new b2PointState[b2Settings.b2_maxManifoldPoints]; b2Collision.b2GetPointStates(state1, state2, ref oldManifold, ref manifold); b2WorldManifold worldManifold = new b2WorldManifold(); contact.GetWorldManifold(ref worldManifold); for (int i = 0; i < manifold.pointCount && m_pointCount < k_maxContactPoints; ++i) { ContactPoint cp = m_points[m_pointCount]; cp.fixtureA = fixtureA; cp.fixtureB = fixtureB; cp.position = worldManifold.points[i]; cp.normal = worldManifold.normal; cp.state = state2[i]; m_points[m_pointCount] = cp; ++m_pointCount; } }