void Solve(ref TimeStep step) { // Size the island for the worst case. _island.Reset(_bodyCount, _contactManager._contactCount, _jointCount, _contactManager.ContactListener); // Clear all the island flags. for (Body b = _bodyList; b != null; b = b._next) { b._flags &= ~BodyFlags.Island; } for (Contact c = _contactManager._contactList; c != null; c = c._next) { c._flags &= ~ContactFlags.Island; } for (Joint j = _jointList; j != null; j = j._next) { j._islandFlag = false; } // Build and simulate all awake islands. //#warning Remove extra allocs int stackSize = _bodyCount; Body[] stack = new Body[_bodyCount]; for (Body seed = _bodyList; seed != null; seed = seed._next) { if ((seed._flags & (BodyFlags.Island | BodyFlags.Sleep | BodyFlags.Frozen)) != BodyFlags.None) { continue; } if (seed.IsStatic) { continue; } // Reset island and stack. _island.Clear(); int stackCount = 0; stack[stackCount++] = seed; seed._flags |= BodyFlags.Island; // Perform a depth first search (DFS) on the raint graph. while (stackCount > 0) { // Grab the next body off the stack and add it to the island. Body b = stack[--stackCount]; _island.Add(b); // Make sure the body is awake. b._flags &= ~BodyFlags.Sleep; // To keep islands as small as possible, we don't // propagate islands across static bodies. if (b.IsStatic) { continue; } // Search all contacts connected to this body. for (ContactEdge ce = b._contactList; ce != null; ce = ce.Next) { // Has this contact already been added to an island? // Is this contact non-solid (involves a sensor). if ((ce.Contact._flags & (ContactFlags.Island | ContactFlags.NonSolid)) != ContactFlags.None) { continue; } // Is this contact touching? if ((ce.Contact._flags & ContactFlags.Touch) == ContactFlags.None) { continue; } _island.Add(ce.Contact); ce.Contact._flags |= ContactFlags.Island; Body other = ce.Other; // Was the other body already added to this island? if ((other._flags & BodyFlags.Island) != BodyFlags.None) { continue; } Debug.Assert(stackCount < stackSize); stack[stackCount++] = other; other._flags |= BodyFlags.Island; } // Search all joints connect to this body. for (JointEdge je = b._jointList; je != null; je = je.Next) { if (je.Joint._islandFlag == true) { continue; } _island.Add(je.Joint); je.Joint._islandFlag = true; Body other = je.Other; if ((other._flags & BodyFlags.Island) != BodyFlags.None) { continue; } Debug.Assert(stackCount < stackSize); stack[stackCount++] = other; other._flags |= BodyFlags.Island; } } _island.Solve(ref step, Gravity, _allowSleep); // Post solve cleanup. for (int i = 0; i < _island._bodyCount; ++i) { // Allow static bodies to participate in other islands. Body b = _island._bodies[i]; if (b.IsStatic) { b._flags &= ~BodyFlags.Island; } } } // Synchronize fixtures, check for out of range bodies. for (Body b = _bodyList; b != null; b = b.GetNext()) { if ((b._flags & (BodyFlags.Sleep | BodyFlags.Frozen)) != BodyFlags.None) { continue; } if (b.IsStatic) { continue; } // Update fixtures (for broad-phase). b.SynchronizeFixtures(); } // Look for new contacts. _contactManager.FindNewContacts(); }
void SolveTOI(ref TimeStep step) { // Reserve an island and a queue for TOI island solution. _island.Reset( _bodyCount, Settings.b2_maxTOIContactsPerIsland, Settings.b2_maxTOIJointsPerIsland, _contactManager.ContactListener); //Simple one pass queue //Relies on the fact that we're only making one pass //through and each body can only be pushed/popped once. //To push: // queue[queueStart+queueSize++] = newElement; //To pop: // poppedElement = queue[queueStart++]; // --queueSize; //#warning More Body array Allocs int queueCapacity = _bodyCount; Body[] queue = new Body[_bodyCount]; for (Body b = _bodyList; b != null; b = b._next) { b._flags &= ~BodyFlags.Island; b._sweep.t0 = 0.0f; } for (Contact c = _contactManager._contactList; c != null; c = c._next) { // Invalidate TOI c._flags &= ~(ContactFlags.Toi | ContactFlags.Island); } for (Joint j = _jointList; j != null; j = j._next) { j._islandFlag = false; } // Find TOI events and solve them. for (;;) { // Find the first TOI. Contact minContact = null; float minTOI = 1.0f; for (Contact c = _contactManager._contactList; c != null; c = c._next) { if ((c._flags & (ContactFlags.Slow | ContactFlags.NonSolid)) != ContactFlags.None) { continue; } // TODO_ERIN keep a counter on the contact, only respond to M TOIs per contact. float toi = 1.0f; if ((c._flags & ContactFlags.Toi) != ContactFlags.None) { // This contact has a valid cached TOI. toi = c._toi; } else { // Compute the TOI for this contact. Fixture s1 = c.GetFixtureA(); Fixture s2 = c.GetFixtureB(); Body b1 = s1.GetBody(); Body b2 = s2.GetBody(); if ((b1.IsStatic || b1.IsSleeping) && (b2.IsStatic || b2.IsSleeping)) { continue; } // Put the sweeps onto the same time interval. float t0 = b1._sweep.t0; if (b1._sweep.t0 < b2._sweep.t0) { t0 = b2._sweep.t0; b1._sweep.Advance(t0); } else if (b2._sweep.t0 < b1._sweep.t0) { t0 = b1._sweep.t0; b2._sweep.Advance(t0); } Debug.Assert(t0 < 1.0f); // Compute the time of impact. toi = c.ComputeTOI(ref b1._sweep, ref b2._sweep); //CalculateTimeOfImpact(c._fixtureA.GetShape(), b1._sweep, c._fixtureB.GetShape(), b2._sweep); Debug.Assert(0.0f <= toi && toi <= 1.0f); // If the TOI is in range ... if (0.0f < toi && toi < 1.0f) { // Interpolate on the actual range. toi = Math.Min((1.0f - toi) * t0 + toi, 1.0f); } c._toi = toi; c._flags |= ContactFlags.Toi; } if (Settings.b2_FLT_EPSILON < toi && toi < minTOI) { // This is the minimum TOI found so far. minContact = c; minTOI = toi; } } if (minContact == null || 1.0f - 100.0f * Settings.b2_FLT_EPSILON < minTOI) { // No more TOI events. Done! break; } // Advance the bodies to the TOI. Fixture s1_2 = minContact.GetFixtureA(); Fixture s2_2 = minContact.GetFixtureB(); Body b1_2 = s1_2.GetBody(); Body b2_2 = s2_2.GetBody(); b1_2.Advance(minTOI); b2_2.Advance(minTOI); // The TOI contact likely has some new contact points. minContact.Update(_contactManager.ContactListener); minContact._flags &= ~ContactFlags.Toi; if ((minContact._flags & ContactFlags.Touch) == 0) { // This shouldn't happen. Numerical error? //Debug.Assert(false); continue; } // Build the TOI island. We need a dynamic seed. Body seed = b1_2; if (seed.IsStatic) { seed = b2_2; } // Reset island and queue. _island.Clear(); int queueStart = 0; // starting index for queue int queueSize = 0; // elements in queue queue[queueStart + queueSize++] = seed; seed._flags |= BodyFlags.Island; // Perform a breadth first search (BFS) on the contact/joint graph. while (queueSize > 0) { // Grab the next body off the stack and add it to the island. Body b = queue[queueStart++]; --queueSize; _island.Add(b); // Make sure the body is awake. b._flags &= ~BodyFlags.Sleep; // To keep islands as small as possible, we don't // propagate islands across static bodies. if (b.IsStatic) { continue; } // Search all contacts connected to this body. for (ContactEdge cEdge = b._contactList; cEdge != null; cEdge = cEdge.Next) { // Does the TOI island still have space for contacts? if (_island._contacts.Count == _island._contactCapacity) { continue; } // Has this contact already been added to an island? Skip slow or non-solid contacts. if ((cEdge.Contact._flags & (ContactFlags.Island | ContactFlags.Slow | ContactFlags.NonSolid)) != ContactFlags.None) { continue; } // Is this contact touching? For performance we are not updating this contact. if ((cEdge.Contact._flags & ContactFlags.Touch) == 0) { continue; } _island.Add(cEdge.Contact); cEdge.Contact._flags |= ContactFlags.Island; // Update other body. Body other = cEdge.Other; // Was the other body already added to this island? if ((other._flags & BodyFlags.Island) != BodyFlags.None) { continue; } // March forward, this can do no harm since this is the min TOI. if (other.IsStatic == false) { other.Advance(minTOI); other.WakeUp(); } Debug.Assert(queueStart + queueSize < queueCapacity); queue[queueStart + queueSize] = other; ++queueSize; other._flags |= BodyFlags.Island; } for (JointEdge jEdge = b._jointList; jEdge != null; jEdge = jEdge.Next) { if (_island._jointCount == _island._jointCapacity) { continue; } if (jEdge.Joint._islandFlag == true) { continue; } _island.Add(jEdge.Joint); jEdge.Joint._islandFlag = true; Body other = jEdge.Other; if ((other._flags & BodyFlags.Island) != BodyFlags.None) { continue; } if (!other.IsStatic) { other.Advance(minTOI); other.WakeUp(); } Debug.Assert(queueStart + queueSize < queueCapacity); queue[queueStart + queueSize] = other; ++queueSize; other._flags |= BodyFlags.Island; } } TimeStep subStep; subStep.warmStarting = false; subStep.dt = (1.0f - minTOI) * step.dt; subStep.inv_dt = 1.0f / subStep.dt; subStep.dtRatio = 0.0f; subStep.velocityIterations = step.velocityIterations; subStep.positionIterations = step.positionIterations; _island.SolveTOI(ref subStep); // Post solve cleanup. for (int i = 0; i < _island._bodyCount; ++i) { // Allow bodies to participate in future TOI islands. Body b = _island._bodies[i]; b._flags &= ~BodyFlags.Island; if ((b._flags & (BodyFlags.Sleep | BodyFlags.Frozen)) != BodyFlags.None) { continue; } if (b.IsStatic) { continue; } // Update fixtures (for broad-phase). b.SynchronizeFixtures(); // Invalidate all contact TOIs associated with this body. Some of these // may not be in the island because they were not touching. for (ContactEdge ce = b._contactList; ce != null; ce = ce.Next) { ce.Contact._flags &= ~ContactFlags.Toi; } } int contactCount = _island._contacts.Count; for (int i = 0; i < contactCount; ++i) { // Allow contacts to participate in future TOI islands. Contact c = _island._contacts[i]; c._flags &= ~(ContactFlags.Toi | ContactFlags.Island); } for (int i = 0; i < _island._jointCount; ++i) { // Allow joints to participate in future TOI islands. Joint j = _island._joints[i]; j._islandFlag = false; } // Commit fixture proxy movements to the broad-phase so that new contacts are created. // Also, some contacts can be destroyed. _contactManager.FindNewContacts(); } }
internal abstract void SolveVelocityConstraints(ref TimeStep step);
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; Vector2 v1 = b1._linearVelocity; float w1 = b1._angularVelocity; Vector2 v2 = b2._linearVelocity; float w2 = b2._angularVelocity; // Solve linear motor raint. if (_enableMotor && _limitState != LimitState.Equal) { float Cdot = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1; float impulse = _motorMass * (_motorSpeed - Cdot); float oldImpulse = _motorImpulse; float maxImpulse = step.dt * _maxMotorForce; _motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = _motorImpulse - oldImpulse; Vector2 P = impulse * _axis; float L1 = impulse * _a1; float L2 = impulse * _a2; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } float Cdot1 = Vector2.Dot(_perp, v2 - v1) + _s2 * w2 - _s1 * w1; if (_enableLimit && _limitState != LimitState.Inactive) { // Solve prismatic and limit raint in block form. float Cdot2 = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1; Vector2 Cdot = new Vector2(Cdot1, Cdot2); Vector2 f1 = _impulse; Vector2 df = _K.Solve(-Cdot); _impulse += df; if (_limitState == LimitState.AtLower) { _impulse.Y = Math.Max(_impulse.Y, 0.0f); } else if (_limitState == LimitState.AtUpper) { _impulse.Y = Math.Min(_impulse.Y, 0.0f); } // f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1) float b = -Cdot1 - (_impulse.Y - f1.Y) * _K.col2.X; float f2r = b / _K.col1.X + f1.X; _impulse.X = f2r; df = _impulse - f1; Vector2 P = df.X * _perp + df.Y * _axis; float L1 = df.X * _s1 + df.Y * _a1; float L2 = df.X * _s2 + df.Y * _a2; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } else { // Limit is inactive, just solve the prismatic raint in block form. float df = (-Cdot1) / _K.col1.X; _impulse.X += df; Vector2 P = df * _perp; float L1 = df * _s1; float L2 = df * _s2; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } b1._linearVelocity = v1; b1._angularVelocity = w1; b2._linearVelocity = v2; b2._angularVelocity = w2; }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); if (_state == LimitState.AtUpper) { Vector2 v1 = b1._linearVelocity + MathUtils.Cross(b1._angularVelocity, r1); Vector2 v2 = b2._linearVelocity + MathUtils.Cross(b2._angularVelocity, r2); float Cdot = -Vector2.Dot(_u1, v1) - _ratio * Vector2.Dot(_u2, v2); float impulse = _pulleyMass * (-Cdot); float oldImpulse = _impulse; _impulse = Math.Max(0.0f, _impulse + impulse); impulse = _impulse - oldImpulse; Vector2 P1 = -impulse * _u1; Vector2 P2 = -_ratio * impulse * _u2; b1._linearVelocity += b1._invMass * P1; b1._angularVelocity += b1._invI * MathUtils.Cross(r1, P1); b2._linearVelocity += b2._invMass * P2; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P2); } if (_limitState1 == LimitState.AtUpper) { Vector2 v1 = b1._linearVelocity + MathUtils.Cross(b1._angularVelocity, r1); float Cdot = -Vector2.Dot(_u1, v1); float impulse = -_limitMass1 * Cdot; float oldImpulse = _limitImpulse1; _limitImpulse1 = Math.Max(0.0f, _limitImpulse1 + impulse); impulse = _limitImpulse1 - oldImpulse; Vector2 P1 = -impulse * _u1; b1._linearVelocity += b1._invMass * P1; b1._angularVelocity += b1._invI * MathUtils.Cross(r1, P1); } if (_limitState2 == LimitState.AtUpper) { Vector2 v2 = b2._linearVelocity + MathUtils.Cross(b2._angularVelocity, r2); float Cdot = -Vector2.Dot(_u2, v2); float impulse = -_limitMass2 * Cdot; float oldImpulse = _limitImpulse2; _limitImpulse2 = Math.Max(0.0f, _limitImpulse2 + impulse); impulse = _limitImpulse2 - oldImpulse; Vector2 P2 = -impulse * _u2; b2._linearVelocity += b2._invMass * P2; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P2); } }
internal override void InitVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; _localCenter1 = b1.GetLocalCenter(); _localCenter2 = b2.GetLocalCenter(); XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); // Compute the effective masses. Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - _localCenter1); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - _localCenter2); Vector2 d = b2._sweep.c + r2 - b1._sweep.c - r1; _invMass1 = b1._invMass; _invI1 = b1._invI; _invMass2 = b2._invMass; _invI2 = b2._invI; // Compute motor Jacobian and effective mass. { _axis = MathUtils.Multiply(ref xf1.R, _localXAxis1); _a1 = MathUtils.Cross(d + r1, _axis); _a2 = MathUtils.Cross(r2, _axis); _motorMass = _invMass1 + _invMass2 + _invI1 * _a1 * _a1 + _invI2 * _a2 * _a2; Debug.Assert(_motorMass > Settings.b2_FLT_EPSILON); _motorMass = 1.0f / _motorMass; } // Prismatic raint. { _perp = MathUtils.Multiply(ref xf1.R, _localYAxis1); _s1 = MathUtils.Cross(d + r1, _perp); _s2 = MathUtils.Cross(r2, _perp); float m1 = _invMass1, m2 = _invMass2; float i1 = _invI1, i2 = _invI2; float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2; float k12 = i1 * _s1 * _a1 + i2 * _s2 * _a2; float k22 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2; _K.col1 = new Vector2(k11, k12); _K.col2 = new Vector2(k12, k22); } // Compute motor and limit terms. if (_enableLimit) { float jointTranslation = Vector2.Dot(_axis, d); if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.b2_linearSlop) { _limitState = LimitState.Equal; } else if (jointTranslation <= _lowerTranslation) { if (_limitState != LimitState.AtLower) { _limitState = LimitState.AtLower; _impulse.Y = 0.0f; } } else if (jointTranslation >= _upperTranslation) { if (_limitState != LimitState.AtUpper) { _limitState = LimitState.AtUpper; _impulse.Y = 0.0f; } } else { _limitState = LimitState.Inactive; _impulse.Y = 0.0f; } } else { _limitState = LimitState.Inactive; } if (_enableMotor == false) { _motorImpulse = 0.0f; } if (step.warmStarting) { // Account for variable time step. _impulse *= step.dtRatio; _motorImpulse *= step.dtRatio; Vector2 P = _impulse.X * _perp + (_motorImpulse + _impulse.Y) * _axis; float L1 = _impulse.X * _s1 + (_motorImpulse + _impulse.Y) * _a1; float L2 = _impulse.X * _s2 + (_motorImpulse + _impulse.Y) * _a2; b1._linearVelocity -= _invMass1 * P; b1._angularVelocity -= _invI1 * L1; b2._linearVelocity += _invMass2 * P; b2._angularVelocity += _invI2 * L2; } else { _impulse = Vector2.Zero; _motorImpulse = 0.0f; } }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; float Cdot = _J.Compute( b1._linearVelocity, b1._angularVelocity, b2._linearVelocity, b2._angularVelocity); float impulse = _mass * (-Cdot); _impulse += impulse; b1._linearVelocity += b1._invMass * impulse * _J.linear1; b1._angularVelocity += b1._invI * impulse * _J.angular1; b2._linearVelocity += b2._invMass * impulse * _J.linear2; b2._angularVelocity += b2._invI * impulse * _J.angular2; }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; Vector2 v1 = b1._linearVelocity; float w1 = b1._angularVelocity; Vector2 v2 = b2._linearVelocity; float w2 = b2._angularVelocity; float m1 = b1._invMass, m2 = b2._invMass; float i1 = b1._invI, i2 = b2._invI; // Solve motor raint. if (_enableMotor && _limitState != LimitState.Equal) { float Cdot = w2 - w1 - _motorSpeed; float impulse = _motorMass * (-Cdot); float oldImpulse = _motorImpulse; float maxImpulse = step.dt * _maxMotorTorque; _motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = _motorImpulse - oldImpulse; w1 -= i1 * impulse; w2 += i2 * impulse; } // Solve limit raint. if (_enableLimit && _limitState != LimitState.Inactive) { XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); // Solve point-to-point raint Vector2 Cdot1 = v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1); float Cdot2 = w2 - w1; Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2); Vector3 impulse = _mass.Solve33(-Cdot); if (_limitState == LimitState.Equal) { _impulse += impulse; } else if (_limitState == LimitState.AtLower) { float newImpulse = _impulse.Z + impulse.Z; if (newImpulse < 0.0f) { Vector2 reduced = _mass.Solve22(-Cdot1); impulse.X = reduced.X; impulse.Y = reduced.Y; impulse.Z = -_impulse.Z; _impulse.X += reduced.X; _impulse.Y += reduced.Y; _impulse.Z = 0.0f; } } else if (_limitState == LimitState.AtUpper) { float newImpulse = _impulse.Z + impulse.Z; if (newImpulse > 0.0f) { Vector2 reduced = _mass.Solve22(-Cdot1); impulse.X = reduced.X; impulse.Y = reduced.Y; impulse.Z = -_impulse.Z; _impulse.X += reduced.X; _impulse.Y += reduced.Y; _impulse.Z = 0.0f; } } Vector2 P = new Vector2(impulse.X, impulse.Y); v1 -= m1 * P; w1 -= i1 * (MathUtils.Cross(r1, P) + impulse.Z); v2 += m2 * P; w2 += i2 * (MathUtils.Cross(r2, P) + impulse.Z); } else { XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); // Solve point-to-point raint Vector2 Cdot = v2 + MathUtils.Cross(w2, r2) - v1 - MathUtils.Cross(w1, r1); Vector2 impulse = _mass.Solve22(-Cdot); _impulse.X += impulse.X; _impulse.Y += impulse.Y; v1 -= m1 * impulse; w1 -= i1 * MathUtils.Cross(r1, impulse); v2 += m2 * impulse; w2 += i2 * MathUtils.Cross(r2, impulse); } b1._linearVelocity = v1; b1._angularVelocity = w1; b2._linearVelocity = v2; b2._angularVelocity = w2; }
internal abstract void InitVelocityConstraints(ref TimeStep step);
internal override void InitVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; if (_enableMotor || _enableLimit) { // You cannot create a rotation limit between bodies that // both have fixed rotation. Debug.Assert(b1._invI > 0.0f || b2._invI > 0.0f); } // Compute the effective mass matrix. XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); // J = [-I -r1_skew I r2_skew] // [ 0 -1 0 1] // r_skew = [-ry; rx] // Matlab // K = [ m1+r1y^2*i1+m2+r2y^2*i2, -r1y*i1*r1x-r2y*i2*r2x, -r1y*i1-r2y*i2] // [ -r1y*i1*r1x-r2y*i2*r2x, m1+r1x^2*i1+m2+r2x^2*i2, r1x*i1+r2x*i2] // [ -r1y*i1-r2y*i2, r1x*i1+r2x*i2, i1+i2] float m1 = b1._invMass, m2 = b2._invMass; float i1 = b1._invI, i2 = b2._invI; _mass.col1.X = m1 + m2 + r1.Y * r1.Y * i1 + r2.Y * r2.Y * i2; _mass.col2.X = -r1.Y * r1.X * i1 - r2.Y * r2.X * i2; _mass.col3.X = -r1.Y * i1 - r2.Y * i2; _mass.col1.Y = _mass.col2.X; _mass.col2.Y = m1 + m2 + r1.X * r1.X * i1 + r2.X * r2.X * i2; _mass.col3.Y = r1.X * i1 + r2.X * i2; _mass.col1.Z = _mass.col3.X; _mass.col2.Z = _mass.col3.Y; _mass.col3.Z = i1 + i2; _motorMass = 1.0f / (i1 + i2); if (_enableMotor == false) { _motorImpulse = 0.0f; } if (_enableLimit) { float jointAngle = b2._sweep.a - b1._sweep.a - _referenceAngle; if (Math.Abs(_upperAngle - _lowerAngle) < 2.0f * Settings.b2_angularSlop) { _limitState = LimitState.Equal; } else if (jointAngle <= _lowerAngle) { if (_limitState != LimitState.AtLower) { _impulse.Z = 0.0f; } _limitState = LimitState.AtLower; } else if (jointAngle >= _upperAngle) { if (_limitState != LimitState.AtUpper) { _impulse.Z = 0.0f; } _limitState = LimitState.AtUpper; } else { _limitState = LimitState.Inactive; _impulse.Z = 0.0f; } } else { _limitState = LimitState.Inactive; } if (step.warmStarting) { // Scale impulses to support a variable time step. _impulse *= step.dtRatio; _motorImpulse *= step.dtRatio; Vector2 P = new Vector2(_impulse.X, _impulse.Y); b1._linearVelocity -= m1 * P; b1._angularVelocity -= i1 * (MathUtils.Cross(r1, P) + _motorImpulse + _impulse.Z); b2._linearVelocity += m2 * P; b2._angularVelocity += i2 * (MathUtils.Cross(r2, P) + _motorImpulse + _impulse.Z); } else { _impulse = Vector3.Zero; _motorImpulse = 0.0f; } }
internal override void InitVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); // Compute the effective mass matrix. Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); _u = b2._sweep.c + r2 - b1._sweep.c - r1; // Handle singularity. float length = _u.Length(); if (length > Settings.b2_linearSlop) { _u *= 1.0f / length; } else { _u = new Vector2(0.0f, 0.0f); } float cr1u = MathUtils.Cross(r1, _u); float cr2u = MathUtils.Cross(r2, _u); float invMass = b1._invMass + b1._invI * cr1u * cr1u + b2._invMass + b2._invI * cr2u * cr2u; Debug.Assert(invMass > Settings.b2_FLT_EPSILON); _mass = 1.0f / invMass; if (_frequencyHz > 0.0f) { float C = length - _length; // Frequency float omega = 2.0f * Settings.b2_pi * _frequencyHz; // Damping coefficient float d = 2.0f * _mass * _dampingRatio * omega; // Spring stiffness float k = _mass * omega * omega; // magic formulas _gamma = 1.0f / (step.dt * (d + step.dt * k)); _bias = C * step.dt * k * _gamma; _mass = 1.0f / (invMass + _gamma); } if (step.warmStarting) { // Scale the impulse to support a variable time step. _impulse *= step.dtRatio; Vector2 P = _impulse * _u; b1._linearVelocity -= b1._invMass * P; b1._angularVelocity -= b1._invI * MathUtils.Cross(r1, P); b2._linearVelocity += b2._invMass * P; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P); } else { _impulse = 0.0f; } }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); // Cdot = dot(u, v + cross(w, r)) Vector2 v1 = b1._linearVelocity + MathUtils.Cross(b1._angularVelocity, r1); Vector2 v2 = b2._linearVelocity + MathUtils.Cross(b2._angularVelocity, r2); float Cdot = Vector2.Dot(_u, v2 - v1); float impulse = -_mass * (Cdot + _bias + _gamma * _impulse); _impulse += impulse; Vector2 P = impulse * _u; b1._linearVelocity -= b1._invMass * P; b1._angularVelocity -= b1._invI * MathUtils.Cross(r1, P); b2._linearVelocity += b2._invMass * P; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P); }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; Vector2 v1 = b1._linearVelocity; float w1 = b1._angularVelocity; Vector2 v2 = b2._linearVelocity; float w2 = b2._angularVelocity; // Solve linear motor raint. if (_enableMotor && _limitState != LimitState.Equal) { float Cdot = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1; float impulse = _motorMass * (_motorSpeed - Cdot); float oldImpulse = _motorImpulse; float maxImpulse = step.dt * _maxMotorForce; _motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = _motorImpulse - oldImpulse; Vector2 P = impulse * _axis; float L1 = impulse * _a1; float L2 = impulse * _a2; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } Vector2 Cdot1 = new Vector2(Vector2.Dot(_perp, v2 - v1) + _s2 * w2 - _s1 * w1, w2 - w1); if (_enableLimit && _limitState != LimitState.Inactive) { // Solve prismatic and limit raint in block form. float Cdot2 = Vector2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1; Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2); Vector3 f1 = _impulse; Vector3 df = _K.Solve33(-Cdot); _impulse += df; if (_limitState == LimitState.AtLower) { _impulse.Z = Math.Max(_impulse.Z, 0.0f); } else if (_limitState == LimitState.AtUpper) { _impulse.Z = Math.Min(_impulse.Z, 0.0f); } // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2) Vector2 b = -Cdot1 - (_impulse.Z - f1.Z) * new Vector2(_K.col3.X, _K.col3.Y); Vector2 f2r = _K.Solve22(b) + new Vector2(f1.X, f1.Y); _impulse.X = f2r.X; _impulse.Y = f2r.Y; df = _impulse - f1; Vector2 P = df.X * _perp + df.Z * _axis; float L1 = df.X * _s1 + df.Y + df.Z * _a1; float L2 = df.X * _s2 + df.Y + df.Z * _a2; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } else { // Limit is inactive, just solve the prismatic raint in block form. Vector2 df = _K.Solve22(-Cdot1); _impulse.X += df.X; _impulse.Y += df.Y; Vector2 P = df.X * _perp; float L1 = df.X * _s1 + df.Y; float L2 = df.X * _s2 + df.Y; v1 -= _invMass1 * P; w1 -= _invI1 * L1; v2 += _invMass2 * P; w2 += _invI2 * L2; } b1._linearVelocity = v1; b1._angularVelocity = w1; b2._linearVelocity = v2; b2._angularVelocity = w2; }
public void Solve(ref TimeStep step, Vector2 gravity, bool allowSleep) { // Integrate velocities and apply damping. for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b.IsStatic) { continue; } // Integrate velocities. b._linearVelocity += step.dt * (gravity + b._invMass * b._force); b._angularVelocity += step.dt * b._invI * b._torque; // Reset forces. b._force = new Vector2(0.0f, 0.0f); b._torque = 0.0f; // 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._linearVelocity *= MathUtils.Clamp(1.0f - step.dt * b._linearDamping, 0.0f, 1.0f); b._angularVelocity *= MathUtils.Clamp(1.0f - step.dt * b._angularDamping, 0.0f, 1.0f); } _contactSolver.Reset(ref step, _contacts); // Initialize velocity raints. _contactSolver.InitVelocityConstraints(ref step); for (int i = 0; i < _jointCount; ++i) { _joints[i].InitVelocityConstraints(ref step); } // Solve velocity raints. for (int i = 0; i < step.velocityIterations; ++i) { for (int j = 0; j < _jointCount; ++j) { _joints[j].SolveVelocityConstraints(ref step); } _contactSolver.SolveVelocityConstraints(); } // Post-solve (store impulses for warm starting). _contactSolver.FinalizeVelocityConstraints(); // Integrate positions. for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b.IsStatic) { continue; } // Check for large velocities. Vector2 translation = step.dt * b._linearVelocity; if (Vector2.Dot(translation, translation) > Settings.b2_maxTranslationSquared) { translation.Normalize(); b._linearVelocity = (Settings.b2_maxTranslation * step.inv_dt) * translation; } float rotation = step.dt * b._angularVelocity; if (rotation * rotation > Settings.b2_maxRotationSquared) { if (rotation < 0.0) { b._angularVelocity = -step.inv_dt * Settings.b2_maxRotation; } else { b._angularVelocity = step.inv_dt * Settings.b2_maxRotation; } } // Store positions for continuous collision. b._sweep.c0 = b._sweep.c; b._sweep.a0 = b._sweep.a; // Integrate b._sweep.c += step.dt * b._linearVelocity; b._sweep.a += step.dt * b._angularVelocity; // Compute new transform b.SynchronizeTransform(); // Note: shapes are synchronized later. } // Iterate over raints. for (int i = 0; i < step.positionIterations; ++i) { bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.b2_contactBaumgarte); bool jointsOkay = true; for (int j = 0; j < _jointCount; ++j) { bool jointOkay = _joints[j].SolvePositionConstraints(Settings.b2_contactBaumgarte); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. break; } } Report(_contactSolver._constraints); if (allowSleep) { float minSleepTime = Settings.b2_FLT_MAX; #if !TARGET_float_IS_FIXED float linTolSqr = Settings.b2_linearSleepTolerance * Settings.b2_linearSleepTolerance; float angTolSqr = Settings.b2_angularSleepTolerance * Settings.b2_angularSleepTolerance; #endif for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b._invMass == 0.0f) { continue; } if ((b._flags & BodyFlags.AllowSleep) == 0) { b._sleepTime = 0.0f; minSleepTime = 0.0f; } if ((b._flags & BodyFlags.AllowSleep) == 0 || #if TARGET_float_IS_FIXED MathUtils.Abs(b._angularVelocity) > Settings.b2_angularSleepTolerance || MathUtils.Abs(b._linearVelocity.X) > Settings.b2_linearSleepTolerance || MathUtils.Abs(b._linearVelocity.Y) > Settings.b2_linearSleepTolerance) #else b._angularVelocity *b._angularVelocity > angTolSqr || Vector2.Dot(b._linearVelocity, b._linearVelocity) > linTolSqr) #endif { b._sleepTime = 0.0f; minSleepTime = 0.0f; } else { b._sleepTime += step.dt; minSleepTime = Math.Min(minSleepTime, b._sleepTime); } }
internal override void InitVelocityConstraints(ref TimeStep step) { Body g1 = _ground1; Body g2 = _ground2; Body b1 = _bodyA; Body b2 = _bodyB; float K = 0.0f; _J.SetZero(); if (_revolute1 != null) { _J.angular1 = -1.0f; K += b1._invI; } else { XForm xf1, xfg1; b1.GetXForm(out xf1); g1.GetXForm(out xfg1); Vector2 ug = MathUtils.Multiply(ref xfg1.R, _prismatic1._localXAxis1); Vector2 r = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); float crug = MathUtils.Cross(r, ug); _J.linear1 = -ug; _J.angular1 = -crug; K += b1._invMass + b1._invI * crug * crug; } if (_revolute2 != null) { _J.angular2 = -_ratio; K += _ratio * _ratio * b2._invI; } else { XForm xfg1, xf2; g1.GetXForm(out xfg1); b2.GetXForm(out xf2); Vector2 ug = MathUtils.Multiply(ref xfg1.R, _prismatic2._localXAxis1); Vector2 r = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); float crug = MathUtils.Cross(r, ug); _J.linear2 = -_ratio * ug; _J.angular2 = -_ratio * crug; K += _ratio * _ratio * (b2._invMass + b2._invI * crug * crug); } // Compute effective mass. Debug.Assert(K > 0.0f); _mass = 1.0f / K; if (step.warmStarting) { // Warm starting. b1._linearVelocity += b1._invMass * _impulse * _J.linear1; b1._angularVelocity += b1._invI * _impulse * _J.angular1; b2._linearVelocity += b2._invMass * _impulse * _J.linear2; b2._angularVelocity += b2._invI * _impulse * _J.angular2; } else { _impulse = 0.0f; } }
internal override void InitVelocityConstraints(ref TimeStep step) { Body b = _bodyB; float mass = b.GetMass(); // Frequency float omega = 2.0f * Settings.b2_pi * _frequencyHz; // Damping coefficient float d = 2.0f * mass * _dampingRatio * omega; // Spring stiffness float k = mass * (omega * omega); // magic formulas // gamma has units of inverse mass. // beta has units of inverse time. Debug.Assert(d + step.dt * k > Settings.b2_FLT_EPSILON); _gamma = 1.0f / (step.dt * (d + step.dt * k)); _beta = step.dt * k * _gamma; // Compute the effective mass matrix. XForm xf1; b.GetXForm(out xf1); Vector2 r = MathUtils.Multiply(ref xf1.R, _localAnchor - b.GetLocalCenter()); // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.Y*r1.Y -r1.X*r1.Y] + invI2 * [r1.Y*r1.Y -r1.X*r1.Y] // [ 0 1/m1+1/m2] [-r1.X*r1.Y r1.X*r1.X] [-r1.X*r1.Y r1.X*r1.X] float invMass = b._invMass; float invI = b._invI; Mat22 K1 = new Mat22(new Vector2(invMass, 0.0f), new Vector2(0.0f, invMass)); Mat22 K2 = new Mat22(new Vector2(invI * r.Y * r.Y, -invI * r.X * r.Y), new Vector2(-invI * r.X * r.Y, invI * r.X * r.X)); Mat22 K; Mat22.Add(ref K1, ref K2, out K); K.col1.X += _gamma; K.col2.Y += _gamma; _mass = K.GetInverse(); _C = b._sweep.c + r - _target; // Cheat with some damping b._angularVelocity *= 0.98f; // Warm starting. _impulse *= step.dtRatio; b._linearVelocity += invMass * _impulse; b._angularVelocity += invI * MathUtils.Cross(r, _impulse); }
internal override void InitVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; XForm xf1, xf2; b1.GetXForm(out xf1); b2.GetXForm(out xf2); Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); Vector2 p1 = b1._sweep.c + r1; Vector2 p2 = b2._sweep.c + r2; Vector2 s1 = _groundAnchor1; Vector2 s2 = _groundAnchor2; // Get the pulley axes. _u1 = p1 - s1; _u2 = p2 - s2; float length1 = _u1.Length(); float length2 = _u2.Length(); if (length1 > Settings.b2_linearSlop) { _u1 *= 1.0f / length1; } else { _u1 = Vector2.Zero; } if (length2 > Settings.b2_linearSlop) { _u2 *= 1.0f / length2; } else { _u2 = Vector2.Zero; } float C = _ant - length1 - _ratio * length2; if (C > 0.0f) { _state = LimitState.Inactive; _impulse = 0.0f; } else { _state = LimitState.AtUpper; } if (length1 < _maxLength1) { _limitState1 = LimitState.Inactive; _limitImpulse1 = 0.0f; } else { _limitState1 = LimitState.AtUpper; } if (length2 < _maxLength2) { _limitState2 = LimitState.Inactive; _limitImpulse2 = 0.0f; } else { _limitState2 = LimitState.AtUpper; } // Compute effective mass. float cr1u1 = MathUtils.Cross(r1, _u1); float cr2u2 = MathUtils.Cross(r2, _u2); _limitMass1 = b1._invMass + b1._invI * cr1u1 * cr1u1; _limitMass2 = b2._invMass + b2._invI * cr2u2 * cr2u2; _pulleyMass = _limitMass1 + _ratio * _ratio * _limitMass2; Debug.Assert(_limitMass1 > Settings.b2_FLT_EPSILON); Debug.Assert(_limitMass2 > Settings.b2_FLT_EPSILON); Debug.Assert(_pulleyMass > Settings.b2_FLT_EPSILON); _limitMass1 = 1.0f / _limitMass1; _limitMass2 = 1.0f / _limitMass2; _pulleyMass = 1.0f / _pulleyMass; if (step.warmStarting) { // Scale impulses to support variable time steps. _impulse *= step.dtRatio; _limitImpulse1 *= step.dtRatio; _limitImpulse2 *= step.dtRatio; // Warm starting. Vector2 P1 = -(_impulse + _limitImpulse1) * _u1; Vector2 P2 = (-_ratio * _impulse - _limitImpulse2) * _u2; b1._linearVelocity += b1._invMass * P1; b1._angularVelocity += b1._invI * MathUtils.Cross(r1, P1); b2._linearVelocity += b2._invMass * P2; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P2); } else { _impulse = 0.0f; _limitImpulse1 = 0.0f; _limitImpulse2 = 0.0f; } }
internal override void SolveVelocityConstraints(ref TimeStep step) { Body b = _bodyB; XForm xf1; b.GetXForm(out xf1); Vector2 r = MathUtils.Multiply(ref xf1.R, _localAnchor - b.GetLocalCenter()); // Cdot = v + cross(w, r) Vector2 Cdot = b._linearVelocity + MathUtils.Cross(b._angularVelocity, r); Vector2 impulse = MathUtils.Multiply(ref _mass, -(Cdot + _beta * _C + _gamma * _impulse)); Vector2 oldImpulse = _impulse; _impulse += impulse; float maxImpulse = step.dt * _maxForce; if (_impulse.LengthSquared() > maxImpulse * maxImpulse) { _impulse *= maxImpulse / _impulse.Length(); } impulse = _impulse - oldImpulse; b._linearVelocity += b._invMass * impulse; b._angularVelocity += b._invI * MathUtils.Cross(r, impulse); }
public void Solve(ref TimeStep step, Vector2 gravity, bool allowSleep) { // Integrate velocities and apply damping. for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b.IsStatic) continue; // Integrate velocities. b._linearVelocity += step.dt * (gravity + b._invMass * b._force); b._angularVelocity += step.dt * b._invI * b._torque; // Reset forces. b._force = new Vector2(0.0f, 0.0f); b._torque = 0.0f; // 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._linearVelocity *= MathUtils.Clamp(1.0f - step.dt * b._linearDamping, 0.0f, 1.0f); b._angularVelocity *= MathUtils.Clamp(1.0f - step.dt * b._angularDamping, 0.0f, 1.0f); } _contactSolver.Reset(ref step, _contacts); // Initialize velocity raints. _contactSolver.InitVelocityConstraints(ref step); for (int i = 0; i < _jointCount; ++i) { _joints[i].InitVelocityConstraints(ref step); } // Solve velocity raints. for (int i = 0; i < step.velocityIterations; ++i) { for (int j = 0; j < _jointCount; ++j) { _joints[j].SolveVelocityConstraints(ref step); } _contactSolver.SolveVelocityConstraints(); } // Post-solve (store impulses for warm starting). _contactSolver.FinalizeVelocityConstraints(); // Integrate positions. for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b.IsStatic) continue; // Check for large velocities. Vector2 translation = step.dt * b._linearVelocity; if (Vector2.Dot(translation, translation) > Settings.b2_maxTranslationSquared) { translation.Normalize(); b._linearVelocity = (Settings.b2_maxTranslation * step.inv_dt) * translation; } float rotation = step.dt * b._angularVelocity; if (rotation * rotation > Settings.b2_maxRotationSquared) { if (rotation < 0.0) { b._angularVelocity = -step.inv_dt * Settings.b2_maxRotation; } else { b._angularVelocity = step.inv_dt * Settings.b2_maxRotation; } } // Store positions for continuous collision. b._sweep.c0 = b._sweep.c; b._sweep.a0 = b._sweep.a; // Integrate b._sweep.c += step.dt * b._linearVelocity; b._sweep.a += step.dt * b._angularVelocity; // Compute new transform b.SynchronizeTransform(); // Note: shapes are synchronized later. } // Iterate over raints. for (int i = 0; i < step.positionIterations; ++i) { bool contactsOkay = _contactSolver.SolvePositionConstraints(Settings.b2_contactBaumgarte); bool jointsOkay = true; for (int j = 0; j < _jointCount; ++j) { bool jointOkay = _joints[j].SolvePositionConstraints(Settings.b2_contactBaumgarte); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. break; } } Report(_contactSolver._constraints); if (allowSleep) { float minSleepTime = Settings.b2_FLT_MAX; #if !TARGET_float_IS_FIXED float linTolSqr = Settings.b2_linearSleepTolerance * Settings.b2_linearSleepTolerance; float angTolSqr = Settings.b2_angularSleepTolerance * Settings.b2_angularSleepTolerance; #endif for (int i = 0; i < _bodyCount; ++i) { Body b = _bodies[i]; if (b._invMass == 0.0f) { continue; } if ((b._flags & BodyFlags.AllowSleep) == 0) { b._sleepTime = 0.0f; minSleepTime = 0.0f; } if ((b._flags & BodyFlags.AllowSleep) == 0 || #if TARGET_float_IS_FIXED MathUtils.Abs(b._angularVelocity) > Settings.b2_angularSleepTolerance || MathUtils.Abs(b._linearVelocity.X) > Settings.b2_linearSleepTolerance || MathUtils.Abs(b._linearVelocity.Y) > Settings.b2_linearSleepTolerance) #else b._angularVelocity * b._angularVelocity > angTolSqr || Vector2.Dot(b._linearVelocity, b._linearVelocity) > linTolSqr) #endif { b._sleepTime = 0.0f; minSleepTime = 0.0f; } else { b._sleepTime += step.dt; minSleepTime = Math.Min(minSleepTime, b._sleepTime); } }