public void StoreImpulses() { for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; if (c.BodyA.Penetrable || c.BodyB.Penetrable) { continue; } Manifold m = c.Manifold; for (int j = 0; j < c.PointCount; ++j) { ManifoldPoint pj = m.Points[j]; ContactConstraintPoint cp = c.Points[j]; pj.NormalImpulse = cp.NormalImpulse; pj.TangentImpulse = cp.TangentImpulse; m.Points[j] = pj; } c.Manifold = m; _contacts[i].Manifold = m; } }
internal PositionSolverManifold(ref ContactConstraint cc, int index) { Debug.Assert(cc.PointCount > 0); switch (cc.Type) { case ManifoldType.Circles: { Vector2 pointA = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 pointB = cc.BodyB.GetWorldPoint(ref cc.Points[0].LocalPoint); if (Vector2.DistanceSquared(pointA, pointB) > Settings.Epsilon * Settings.Epsilon) { Normal = pointB - pointA; Normal.Normalize(); } else { Normal = new Vector2(1.0f, 0.0f); } Point = 0.5f * (pointA + pointB); Separation = Vector2.Dot(pointB - pointA, Normal) - cc.Radius; } break; case ManifoldType.FaceA: { Normal = cc.BodyA.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyB.GetWorldPoint(ref cc.Points[index].LocalPoint); Separation = Vector2.Dot(clipPoint - planePoint, Normal) - cc.Radius; Point = clipPoint; } break; case ManifoldType.FaceB: { Normal = cc.BodyB.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyB.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyA.GetWorldPoint(ref cc.Points[index].LocalPoint); Separation = Vector2.Dot(clipPoint - planePoint, Normal) - cc.Radius; Point = clipPoint; // Ensure normal points from A to B Normal = -Normal; } break; default: Normal = Vector2.Zero; Point = Vector2.Zero; Separation = 0.0f; break; } }
public static void Solve(ref ContactConstraint cc, int index, out Vector2 normal, out Vector2 point, out float separation) { Debug.Assert(cc.PointCount > 0); switch (cc.Type) { case ManifoldType.Circles: { Vector2 pointA = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 pointB = cc.BodyB.GetWorldPoint(ref cc.Points[0].LocalPoint); if (Vector2.DistanceSquared(pointA, pointB) > Settings.Epsilon * Settings.Epsilon) { normal = pointB - pointA; normal.Normalize(); } else { normal = new Vector2(1.0f, 0.0f); } point = 0.5f * (pointA + pointB); separation = Vector2.Dot(pointB - pointA, normal) - cc.RadiusA - cc.RadiusB; } break; case ManifoldType.FaceA: { normal = cc.BodyA.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyB.GetWorldPoint(ref cc.Points[index].LocalPoint); separation = Vector2.Dot(clipPoint - planePoint, normal) - cc.RadiusA - cc.RadiusB; point = clipPoint; } break; case ManifoldType.FaceB: { normal = cc.BodyB.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyB.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyA.GetWorldPoint(ref cc.Points[index].LocalPoint); separation = Vector2.Dot(clipPoint - planePoint, normal) - cc.RadiusA - cc.RadiusB; point = clipPoint; // Ensure normal points from A to B normal = -normal; } break; default: normal = Vector2.Zero; point = Vector2.Zero; separation = 0.0f; break; } }
public void WarmStart() { // Warm start. for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; Vector2 normal = c.Normal; #if MATH_OVERLOADS Vector2 tangent = MathUtils.Cross(normal, 1.0f); #else Vector2 tangent = new Vector2(normal.Y, -normal.X); #endif for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint ccp = c.Points[j]; #if MATH_OVERLOADS Vector2 P = ccp.NormalImpulse * normal + ccp.TangentImpulse * tangent; bodyA.AngularVelocityInternal -= invIA * MathUtils.Cross(ccp.rA, P); bodyA.LinearVelocityInternal -= invMassA * P; bodyB.AngularVelocityInternal += invIB * MathUtils.Cross(ccp.rB, P); bodyB.LinearVelocityInternal += invMassB * P; #else Vector2 P = new Vector2(ccp.NormalImpulse * normal.X + ccp.TangentImpulse * tangent.X, ccp.NormalImpulse * normal.Y + ccp.TangentImpulse * tangent.Y); bodyA.AngularVelocityInternal -= invIA * (ccp.rA.X * P.Y - ccp.rA.Y * P.X); bodyA.LinearVelocityInternal.X -= invMassA * P.X; bodyA.LinearVelocityInternal.Y -= invMassA * P.Y; bodyB.AngularVelocityInternal += invIB * (ccp.rB.X * P.Y - ccp.rB.Y * P.X); bodyB.LinearVelocityInternal.X += invMassB * P.X; bodyB.LinearVelocityInternal.Y += invMassB * P.Y; #endif } } }
private void PostSolve(Contact contact, ContactConstraint impulse) { if (!Broken) { if (Parts.Contains(contact.FixtureA) || Parts.Contains(contact.FixtureB)) { float maxImpulse = 0.0f; int count = contact.Manifold.PointCount; for (int i = 0; i < count; ++i) { maxImpulse = Math.Max(maxImpulse, impulse.Points[i].NormalImpulse); } if (maxImpulse > Strength) { // Flag the body for breaking. _break = true; } } } }
public void StoreImpulses() { for (int i = 0; i < this._constraintCount; ++i) { ContactConstraint c = this.Constraints[i]; Manifold m = c.Manifold; for (int j = 0; j < c.PointCount; ++j) { ManifoldPoint pj = m.Points[j]; ContactConstraintPoint cp = c.Points[j]; pj.NormalImpulse = cp.NormalImpulse; pj.TangentImpulse = cp.TangentImpulse; m.Points[j] = pj; } c.Manifold = m; this._contacts[i].Manifold = m; } }
public void WarmStart() { // Warm start. for (int i = 0; i < this._constraintCount; ++i) { ContactConstraint c = this.Constraints[i]; float tangentx = c.Normal.Y; float tangenty = -c.Normal.X; for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint ccp = c.Points[j]; float px = ccp.NormalImpulse * c.Normal.X + ccp.TangentImpulse * tangentx; float py = ccp.NormalImpulse * c.Normal.Y + ccp.TangentImpulse * tangenty; c.BodyA.AngularVelocityInternal -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px); c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py; c.BodyB.AngularVelocityInternal += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py; } } }
public void WarmStart() { // Warm start. for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; float tangentx = c.Normal.y; float tangenty = -c.Normal.x; for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint ccp = c.Points[j]; float px = ccp.NormalImpulse * c.Normal.x + ccp.TangentImpulse * tangentx; float py = ccp.NormalImpulse * c.Normal.y + ccp.TangentImpulse * tangenty; c.BodyA.AngularVelocityInternal -= c.BodyA.InvI * (ccp.rA.x * py - ccp.rA.y * px); c.BodyA.LinearVelocityInternal.x -= c.BodyA.InvMass * px; c.BodyA.LinearVelocityInternal.y -= c.BodyA.InvMass * py; c.BodyB.AngularVelocityInternal += c.BodyB.InvI * (ccp.rB.x * py - ccp.rB.y * px); c.BodyB.LinearVelocityInternal.x += c.BodyB.InvMass * px; c.BodyB.LinearVelocityInternal.y += c.BodyB.InvMass * py; } } }
public void InitializeVelocityConstraints() { for (int i = 0; i < _constraintCount; ++i) { ContactConstraint cc = Constraints[i]; float radiusA = cc.RadiusA; float radiusB = cc.RadiusB; Body bodyA = cc.BodyA; Body bodyB = cc.BodyB; Manifold manifold = cc.Manifold; Vector2 vA = bodyA.LinearVelocity; Vector2 vB = bodyB.LinearVelocity; float wA = bodyA.AngularVelocity; float wB = bodyB.AngularVelocity; Debug.Assert(manifold.PointCount > 0); WorldManifold worldManifold = new WorldManifold(ref manifold, ref bodyA.Xf, radiusA, ref bodyB.Xf, radiusB); cc.Normal = worldManifold.Normal; for (int j = 0; j < cc.PointCount; ++j) { ContactConstraintPoint ccp = cc.Points[j]; ccp.rA = worldManifold.Points[j] - bodyA.Sweep.C; ccp.rB = worldManifold.Points[j] - bodyB.Sweep.C; #if MATH_OVERLOADS float rnA = MathUtils.Cross(ccp.rA, cc.Normal); float rnB = MathUtils.Cross(ccp.rB, cc.Normal); #else float rnA = ccp.rA.X * cc.Normal.Y - ccp.rA.Y * cc.Normal.X; float rnB = ccp.rB.X * cc.Normal.Y - ccp.rB.Y * cc.Normal.X; #endif rnA *= rnA; rnB *= rnB; float kNormal = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rnA + bodyB.InvI * rnB; Debug.Assert(kNormal > Settings.Epsilon); ccp.NormalMass = 1.0f / kNormal; #if MATH_OVERLOADS Vector2 tangent = MathUtils.Cross(cc.Normal, 1.0f); float rtA = MathUtils.Cross(ccp.rA, tangent); float rtB = MathUtils.Cross(ccp.rB, tangent); #else Vector2 tangent = new Vector2(cc.Normal.Y, -cc.Normal.X); float rtA = ccp.rA.X * tangent.Y - ccp.rA.Y * tangent.X; float rtB = ccp.rB.X * tangent.Y - ccp.rB.Y * tangent.X; #endif rtA *= rtA; rtB *= rtB; float kTangent = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rtA + bodyB.InvI * rtB; Debug.Assert(kTangent > Settings.Epsilon); ccp.TangentMass = 1.0f / kTangent; // Setup a velocity bias for restitution. ccp.VelocityBias = 0.0f; float vRel = Vector2.Dot(cc.Normal, vB + new Vector2(-wB * ccp.rB.Y, wB * ccp.rB.X) - vA - new Vector2(-wA * ccp.rA.Y, wA * ccp.rA.X)); if (vRel < -Settings.VelocityThreshold) { ccp.VelocityBias = -cc.Restitution * vRel; } } // If we have two points, then prepare the block solver. if (cc.PointCount == 2) { ContactConstraintPoint ccp1 = cc.Points[0]; ContactConstraintPoint ccp2 = cc.Points[1]; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; float rn1A = MathUtils.Cross(ccp1.rA, cc.Normal); float rn1B = MathUtils.Cross(ccp1.rB, cc.Normal); float rn2A = MathUtils.Cross(ccp2.rA, cc.Normal); float rn2B = MathUtils.Cross(ccp2.rB, cc.Normal); float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B; // Ensure a reasonable condition number. const float k_maxConditionNumber = 100.0f; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. cc.K = new Mat22(new Vector2(k11, k12), new Vector2(k12, k22)); cc.NormalMass = cc.K.Inverse; } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? cc.PointCount = 1; } } } }
private void Report(ContactConstraint[] constraints) { if (_contactManager == null) return; for (int i = 0; i < ContactCount; ++i) { Contact c = _contacts[i]; c.FixtureA.Body.OnAfterCollision(c.FixtureA, c.FixtureB, c); c.FixtureB.Body.OnAfterCollision(c.FixtureB, c.FixtureA, c); ContactConstraint cc = constraints[i]; c.FixtureA.Body.OnPostSolve(c, cc); c.FixtureB.Body.OnPostSolve(c, cc); if (_contactManager.PostSolve != null) _contactManager.PostSolve(c, cc); } }
internal void OnPostSolve(Contact contact, ContactConstraint impulse) { if (this.PostSolve != null) this.PostSolve(contact, impulse); }
private void body_PostSolve(Contact contact, ContactConstraint impulse) { int count = contact.Manifold.PointCount; for (int i = 0; i < count; ++i) { if (impulse.Points[i].NormalImpulse != 0.0f || impulse.Points[i].TangentImpulse != 0.0f) { CollisionData colData = new CollisionData(this.body, impulse, i); if (contact.FixtureA.Body == this.body) this.eventBuffer.Add(new ColEvent(ColEvent.EventType.PostSolve, contact.FixtureA, contact.FixtureB, colData)); else this.eventBuffer.Add(new ColEvent(ColEvent.EventType.PostSolve, contact.FixtureB, contact.FixtureA, colData)); } } }
internal CollisionData(Body localBody, ContactConstraint impulse, int pointIndex) { if (localBody == impulse.BodyA) { this.pos = PhysicsUnit.LengthToDuality * (impulse.Points[pointIndex].rA + impulse.BodyA.Position); this.normal = impulse.Normal; this.normalImpulse = PhysicsUnit.ImpulseToDuality * impulse.Points[pointIndex].NormalImpulse; this.tangentImpulse = PhysicsUnit.ImpulseToDuality * impulse.Points[pointIndex].TangentImpulse; this.normalMass = PhysicsUnit.MassToDuality * impulse.Points[pointIndex].NormalMass; this.tangentMass = PhysicsUnit.MassToDuality * impulse.Points[pointIndex].TangentMass; } else if (localBody == impulse.BodyB) { this.pos = PhysicsUnit.LengthToDuality * (impulse.Points[pointIndex].rB + impulse.BodyB.Position); this.normal = -impulse.Normal; this.normalImpulse = PhysicsUnit.ImpulseToDuality * impulse.Points[pointIndex].NormalImpulse; this.tangentImpulse = PhysicsUnit.ImpulseToDuality * impulse.Points[pointIndex].TangentImpulse; this.normalMass = PhysicsUnit.MassToDuality * impulse.Points[pointIndex].NormalMass; this.tangentMass = PhysicsUnit.MassToDuality * impulse.Points[pointIndex].TangentMass; } else throw new ArgumentException("Local body is not part of the collision", "localBody"); }
public void PostSolve(Contact contact, ContactConstraint contactConstraint) { string levelUid = LevelSystem.currentLevelUid; List<int> characterEntities = _entityManager.getEntitiesPosessing(levelUid, ComponentType.CharacterMovement); int entityAId = (int)contact.FixtureA.Body.UserData; int entityBId = (int)contact.FixtureB.Body.UserData; CharacterMovementComponent characterMovementComponent = null; FixedArray2<Vector2> points; Vector2 normal; characterMovementComponent = (_entityManager.getComponent(levelUid, entityAId, ComponentType.CharacterMovement) ?? _entityManager.getComponent(levelUid, entityBId, ComponentType.CharacterMovement)) as CharacterMovementComponent; if (characterMovementComponent != null) { if (contact.FixtureA == characterMovementComponent.feetFixture || contact.FixtureB == characterMovementComponent.feetFixture) { contact.GetWorldManifold(out normal, out points); characterMovementComponent.collisionNormals.Add(normal); //if (characterMovementComponent.allowJumpResetOnCollision) // characterMovementComponent.alreadyJumped = false; } } }
public void PostSolve(Contact contact, ContactConstraint impulse) { for (int i=0; i<Cars.Count; i++){ if (Cars[i].currentPowerup == Car.powerupBig) Cars[i]._compound.AngularVelocity *= 0.1f; if (Cars[i]._compound.FixtureList.Contains(contact.FixtureA) || Cars[i]._compound.FixtureList.Contains(contact.FixtureB)) { float maxImpulse = 0.0f; int count = contact.Manifold.PointCount; for (int j = 0; j < count; ++j) { maxImpulse = Math.Max(maxImpulse, impulse.Points[j].NormalImpulse); if (Cars[i].currentPowerup == Car.powerupBig) maxImpulse /= 5; } float multiplicator = 1f; #if XBOX360 multiplicator=2f; #endif Cars[i].startVibrationTimer(Math.Min(maxImpulse*2f*multiplicator,1.0f)); if (maxImpulse > 1) { //randomly choose whether front or back if (Cars[i]._compound.LinearVelocity.Length() > 2.0f) { int sign = 3; if (Random.Next(2) == 1) { sign = -1; } Vector2 carTail = Cars[i]._compound.Position + sign * Cars[i].mDirection * Cars[i].tailOffset * 4; Vector2 carDir = Cars[i].mDirection; Vector2 carDirNormal = Vector2.Normalize(new Vector2(-carDir.Y, carDir.X)); int newIndex = Random.Next(collisionsQuotes.Count()); stringWriter.addString(collisionsQuotes[newIndex], Cars[i].mColor, maxImpulse / 5f, carTail - carDirNormal, carDirNormal); Cars[i].resetTrail(); particleComponent.particleEmitterList[i].Position = Cars[i].Position; particleComponent.particleEmitterList[i].Active = true; // Play sound for car that crashed soundManager.PlaySound(SoundManager.CarCrash); } } } } }
public bool SolvePositionConstraints(float baumgarte) { float minSeparation = 0.0f; for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float invMassA = bodyA.Mass * bodyA.InvMass; float invIA = bodyA.Mass * bodyA.InvI; float invMassB = bodyB.Mass * bodyB.InvMass; float invIB = bodyB.Mass * bodyB.InvI; // Solve normal constraints for (int j = 0; j < c.PointCount; ++j) { PositionSolverManifold psm = new PositionSolverManifold(ref c, j); Vector2 normal = psm.Normal; Vector2 point = psm.Point; float separation = psm.Separation; Vector2 rA = point - bodyA.Sweep.c; Vector2 rB = point - bodyB.Sweep.c; // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float C = MathUtils.Clamp(baumgarte * (separation + Settings.LinearSlop), -Settings.MaxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = MathUtils.Cross(rA, normal); float rnB = MathUtils.Cross(rB, normal); float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; #if MATH_OVERLOADS Vector2 P = impulse * normal; bodyA.Sweep.c -= invMassA * P; bodyA.Sweep.a -= invIA * MathUtils.Cross(rA, P); bodyB.Sweep.c += invMassB * P; bodyB.Sweep.a += invIB * MathUtils.Cross(rB, P); #else Vector2 P = new Vector2(impulse * normal.X, impulse * normal.Y); bodyA.Sweep.c.X -= invMassA * P.X; bodyA.Sweep.c.Y -= invMassA * P.Y; bodyA.Sweep.a -= invIA * (rA.X * P.Y - rA.Y * P.X); bodyB.Sweep.c.X += invMassB * P.X; bodyB.Sweep.c.Y += invMassB * P.Y; bodyB.Sweep.a += invIB * (rB.X * P.Y - rB.Y * P.X); #endif bodyA.SynchronizeTransform(); bodyB.SynchronizeTransform(); } } // We can't expect minSpeparation >= -Settings.b2_linearSlop because we don't // push the separation above -Settings.b2_linearSlop. return(minSeparation >= -1.5f * Settings.LinearSlop); }
private void PostSolve(Contact contact, ContactConstraint contactConstraint) { if (contact.IsTouching()) { float maxImpulse = 0.0f; for (int i = 0; i < contactConstraint.Manifold.PointCount; ++i) maxImpulse = Math.Max(maxImpulse, contactConstraint.Manifold.Points[i].NormalImpulse); if (maxImpulse >= 12) { IGameObject aGameObj = contactConstraint.BodyA.UserData as IGameObject, bGameObj = contactConstraint.BodyB.UserData as IGameObject; if (aGameObj != null) { aGameObj.Health -= maxImpulse; if (aGameObj.Health <= 0) { RemoveObject(aGameObj); } } if (bGameObj != null) { bGameObj.Health -= maxImpulse; if (bGameObj.Health <= 0) { RemoveObject(bGameObj); } } } } }
public void Reset(Contact[] contacts, int contactCount, float impulseRatio) { _contacts = contacts; _constraintCount = contactCount; // grow the array if (Constraints == null || Constraints.Length < _constraintCount) { Constraints = new ContactConstraint[_constraintCount * 2]; for (int i = 0; i < _constraintCount * 2; i++) { Constraints[i] = new ContactConstraint(); } } for (int i = 0; i < _constraintCount; ++i) { Contact contact = contacts[i]; Fixture fixtureA = contact.FixtureA; Fixture fixtureB = contact.FixtureB; Shape shapeA = fixtureA.Shape; Shape shapeB = fixtureB.Shape; float radiusA = shapeA.Radius; float radiusB = shapeB.Radius; Body bodyA = fixtureA.Body; Body bodyB = fixtureB.Body; Manifold manifold; contact.GetManifold(out manifold); float friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction); float restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution); Vector2 vA = bodyA.LinearVelocityInternal; Vector2 vB = bodyB.LinearVelocityInternal; float wA = bodyA.AngularVelocityInternal; float wB = bodyB.AngularVelocityInternal; Debug.Assert(manifold.PointCount > 0); WorldManifold worldManifold = new WorldManifold(ref manifold, ref bodyA.Xf, radiusA, ref bodyB.Xf, radiusB); ContactConstraint cc = Constraints[i]; cc.BodyA = bodyA; cc.BodyB = bodyB; cc.Manifold = manifold; cc.Normal = worldManifold.Normal; cc.PointCount = manifold.PointCount; cc.Friction = friction; cc.LocalNormal = manifold.LocalNormal; cc.LocalPoint = manifold.LocalPoint; cc.Radius = radiusA + radiusB; cc.Type = manifold.Type; for (int j = 0; j < cc.PointCount; ++j) { ManifoldPoint cp = manifold.Points[j]; ContactConstraintPoint ccp = cc.Points[j]; ccp.NormalImpulse = impulseRatio * cp.NormalImpulse; ccp.TangentImpulse = impulseRatio * cp.TangentImpulse; ccp.LocalPoint = cp.LocalPoint; ccp.rA = worldManifold.Points[j] - bodyA.Sweep.c; ccp.rB = worldManifold.Points[j] - bodyB.Sweep.c; #if MATH_OVERLOADS float rnA = MathUtils.Cross(ccp.rA, cc.Normal); float rnB = MathUtils.Cross(ccp.rB, cc.Normal); #else float rnA = ccp.rA.X * cc.Normal.Y - ccp.rA.Y * cc.Normal.X; float rnB = ccp.rB.X * cc.Normal.Y - ccp.rB.Y * cc.Normal.X; #endif rnA *= rnA; rnB *= rnB; float kNormal = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rnA + bodyB.InvI * rnB; Debug.Assert(kNormal > Settings.Epsilon); ccp.NormalMass = 1.0f / kNormal; #if MATH_OVERLOADS Vector2 tangent = MathUtils.Cross(cc.Normal, 1.0f); float rtA = MathUtils.Cross(ccp.rA, tangent); float rtB = MathUtils.Cross(ccp.rB, tangent); #else Vector2 tangent = new Vector2(cc.Normal.Y, -cc.Normal.X); float rtA = ccp.rA.X * tangent.Y - ccp.rA.Y * tangent.X; float rtB = ccp.rB.X * tangent.Y - ccp.rB.Y * tangent.X; #endif rtA *= rtA; rtB *= rtB; float kTangent = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rtA + bodyB.InvI * rtB; Debug.Assert(kTangent > Settings.Epsilon); ccp.TangentMass = 1.0f / kTangent; // Setup a velocity bias for restitution. ccp.VelocityBias = 0.0f; float vRel = Vector2.Dot(cc.Normal, vB + MathUtils.Cross(wB, ccp.rB) - vA - MathUtils.Cross(wA, ccp.rA)); if (vRel < -Settings.VelocityThreshold) { ccp.VelocityBias = -restitution * vRel; } } // If we have two points, then prepare the block solver. if (cc.PointCount == 2) { ContactConstraintPoint ccp1 = cc.Points[0]; ContactConstraintPoint ccp2 = cc.Points[1]; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; float rn1A = MathUtils.Cross(ccp1.rA, cc.Normal); float rn1B = MathUtils.Cross(ccp1.rB, cc.Normal); float rn2A = MathUtils.Cross(ccp2.rA, cc.Normal); float rn2B = MathUtils.Cross(ccp2.rB, cc.Normal); float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B; // Ensure a reasonable condition number. const float k_maxConditionNumber = 100.0f; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. cc.K = new Mat22(new Vector2(k11, k12), new Vector2(k12, k22)); cc.NormalMass = cc.K.Inverse; } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? cc.PointCount = 1; } } if (fixtureA.PostSolve != null) fixtureA.PostSolve(cc); if (fixtureB.PostSolve != null) fixtureB.PostSolve(cc); } }
private void Report(ContactConstraint[] constraints) { if (_contactManager == null) { return; } for (int i = 0; i < ContactCount; ++i) { Contact c = _contacts[i]; ContactConstraint cc = constraints[i]; ContactImpulse impulse = new ContactImpulse(); for (int j = 0; j < cc.PointCount; ++j) { impulse.NormalImpulses[j] = cc.Points[j].NormalImpulse; impulse.TangentImpulses[j] = cc.Points[j].TangentImpulse; } _contactManager.PostSolve(c, ref impulse); } }
public void PostSolve(Contact contact, ContactConstraint impulse) { }
private void Report(ContactConstraint[] constraints) { if (_contactManager == null) return; for (int i = 0; i < ContactCount && _contacts[i].FixtureA!=null&&_contacts[i].FixtureB!=null; ++i) { Contact c = _contacts[i]; if (c.FixtureA.AfterCollision != null) c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c); if (c.FixtureB.AfterCollision != null) c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c); if (_contactManager.PostSolve != null) { ContactConstraint cc = constraints[i]; _contactManager.PostSolve(c, cc); } } }
private static void Solve(ContactConstraint cc, int index, out Vector2 normal, out Vector2 point, out float separation) { Debug.Assert(cc.PointCount > 0); normal = Vector2.Zero; switch (cc.Type) { case ManifoldType.Circles: { Vector2 pointA = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 pointB = cc.BodyB.GetWorldPoint(ref cc.Points[0].LocalPoint); float a = (pointA.X - pointB.X) * (pointA.X - pointB.X) + (pointA.Y - pointB.Y) * (pointA.Y - pointB.Y); if (a > Settings.Epsilon * Settings.Epsilon) { Vector2 normalTmp = pointB - pointA; float factor = 1f / (float)Math.Sqrt(normalTmp.X * normalTmp.X + normalTmp.Y * normalTmp.Y); normal.X = normalTmp.X * factor; normal.Y = normalTmp.Y * factor; } else { normal.X = 1; normal.Y = 0; } point = 0.5f * (pointA + pointB); separation = (pointB.X - pointA.X) * normal.X + (pointB.Y - pointA.Y) * normal.Y - cc.RadiusA - cc.RadiusB; } break; case ManifoldType.FaceA: { normal = cc.BodyA.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyA.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyB.GetWorldPoint(ref cc.Points[index].LocalPoint); separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y - cc.RadiusA - cc.RadiusB; point = clipPoint; } break; case ManifoldType.FaceB: { normal = cc.BodyB.GetWorldVector(ref cc.LocalNormal); Vector2 planePoint = cc.BodyB.GetWorldPoint(ref cc.LocalPoint); Vector2 clipPoint = cc.BodyA.GetWorldPoint(ref cc.Points[index].LocalPoint); separation = (clipPoint.X - planePoint.X) * normal.X + (clipPoint.Y - planePoint.Y) * normal.Y - cc.RadiusA - cc.RadiusB; point = clipPoint; // Ensure normal points from A to B normal = -normal; } break; default: point = Vector2.Zero; separation = 0.0f; break; } }
private void PostSolve(Contact contact, ContactConstraint impulse) { spriteA = (Sprite)contact.FixtureA.UserData; spriteB = (Sprite)contact.FixtureB.UserData; //code optimization if (spriteA.SpriteType == Sprite.Type.Terrain && spriteB.SpriteType == Sprite.Type.Terrain) return; //relativeVelocity = new Vector2(Math.Abs(contact.FixtureA.Body.LinearVelocity.X - contact.FixtureB.Body.LinearVelocity.X), Math.Abs(contact.FixtureA.Body.LinearVelocity.Y - contact.FixtureB.Body.LinearVelocity.Y)); relativeVelocity = contact.FixtureA.Body.LinearVelocity - contact.FixtureB.Body.LinearVelocity; if (relativeVelocity.Length() < 1) damage = 0; else damage = GetDamage(impulse, spriteA, spriteB); switch (spriteA.SpriteType) { case Sprite.Type.Terrain: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); TerrainCollision(this, postContactArgs); return; } case Sprite.Type.Block: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); BlockCollision(this, postContactArgs); return; } case Sprite.Type.StaticBlock: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); StaticBlockCollision(this, postContactArgs); return; } case Sprite.Type.CannonBall: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); CannonBallCollision(this, postContactArgs); return; } case Sprite.Type.Fruit: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); FruitCollision(this, postContactArgs); return; } case Sprite.Type.Veggie: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); VeggieCollision(this, postContactArgs); return; } case Sprite.Type.Explosive: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); TNTCollision(this, postContactArgs); return; } case Sprite.Type.Switch: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); SwitchCollision(this, postContactArgs); return; } case Sprite.Type.Fan: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); FanCollision(this, postContactArgs); return; } case Sprite.Type.Gremlin: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); GremlinCollision(this, postContactArgs); return; } case Sprite.Type.Bird: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); BirdCollision(this, postContactArgs); return; } case Sprite.Type.Bat: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); BatCollision(this, postContactArgs); return; } case Sprite.Type.Fish: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); FishCollision(this, postContactArgs); return; } case Sprite.Type.Spider: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); SpiderCollision(this, postContactArgs); return; } case Sprite.Type.Snowman: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); SnowmanCollision(this, postContactArgs); return; } case Sprite.Type.Snowball: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); SnowballCollision(this, postContactArgs); return; } case Sprite.Type.FruitShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); FruitShotCollision(this, postContactArgs); return; } case Sprite.Type.VeggieShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); VeggieShotCollision(this, postContactArgs); return; } case Sprite.Type.ExplosiveShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); ExplosiveShotCollision(this, postContactArgs); return; } case Sprite.Type.CannonballShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage); CannonBallShotCollision(this, postContactArgs); return; } case Sprite.Type.Boss: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteA, spriteB, damage, contact.FixtureA.IsSensor); BossCollision(this, postContactArgs); return; } default: break; } switch (spriteB.SpriteType) { case Sprite.Type.Terrain: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); TerrainCollision(this, postContactArgs); return; } case Sprite.Type.Block: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); BlockCollision(this, postContactArgs); return; } case Sprite.Type.StaticBlock: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); StaticBlockCollision(this, postContactArgs); return; } case Sprite.Type.CannonBall: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); CannonBallCollision(this, postContactArgs); return; } case Sprite.Type.Fruit: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); FruitCollision(this, postContactArgs); return; } case Sprite.Type.Veggie: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); VeggieCollision(this, postContactArgs); return; } case Sprite.Type.Explosive: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); TNTCollision(this, postContactArgs); return; } case Sprite.Type.Switch: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); SwitchCollision(this, postContactArgs); return; } case Sprite.Type.Fan: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); FanCollision(this, postContactArgs); return; } case Sprite.Type.Gremlin: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); GremlinCollision(this, postContactArgs); return; } case Sprite.Type.Bird: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); BirdCollision(this, postContactArgs); return; } case Sprite.Type.Bat: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); BatCollision(this, postContactArgs); return; } case Sprite.Type.Fish: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); FishCollision(this, postContactArgs); return; } case Sprite.Type.Spider: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); SpiderCollision(this, postContactArgs); return; } case Sprite.Type.Snowman: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); SnowmanCollision(this, postContactArgs); return; } case Sprite.Type.Snowball: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); SnowballCollision(this, postContactArgs); return; } case Sprite.Type.FruitShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); FruitShotCollision(this, postContactArgs); return; } case Sprite.Type.VeggieShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); VeggieShotCollision(this, postContactArgs); return; } case Sprite.Type.ExplosiveShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); ExplosiveShotCollision(this, postContactArgs); return; } case Sprite.Type.CannonballShot: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage); CannonBallShotCollision(this, postContactArgs); return; } case Sprite.Type.Boss: { PostContactEventArgs postContactArgs = new PostContactEventArgs(spriteB, spriteA, damage,contact.FixtureB.IsSensor); BossCollision(this, postContactArgs); return; } default: break; } return; }
public void Reset(Contact[] contacts, int contactCount, float impulseRatio, bool warmstarting) { _contacts = contacts; _constraintCount = contactCount; // grow the array if (Constraints == null || Constraints.Length < _constraintCount) { Constraints = new ContactConstraint[_constraintCount * 2]; for (int i = 0; i < Constraints.Length; i++) { Constraints[i] = new ContactConstraint(); } } // Initialize position independent portions of the constraints. for (int i = 0; i < _constraintCount; ++i) { Contact contact = contacts[i]; Fixture fixtureA = contact.FixtureA; Fixture fixtureB = contact.FixtureB; Shape shapeA = fixtureA.Shape; Shape shapeB = fixtureB.Shape; float radiusA = shapeA.Radius; float radiusB = shapeB.Radius; Body bodyA = fixtureA.Body; Body bodyB = fixtureB.Body; Manifold manifold = contact.Manifold; Debug.Assert(manifold.PointCount > 0); ContactConstraint cc = Constraints[i]; cc.Friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction); cc.Restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution); cc.BodyA = bodyA; cc.BodyB = bodyB; cc.Manifold = manifold; cc.Normal = Vector2.Zero; cc.PointCount = manifold.PointCount; cc.LocalNormal = manifold.LocalNormal; cc.LocalPoint = manifold.LocalPoint; cc.RadiusA = radiusA; cc.RadiusB = radiusB; cc.Type = manifold.Type; for (int j = 0; j < cc.PointCount; ++j) { ManifoldPoint cp = manifold.Points[j]; ContactConstraintPoint ccp = cc.Points[j]; if (warmstarting) { ccp.NormalImpulse = impulseRatio * cp.NormalImpulse; ccp.TangentImpulse = impulseRatio * cp.TangentImpulse; } else { ccp.NormalImpulse = 0.0f; ccp.TangentImpulse = 0.0f; } ccp.LocalPoint = cp.LocalPoint; ccp.rA = Vector2.Zero; ccp.rB = Vector2.Zero; ccp.NormalMass = 0.0f; ccp.TangentMass = 0.0f; ccp.VelocityBias = 0.0f; } cc.K.SetZero(); cc.NormalMass.SetZero(); } }
public void SolveVelocityConstraints() { for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float wA = bodyA.AngularVelocityInternal; float wB = bodyB.AngularVelocityInternal; Vector2 vA = bodyA.LinearVelocityInternal; Vector2 vB = bodyB.LinearVelocityInternal; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; Vector2 normal = c.Normal; #if MATH_OVERLOADS Vector2 tangent = MathUtils.Cross(normal, 1.0f); #else Vector2 tangent = new Vector2(normal.Y, -normal.X); #endif float friction = c.Friction; Debug.Assert(c.PointCount == 1 || c.PointCount == 2); // Solve tangent constraints for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint ccp = c.Points[j]; #if MATH_OVERLOADS // Relative velocity at contact Vector2 dv = vB + MathUtils.Cross(wB, ccp.rB) - vA - MathUtils.Cross(wA, ccp.rA); // Compute tangent force float vt = Vector2.Dot(dv, tangent); #else // Relative velocity at contact Vector2 dv = new Vector2(vB.X + (-wB * ccp.rB.Y) - vA.X - (-wA * ccp.rA.Y), vB.Y + (wB * ccp.rB.X) - vA.Y - (wA * ccp.rA.X)); // Compute tangent force float vt = dv.X * tangent.X + dv.Y * tangent.Y; #endif float lambda = ccp.TangentMass * (-vt); // MathUtils.Clamp the accumulated force float maxFriction = friction * ccp.NormalImpulse; float newImpulse = MathUtils.Clamp(ccp.TangentImpulse + lambda, -maxFriction, maxFriction); lambda = newImpulse - ccp.TangentImpulse; #if MATH_OVERLOADS // Apply contact impulse Vector2 P = lambda * tangent; vA -= invMassA * P; wA -= invIA * MathUtils.Cross(ccp.rA, P); vB += invMassB * P; wB += invIB * MathUtils.Cross(ccp.rB, P); #else // Apply contact impulse Vector2 P = new Vector2(lambda * tangent.X, lambda * tangent.Y); vA.X -= invMassA * P.X; vA.Y -= invMassA * P.Y; wA -= invIA * (ccp.rA.X * P.Y - ccp.rA.Y * P.X); vB.X += invMassB * P.X; vB.Y += invMassB * P.Y; wB += invIB * (ccp.rB.X * P.Y - ccp.rB.Y * P.X); #endif ccp.TangentImpulse = newImpulse; } // Solve normal constraints if (c.PointCount == 1) { ContactConstraintPoint ccp = c.Points[0]; #if MATH_OVERLOADS // Relative velocity at contact Vector2 dv = vB + MathUtils.Cross(wB, ccp.rB) - vA - MathUtils.Cross(wA, ccp.rA); // Compute normal impulse float vn = Vector2.Dot(dv, normal); float lambda = -ccp.NormalMass * (vn - ccp.VelocityBias); // MathUtils.Clamp the accumulated impulse float newImpulse = Math.Max(ccp.NormalImpulse + lambda, 0.0f); lambda = newImpulse - ccp.NormalImpulse; // Apply contact impulse Vector2 P = lambda * normal; vA -= invMassA * P; wA -= invIA * MathUtils.Cross(ccp.rA, P); vB += invMassB * P; wB += invIB * MathUtils.Cross(ccp.rB, P); #else // Relative velocity at contact Vector2 dv = new Vector2(vB.X + (-wB * ccp.rB.Y) - vA.X - (-wA * ccp.rA.Y), vB.Y + (wB * ccp.rB.X) - vA.Y - (wA * ccp.rA.X)); // Compute normal impulse float vn = dv.X * normal.X + dv.Y * normal.Y; float lambda = -ccp.NormalMass * (vn - ccp.VelocityBias); // Clamp the accumulated impulse float newImpulse = Math.Max(ccp.NormalImpulse + lambda, 0.0f); lambda = newImpulse - ccp.NormalImpulse; // Apply contact impulse var P = new Vector2(lambda * normal.X, lambda * normal.Y); vA.X -= invMassA * P.X; vA.Y -= invMassA * P.Y; wA -= invIA * (ccp.rA.X * P.Y - ccp.rA.Y * P.X); vB.X += invMassB * P.X; vB.Y += invMassB * P.Y; wB += invIB * (ccp.rB.X * P.Y - ccp.rB.Y * P.X); #endif ccp.NormalImpulse = newImpulse; } else { // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite). // Build the mini LCP for this contact patch // // vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2 // // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n ) // b = vn_0 - velocityBias // // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid // solution that satisfies the problem is chosen. // // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). // // Substitute: // // x = x' - a // // Plug into above equation: // // vn = A * x + b // = A * (x' - a) + b // = A * x' + b - A * a // = A * x' + b' // b' = b - A * a; ContactConstraintPoint cp1 = c.Points[0]; ContactConstraintPoint cp2 = c.Points[1]; Vector2 a = new Vector2(cp1.NormalImpulse, cp2.NormalImpulse); Debug.Assert(a.X >= 0.0f && a.Y >= 0.0f); #if MATH_OVERLOADS // Relative velocity at contact Vector2 dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA); Vector2 dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA); // Compute normal velocity float vn1 = Vector2.Dot(dv1, normal); float vn2 = Vector2.Dot(dv2, normal); Vector2 b = new Vector2(vn1 - cp1.VelocityBias, vn2 - cp2.VelocityBias); b -= MathUtils.Multiply(ref c.K, a); #else // Relative velocity at contact Vector2 dv1 = new Vector2(vB.X + (-wB * cp1.rB.Y) - vA.X - (-wA * cp1.rA.Y), vB.Y + (wB * cp1.rB.X) - vA.Y - (wA * cp1.rA.X)); Vector2 dv2 = new Vector2(vB.X + (-wB * cp2.rB.Y) - vA.X - (-wA * cp2.rA.Y), vB.Y + (wB * cp2.rB.X) - vA.Y - (wA * cp2.rA.X)); // Compute normal velocity float vn1 = dv1.X * normal.X + dv1.Y * normal.Y; float vn2 = dv2.X * normal.X + dv2.Y * normal.Y; Vector2 b = new Vector2(vn1 - cp1.VelocityBias, vn2 - cp2.VelocityBias); b -= MathUtils.Multiply(ref c.K, ref a); // Inlining didn't help for the multiply. #endif while (true) { // // Case 1: vn = 0 // // 0 = A * x' + b' // // Solve for x': // // x' = - inv(A) * b' // Vector2 x = -MathUtils.Multiply(ref c.NormalMass, ref b); if (x.X >= 0.0f && x.Y >= 0.0f) { #if MATH_OVERLOADS // Resubstitute for the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = d.X * normal; Vector2 P2 = d.Y * normal; vA -= invMassA * (P1 + P2); wA -= invIA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2)); vB += invMassB * (P1 + P2); wB += invIB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2)); #else // Resubstitute for the incremental impulse Vector2 d = new Vector2(x.X - a.X, x.Y - a.Y); // Apply incremental impulse Vector2 P1 = new Vector2(d.X * normal.X, d.X * normal.Y); Vector2 P2 = new Vector2(d.Y * normal.X, d.Y * normal.Y); Vector2 P12 = new Vector2(P1.X + P2.X, P1.Y + P2.Y); vA.X -= invMassA * P12.X; vA.Y -= invMassA * P12.Y; wA -= invIA * ((cp1.rA.X * P1.Y - cp1.rA.Y * P1.X) + (cp2.rA.X * P2.Y - cp2.rA.Y * P2.X)); vB.X += invMassB * P12.X; vB.Y += invMassB * P12.Y; wB += invIB * ((cp1.rB.X * P1.Y - cp1.rB.Y * P1.X) + (cp2.rB.X * P2.Y - cp2.rB.Y * P2.X)); #endif // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; #if B2_DEBUG_SOLVER float k_errorTol = 1e-3f; // Postconditions dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA); dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA); // Compute normal velocity vn1 = Vector2.Dot(dv1, normal); vn2 = Vector2.Dot(dv2, normal); Debug.Assert(MathUtils.Abs(vn1 - cp1.velocityBias) < k_errorTol); Debug.Assert(MathUtils.Abs(vn2 - cp2.velocityBias) < k_errorTol); #endif break; } // // Case 2: vn1 = 0 and x2 = 0 // // 0 = a11 * x1' + a12 * 0 + b1' // vn2 = a21 * x1' + a22 * 0 + b2' // x.X = -cp1.NormalMass * b.X; x.Y = 0.0f; vn1 = 0.0f; vn2 = c.K.col1.Y * x.X + b.Y; if (x.X >= 0.0f && vn2 >= 0.0f) { #if MATH_OVERLOADS // Resubstitute for the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = d.X * normal; Vector2 P2 = d.Y * normal; vA -= invMassA * (P1 + P2); wA -= invIA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2)); vB += invMassB * (P1 + P2); wB += invIB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2)); #else // Resubstitute for the incremental impulse Vector2 d = new Vector2(x.X - a.X, x.Y - a.Y); // Apply incremental impulse Vector2 P1 = new Vector2(d.X * normal.X, d.X * normal.Y); Vector2 P2 = new Vector2(d.Y * normal.X, d.Y * normal.Y); Vector2 P12 = new Vector2(P1.X + P2.X, P1.Y + P2.Y); vA.X -= invMassA * P12.X; vA.Y -= invMassA * P12.Y; wA -= invIA * ((cp1.rA.X * P1.Y - cp1.rA.Y * P1.X) + (cp2.rA.X * P2.Y - cp2.rA.Y * P2.X)); vB.X += invMassB * P12.X; vB.Y += invMassB * P12.Y; wB += invIB * ((cp1.rB.X * P1.Y - cp1.rB.Y * P1.X) + (cp2.rB.X * P2.Y - cp2.rB.Y * P2.X)); #endif // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; #if B2_DEBUG_SOLVER // Postconditions dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA); // Compute normal velocity vn1 = Vector2.Dot(dv1, normal); Debug.Assert(MathUtils.Abs(vn1 - cp1.velocityBias) < k_errorTol); #endif break; } // // Case 3: vn2 = 0 and x1 = 0 // // vn1 = a11 * 0 + a12 * x2' + b1' // 0 = a21 * 0 + a22 * x2' + b2' // x.X = 0.0f; x.Y = -cp2.NormalMass * b.Y; vn1 = c.K.col2.X * x.Y + b.X; vn2 = 0.0f; if (x.Y >= 0.0f && vn1 >= 0.0f) { #if MATH_OVERLOADS // Resubstitute for the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = d.X * normal; Vector2 P2 = d.Y * normal; vA -= invMassA * (P1 + P2); wA -= invIA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2)); vB += invMassB * (P1 + P2); wB += invIB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2)); #else // Resubstitute for the incremental impulse Vector2 d = new Vector2(x.X - a.X, x.Y - a.Y); // Apply incremental impulse Vector2 P1 = new Vector2(d.X * normal.X, d.X * normal.Y); Vector2 P2 = new Vector2(d.Y * normal.X, d.Y * normal.Y); Vector2 P12 = new Vector2(P1.X + P2.X, P1.Y + P2.Y); vA.X -= invMassA * P12.X; vA.Y -= invMassA * P12.Y; wA -= invIA * ((cp1.rA.X * P1.Y - cp1.rA.Y * P1.X) + (cp2.rA.X * P2.Y - cp2.rA.Y * P2.X)); vB.X += invMassB * P12.X; vB.Y += invMassB * P12.Y; wB += invIB * ((cp1.rB.X * P1.Y - cp1.rB.Y * P1.X) + (cp2.rB.X * P2.Y - cp2.rB.Y * P2.X)); #endif // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; #if B2_DEBUG_SOLVER // Postconditions dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA); // Compute normal velocity vn2 = Vector2.Dot(dv2, normal); Debug.Assert(MathUtils.Abs(vn2 - cp2.velocityBias) < k_errorTol); #endif break; } // // Case 4: x1 = 0 and x2 = 0 // // vn1 = b1 // vn2 = b2; x.X = 0.0f; x.Y = 0.0f; vn1 = b.X; vn2 = b.Y; if (vn1 >= 0.0f && vn2 >= 0.0f) { #if MATH_OVERLOADS // Resubstitute for the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = d.X * normal; Vector2 P2 = d.Y * normal; vA -= invMassA * (P1 + P2); wA -= invIA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2)); vB += invMassB * (P1 + P2); wB += invIB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2)); #else // Resubstitute for the incremental impulse Vector2 d = new Vector2(x.X - a.X, x.Y - a.Y); // Apply incremental impulse Vector2 P1 = new Vector2(d.X * normal.X, d.X * normal.Y); Vector2 P2 = new Vector2(d.Y * normal.X, d.Y * normal.Y); Vector2 P12 = new Vector2(P1.X + P2.X, P1.Y + P2.Y); vA.X -= invMassA * P12.X; vA.Y -= invMassA * P12.Y; wA -= invIA * ((cp1.rA.X * P1.Y - cp1.rA.Y * P1.X) + (cp2.rA.X * P2.Y - cp2.rA.Y * P2.X)); vB.X += invMassB * P12.X; vB.Y += invMassB * P12.Y; wB += invIB * ((cp1.rB.X * P1.Y - cp1.rB.Y * P1.X) + (cp2.rB.X * P2.Y - cp2.rB.Y * P2.X)); #endif // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; break; } // No solution, give up. This is hit sometimes, but it doesn't seem to matter. break; } } bodyA.LinearVelocityInternal = vA; bodyA.AngularVelocityInternal = wA; bodyB.LinearVelocityInternal = vB; bodyB.AngularVelocityInternal = wB; } }
// Sequential position solver for position constraints. public bool SolvePositionConstraintsTOI(float baumgarte, Body toiBodyA, Body toiBodyB) { float minSeparation = 0.0f; for (int i = 0; i < _constraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float massA = 0.0f; if (bodyA == toiBodyA || bodyA == toiBodyB) { massA = bodyA.Mass; } float massB = 0.0f; if (bodyB == toiBodyA || bodyB == toiBodyB) { massB = bodyB.Mass; } float invMassA = bodyA.Mass * bodyA.InvMass; float invIA = bodyA.Mass * bodyA.InvI; float invMassB = bodyB.Mass * bodyB.InvMass; float invIB = bodyB.Mass * bodyB.InvI; // Solve normal constraints for (int j = 0; j < c.PointCount; ++j) { Vector2 normal; Vector2 point; float separation; PositionSolverManifold.Solve(ref c, j, out normal, out point, out separation); Vector2 rA; //= point - bodyA.Sweep.C); Vector2.Subtract(ref point, ref bodyA.Sweep.C, out rA); Vector2 rB; // = point - bodyB.Sweep.C; Vector2.Subtract(ref point, ref bodyB.Sweep.C, out rB); // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float C = MathUtils.Clamp(baumgarte * (separation + Settings.LinearSlop), -Settings.MaxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = rA.X * normal.Y - rA.Y * normal.X; float rnB = rB.X * normal.Y - rB.Y * normal.X; float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; Vector2 P = impulse * normal; bodyA.Sweep.C -= invMassA * P; bodyA.Sweep.A -= invIA * (rA.X * P.Y - rA.Y * P.X); bodyA.SynchronizeTransform(); bodyB.Sweep.C += invMassB * P; bodyB.Sweep.A += invIB * (rB.X * P.Y - rB.Y * P.X); bodyB.SynchronizeTransform(); } } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return(minSeparation >= -1.5f * Settings.LinearSlop); }
public void Reset(Contact[] contacts, int contactCount, float impulseRatio) { _contacts = contacts; _constraintCount = contactCount; // grow the array if (Constraints == null || Constraints.Length < _constraintCount) { Constraints = new ContactConstraint[_constraintCount * 2]; for (int i = 0; i < _constraintCount * 2; i++) { Constraints[i] = new ContactConstraint(); } } for (int i = 0; i < _constraintCount; ++i) { Contact contact = contacts[i]; Fixture fixtureA = contact.FixtureA; Fixture fixtureB = contact.FixtureB; Shape shapeA = fixtureA.Shape; Shape shapeB = fixtureB.Shape; float radiusA = shapeA.Radius; float radiusB = shapeB.Radius; Body bodyA = fixtureA.Body; Body bodyB = fixtureB.Body; Manifold manifold; contact.GetManifold(out manifold); float friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction); float restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution); Vector2 vA = bodyA.LinearVelocityInternal; Vector2 vB = bodyB.LinearVelocityInternal; float wA = bodyA.AngularVelocityInternal; float wB = bodyB.AngularVelocityInternal; Debug.Assert(manifold.PointCount > 0); WorldManifold worldManifold = new WorldManifold(ref manifold, ref bodyA.Xf, radiusA, ref bodyB.Xf, radiusB); ContactConstraint cc = Constraints[i]; cc.BodyA = bodyA; cc.BodyB = bodyB; cc.Manifold = manifold; cc.Normal = worldManifold.Normal; cc.PointCount = manifold.PointCount; cc.Friction = friction; cc.LocalNormal = manifold.LocalNormal; cc.LocalPoint = manifold.LocalPoint; cc.Radius = radiusA + radiusB; cc.Type = manifold.Type; for (int j = 0; j < cc.PointCount; ++j) { ManifoldPoint cp = manifold.Points[j]; ContactConstraintPoint ccp = cc.Points[j]; ccp.NormalImpulse = impulseRatio * cp.NormalImpulse; ccp.TangentImpulse = impulseRatio * cp.TangentImpulse; ccp.LocalPoint = cp.LocalPoint; ccp.rA = worldManifold.Points[j] - bodyA.Sweep.c; ccp.rB = worldManifold.Points[j] - bodyB.Sweep.c; #if MATH_OVERLOADS float rnA = MathUtils.Cross(ccp.rA, cc.Normal); float rnB = MathUtils.Cross(ccp.rB, cc.Normal); #else float rnA = ccp.rA.X * cc.Normal.Y - ccp.rA.Y * cc.Normal.X; float rnB = ccp.rB.X * cc.Normal.Y - ccp.rB.Y * cc.Normal.X; #endif rnA *= rnA; rnB *= rnB; float kNormal = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rnA + bodyB.InvI * rnB; Debug.Assert(kNormal > Settings.Epsilon); ccp.NormalMass = 1.0f / kNormal; #if MATH_OVERLOADS Vector2 tangent = MathUtils.Cross(cc.Normal, 1.0f); float rtA = MathUtils.Cross(ccp.rA, tangent); float rtB = MathUtils.Cross(ccp.rB, tangent); #else Vector2 tangent = new Vector2(cc.Normal.Y, -cc.Normal.X); float rtA = ccp.rA.X * tangent.Y - ccp.rA.Y * tangent.X; float rtB = ccp.rB.X * tangent.Y - ccp.rB.Y * tangent.X; #endif rtA *= rtA; rtB *= rtB; float kTangent = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rtA + bodyB.InvI * rtB; Debug.Assert(kTangent > Settings.Epsilon); ccp.TangentMass = 1.0f / kTangent; // Setup a velocity bias for restitution. ccp.VelocityBias = 0.0f; float vRel = Vector2.Dot(cc.Normal, vB + MathUtils.Cross(wB, ccp.rB) - vA - MathUtils.Cross(wA, ccp.rA)); if (vRel < -Settings.VelocityThreshold) { ccp.VelocityBias = -restitution * vRel; } } // If we have two points, then prepare the block solver. if (cc.PointCount == 2) { ContactConstraintPoint ccp1 = cc.Points[0]; ContactConstraintPoint ccp2 = cc.Points[1]; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; float rn1A = MathUtils.Cross(ccp1.rA, cc.Normal); float rn1B = MathUtils.Cross(ccp1.rB, cc.Normal); float rn2A = MathUtils.Cross(ccp2.rA, cc.Normal); float rn2B = MathUtils.Cross(ccp2.rB, cc.Normal); float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B; // Ensure a reasonable condition number. const float k_maxConditionNumber = 100.0f; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. cc.K = new Mat22(new Vector2(k11, k12), new Vector2(k12, k22)); cc.NormalMass = cc.K.Inverse; } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? cc.PointCount = 1; } } if (fixtureA.PostSolve != null) { fixtureA.PostSolve(cc); } if (fixtureB.PostSolve != null) { fixtureB.PostSolve(cc); } } }
public int GetDamage(ContactConstraint impulse, Sprite spriteA, Sprite spriteB) { float maxImpulse = 0; int damage = 0; for (int i = 0; i < impulse.Manifold.PointCount; ++i) { maxImpulse = Math.Max(0, impulse.Manifold.Points[i].NormalImpulse); } damage = (int)((maxImpulse - 1f) * GameSettings.DamageMultiplier); //the -1 reduces bumping around and may need to be adjusted) if (damage > spriteA.HitPoints) damage = spriteA.HitPoints; if (damage > spriteB.HitPoints) damage = spriteB.HitPoints; if (damage < 0) return 0; else return damage; }
public void InitializeVelocityConstraints() { for (int i = 0; i < this._constraintCount; ++i) { ContactConstraint cc = this.Constraints[i]; float radiusA = cc.RadiusA; float radiusB = cc.RadiusB; Body bodyA = cc.BodyA; Body bodyB = cc.BodyB; Manifold manifold = cc.Manifold; Vector2 vA = bodyA.LinearVelocity; Vector2 vB = bodyB.LinearVelocity; float wA = bodyA.AngularVelocity; float wB = bodyB.AngularVelocity; Debug.Assert(manifold.PointCount > 0); FixedArray2 <Vector2> points; Collision.Collision.GetWorldManifold(ref manifold, ref bodyA.Xf, radiusA, ref bodyB.Xf, radiusB, out cc.Normal, out points); Vector2 tangent = new Vector2(cc.Normal.Y, -cc.Normal.X); for (int j = 0; j < cc.PointCount; ++j) { ContactConstraintPoint ccp = cc.Points[j]; ccp.rA = points[j] - bodyA.Sweep.C; ccp.rB = points[j] - bodyB.Sweep.C; float rnA = ccp.rA.X * cc.Normal.Y - ccp.rA.Y * cc.Normal.X; float rnB = ccp.rB.X * cc.Normal.Y - ccp.rB.Y * cc.Normal.X; rnA *= rnA; rnB *= rnB; float kNormal = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rnA + bodyB.InvI * rnB; Debug.Assert(kNormal > Settings.Epsilon); ccp.NormalMass = 1.0f / kNormal; float rtA = ccp.rA.X * tangent.Y - ccp.rA.Y * tangent.X; float rtB = ccp.rB.X * tangent.Y - ccp.rB.Y * tangent.X; rtA *= rtA; rtB *= rtB; float kTangent = bodyA.InvMass + bodyB.InvMass + bodyA.InvI * rtA + bodyB.InvI * rtB; Debug.Assert(kTangent > Settings.Epsilon); ccp.TangentMass = 1.0f / kTangent; // Setup a velocity bias for restitution. ccp.VelocityBias = 0.0f; float vRel = cc.Normal.X * (vB.X + -wB * ccp.rB.Y - vA.X - -wA * ccp.rA.Y) + cc.Normal.Y * (vB.Y + wB * ccp.rB.X - vA.Y - wA * ccp.rA.X); if (vRel < -Settings.VelocityThreshold) { ccp.VelocityBias = -cc.Restitution * vRel; } } // If we have two points, then prepare the block solver. if (cc.PointCount == 2) { ContactConstraintPoint ccp1 = cc.Points[0]; ContactConstraintPoint ccp2 = cc.Points[1]; float invMassA = bodyA.InvMass; float invIA = bodyA.InvI; float invMassB = bodyB.InvMass; float invIB = bodyB.InvI; float rn1A = ccp1.rA.X * cc.Normal.Y - ccp1.rA.Y * cc.Normal.X; float rn1B = ccp1.rB.X * cc.Normal.Y - ccp1.rB.Y * cc.Normal.X; float rn2A = ccp2.rA.X * cc.Normal.Y - ccp2.rA.Y * cc.Normal.X; float rn2B = ccp2.rB.X * cc.Normal.Y - ccp2.rB.Y * cc.Normal.X; float k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; float k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; float k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B; // Ensure a reasonable condition number. const float k_maxConditionNumber = 100.0f; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. cc.K.Col1.X = k11; cc.K.Col1.Y = k12; cc.K.Col2.X = k12; cc.K.Col2.Y = k22; float a = cc.K.Col1.X, b = cc.K.Col2.X, c = cc.K.Col1.Y, d = cc.K.Col2.Y; float det = a * d - b * c; if (det != 0.0f) { det = 1.0f / det; } cc.NormalMass.Col1.X = det * d; cc.NormalMass.Col1.Y = -det * c; cc.NormalMass.Col2.X = -det * b; cc.NormalMass.Col2.Y = det * a; } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? cc.PointCount = 1; } } } }
protected virtual void PostSolve(Contact contact, ContactConstraint impulse) { }
public void SolveVelocityConstraints() { for (int i = 0; i < this._constraintCount; ++i) { ContactConstraint c = this.Constraints[i]; float wA = c.BodyA.AngularVelocityInternal; float wB = c.BodyB.AngularVelocityInternal; float tangentx = c.Normal.Y; float tangenty = -c.Normal.X; float friction = c.Friction; Debug.Assert(c.PointCount == 1 || c.PointCount == 2); // Solve tangent constraints for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint ccp = c.Points[j]; float lambda = ccp.TangentMass * -((c.BodyB.LinearVelocityInternal.X + (-wB * ccp.rB.Y) - c.BodyA.LinearVelocityInternal.X - (-wA * ccp.rA.Y)) * tangentx + (c.BodyB.LinearVelocityInternal.Y + (wB * ccp.rB.X) - c.BodyA.LinearVelocityInternal.Y - (wA * ccp.rA.X)) * tangenty); // MathUtils.Clamp the accumulated force float maxFriction = friction * ccp.NormalImpulse; float newImpulse = Math.Max(-maxFriction, Math.Min(ccp.TangentImpulse + lambda, maxFriction)); lambda = newImpulse - ccp.TangentImpulse; // Apply contact impulse float px = lambda * tangentx; float py = lambda * tangenty; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py; wA -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py; wB += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px); ccp.TangentImpulse = newImpulse; } // Solve normal constraints if (c.PointCount == 1) { ContactConstraintPoint ccp = c.Points[0]; // Relative velocity at contact // Compute normal impulse float lambda = -ccp.NormalMass * ((c.BodyB.LinearVelocityInternal.X + (-wB * ccp.rB.Y) - c.BodyA.LinearVelocityInternal.X - (-wA * ccp.rA.Y)) * c.Normal.X + (c.BodyB.LinearVelocityInternal.Y + (wB * ccp.rB.X) - c.BodyA.LinearVelocityInternal.Y - (wA * ccp.rA.X)) * c.Normal.Y - ccp.VelocityBias); // Clamp the accumulated impulse float newImpulse = Math.Max(ccp.NormalImpulse + lambda, 0.0f); lambda = newImpulse - ccp.NormalImpulse; // Apply contact impulse float px = lambda * c.Normal.X; float py = lambda * c.Normal.Y; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * px; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * py; wA -= c.BodyA.InvI * (ccp.rA.X * py - ccp.rA.Y * px); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * px; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * py; wB += c.BodyB.InvI * (ccp.rB.X * py - ccp.rB.Y * px); ccp.NormalImpulse = newImpulse; } else { // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite). // Build the mini LCP for this contact patch // // vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2 // // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n ) // b = vn_0 - velocityBias // // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid // solution that satisfies the problem is chosen. // // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). // // Substitute: // // x = x' - a // // Plug into above equation: // // vn = A * x + b // = A * (x' - a) + b // = A * x' + b - A * a // = A * x' + b' // b' = b - A * a; ContactConstraintPoint cp1 = c.Points[0]; ContactConstraintPoint cp2 = c.Points[1]; float ax = cp1.NormalImpulse; float ay = cp2.NormalImpulse; Debug.Assert(ax >= 0.0f && ay >= 0.0f); // Relative velocity at contact // Compute normal velocity float vn1 = (c.BodyB.LinearVelocityInternal.X + (-wB * cp1.rB.Y) - c.BodyA.LinearVelocityInternal.X - (-wA * cp1.rA.Y)) * c.Normal.X + (c.BodyB.LinearVelocityInternal.Y + (wB * cp1.rB.X) - c.BodyA.LinearVelocityInternal.Y - (wA * cp1.rA.X)) * c.Normal.Y; float vn2 = (c.BodyB.LinearVelocityInternal.X + (-wB * cp2.rB.Y) - c.BodyA.LinearVelocityInternal.X - (-wA * cp2.rA.Y)) * c.Normal.X + (c.BodyB.LinearVelocityInternal.Y + (wB * cp2.rB.X) - c.BodyA.LinearVelocityInternal.Y - (wA * cp2.rA.X)) * c.Normal.Y; float bx = vn1 - cp1.VelocityBias - (c.K.Col1.X * ax + c.K.Col2.X * ay); float by = vn2 - cp2.VelocityBias - (c.K.Col1.Y * ax + c.K.Col2.Y * ay); float xx = -(c.NormalMass.Col1.X * bx + c.NormalMass.Col2.X * by); float xy = -(c.NormalMass.Col1.Y * bx + c.NormalMass.Col2.Y * by); while (true) { // // Case 1: vn = 0 // // 0 = A * x' + b' // // Solve for x': // // x' = - inv(A) * b' // if (xx >= 0.0f && xy >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse float p1x = dx * c.Normal.X; float p1y = dx * c.Normal.Y; float p2x = dy * c.Normal.X; float p2y = dy * c.Normal.Y; float p12x = p1x + p2x; float p12y = p1y + p2y; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y; wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x)); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y; wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x)); // Accumulate cp1.NormalImpulse = xx; cp2.NormalImpulse = xy; break; } // // Case 2: vn1 = 0 and x2 = 0 // // 0 = a11 * x1' + a12 * 0 + b1' // vn2 = a21 * x1' + a22 * 0 + b2' // xx = -cp1.NormalMass * bx; xy = 0.0f; vn1 = 0.0f; vn2 = c.K.Col1.Y * xx + by; if (xx >= 0.0f && vn2 >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse float p1x = dx * c.Normal.X; float p1y = dx * c.Normal.Y; float p2x = dy * c.Normal.X; float p2y = dy * c.Normal.Y; float p12x = p1x + p2x; float p12y = p1y + p2y; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y; wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x)); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y; wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x)); // Accumulate cp1.NormalImpulse = xx; cp2.NormalImpulse = xy; break; } // // Case 3: vn2 = 0 and x1 = 0 // // vn1 = a11 * 0 + a12 * x2' + b1' // 0 = a21 * 0 + a22 * x2' + b2' // xx = 0.0f; xy = -cp2.NormalMass * by; vn1 = c.K.Col2.X * xy + bx; vn2 = 0.0f; if (xy >= 0.0f && vn1 >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse float p1x = dx * c.Normal.X; float p1y = dx * c.Normal.Y; float p2x = dy * c.Normal.X; float p2y = dy * c.Normal.Y; float p12x = p1x + p2x; float p12y = p1y + p2y; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y; wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x)); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y; wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x)); // Accumulate cp1.NormalImpulse = xx; cp2.NormalImpulse = xy; break; } // // Case 4: x1 = 0 and x2 = 0 // // vn1 = b1 // vn2 = b2; xx = 0.0f; xy = 0.0f; vn1 = bx; vn2 = by; if (vn1 >= 0.0f && vn2 >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse float p1x = dx * c.Normal.X; float p1y = dx * c.Normal.Y; float p2x = dy * c.Normal.X; float p2y = dy * c.Normal.Y; float p12x = p1x + p2x; float p12y = p1y + p2y; c.BodyA.LinearVelocityInternal.X -= c.BodyA.InvMass * p12x; c.BodyA.LinearVelocityInternal.Y -= c.BodyA.InvMass * p12y; wA -= c.BodyA.InvI * ((cp1.rA.X * p1y - cp1.rA.Y * p1x) + (cp2.rA.X * p2y - cp2.rA.Y * p2x)); c.BodyB.LinearVelocityInternal.X += c.BodyB.InvMass * p12x; c.BodyB.LinearVelocityInternal.Y += c.BodyB.InvMass * p12y; wB += c.BodyB.InvI * ((cp1.rB.X * p1y - cp1.rB.Y * p1x) + (cp2.rB.X * p2y - cp2.rB.Y * p2x)); // Accumulate cp1.NormalImpulse = xx; cp2.NormalImpulse = xy; break; } // No solution, give up. This is hit sometimes, but it doesn't seem to matter. break; } } c.BodyA.AngularVelocityInternal = wA; c.BodyB.AngularVelocityInternal = wB; } }
protected override void PostSolve(Contact contact, ContactConstraint impulse) { if (_broke) { // The body already broke. return; } // Should the body break? float maxImpulse = 0.0f; Manifold manifold; contact.GetManifold(out manifold); for (int i = 0; i < manifold.PointCount; ++i) { maxImpulse = Math.Max(maxImpulse, impulse.Points[i].NormalImpulse); } if (maxImpulse > 40.0f) { // Flag the body for breaking. _break = true; } }
public bool SolvePositionConstraints(float baumgarte) { float minSeparation = 0.0f; for (int i = 0; i < this._constraintCount; ++i) { ContactConstraint c = this.Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float invMassA = bodyA.Mass * bodyA.InvMass; float invIA = bodyA.Mass * bodyA.InvI; float invMassB = bodyB.Mass * bodyB.InvMass; float invIB = bodyB.Mass * bodyB.InvI; // Solve normal constraints for (int j = 0; j < c.PointCount; ++j) { Vector2 normal; Vector2 point; float separation; Solve(c, j, out normal, out point, out separation); float rax = point.X - bodyA.Sweep.C.X; float ray = point.Y - bodyA.Sweep.C.Y; float rbx = point.X - bodyB.Sweep.C.X; float rby = point.Y - bodyB.Sweep.C.Y; // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float C = Math.Max(-Settings.MaxLinearCorrection, Math.Min(baumgarte * (separation + Settings.LinearSlop), 0.0f)); // Compute the effective mass. float rnA = rax * normal.Y - ray * normal.X; float rnB = rbx * normal.Y - rby * normal.X; float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; float px = impulse * normal.X; float py = impulse * normal.Y; bodyA.Sweep.C.X -= invMassA * px; bodyA.Sweep.C.Y -= invMassA * py; bodyA.Sweep.A -= invIA * (rax * py - ray * px); bodyB.Sweep.C.X += invMassB * px; bodyB.Sweep.C.Y += invMassB * py; bodyB.Sweep.A += invIB * (rbx * py - rby * px); bodyA.SynchronizeTransform(); bodyB.SynchronizeTransform(); } } // We can't expect minSpeparation >= -Settings.b2_linearSlop because we don't // push the separation above -Settings.b2_linearSlop. return(minSeparation >= -1.5f * Settings.LinearSlop); }
private void PostSolve(ContactConstraint contactConstraint) { if (!Broken) { float maxImpulse = 0.0f; for (int i = 0; i < contactConstraint.Manifold.PointCount; ++i) { maxImpulse = Math.Max(maxImpulse, contactConstraint.Manifold.Points[0].NormalImpulse); maxImpulse = Math.Max(maxImpulse, contactConstraint.Manifold.Points[1].NormalImpulse); } if (maxImpulse > Strength) { // Flag the body for breaking. _break = true; } } }
public void Reset(Contact[] contacts, int contactCount, float impulseRatio, bool warmstarting) { this._contacts = contacts; this._constraintCount = contactCount; // grow the array if (this.Constraints == null || this.Constraints.Length < this._constraintCount) { this.Constraints = new ContactConstraint[this._constraintCount * 2]; for (int i = 0; i < this.Constraints.Length; i++) { this.Constraints[i] = new ContactConstraint(); } } // Initialize position independent portions of the constraints. for (int i = 0; i < this._constraintCount; ++i) { Contact contact = contacts[i]; Fixture fixtureA = contact.FixtureA; Fixture fixtureB = contact.FixtureB; Shape shapeA = fixtureA.Shape; Shape shapeB = fixtureB.Shape; float radiusA = shapeA.Radius; float radiusB = shapeB.Radius; Body bodyA = fixtureA.Body; Body bodyB = fixtureB.Body; Manifold manifold = contact.Manifold; Debug.Assert(manifold.PointCount > 0); ContactConstraint cc = this.Constraints[i]; cc.Friction = Settings.MixFriction(fixtureA.Friction, fixtureB.Friction); cc.Restitution = Settings.MixRestitution(fixtureA.Restitution, fixtureB.Restitution); cc.BodyA = bodyA; cc.BodyB = bodyB; cc.Manifold = manifold; cc.Normal = Vector2.Zero; cc.PointCount = manifold.PointCount; cc.LocalNormal = manifold.LocalNormal; cc.LocalPoint = manifold.LocalPoint; cc.RadiusA = radiusA; cc.RadiusB = radiusB; cc.Type = manifold.Type; for (int j = 0; j < cc.PointCount; ++j) { ManifoldPoint cp = manifold.Points[j]; ContactConstraintPoint ccp = cc.Points[j]; if (warmstarting) { ccp.NormalImpulse = impulseRatio * cp.NormalImpulse; ccp.TangentImpulse = impulseRatio * cp.TangentImpulse; } else { ccp.NormalImpulse = 0.0f; ccp.TangentImpulse = 0.0f; } ccp.LocalPoint = cp.LocalPoint; ccp.rA = Vector2.Zero; ccp.rB = Vector2.Zero; ccp.NormalMass = 0.0f; ccp.TangentMass = 0.0f; ccp.VelocityBias = 0.0f; } cc.K.SetZero(); cc.NormalMass.SetZero(); } }
private void PostSolveHandler(Contact contact, ContactConstraint impulse) { var gob1 = ((CollisionArea)contact.FixtureA.UserData).Owner; var gob2 = ((CollisionArea)contact.FixtureB.UserData).Owner; var eventKey = new CollisionEventKey(gob1, gob2); var previousMaxImpulse = 0f; _collisionImpulses.TryGetValue(eventKey, out previousMaxImpulse); _collisionImpulses[eventKey] = Math.Max(previousMaxImpulse, impulse.Points.Take(impulse.PointCount).Max(p => p.NormalImpulse)); }