Exemplo n.º 1
0
        internal override void SolveVelocityConstraints(TimeStep step)
        {
            Body b1 = _body1;
            Body b2 = _body2;

            Vector2 r1 = CommonMath.Mul(b1.GetXForm().R, _localAnchor1 - b1.GetLocalCenter());
            Vector2 r2 = CommonMath.Mul(b2.GetXForm().R, _localAnchor2 - b2.GetLocalCenter());

            if (_state == LimitState.AtUpperLimit)
            {
                Vector2 v1 = b1._linearVelocity + CommonMath.Cross(b1._angularVelocity, r1);
                Vector2 v2 = b2._linearVelocity + CommonMath.Cross(b2._angularVelocity, r2);

                float Cdot       = -Vector2.Dot(_u1, v1) - _ratio * Vector2.Dot(_u2, v2);
                float impulse    = _pulleyMass * (-Cdot);
                float oldImpulse = _impulse;
                _impulse = CommonMath.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 * CommonMath.Cross(ref r1, ref P1);
                b2._linearVelocity  += b2._invMass * P2;
                b2._angularVelocity += b2._invI * CommonMath.Cross(ref r2, ref P2);
            }

            if (_limitState1 == LimitState.AtUpperLimit)
            {
                Vector2 v1 = b1._linearVelocity + CommonMath.Cross(b1._angularVelocity, r1);

                float Cdot       = -Vector2.Dot(_u1, v1);
                float impulse    = -_limitMass1 * Cdot;
                float oldImpulse = _limitImpulse1;
                _limitImpulse1 = CommonMath.Max(0.0f, _limitImpulse1 + impulse);
                impulse        = _limitImpulse1 - oldImpulse;

                Vector2 P1 = -impulse * _u1;
                b1._linearVelocity  += b1._invMass * P1;
                b1._angularVelocity += b1._invI * CommonMath.Cross(ref r1, ref P1);
            }

            if (_limitState2 == LimitState.AtUpperLimit)
            {
                Vector2 v2 = b2._linearVelocity + CommonMath.Cross(b2._angularVelocity, r2);

                float Cdot       = -Vector2.Dot(_u2, v2);
                float impulse    = -_limitMass2 * Cdot;
                float oldImpulse = _limitImpulse2;
                _limitImpulse2 = CommonMath.Max(0.0f, _limitImpulse2 + impulse);
                impulse        = _limitImpulse2 - oldImpulse;

                Vector2 P2 = -impulse * _u2;
                b2._linearVelocity  += b2._invMass * P2;
                b2._angularVelocity += b2._invI * CommonMath.Cross(ref r2, ref P2);
            }
        }
Exemplo n.º 2
0
        public static bool InPoints(Vector2 w, Vector2[] points, int pointCount)
        {
            float k_tolerance = 100.0f * Settings.FLT_EPSILON;

            for (int i = 0; i < pointCount; ++i)
            {
                Vector2 d = CommonMath.Abs(w - points[i]);
                Vector2 m = CommonMath.Max(CommonMath.Abs(w), CommonMath.Abs(points[i]));

                if (d.X < k_tolerance * (m.X + 1.0f) &&
                    d.Y < k_tolerance * (m.Y + 1.0f))
                {
                    return(true);
                }
            }

            return(false);
        }
Exemplo n.º 3
0
        // This algorithm uses conservative advancement to compute the time of
        // impact (TOI) of two shapes.
        // Refs: Bullet, Young Kim
        /// <summary>
        /// Compute the time when two shapes begin to touch or touch at a closer distance.
        /// warning the sweeps must have the same time interval.
        /// </summary>
        /// <param name="shape1"></param>
        /// <param name="sweep1"></param>
        /// <param name="shape2"></param>
        /// <param name="sweep2"></param>
        /// <returns>
        /// The fraction between [0,1] in which the shapes first touch.
        /// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch.
        /// </returns>
        public static float TimeOfImpact(Shape shape1, Sweep sweep1, Shape shape2, Sweep sweep2)
        {
            float r1 = shape1.GetSweepRadius();
            float r2 = shape2.GetSweepRadius();

            //Box2DXDebug.Assert(sweep1.T0 == sweep2.T0);
            //Box2DXDebug.Assert(1.0f - sweep1.T0 > Common.Settings.FLT_EPSILON);

            float   t0     = sweep1.T0;
            Vector2 v1     = sweep1.C - sweep1.C0;
            Vector2 v2     = sweep2.C - sweep2.C0;
            float   omega1 = sweep1.A - sweep1.A0;
            float   omega2 = sweep2.A - sweep2.A0;

            float alpha = 0.0f;

            Vector2 p1, p2;
            int     k_maxIterations = 20; // TODO_ERIN b2Settings
            int     iter            = 0;
            Vector2 normal          = Vector2.Zero;
            float   distance        = 0.0f;
            float   targetDistance  = 0.0f;

            for (;;)
            {
                float t = (1.0f - alpha) * t0 + alpha;
                XForm xf1, xf2;
                sweep1.GetXForm(out xf1, t);
                sweep2.GetXForm(out xf2, t);

                // Get the distance between shapes.
                distance = Distance(out p1, out p2, shape1, xf1, shape2, xf2);

                if (iter == 0)
                {
                    // Compute a reasonable target distance to give some breathing room
                    // for conservative advancement.
                    if (distance > 2.0f * Settings.ToiSlop)
                    {
                        targetDistance = 1.5f * Settings.ToiSlop;
                    }
                    else
                    {
                        targetDistance = CommonMath.Max(0.05f * Settings.ToiSlop, distance - 0.5f * Settings.ToiSlop);
                    }
                }

                if (distance - targetDistance < 0.05f * Settings.ToiSlop || iter == k_maxIterations)
                {
                    break;
                }

                normal = p2 - p1;
                normal.Normalize();

                // Compute upper bound on remaining movement.
                float approachVelocityBound = Vector2.Dot(normal, v1 - v2) +
                                              CommonMath.Abs(omega1) * r1 + CommonMath.Abs(omega2) * r2;
                if (CommonMath.Abs(approachVelocityBound) < Settings.FLT_EPSILON)
                {
                    alpha = 1.0f;
                    break;
                }

                // Get the conservative time increment. Don't advance all the way.
                float dAlpha = (distance - targetDistance) / approachVelocityBound;
                //float dt = (distance - 0.5f * Settings.LinearSlop) / approachVelocityBound;
                float newAlpha = alpha + dAlpha;

                // The shapes may be moving apart or a safe distance apart.
                if (newAlpha < 0.0f || 1.0f < newAlpha)
                {
                    alpha = 1.0f;
                    break;
                }

                // Ensure significant advancement.
                if (newAlpha < (1.0f + 100.0f * Settings.FLT_EPSILON) * alpha)
                {
                    break;
                }

                alpha = newAlpha;

                ++iter;
            }

            return(alpha);
        }
Exemplo n.º 4
0
        internal override bool SolvePositionConstraints(float baumgarte)
        {
            Body b1 = _body1;
            Body b2 = _body2;

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

            float linearError = 0.0f;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                b1.SynchronizeTransform();
            }

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

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

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

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

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

                b2.SynchronizeTransform();
            }

            return(linearError < Settings.LinearSlop);
        }
Exemplo n.º 5
0
        public static float DistanceGeneric <T1, T2>(out Vector2 x1, out Vector2 x2, T1 shape1_, XForm xf1, T2 shape2_, XForm xf2)
        {
            IGenericShape shape1 = shape1_ as IGenericShape;
            IGenericShape shape2 = shape2_ as IGenericShape;

            if (shape1 == null || shape2 == null)
            {
                //Box2DXDebug.Assert(false, "Can not cast some parameters to IGenericShape");
            }

            Vector2[] p1s        = new Vector2[3], p2s = new Vector2[3];
            Vector2[] points     = new Vector2[3];
            int       pointCount = 0;

            x1 = shape1.GetFirstVertex(xf1);
            x2 = shape2.GetFirstVertex(xf2);

            float vSqr          = 0.0f;
            int   maxIterations = 20;

            for (int iter = 0; iter < maxIterations; ++iter)
            {
                Vector2 v  = x2 - x1;
                Vector2 w1 = shape1.Support(xf1, v);
                Vector2 w2 = shape2.Support(xf2, -v);

                vSqr = Vector2.Dot(v, v);
                Vector2 w  = w2 - w1;
                float   vw = Vector2.Dot(v, w);
                if (vSqr - vw <= 0.01f * vSqr || InPoints(w, points, pointCount)) // or w in points
                {
                    if (pointCount == 0)
                    {
                        x1 = w1;
                        x2 = w2;
                    }
                    //GJKIterations = iter;
                    return(CommonMath.Sqrt(vSqr));
                }

                switch (pointCount)
                {
                case 0:
                    p1s[0]    = w1;
                    p2s[0]    = w2;
                    points[0] = w;
                    x1        = p1s[0];
                    x2        = p2s[0];
                    ++pointCount;
                    break;

                case 1:
                    p1s[1]     = w1;
                    p2s[1]     = w2;
                    points[1]  = w;
                    pointCount = ProcessTwo(out x1, out x2, ref p1s, ref p2s, ref points);
                    break;

                case 2:
                    p1s[2]     = w1;
                    p2s[2]     = w2;
                    points[2]  = w;
                    pointCount = ProcessThree(out x1, out x2, ref p1s, ref p2s, ref points);
                    break;
                }

                // If we have three points, then the origin is in the corresponding triangle.
                if (pointCount == 3)
                {
                    //GJKIterations = iter;
                    return(0.0f);
                }

                float maxSqr = -Settings.FLT_MAX;
                for (int i = 0; i < pointCount; ++i)
                {
                    maxSqr = CommonMath.Max(maxSqr, Vector2.Dot(points[i], points[i]));
                }

#if TARGET_FLOAT32_IS_FIXED
                if (pointCount == 3 || vSqr <= 5.0 * Common.Settings.FLT_EPSILON * maxSqr)
#else
                if (vSqr <= 100.0f * Settings.FLT_EPSILON * maxSqr)
#endif
                {
                    //GJKIterations = iter;
                    v    = x2 - x1;
                    vSqr = Vector2.Dot(v, v);

                    return(CommonMath.Sqrt(vSqr));
                }
            }

            //GJKIterations = maxIterations;
            return(CommonMath.Sqrt(vSqr));
        }