Exemplo n.º 1
0
		public float SolveLinearAxis(
			float timeStep,
			float jacDiagABInv,
			RigidBody body1, ref Vector3 pointInA,
			RigidBody body2, ref Vector3 pointInB,
			int limit_index,
			ref Vector3 axis_normal_on_a,
			ref Vector3 anchorPos)
		{
			///find relative velocity
			//    Vector3 rel_pos1 = pointInA - body1.getCenterOfMassPosition();
			//    Vector3 rel_pos2 = pointInB - body2.getCenterOfMassPosition();
			Vector3 rel_pos1 = anchorPos - body1.GetCenterOfMassPosition();
			Vector3 rel_pos2 = anchorPos - body2.GetCenterOfMassPosition();

			Vector3 vel1 = Vector3.Zero;
			body1.InternalGetVelocityInLocalPointObsolete(ref rel_pos1,ref vel1);
			Vector3 vel2 = Vector3.Zero;;
			body2.InternalGetVelocityInLocalPointObsolete(ref rel_pos2,ref vel2);
			Vector3 vel = vel1 - vel2;

			float rel_vel = Vector3.Dot(axis_normal_on_a,vel);

			/// apply displacement correction

			//positional error (zeroth order error)
			float depth = -Vector3.Dot((pointInA - pointInB),axis_normal_on_a);
			float	lo = float.MinValue;
			float	hi = float.MaxValue;

			float minLimit = MathUtil.VectorComponent(ref m_lowerLimit,limit_index);
			float maxLimit = MathUtil.VectorComponent(ref m_upperLimit,limit_index);

			//handle the limits
			if (minLimit < maxLimit)
			{
				{
					if (depth > maxLimit)
					{
						depth -= maxLimit;
						lo = 0f;

					}
					else
					{
						if (depth < minLimit)
						{
							depth -= minLimit;
							hi = 0f;
						}
						else
						{
							return 0.0f;
						}
					}
				}
			}

			float normalImpulse= m_limitSoftness*(m_restitution*depth/timeStep - m_damping*rel_vel) * jacDiagABInv;

			float oldNormalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index);
			float sum = oldNormalImpulse + normalImpulse;
			MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index,(sum > hi ? 0f: sum < lo ? 0f : sum));
			normalImpulse = MathUtil.VectorComponent(ref m_accumulatedImpulse,limit_index) - oldNormalImpulse;

			Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
			//body1.applyImpulse( impulse_vector, rel_pos1);
			//body2.applyImpulse(-impulse_vector, rel_pos2);

			Vector3 ftorqueAxis1 = Vector3.Cross(rel_pos1,axis_normal_on_a);
			Vector3 ftorqueAxis2 = Vector3.Cross(rel_pos2,axis_normal_on_a);
			body1.InternalApplyImpulse(axis_normal_on_a*body1.GetInvMass(), Vector3.TransformNormal(ftorqueAxis1,body1.GetInvInertiaTensorWorld()),normalImpulse);
			body2.InternalApplyImpulse(axis_normal_on_a * body2.GetInvMass(), Vector3.TransformNormal(ftorqueAxis2,body2.GetInvInertiaTensorWorld()), -normalImpulse);

			return normalImpulse;

		}
Exemplo n.º 2
0
		//! apply the correction impulses for two bodies
		public float SolveAngularLimits(float timeStep,ref Vector3 axis, float jacDiagABInv,RigidBody body0, RigidBody body1)
		{
			if (NeedApplyTorques() == false)
			{
				return 0.0f;
			}

			float target_velocity = m_targetVelocity;
			float maxMotorForce = m_maxMotorForce;

			//current error correction
			if (m_currentLimit!=0)
			{
				target_velocity = -m_stopERP*m_currentLimitError/(timeStep);
				maxMotorForce = m_maxLimitForce;
			}

			maxMotorForce *= timeStep;

			// current velocity difference

			Vector3 angVelA = Vector3.Zero;
			body0.InternalGetAngularVelocity(ref angVelA);
			Vector3 angVelB = Vector3.Zero;
			body1.InternalGetAngularVelocity(ref angVelB);

			Vector3 vel_diff = angVelA-angVelB;

			float rel_vel = Vector3.Dot(axis,vel_diff);

			// correction velocity
			float motor_relvel = m_limitSoftness*(target_velocity  - m_damping*rel_vel);

			if ( motor_relvel < MathUtil.SIMD_EPSILON && motor_relvel > -MathUtil.SIMD_EPSILON  )
			{
				return 0.0f;//no need for applying force
			}


			// correction impulse
			float unclippedMotorImpulse = (1+m_bounce)*motor_relvel*jacDiagABInv;

			// clip correction impulse
			float clippedMotorImpulse;

			///@todo: should clip against accumulated impulse
			if (unclippedMotorImpulse>0.0f)
			{
				clippedMotorImpulse =  unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse;
			}
			else
			{
				clippedMotorImpulse =  unclippedMotorImpulse < -maxMotorForce ? -maxMotorForce: unclippedMotorImpulse;
			}


			// sort with accumulated impulses
			float	lo = float.MinValue;
			float	hi = float.MaxValue;

			float oldaccumImpulse = m_accumulatedImpulse;
			float sum = oldaccumImpulse + clippedMotorImpulse;
			m_accumulatedImpulse = sum > hi ? 0f : sum < lo ? 0f : sum;

			clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;

			Vector3 motorImp = clippedMotorImpulse * axis;

			//body0.applyTorqueImpulse(motorImp);
			//body1.applyTorqueImpulse(-motorImp);

			body0.InternalApplyImpulse(Vector3.Zero, Vector3.TransformNormal(axis,body0.GetInvInertiaTensorWorld()),clippedMotorImpulse);
			body1.InternalApplyImpulse(Vector3.Zero, Vector3.TransformNormal(axis,body1.GetInvInertiaTensorWorld()),-clippedMotorImpulse);

			return clippedMotorImpulse;
		}