Пример #1
0
        public override void PreStep(float dt)
        {
            cpBody a = this.a;
            cpBody b = this.b;

            this.r1 = cpTransform.Vect(a.transform, cpVect.cpvsub(this.anchorA, a.cog));
            this.r2 = cpTransform.Vect(b.transform, cpVect.cpvsub(this.anchorB, b.cog));

            // Calculate mass tensor
            this.k = cp.k_tensor(a, b, this.r1, this.r2);

            // calculate bias velocity
            cpVect delta = cpVect.cpvsub(cpVect.cpvadd(b.p, this.r2), cpVect.cpvadd(a.p, this.r1));

            this.bias = cpVect.cpvclamp(cpVect.cpvmult(delta, -cp.bias_coef(this.errorBias, dt) / dt), this.maxBias);
        }
Пример #2
0
        public override void PreStep(float dt)
        {
            cpBody a = this.a;
            cpBody b = this.b;

            // calculate endpoints in worldspace
            cpVect ta = cpTransform.Point(a.transform, this.grv_a);
            cpVect tb = cpTransform.Point(a.transform, this.grv_b);

            // calculate axis
            cpVect n = cpTransform.Vect(a.transform, this.grv_n);
            float  d = cpVect.cpvdot(ta, n);

            this.grv_tn = n;
            this.r2     = cpTransform.Vect(b.transform, cpVect.cpvsub(this.anchorB, b.cog));

            // calculate tangential distance along the axis of r2
            float td = cpVect.cpvcross(cpVect.cpvadd(b.p, this.r2), n);

            // calculate clamping factor and r2
            if (td <= cpVect.cpvcross(ta, n))
            {
                this.clamp = 1.0f;
                this.r1    = cpVect.cpvsub(ta, a.p);
            }
            else if (td >= cpVect.cpvcross(tb, n))
            {
                this.clamp = -1.0f;
                this.r1    = cpVect.cpvsub(tb, a.p);
            }
            else
            {
                this.clamp = 0.0f;
                this.r1    = cpVect.cpvsub(cpVect.cpvadd(cpVect.cpvmult(cpVect.cpvperp(n), -td), cpVect.cpvmult(n, d)), a.p);
            }

            // Calculate mass tensor
            this.k = cp.k_tensor(a, b, this.r1, this.r2);

            // calculate bias velocity
            cpVect delta = cpVect.cpvsub(cpVect.cpvadd(b.p, this.r2), cpVect.cpvadd(a.p, this.r1));

            this.bias = cpVect.cpvclamp(cpVect.cpvmult(delta, -cp.bias_coef(this.errorBias, dt) / dt), this.maxBias);
        }
Пример #3
0
 public static cpVect cpMat2x2Transform(cpMat2x2 m, cpVect v)
 {
     return(cpv(v.x * m.a + v.y * m.b, v.x * m.c + v.y * m.d));
 }
Пример #4
0
 public static cpVect cpMat2x2Transform(cpMat2x2 m, cpVect v)
 {
     return cpv(v.x * m.a + v.y * m.b, v.x * m.c + v.y * m.d);
 }
Пример #5
0
        public override void PreStep(float dt)
        {
            cpBody a = this.a;
            cpBody b = this.b;

            // calculate endpoints in worldspace
            cpVect ta = cpTransform.Point(a.transform, this.grv_a);
            cpVect tb = cpTransform.Point(a.transform, this.grv_b);

            // calculate axis
            cpVect n = cpTransform.Vect(a.transform, this.grv_n);
            float d = cpVect.cpvdot(ta, n);

            this.grv_tn = n;
            this.r2 = cpTransform.Vect(b.transform, cpVect.cpvsub(this.anchorB, b.cog));

            // calculate tangential distance along the axis of r2
            float td = cpVect.cpvcross(cpVect.cpvadd(b.p, this.r2), n);
            // calculate clamping factor and r2
            if (td <= cpVect.cpvcross(ta, n))
            {
                this.clamp = 1.0f;
                this.r1 = cpVect.cpvsub(ta, a.p);
            }
            else if (td >= cpVect.cpvcross(tb, n))
            {
                this.clamp = -1.0f;
                this.r1 = cpVect.cpvsub(tb, a.p);
            }
            else
            {
                this.clamp = 0.0f;
                this.r1 = cpVect.cpvsub(cpVect.cpvadd(cpVect.cpvmult(cpVect.cpvperp(n), -td), cpVect.cpvmult(n, d)), a.p);
            }

            // Calculate mass tensor
            this.k = cp.k_tensor(a, b, this.r1, this.r2);

            // calculate bias velocity
            cpVect delta = cpVect.cpvsub(cpVect.cpvadd(b.p, this.r2), cpVect.cpvadd(a.p, this.r1));
            this.bias = cpVect.cpvclamp(cpVect.cpvmult(delta, -cp.bias_coef(this.errorBias, dt) / dt), this.maxBias);
        }
Пример #6
0
Файл: cp.cs Проект: kfazi/AgarIo
 public static cpVect Transform(cpMat2x2 m, cpVect v)
 {
     return new cpVect(v.x * m.a + v.y * m.b, v.x * m.c + v.y * m.d);
 }
Пример #7
0
        public override void PreStep(float dt)
        {
            cpBody a = this.a;
            cpBody b = this.b;

            this.r1 = cpTransform.Vect(a.transform, cpVect.cpvsub(this.anchorA, a.cog));
            this.r2 = cpTransform.Vect(b.transform, cpVect.cpvsub(this.anchorB, b.cog));

            // Calculate mass tensor
            this.k = cp.k_tensor(a, b, this.r1, this.r2);

            // calculate bias velocity
            cpVect delta = cpVect.cpvsub(cpVect.cpvadd(b.p, this.r2), cpVect.cpvadd(a.p, this.r1));
            this.bias = cpVect.cpvclamp(cpVect.cpvmult(delta, -cp.bias_coef(this.errorBias, dt) / dt), this.maxBias);
        }