示例#1
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vA = data.velocities[m_indexA].v;
            float    wA = data.velocities[m_indexA].w;
            FVector2 vB = data.velocities[m_indexB].v;
            float    wB = data.velocities[m_indexB].w;

            FVector2 vpA = vA + MathUtils.Cross(wA, m_rA);
            FVector2 vpB = vB + MathUtils.Cross(wB, m_rB);

            float Cdot    = -FVector2.Dot(m_uA, vpA) - Ratio * FVector2.Dot(m_uB, vpB);
            float impulse = -m_mass * Cdot;

            _impulse += impulse;

            FVector2 PA = -impulse * m_uA;
            FVector2 PB = -Ratio * impulse * m_uB;

            vA += m_invMassA * PA;
            wA += m_invIA * MathUtils.Cross(m_rA, PA);
            vB += m_invMassB * PB;
            wB += m_invIB * MathUtils.Cross(m_rB, PB);

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
示例#2
0
        /// <summary>
        /// Method used by the BuoyancyController
        /// </summary>
        public override float ComputeSubmergedArea(FVector2 normal, float offset, Transform xf, out FVector2 sc)
        {
            sc = FVector2.Zero;

            FVector2 p = MathUtils.Mul(ref xf, Position);
            float    l = -(FVector2.Dot(normal, p) - offset);

            if (l < -Radius + Settings.Epsilon)
            {
                //Completely dry
                return(0);
            }
            if (l > Radius)
            {
                //Completely wet
                sc = p;
                return(Settings.Pi * Radius * Radius);
            }

            //Magic
            float r2   = Radius * Radius;
            float l2   = l * l;
            float area = r2 * (float)((Math.Asin(l / Radius) + Settings.Pi / 2) + l * Math.Sqrt(r2 - l2));
            float com  = -2.0f / 3.0f * (float)Math.Pow(r2 - l2, 1.5f) / area;

            sc.X = p.X + normal.X * com;
            sc.Y = p.Y + normal.Y * com;

            return(area);
        }
示例#3
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        public static float DistanceBetweenPointAndLineSegment(ref FVector2 point, ref FVector2 lineEndPoint1,
                                                               ref FVector2 lineEndPoint2)
        {
            FVector2 v = FVector2.Subtract(lineEndPoint2, lineEndPoint1);
            FVector2 w = FVector2.Subtract(point, lineEndPoint1);

            float c1 = FVector2.Dot(w, v);

            if (c1 <= 0)
            {
                return(DistanceBetweenPointAndPoint(ref point, ref lineEndPoint1));
            }

            float c2 = FVector2.Dot(v, v);

            if (c2 <= c1)
            {
                return(DistanceBetweenPointAndPoint(ref point, ref lineEndPoint2));
            }

            float    b           = c1 / c2;
            FVector2 pointOnLine = FVector2.Add(lineEndPoint1, FVector2.Multiply(v, b));

            return(DistanceBetweenPointAndPoint(ref point, ref pointOnLine));
        }
示例#4
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        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vA = data.velocities[m_indexA].v;
            float    wA = data.velocities[m_indexA].w;
            FVector2 vB = data.velocities[m_indexB].v;
            float    wB = data.velocities[m_indexB].w;

            // Cdot = dot(u, v + cross(w, r))
            FVector2 vpA  = vA + MathUtils.Cross(wA, m_rA);
            FVector2 vpB  = vB + MathUtils.Cross(wB, m_rB);
            float    Cdot = FVector2.Dot(_u, vpB - vpA);

            float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);

            _impulse += impulse;

            FVector2 P = impulse * _u;

            vA -= m_invMassA * P;
            wA -= m_invIA * MathUtils.Cross(m_rA, P);
            vB += m_invMassB * P;
            wB += m_invIB * MathUtils.Cross(m_rB, P);

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
示例#5
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        /// <summary>
        /// Test a point for containment in this shape. This only works for convex shapes.
        /// </summary>
        /// <param name="transform">The shape world transform.</param>
        /// <param name="point">a point in world coordinates.</param>
        /// <returns>True if the point is inside the shape</returns>
        public override bool TestPoint(ref Transform transform, ref FVector2 point)
        {
            FVector2 center = transform.p + MathUtils.Mul(transform.q, Position);
            FVector2 d      = point - center;

            return(FVector2.Dot(d, d) <= Radius * Radius);
        }
示例#6
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        /// <summary>
        /// Tests if a point lies on a line segment.
        /// </summary>
        /// <remarks>Used by method <c>CalculateBeta()</c>.</remarks>
        private static bool PointOnLineSegment(FVector2 start, FVector2 end, FVector2 point)
        {
            FVector2 segment = end - start;

            return(MathUtils.Area(ref start, ref end, ref point) == 0f &&
                   FVector2.Dot(point - start, segment) >= 0f &&
                   FVector2.Dot(point - end, segment) <= 0f);
        }
示例#7
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        public static float Evaluate(int indexA, int indexB, float t)
        {
            Transform xfA, xfB;

            _sweepA.GetTransform(out xfA, t);
            _sweepB.GetTransform(out xfB, t);

            switch (_type)
            {
            case SeparationFunctionType.Points:
            {
                //FVector2 axisA = MathUtils.MulT(ref xfA.q, _axis);
                //FVector2 axisB = MathUtils.MulT(ref xfB.q, -_axis);

                FVector2 localPointA = _proxyA.Vertices[indexA];
                FVector2 localPointB = _proxyB.Vertices[indexB];

                FVector2 pointA     = MathUtils.Mul(ref xfA, localPointA);
                FVector2 pointB     = MathUtils.Mul(ref xfB, localPointB);
                float    separation = FVector2.Dot(pointB - pointA, _axis);

                return(separation);
            }

            case SeparationFunctionType.FaceA:
            {
                FVector2 normal = MathUtils.Mul(ref xfA.q, _axis);
                FVector2 pointA = MathUtils.Mul(ref xfA, _localPoint);

                //FVector2 axisB = MathUtils.MulT(ref xfB.q, -normal);

                FVector2 localPointB = _proxyB.Vertices[indexB];
                FVector2 pointB      = MathUtils.Mul(ref xfB, localPointB);

                float separation = FVector2.Dot(pointB - pointA, normal);
                return(separation);
            }

            case SeparationFunctionType.FaceB:
            {
                FVector2 normal = MathUtils.Mul(ref xfB.q, _axis);
                FVector2 pointB = MathUtils.Mul(ref xfB, _localPoint);

                //FVector2 axisA = MathUtils.MulT(ref xfA.q, -normal);

                FVector2 localPointA = _proxyA.Vertices[indexA];
                FVector2 pointA      = MathUtils.Mul(ref xfA, localPointA);

                float separation = FVector2.Dot(pointA - pointB, normal);
                return(separation);
            }

            default:
                Debug.Assert(false);
                return(0.0f);
            }
        }
示例#8
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            public PolyNode GetRightestConnection(PolyNode incoming)
            {
                if (NConnected == 0)
                {
                    Debug.Assert(false);                  // This means the connection graph is inconsistent
                }
                if (NConnected == 1)
                {
                    //b2Assert(false);
                    // Because of the possibility of collapsing nearby points,
                    // we may end up with "spider legs" dangling off of a region.
                    // The correct behavior here is to turn around.
                    return(incoming);
                }
                FVector2 inDir = Position - incoming.Position;

                float inLength = inDir.Length();

                inDir.Normalize();

                Debug.Assert(inLength > Settings.Epsilon);

                PolyNode result = null;

                for (int i = 0; i < NConnected; ++i)
                {
                    if (Connected[i] == incoming)
                    {
                        continue;
                    }
                    FVector2 testDir       = Connected[i].Position - Position;
                    float    testLengthSqr = testDir.LengthSquared();
                    testDir.Normalize();
                    Debug.Assert(testLengthSqr >= Settings.Epsilon * Settings.Epsilon);
                    float myCos = FVector2.Dot(inDir, testDir);
                    float mySin = MathUtils.Cross(inDir, testDir);
                    if (result != null)
                    {
                        FVector2 resultDir = result.Position - Position;
                        resultDir.Normalize();
                        float resCos = FVector2.Dot(inDir, resultDir);
                        float resSin = MathUtils.Cross(inDir, resultDir);
                        if (IsRighter(mySin, myCos, resSin, resCos))
                        {
                            result = Connected[i];
                        }
                    }
                    else
                    {
                        result = Connected[i];
                    }
                }

                Debug.Assert(result != null);

                return(result);
            }
示例#9
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        /// <summary>
        /// Compute the mass properties of this shape using its dimensions and density.
        /// The inertia tensor is computed about the local origin, not the centroid.
        /// </summary>
        protected override sealed void ComputeProperties()
        {
            float area = Settings.Pi * Radius * Radius;

            MassData.Area     = area;
            MassData.Mass     = Density * area;
            MassData.Centroid = Position;

            // inertia about the local origin
            MassData.Inertia = MassData.Mass * (0.5f * Radius * Radius + FVector2.Dot(Position, Position));
        }
示例#10
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    public float GetAngleCos(Vector2 apos, Vector2 bpos)
    {
        Vector2 mpos            = m.position;
        float   lengtha         = (apos - mpos).magnitude;
        float   lengthb         = (bpos - mpos).magnitude;
        float   lengthMultiplar = lengtha * lengthb;
        Vector2 av     = apos - mpos;
        Vector2 bv     = bpos - mpos;
        float   dotP   = FVector2.Dot(av, bv);
        float   crossP = FVector2.Cross(av, bv);

        return((dotP / lengthMultiplar + 1f) * Math.Sign(crossP));
    }
示例#11
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            public static void Initialize(ContactPositionConstraint pc, Transform xfA, Transform xfB, int index, out FVector2 normal, out FVector2 point, out float separation)
            {
                Debug.Assert(pc.pointCount > 0);


                switch (pc.type)
                {
                case ManifoldType.Circles:
                {
                    FVector2 pointA = MathUtils.Mul(ref xfA, pc.localPoint);
                    FVector2 pointB = MathUtils.Mul(ref xfB, pc.localPoints[0]);
                    normal = pointB - pointA;
                    normal.Normalize();
                    point      = 0.5f * (pointA + pointB);
                    separation = FVector2.Dot(pointB - pointA, normal) - pc.radiusA - pc.radiusB;
                }
                break;

                case ManifoldType.FaceA:
                {
                    normal = MathUtils.Mul(xfA.q, pc.localNormal);
                    FVector2 planePoint = MathUtils.Mul(ref xfA, pc.localPoint);

                    FVector2 clipPoint = MathUtils.Mul(ref xfB, pc.localPoints[index]);
                    separation = FVector2.Dot(clipPoint - planePoint, normal) - pc.radiusA - pc.radiusB;
                    point      = clipPoint;
                }
                break;

                case ManifoldType.FaceB:
                {
                    normal = MathUtils.Mul(xfB.q, pc.localNormal);
                    FVector2 planePoint = MathUtils.Mul(ref xfB, pc.localPoint);

                    FVector2 clipPoint = MathUtils.Mul(ref xfA, pc.localPoints[index]);
                    separation = FVector2.Dot(clipPoint - planePoint, normal) - pc.radiusA - pc.radiusB;
                    point      = clipPoint;

                    // Ensure normal points from A to B
                    normal = -normal;
                }
                break;

                default:
                    normal     = FVector2.Zero;
                    point      = FVector2.Zero;
                    separation = 0;
                    break;
                }
            }
示例#12
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        internal override bool SolvePositionConstraints(ref SolverData data)
        {
            FVector2 cA = data.positions[m_indexA].c;
            float    aA = data.positions[m_indexA].a;
            FVector2 cB = data.positions[m_indexB].c;
            float    aB = data.positions[m_indexB].a;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            FVector2 rA = MathUtils.Mul(qA, LocalAnchorA - m_localCenterA);
            FVector2 rB = MathUtils.Mul(qB, LocalAnchorB - m_localCenterB);
            FVector2 d  = (cB - cA) + rB - rA;

            FVector2 ay = MathUtils.Mul(qA, m_localYAxisA);

            float sAy = MathUtils.Cross(d + rA, ay);
            float sBy = MathUtils.Cross(rB, ay);

            float C = FVector2.Dot(d, ay);

            float k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;

            float impulse;

            if (k != 0.0f)
            {
                impulse = -C / k;
            }
            else
            {
                impulse = 0.0f;
            }

            FVector2 P  = impulse * ay;
            float    LA = impulse * sAy;
            float    LB = impulse * sBy;

            cA -= m_invMassA * P;
            aA -= m_invIA * LA;
            cB += m_invMassB * P;
            aB += m_invIB * LB;

            data.positions[m_indexA].c = cA;
            data.positions[m_indexA].a = aA;
            data.positions[m_indexB].c = cB;
            data.positions[m_indexB].a = aB;

            return(Math.Abs(C) <= FSSettings.LinearSlop);
        }
示例#13
0
        /// <summary>
        /// Test a point for containment in this shape. This only works for convex shapes.
        /// </summary>
        /// <param name="transform">The shape world transform.</param>
        /// <param name="point">a point in world coordinates.</param>
        /// <returns>True if the point is inside the shape</returns>
        public override bool TestPoint(ref Transform transform, ref FVector2 point)
        {
            FVector2 pLocal = MathUtils.MulT(transform.q, point - transform.p);

            for (int i = 0; i < Vertices.Count; ++i)
            {
                float dot = FVector2.Dot(Normals[i], pLocal - Vertices[i]);
                if (dot > 0.0f)
                {
                    return(false);
                }
            }

            return(true);
        }
示例#14
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        /// <summary>
        /// Get the supporting vertex in the given direction.
        /// </summary>
        /// <param name="direction">The direction.</param>
        /// <returns></returns>
        public FVector2 GetSupportVertex(FVector2 direction)
        {
            int   bestIndex = 0;
            float bestValue = FVector2.Dot(Vertices[0], direction);

            for (int i = 1; i < Vertices.Count; ++i)
            {
                float value = FVector2.Dot(Vertices[i], direction);
                if (value > bestValue)
                {
                    bestIndex = i;
                    bestValue = value;
                }
            }

            return(Vertices[bestIndex]);
        }
示例#15
0
        // Solve a line segment using barycentric coordinates.
        //
        // p = a1 * w1 + a2 * w2
        // a1 + a2 = 1
        //
        // The vector from the origin to the closest point on the line is
        // perpendicular to the line.
        // e12 = w2 - w1
        // dot(p, e) = 0
        // a1 * dot(w1, e) + a2 * dot(w2, e) = 0
        //
        // 2-by-2 linear system
        // [1      1     ][a1] = [1]
        // [w1.e12 w2.e12][a2] = [0]
        //
        // Define
        // d12_1 =  dot(w2, e12)
        // d12_2 = -dot(w1, e12)
        // d12 = d12_1 + d12_2
        //
        // Solution
        // a1 = d12_1 / d12
        // a2 = d12_2 / d12

        internal void Solve2()
        {
            FVector2 w1  = V[0].W;
            FVector2 w2  = V[1].W;
            FVector2 e12 = w2 - w1;

            // w1 region
            float d12_2 = -FVector2.Dot(w1, e12);

            if (d12_2 <= 0.0f)
            {
                // a2 <= 0, so we clamp it to 0
                SimplexVertex v0 = V[0];
                v0.A  = 1.0f;
                V[0]  = v0;
                Count = 1;
                return;
            }

            // w2 region
            float d12_1 = FVector2.Dot(w2, e12);

            if (d12_1 <= 0.0f)
            {
                // a1 <= 0, so we clamp it to 0
                SimplexVertex v1 = V[1];
                v1.A  = 1.0f;
                V[1]  = v1;
                Count = 1;
                V[0]  = V[1];
                return;
            }

            // Must be in e12 region.
            float         inv_d12 = 1.0f / (d12_1 + d12_2);
            SimplexVertex v0_2    = V[0];
            SimplexVertex v1_2    = V[1];

            v0_2.A = d12_1 * inv_d12;
            v1_2.A = d12_2 * inv_d12;
            V[0]   = v0_2;
            V[1]   = v1_2;
            Count  = 2;
        }
示例#16
0
        /// <summary>
        /// Cast a ray against a child shape.
        /// </summary>
        /// <param name="output">The ray-cast results.</param>
        /// <param name="input">The ray-cast input parameters.</param>
        /// <param name="transform">The transform to be applied to the shape.</param>
        /// <param name="childIndex">The child shape index.</param>
        /// <returns>True if the ray-cast hits the shape</returns>
        public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform,
                                     int childIndex)
        {
            // Collision Detection in Interactive 3D Environments by Gino van den Bergen
            // From Section 3.1.2
            // x = s + a * r
            // norm(x) = radius

            output = new RayCastOutput();

            FVector2 position = transform.p + MathUtils.Mul(transform.q, Position);
            FVector2 s        = input.Point1 - position;
            float    b        = FVector2.Dot(s, s) - Radius * Radius;

            // Solve quadratic equation.
            FVector2 r     = input.Point2 - input.Point1;
            float    c     = FVector2.Dot(s, r);
            float    rr    = FVector2.Dot(r, r);
            float    sigma = c * c - rr * b;

            // Check for negative discriminant and short segment.
            if (sigma < 0.0f || rr < Settings.Epsilon)
            {
                return(false);
            }

            // Find the point of intersection of the line with the circle.
            float a = -(c + (float)Math.Sqrt(sigma));

            // Is the intersection point on the segment?
            if (0.0f <= a && a <= input.MaxFraction * rr)
            {
                a /= rr;
                output.Fraction = a;

                //TODO: Check results here
                output.Normal = s + a * r;
                output.Normal.Normalize();
                return(true);
            }

            return(false);
        }
示例#17
0
    /// <summary>
    /// tests if ray intersects AABB
    /// </summary>
    /// <param name="aabb"></param>
    /// <returns></returns>
    public static bool RayCastAABB(AABB aabb, FVector2 p1, FVector2 p2)
    {
        AABB segmentAABB = new AABB();

        {
            FVector2.Min(ref p1, ref p2, out segmentAABB.LowerBound);
            FVector2.Max(ref p1, ref p2, out segmentAABB.UpperBound);
        }
        if (!AABB.TestOverlap(aabb, segmentAABB))
        {
            return(false);
        }

        FVector2 rayDir = p2 - p1;
        FVector2 rayPos = p1;

        FVector2 norm = new FVector2(-rayDir.Y, rayDir.X); //normal to ray

        if (norm.Length() == 0.0)
        {
            return(true); //if ray is just a point, return true (iff point is within aabb, as tested earlier)
        }
        norm.Normalize();

        float dPos = FVector2.Dot(rayPos, norm);

        FVector2[] verts = aabb.GetVertices();
        float      d0    = FVector2.Dot(verts[0], norm) - dPos;

        for (int i = 1; i < 4; i++)
        {
            float d = FVector2.Dot(verts[i], norm) - dPos;
            if (Math.Sign(d) != Math.Sign(d0))
            {
                //return true if the ray splits the vertices (ie: sign of dot products with normal are not all same)
                return(true);
            }
        }

        return(false);
    }
示例#18
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vA = data.velocities[_indexA].v;
            float    wA = data.velocities[_indexA].w;
            FVector2 vB = data.velocities[_indexB].v;
            float    wB = data.velocities[_indexB].w;


            // Cdot = dot(u, v + cross(w, r))
            FVector2 vpA  = vA + MathUtils.Cross(wA, _rA);
            FVector2 vpB  = vB + MathUtils.Cross(wB, _rB);
            float    C    = _length - MaxLength;
            float    Cdot = FVector2.Dot(_u, vpB - vpA);

            // Predictive constraint.
            if (C < 0.0f)
            {
                Cdot += data.step.inv_dt * C;
            }

            float impulse    = -_mass * Cdot;
            float oldImpulse = _impulse;

            _impulse = Math.Min(0.0f, _impulse + impulse);
            impulse  = _impulse - oldImpulse;

            FVector2 P = impulse * _u;

            vA -= _invMassA * P;
            wA -= _invIA * MathUtils.Cross(_rA, P);
            vB += _invMassB * P;
            wB += _invIB * MathUtils.Cross(_rB, P);

            data.velocities[_indexA].v = vA;
            data.velocities[_indexA].w = wA;
            data.velocities[_indexB].v = vB;
            data.velocities[_indexB].w = wB;
        }
示例#19
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FSBody b1 = BodyA;
            FSBody b2 = BodyB;

            Transform xf1, xf2;

            b1.GetTransform(out xf1);
            b2.GetTransform(out xf2);

            FVector2 r1 = MathUtils.Mul(ref xf1.q, LocalAnchorA - b1.LocalCenter);
            FVector2 r2 = MathUtils.Mul(ref xf2.q, LocalAnchorB - b2.LocalCenter);

            FVector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;

            float length = d.Length();

            if (length < MaxLength && length > MinLength)
            {
                return;
            }

            // Cdot = dot(u, v + cross(w, r))
            FVector2 v1   = b1.LinearVelocityInternal + MathUtils.Cross(b1.AngularVelocityInternal, r1);
            FVector2 v2   = b2.LinearVelocityInternal + MathUtils.Cross(b2.AngularVelocityInternal, r2);
            float    Cdot = FVector2.Dot(_u, v2 - v1);

            float impulse = -_mass * (Cdot + _bias + _gamma * _impulse);

            _impulse += impulse;

            FVector2 P = impulse * _u;

            b1.LinearVelocityInternal  -= b1.InvMass * P;
            b1.AngularVelocityInternal -= b1.InvI * MathUtils.Cross(r1, P);
            b2.LinearVelocityInternal  += b2.InvMass * P;
            b2.AngularVelocityInternal += b2.InvI * MathUtils.Cross(r2, P);
        }
示例#20
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            FVector2 vA = data.velocities[m_indexA].v;
            float    wA = data.velocities[m_indexA].w;
            FVector2 vB = data.velocities[m_indexB].v;
            float    wB = data.velocities[m_indexB].w;
            FVector2 vC = data.velocities[m_indexC].v;
            float    wC = data.velocities[m_indexC].w;
            FVector2 vD = data.velocities[m_indexD].v;
            float    wD = data.velocities[m_indexD].w;

            float Cdot = FVector2.Dot(m_JvAC, vA - vC) + FVector2.Dot(m_JvBD, vB - vD);

            Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);

            float impulse = -m_mass * Cdot;

            m_impulse += impulse;

            vA += (m_mA * impulse) * m_JvAC;
            wA += m_iA * impulse * m_JwA;
            vB += (m_mB * impulse) * m_JvBD;
            wB += m_iB * impulse * m_JwB;
            vC -= (m_mC * impulse) * m_JvAC;
            wC -= m_iC * impulse * m_JwC;
            vD -= (m_mD * impulse) * m_JvBD;
            wD -= m_iD * impulse * m_JwD;

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
            data.velocities[m_indexC].v = vC;
            data.velocities[m_indexC].w = wC;
            data.velocities[m_indexD].v = vD;
            data.velocities[m_indexD].w = wD;
        }
示例#21
0
        public override float ComputeSubmergedArea(FVector2 normal, float offset, Transform xf, out FVector2 sc)
        {
            sc = FVector2.Zero;

            //Transform plane into shape co-ordinates
            FVector2 normalL = MathUtils.MulT(xf.q, normal);
            float    offsetL = offset - FVector2.Dot(normal, xf.p);

            float[] depths    = new float[Settings.MaxPolygonVertices];
            int     diveCount = 0;
            int     intoIndex = -1;
            int     outoIndex = -1;

            bool lastSubmerged = false;
            int  i;

            for (i = 0; i < Vertices.Count; i++)
            {
                depths[i] = FVector2.Dot(normalL, Vertices[i]) - offsetL;
                bool isSubmerged = depths[i] < -Settings.Epsilon;
                if (i > 0)
                {
                    if (isSubmerged)
                    {
                        if (!lastSubmerged)
                        {
                            intoIndex = i - 1;
                            diveCount++;
                        }
                    }
                    else
                    {
                        if (lastSubmerged)
                        {
                            outoIndex = i - 1;
                            diveCount++;
                        }
                    }
                }
                lastSubmerged = isSubmerged;
            }
            switch (diveCount)
            {
            case 0:
                if (lastSubmerged)
                {
                    //Completely submerged
                    sc = MathUtils.Mul(ref xf, MassData.Centroid);
                    return(MassData.Mass / Density);
                }
                else
                {
                    //Completely dry
                    return(0);
                }

            case 1:
                if (intoIndex == -1)
                {
                    intoIndex = Vertices.Count - 1;
                }
                else
                {
                    outoIndex = Vertices.Count - 1;
                }
                break;
            }
            int intoIndex2 = (intoIndex + 1) % Vertices.Count;
            int outoIndex2 = (outoIndex + 1) % Vertices.Count;

            float intoLambda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]);
            float outoLambda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]);

            FVector2 intoVec = new FVector2(
                Vertices[intoIndex].X * (1 - intoLambda) + Vertices[intoIndex2].X * intoLambda,
                Vertices[intoIndex].Y * (1 - intoLambda) + Vertices[intoIndex2].Y * intoLambda);
            FVector2 outoVec = new FVector2(
                Vertices[outoIndex].X * (1 - outoLambda) + Vertices[outoIndex2].X * outoLambda,
                Vertices[outoIndex].Y * (1 - outoLambda) + Vertices[outoIndex2].Y * outoLambda);

            //Initialize accumulator
            float    area   = 0;
            FVector2 center = new FVector2(0, 0);
            FVector2 p2     = Vertices[intoIndex2];
            FVector2 p3;

            float k_inv3 = 1.0f / 3.0f;

            //An awkward loop from intoIndex2+1 to outIndex2
            i = intoIndex2;
            while (i != outoIndex2)
            {
                i = (i + 1) % Vertices.Count;
                if (i == outoIndex2)
                {
                    p3 = outoVec;
                }
                else
                {
                    p3 = Vertices[i];
                }
                //Add the triangle formed by intoVec,p2,p3
                {
                    FVector2 e1 = p2 - intoVec;
                    FVector2 e2 = p3 - intoVec;

                    float D = MathUtils.Cross(e1, e2);

                    float triangleArea = 0.5f * D;

                    area += triangleArea;

                    // Area weighted centroid
                    center += triangleArea * k_inv3 * (intoVec + p2 + p3);
                }
                //
                p2 = p3;
            }

            //Normalize and transform centroid
            center *= 1.0f / area;

            sc = MathUtils.Mul(ref xf, center);

            return(area);
        }
示例#22
0
        /// <summary>
        /// Cast a ray against a child shape.
        /// </summary>
        /// <param name="output">The ray-cast results.</param>
        /// <param name="input">The ray-cast input parameters.</param>
        /// <param name="transform">The transform to be applied to the shape.</param>
        /// <param name="childIndex">The child shape index.</param>
        /// <returns>True if the ray-cast hits the shape</returns>
        public override bool RayCast(out RayCastOutput output, ref RayCastInput input, ref Transform transform,
                                     int childIndex)
        {
            output = new RayCastOutput();

            // Put the ray into the polygon's frame of reference.
            FVector2 p1 = MathUtils.MulT(transform.q, input.Point1 - transform.p);
            FVector2 p2 = MathUtils.MulT(transform.q, input.Point2 - transform.p);
            FVector2 d  = p2 - p1;

            float lower = 0.0f, upper = input.MaxFraction;

            int index = -1;

            for (int i = 0; i < Vertices.Count; ++i)
            {
                // p = p1 + a * d
                // dot(normal, p - v) = 0
                // dot(normal, p1 - v) + a * dot(normal, d) = 0
                float numerator   = FVector2.Dot(Normals[i], Vertices[i] - p1);
                float denominator = FVector2.Dot(Normals[i], d);

                if (denominator == 0.0f)
                {
                    if (numerator < 0.0f)
                    {
                        return(false);
                    }
                }
                else
                {
                    // Note: we want this predicate without division:
                    // lower < numerator / denominator, where denominator < 0
                    // Since denominator < 0, we have to flip the inequality:
                    // lower < numerator / denominator <==> denominator * lower > numerator.
                    if (denominator < 0.0f && numerator < lower * denominator)
                    {
                        // Increase lower.
                        // The segment enters this half-space.
                        lower = numerator / denominator;
                        index = i;
                    }
                    else if (denominator > 0.0f && numerator < upper * denominator)
                    {
                        // Decrease upper.
                        // The segment exits this half-space.
                        upper = numerator / denominator;
                    }
                }

                // The use of epsilon here causes the assert on lower to trip
                // in some cases. Apparently the use of epsilon was to make edge
                // shapes work, but now those are handled separately.
                //if (upper < lower - b2_epsilon)
                if (upper < lower)
                {
                    return(false);
                }
            }

            Debug.Assert(0.0f <= lower && lower <= input.MaxFraction);

            if (index >= 0)
            {
                output.Fraction = lower;
                output.Normal   = MathUtils.Mul(transform.q, Normals[index]);
                return(true);
            }

            return(false);
        }
示例#23
0
        public void SolveVelocityConstraints()
        {
            for (int i = 0; i < _count; ++i)
            {
                ContactVelocityConstraint vc = _velocityConstraints[i];

                int   indexA     = vc.indexA;
                int   indexB     = vc.indexB;
                float mA         = vc.invMassA;
                float iA         = vc.invIA;
                float mB         = vc.invMassB;
                float iB         = vc.invIB;
                int   pointCount = vc.pointCount;

                FVector2 vA = _velocities[indexA].v;
                float    wA = _velocities[indexA].w;
                FVector2 vB = _velocities[indexB].v;
                float    wB = _velocities[indexB].w;

                FVector2 normal   = vc.normal;
                FVector2 tangent  = MathUtils.Cross(normal, 1.0f);
                float    friction = vc.friction;

                //Debug.Assert(pointCount == 1 || pointCount == 2);

                // Solve tangent constraints first because non-penetration is more important
                // than friction.
                for (int j = 0; j < pointCount; ++j)
                {
                    VelocityConstraintPoint vcp = vc.points[j];

                    // Relative velocity at contact
                    FVector2 dv = vB + MathUtils.Cross(wB, vcp.rB) - vA - MathUtils.Cross(wA, vcp.rA);

                    // Compute tangent force
                    float vt     = FVector2.Dot(dv, tangent) - vc.tangentSpeed;
                    float lambda = vcp.tangentMass * (-vt);

                    // b2Clamp the accumulated force
                    float maxFriction = friction * vcp.normalImpulse;
                    float newImpulse  = MathUtils.Clamp(vcp.tangentImpulse + lambda, -maxFriction, maxFriction);
                    lambda             = newImpulse - vcp.tangentImpulse;
                    vcp.tangentImpulse = newImpulse;

                    // Apply contact impulse
                    FVector2 P = lambda * tangent;

                    vA -= mA * P;
                    wA -= iA * MathUtils.Cross(vcp.rA, P);

                    vB += mB * P;
                    wB += iB * MathUtils.Cross(vcp.rB, P);
                }

                // Solve normal constraints
                if (vc.pointCount == 1)
                {
                    VelocityConstraintPoint vcp = vc.points[0];

                    // Relative velocity at contact
                    FVector2 dv = vB + MathUtils.Cross(wB, vcp.rB) - vA - MathUtils.Cross(wA, vcp.rA);

                    // Compute normal impulse
                    float vn     = FVector2.Dot(dv, normal);
                    float lambda = -vcp.normalMass * (vn - vcp.velocityBias);

                    // b2Clamp the accumulated impulse
                    float newImpulse = Math.Max(vcp.normalImpulse + lambda, 0.0f);
                    lambda            = newImpulse - vcp.normalImpulse;
                    vcp.normalImpulse = newImpulse;

                    // Apply contact impulse
                    FVector2 P = lambda * normal;
                    vA -= mA * P;
                    wA -= iA * MathUtils.Cross(vcp.rA, P);

                    vB += mB * P;
                    wB += iB * MathUtils.Cross(vcp.rB, P);
                }
                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 = vn0 - 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 = a + d
                    //
                    // a := old total impulse
                    // x := new total impulse
                    // d := incremental impulse
                    //
                    // For the current iteration we extend the formula for the incremental impulse
                    // to compute the new total impulse:
                    //
                    // vn = A * d + b
                    //    = A * (x - a) + b
                    //    = A * x + b - A * a
                    //    = A * x + b'
                    // b' = b - A * a;

                    VelocityConstraintPoint cp1 = vc.points[0];
                    VelocityConstraintPoint cp2 = vc.points[1];

                    FVector2 a = new FVector2(cp1.normalImpulse, cp2.normalImpulse);
                    //Debug.Assert(a.X >= 0.0f && a.Y >= 0.0f);

                    // Relative velocity at contact
                    FVector2 dv1 = vB + MathUtils.Cross(wB, cp1.rB) - vA - MathUtils.Cross(wA, cp1.rA);
                    FVector2 dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);

                    // Compute normal velocity
                    float vn1 = FVector2.Dot(dv1, normal);
                    float vn2 = FVector2.Dot(dv2, normal);

                    FVector2 b = new FVector2();
                    b.X = vn1 - cp1.velocityBias;
                    b.Y = vn2 - cp2.velocityBias;

                    // Compute b'
                    b -= MathUtils.Mul(ref vc.K, a);

                    //const float k_errorTol = 1e-3f;
                    //B2_NOT_USED(k_errorTol);

                    while (true)
                    {
                        //
                        // Case 1: vn = 0
                        //
                        // 0 = A * x + b'
                        //
                        // Solve for x:
                        //
                        // x = - inv(A) * b'
                        //
                        FVector2 x = -MathUtils.Mul(ref vc.normalMass, b);

                        if (x.X >= 0.0f && x.Y >= 0.0f)
                        {
                            // Get the incremental impulse
                            FVector2 d = x - a;

                            // Apply incremental impulse
                            FVector2 P1 = d.X * normal;
                            FVector2 P2 = d.Y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // 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);
                            dv2 = vB + MathUtils.Cross(wB, cp2.rB) - vA - MathUtils.Cross(wA, cp2.rA);

                            // Compute normal velocity
                            vn1 = FVector2.Dot(dv1, normal);
                            vn2 = FVector2.Dot(dv2, normal);

                            b2Assert(b2Abs(vn1 - cp1.velocityBias) < k_errorTol);
                            b2Assert(b2Abs(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 = vc.K.ex.Y * x.X + b.Y;

                        if (x.X >= 0.0f && vn2 >= 0.0f)
                        {
                            // Get the incremental impulse
                            FVector2 d = x - a;

                            // Apply incremental impulse
                            FVector2 P1 = d.X * normal;
                            FVector2 P2 = d.Y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // 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 = FVector2.Dot(dv1, normal);

                            b2Assert(b2Abs(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 = vc.K.ey.X * x.Y + b.X;
                        vn2 = 0.0f;

                        if (x.Y >= 0.0f && vn1 >= 0.0f)
                        {
                            // Resubstitute for the incremental impulse
                            FVector2 d = x - a;

                            // Apply incremental impulse
                            FVector2 P1 = d.X * normal;
                            FVector2 P2 = d.Y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // 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 = FVector2.Dot(dv2, normal);

                            b2Assert(b2Abs(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)
                        {
                            // Resubstitute for the incremental impulse
                            FVector2 d = x - a;

                            // Apply incremental impulse
                            FVector2 P1 = d.X * normal;
                            FVector2 P2 = d.Y * normal;
                            vA -= mA * (P1 + P2);
                            wA -= iA * (MathUtils.Cross(cp1.rA, P1) + MathUtils.Cross(cp2.rA, P2));

                            vB += mB * (P1 + P2);
                            wB += iB * (MathUtils.Cross(cp1.rB, P1) + MathUtils.Cross(cp2.rB, P2));

                            // 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;
                    }
                }

                _velocities[indexA].v = vA;
                _velocities[indexA].w = wA;
                _velocities[indexB].v = vB;
                _velocities[indexB].w = wB;
            }
        }
示例#24
0
        /// <summary>
        /// Compute the mass properties of this shape using its dimensions and density.
        /// The inertia tensor is computed about the local origin, not the centroid.
        /// </summary>
        protected override void ComputeProperties()
        {
            // Polygon mass, centroid, and inertia.
            // Let rho be the polygon density in mass per unit area.
            // Then:
            // mass = rho * int(dA)
            // centroid.X = (1/mass) * rho * int(x * dA)
            // centroid.Y = (1/mass) * rho * int(y * dA)
            // I = rho * int((x*x + y*y) * dA)
            //
            // We can compute these integrals by summing all the integrals
            // for each triangle of the polygon. To evaluate the integral
            // for a single triangle, we make a change of variables to
            // the (u,v) coordinates of the triangle:
            // x = x0 + e1x * u + e2x * v
            // y = y0 + e1y * u + e2y * v
            // where 0 <= u && 0 <= v && u + v <= 1.
            //
            // We integrate u from [0,1-v] and then v from [0,1].
            // We also need to use the Jacobian of the transformation:
            // D = cross(e1, e2)
            //
            // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
            //
            // The rest of the derivation is handled by computer algebra.

            Debug.Assert(Vertices.Count >= 3);

            if (_density <= 0)
            {
                return;
            }

            FVector2 center = FVector2.Zero;
            float    area   = 0.0f;
            float    I      = 0.0f;

            // pRef is the reference point for forming triangles.
            // It's location doesn't change the result (except for rounding error).
            FVector2 s = FVector2.Zero;

            // This code would put the reference point inside the polygon.
            for (int i = 0; i < Vertices.Count; ++i)
            {
                s += Vertices[i];
            }
            s *= 1.0f / Vertices.Count;

            const float k_inv3 = 1.0f / 3.0f;

            for (int i = 0; i < Vertices.Count; ++i)
            {
                // Triangle vertices.
                FVector2 e1 = Vertices[i] - s;
                FVector2 e2 = i + 1 < Vertices.Count ? Vertices[i + 1] - s : Vertices[0] - s;

                float D = MathUtils.Cross(e1, e2);

                float triangleArea = 0.5f * D;
                area += triangleArea;

                // Area weighted centroid
                center += triangleArea * k_inv3 * (e1 + e2);

                float ex1 = e1.X, ey1 = e1.Y;
                float ex2 = e2.X, ey2 = e2.Y;

                float intx2 = ex1 * ex1 + ex2 * ex1 + ex2 * ex2;
                float inty2 = ey1 * ey1 + ey2 * ey1 + ey2 * ey2;

                I += (0.25f * k_inv3 * D) * (intx2 + inty2);
            }

            //The area is too small for the engine to handle.
            Debug.Assert(area > Settings.Epsilon);

            // We save the area
            MassData.Area = area;

            // Total mass
            MassData.Mass = _density * area;

            // Center of mass
            center           *= 1.0f / area;
            MassData.Centroid = center + s;

            // Inertia tensor relative to the local origin (point s).
            MassData.Inertia = _density * I;

            // Shift to center of mass then to original body origin.
            MassData.Inertia += MassData.Mass * (FVector2.Dot(MassData.Centroid, MassData.Centroid) - FVector2.Dot(center, center));
        }
示例#25
0
        /// <summary>
        /// This resets the mass properties to the sum of the mass properties of the fixtures.
        /// This normally does not need to be called unless you called SetMassData to override
        /// the mass and you later want to reset the mass.
        /// </summary>
        public void ResetMassData()
        {
            // Compute mass data from shapes. Each shape has its own density.
            _mass             = 0.0f;
            InvMass           = 0.0f;
            _inertia          = 0.0f;
            InvI              = 0.0f;
            Sweep.LocalCenter = FVector2.Zero;

            // Kinematic bodies have zero mass.
            if (BodyType == BodyType.Kinematic)
            {
                Sweep.C0 = Xf.p;
                Sweep.C  = Xf.p;
                Sweep.A0 = Sweep.A;
                return;
            }

            Debug.Assert(BodyType == BodyType.Dynamic || BodyType == BodyType.Static);

            // Accumulate mass over all fixtures.
            FVector2 localCenter = FVector2.Zero;

            foreach (Fixture f in FixtureList)
            {
                if (f.Shape._density == 0)
                {
                    continue;
                }

                MassData massData = f.Shape.MassData;
                _mass       += massData.Mass;
                localCenter += massData.Mass * massData.Centroid;
                _inertia    += massData.Inertia;
            }

            //Static bodies only have mass, they don't have other properties. A little hacky tho...
            if (BodyType == BodyType.Static)
            {
                Sweep.C0 = Sweep.C = Xf.p;
                return;
            }

            // Compute center of mass.
            if (_mass > 0.0f)
            {
                InvMass      = 1.0f / _mass;
                localCenter *= InvMass;
            }
            else
            {
                // Force all dynamic bodies to have a positive mass.
                _mass   = 1.0f;
                InvMass = 1.0f;
            }

            if (_inertia > 0.0f && (Flags & BodyFlags.FixedRotation) == 0)
            {
                // Center the inertia about the center of mass.
                _inertia -= _mass * FVector2.Dot(localCenter, localCenter);

                Debug.Assert(_inertia > 0.0f);
                InvI = 1.0f / _inertia;
            }
            else
            {
                _inertia = 0.0f;
                InvI     = 0.0f;
            }

            // Move center of mass.
            FVector2 oldCenter = Sweep.C;

            Sweep.LocalCenter = localCenter;
            Sweep.C0          = Sweep.C = MathUtils.Mul(ref Xf, ref Sweep.LocalCenter);

            // Update center of mass velocity.
            FVector2 a = Sweep.C - oldCenter;

            LinearVelocityInternal += new FVector2(-AngularVelocityInternal * a.Y, AngularVelocityInternal * a.X);
        }
示例#26
0
            /// <summary>
            /// Evaluate the manifold with supplied transforms. This assumes
            /// modest motion from the original state. This does not change the
            /// point count, impulses, etc. The radii must come from the Shapes
            /// that generated the manifold.
            /// </summary>
            /// <param name="manifold">The manifold.</param>
            /// <param name="xfA">The transform for A.</param>
            /// <param name="radiusA">The radius for A.</param>
            /// <param name="xfB">The transform for B.</param>
            /// <param name="radiusB">The radius for B.</param>
            /// <param name="normal">World vector pointing from A to B</param>
            /// <param name="points">Torld contact point (point of intersection).</param>
            public static void Initialize(ref Manifold manifold, ref Transform xfA, float radiusA, ref Transform xfB, float radiusB, out FVector2 normal, out FixedArray2 <FVector2> points)
            {
                normal = FVector2.Zero;
                points = new FixedArray2 <FVector2>();

                if (manifold.PointCount == 0)
                {
                    return;
                }

                switch (manifold.Type)
                {
                case ManifoldType.Circles:
                {
                    normal = new FVector2(1.0f, 0.0f);
                    FVector2 pointA = MathUtils.Mul(ref xfA, manifold.LocalPoint);
                    FVector2 pointB = MathUtils.Mul(ref xfB, manifold.Points[0].LocalPoint);
                    if (FVector2.DistanceSquared(pointA, pointB) > Settings.Epsilon * Settings.Epsilon)
                    {
                        normal = pointB - pointA;
                        normal.Normalize();
                    }

                    FVector2 cA = pointA + radiusA * normal;
                    FVector2 cB = pointB - radiusB * normal;
                    points[0] = 0.5f * (cA + cB);
                }
                break;

                case ManifoldType.FaceA:
                {
                    normal = MathUtils.Mul(xfA.q, manifold.LocalNormal);
                    FVector2 planePoint = MathUtils.Mul(ref xfA, manifold.LocalPoint);

                    for (int i = 0; i < manifold.PointCount; ++i)
                    {
                        FVector2 clipPoint = MathUtils.Mul(ref xfB, manifold.Points[i].LocalPoint);
                        FVector2 cA        = clipPoint + (radiusA - FVector2.Dot(clipPoint - planePoint, normal)) * normal;
                        FVector2 cB        = clipPoint - radiusB * normal;
                        points[i] = 0.5f * (cA + cB);
                    }
                }
                break;

                case ManifoldType.FaceB:
                {
                    normal = MathUtils.Mul(xfB.q, manifold.LocalNormal);
                    FVector2 planePoint = MathUtils.Mul(ref xfB, manifold.LocalPoint);

                    for (int i = 0; i < manifold.PointCount; ++i)
                    {
                        FVector2 clipPoint = MathUtils.Mul(ref xfA, manifold.Points[i].LocalPoint);
                        FVector2 cB        = clipPoint + (radiusB - FVector2.Dot(clipPoint - planePoint, normal)) * normal;
                        FVector2 cA        = clipPoint - radiusA * normal;
                        points[i] = 0.5f * (cA + cB);
                    }

                    // Ensure normal points from A to B.
                    normal = -normal;
                }
                break;
                }
            }
示例#27
0
        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            FVector2 vA = data.velocities[m_indexA].v;
            float    wA = data.velocities[m_indexA].w;
            FVector2 vB = data.velocities[m_indexB].v;
            float    wB = data.velocities[m_indexB].w;

            // Solve spring constraint
            {
                float Cdot    = FVector2.Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
                float impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
                m_springImpulse += impulse;

                FVector2 P  = impulse * m_ax;
                float    LA = impulse * m_sAx;
                float    LB = impulse * m_sBx;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }

            // Solve rotational motor constraint
            {
                float Cdot    = wB - wA - m_motorSpeed;
                float impulse = -m_motorMass * Cdot;

                float oldImpulse = m_motorImpulse;
                float maxImpulse = data.step.dt * m_maxMotorTorque;
                m_motorImpulse = MathUtils.Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
                impulse        = m_motorImpulse - oldImpulse;

                wA -= iA * impulse;
                wB += iB * impulse;
            }

            // Solve point to line constraint
            {
                float Cdot    = FVector2.Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
                float impulse = -m_mass * Cdot;
                m_impulse += impulse;

                FVector2 P  = impulse * m_ay;
                float    LA = impulse * m_sAy;
                float    LB = impulse * m_sBy;

                vA -= mA * P;
                wA -= iA * LA;

                vB += mB * P;
                wB += iB * LB;
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }
示例#28
0
        internal void SolveTOI(ref FSTimeStep subStep, int toiIndexA, int toiIndexB)
        {
            Debug.Assert(toiIndexA < BodyCount);
            Debug.Assert(toiIndexB < BodyCount);

            // Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody b = Bodies[i];
                _positions[i].c  = b.Sweep.C;
                _positions[i].a  = b.Sweep.A;
                _velocities[i].v = b.LinearVelocity;
                _velocities[i].w = b.AngularVelocity;
            }

            //b2ContactSolverDef contactSolverDef;
            //contactSolverDef.contacts = _contacts;
            //contactSolverDef.count = _contactCount;
            //contactSolverDef.allocator = _allocator;
            //contactSolverDef.step = subStep;
            //contactSolverDef.positions = _positions;
            //contactSolverDef.velocities = _velocities;
            //b2ContactSolver contactSolver(&contactSolverDef);

            _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities);

            // Solve position constraints.
            for (int i = 0; i < FSSettings.TOIPositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
                if (contactsOkay)
                {
                    break;
                }
            }

            // Leap of faith to new safe state.
            Bodies[toiIndexA].Sweep.C0 = _positions[toiIndexA].c;
            Bodies[toiIndexA].Sweep.A0 = _positions[toiIndexA].a;
            Bodies[toiIndexB].Sweep.C0 = _positions[toiIndexB].c;
            Bodies[toiIndexB].Sweep.A0 = _positions[toiIndexB].a;

            // No warm starting is needed for TOI events because warm
            // starting impulses were applied in the discrete solver.
            _contactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < FSSettings.TOIVelocityIterations; ++i)
            {
                _contactSolver.SolveVelocityConstraints();
            }

            // Don't store the TOI contact forces for warm starting
            // because they can be quite large.

            float h = subStep.dt;

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                FVector2 c = _positions[i].c;
                float    a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float    w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > FSSettings.MaxTranslationSquared)
                {
                    float ratio = FSSettings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > FSSettings.MaxRotationSquared)
                {
                    float ratio = FSSettings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;

                // Sync bodies
                FSBody body = Bodies[i];
                body.Sweep.C         = c;
                body.Sweep.A         = a;
                body.LinearVelocity  = v;
                body.AngularVelocity = w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);
        }
示例#29
0
        public void Solve(ref FSTimeStep step, ref FVector2 gravity)
        {
            float h = step.dt;

            // Integrate velocities and apply damping. Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody b = Bodies[i];

                FVector2 c = b.Sweep.C;
                float    a = b.Sweep.A;
                FVector2 v = b.LinearVelocity;
                float    w = b.AngularVelocity;

                // Store positions for continuous collision.
                b.Sweep.C0 = b.Sweep.C;
                b.Sweep.A0 = b.Sweep.A;

                if (b.BodyType == BodyType.Dynamic)
                {
                    // Integrate velocities.
                    v += h * (b.GravityScale * gravity + b.InvMass * b.Force);
                    w += h * b.InvI * b.Torque;

                    // Apply damping.
                    // ODE: dv/dt + c * v = 0
                    // Solution: v(t) = v0 * exp(-c * t)
                    // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
                    // v2 = exp(-c * dt) * v1
                    // Taylor expansion:
                    // v2 = (1.0f - c * dt) * v1
                    v *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solver data
            SolverData solverData = new SolverData();

            solverData.step       = step;
            solverData.positions  = _positions;
            solverData.velocities = _velocities;

            // Initialize velocity constraints.
            //b2ContactSolverDef contactSolverDef;
            //contactSolverDef.step = step;
            //contactSolverDef.contacts = m_contacts;
            //contactSolverDef.count = m_contactCount;
            //contactSolverDef.positions = m_positions;
            //contactSolverDef.velocities = m_velocities;
            //contactSolverDef.allocator = m_allocator;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (FSSettings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

#if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                _watch.Start();
                _tmpTime = 0;
            }
#endif

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref solverData);
                }
            }

#if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                _tmpTime += _watch.ElapsedTicks;
            }
#endif

            // Solve velocity constraints.
            for (int i = 0; i < FSSettings.VelocityIterations; ++i)
            {
#if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    joint.SolveVelocityConstraints(ref solverData);

                    //TODO: Move up before solve?
                    joint.Validate(step.inv_dt);
                }

#if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                FVector2 c = _positions[i].c;
                float    a = _positions[i].a;
                FVector2 v = _velocities[i].v;
                float    w = _velocities[i].w;

                // Check for large velocities
                FVector2 translation = h * v;
                if (FVector2.Dot(translation, translation) > FSSettings.MaxTranslationSquared)
                {
                    float ratio = FSSettings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > FSSettings.MaxRotationSquared)
                {
                    float ratio = FSSettings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }

            // Solve position constraints
            bool positionSolved = false;
            for (int i = 0; i < FSSettings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;

#if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Start();
                }
#endif
                for (int j = 0; j < JointCount; ++j)
                {
                    FarseerJoint joint = _joints[j];
                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);
                    jointsOkay = jointsOkay && jointOkay;
                }

#if (!SILVERLIGHT)
                if (FSSettings.EnableDiagnostics)
                {
                    _watch.Stop();
                    _tmpTime += _watch.ElapsedTicks;
                    _watch.Reset();
                }
#endif
                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    positionSolved = true;
                    break;
                }
            }

#if (!SILVERLIGHT)
            if (FSSettings.EnableDiagnostics)
            {
                JointUpdateTime = _tmpTime;
            }
#endif

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                FSBody body = Bodies[i];
                body.Sweep.C         = _positions[i].c;
                body.Sweep.A         = _positions[i].a;
                body.LinearVelocity  = _velocities[i].v;
                body.AngularVelocity = _velocities[i].w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (FSSettings.AllowSleep)
            {
                float minSleepTime = FSSettings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    FSBody b = Bodies[i];
                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if ((b.Flags & BodyFlags.AutoSleep) == 0 ||
                        b.AngularVelocityInternal * b.AngularVelocityInternal > AngTolSqr ||
                        FVector2.Dot(b.LinearVelocityInternal, b.LinearVelocityInternal) > LinTolSqr)
                    {
                        b.SleepTime  = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b.SleepTime += h;
                        minSleepTime = Math.Min(minSleepTime, b.SleepTime);
                    }
                }

                if (minSleepTime >= FSSettings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        FSBody b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
示例#30
0
        internal override void InitVelocityConstraints(ref SolverData data)
        {
            m_indexA       = BodyA.IslandIndex;
            m_indexB       = BodyB.IslandIndex;
            m_localCenterA = BodyA.Sweep.LocalCenter;
            m_localCenterB = BodyB.Sweep.LocalCenter;
            m_invMassA     = BodyA.InvMass;
            m_invMassB     = BodyB.InvMass;
            m_invIA        = BodyA.InvI;
            m_invIB        = BodyB.InvI;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            FVector2 cA = data.positions[m_indexA].c;
            float    aA = data.positions[m_indexA].a;
            FVector2 vA = data.velocities[m_indexA].v;
            float    wA = data.velocities[m_indexA].w;

            FVector2 cB = data.positions[m_indexB].c;
            float    aB = data.positions[m_indexB].a;
            FVector2 vB = data.velocities[m_indexB].v;
            float    wB = data.velocities[m_indexB].w;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            // Compute the effective masses.
            FVector2 rA = MathUtils.Mul(qA, LocalAnchorA - m_localCenterA);
            FVector2 rB = MathUtils.Mul(qB, LocalAnchorB - m_localCenterB);
            FVector2 d1 = cB + rB - cA - rA;

            // Point to line constraint
            {
                m_ay  = MathUtils.Mul(qA, m_localYAxisA);
                m_sAy = MathUtils.Cross(d1 + rA, m_ay);
                m_sBy = MathUtils.Cross(rB, m_ay);

                m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;

                if (m_mass > 0.0f)
                {
                    m_mass = 1.0f / m_mass;
                }
            }

            // Spring constraint
            m_springMass = 0.0f;
            m_bias       = 0.0f;
            m_gamma      = 0.0f;
            if (SpringFrequencyHz > 0.0f)
            {
                m_ax  = MathUtils.Mul(qA, m_localXAxisA);
                m_sAx = MathUtils.Cross(d1 + rA, m_ax);
                m_sBx = MathUtils.Cross(rB, m_ax);

                float invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;

                if (invMass > 0.0f)
                {
                    m_springMass = 1.0f / invMass;

                    float C = FVector2.Dot(d1, m_ax);

                    // Frequency
                    float omega = 2.0f * FSSettings.Pi * SpringFrequencyHz;

                    // Damping coefficient
                    float d = 2.0f * m_springMass * SpringDampingRatio * omega;

                    // Spring stiffness
                    float k = m_springMass * omega * omega;

                    // magic formulas
                    float h = data.step.dt;
                    m_gamma = h * (d + h * k);
                    if (m_gamma > 0.0f)
                    {
                        m_gamma = 1.0f / m_gamma;
                    }

                    m_bias = C * h * k * m_gamma;

                    m_springMass = invMass + m_gamma;
                    if (m_springMass > 0.0f)
                    {
                        m_springMass = 1.0f / m_springMass;
                    }
                }
            }
            else
            {
                m_springImpulse = 0.0f;
            }

            // Rotational motor
            if (m_enableMotor)
            {
                m_motorMass = iA + iB;
                if (m_motorMass > 0.0f)
                {
                    m_motorMass = 1.0f / m_motorMass;
                }
            }
            else
            {
                m_motorMass    = 0.0f;
                m_motorImpulse = 0.0f;
            }

            if (FSSettings.EnableWarmstarting)
            {
                // Account for variable time step.
                m_impulse       *= data.step.dtRatio;
                m_springImpulse *= data.step.dtRatio;
                m_motorImpulse  *= data.step.dtRatio;

                FVector2 P  = m_impulse * m_ay + m_springImpulse * m_ax;
                float    LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
                float    LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;

                vA -= m_invMassA * P;
                wA -= m_invIA * LA;

                vB += m_invMassB * P;
                wB += m_invIB * LB;
            }
            else
            {
                m_impulse       = 0.0f;
                m_springImpulse = 0.0f;
                m_motorImpulse  = 0.0f;
            }

            data.velocities[m_indexA].v = vA;
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v = vB;
            data.velocities[m_indexB].w = wB;
        }