示例#1
0
        internal override bool SolvePositionConstraints()
        {
            // TODO_ERIN block solve with limit. COME ON ERIN

            Body b1 = BodyA;
            Body b2 = BodyB;

            float angularError = 0.0f;
            float positionError;

            // Solve angular limit constraint.
            if (_enableLimit && _limitState != LimitState.Inactive)
            {
                float angle        = b2.Sweep.A - b1.Sweep.A - ReferenceAngle;
                float limitImpulse = 0.0f;

                if (_limitState == LimitState.Equal)
                {
                    // Prevent large angular corrections
                    float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection,
                                              Settings.MaxAngularCorrection);
                    limitImpulse = -_motorMass * C;
                    angularError = (float)Math.Abs(C);
                }
                else if (_limitState == LimitState.AtLower)
                {
                    float C = angle - _lowerAngle;
                    angularError = -C;

                    // Prevent large angular corrections and allow some slop.
                    C            = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
                    limitImpulse = -_motorMass * C;
                }
                else if (_limitState == LimitState.AtUpper)
                {
                    float C = angle - _upperAngle;
                    angularError = C;

                    // Prevent large angular corrections and allow some slop.
                    C            = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
                    limitImpulse = -_motorMass * C;
                }

                b1.Sweep.A -= b1.InvI * limitImpulse;
                b2.Sweep.A += b2.InvI * limitImpulse;

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

            // Solve point-to-point constraint.
            {
                /*Transform xf1, xf2;
                 * b1.GetTransform(out xf1);
                 * b2.GetTransform(out xf2);*/

                Vector2 r1 = MathUtils.Multiply(ref b1.Xf.R, LocalAnchorA - b1.LocalCenter);
                Vector2 r2 = MathUtils.Multiply(ref b2.Xf.R, LocalAnchorB - b2.LocalCenter);

                Vector2 C = b2.Sweep.C + r2 - b1.Sweep.C - r1;
                positionError = C.Length();

                float invMass1 = b1.InvMass, invMass2 = b2.InvMass;
                float invI1 = b1.InvI, invI2 = b2.InvI;

                // Handle large detachment.
                const float k_allowedStretch = 10.0f * Settings.LinearSlop;
                if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
                {
                    // Use a particle solution (no rotation).
                    Vector2 u = C;
                    u.Normalize();
                    float k = invMass1 + invMass2;
                    Debug.Assert(k > Settings.Epsilon);
                    float       m        = 1.0f / k;
                    Vector2     impulse2 = m * (-C);
                    const float k_beta   = 0.5f;
                    b1.Sweep.C -= k_beta * invMass1 * impulse2;
                    b2.Sweep.C += k_beta * invMass2 * impulse2;

                    C = b2.Sweep.C + r2 - b1.Sweep.C - r1;
                }

                Mat22 K1 = new Mat22(new Vector2(invMass1 + invMass2, 0.0f), new Vector2(0.0f, invMass1 + invMass2));
                Mat22 K2 = new Mat22(new Vector2(invI1 * r1.Y * r1.Y, -invI1 * r1.X * r1.Y),
                                     new Vector2(-invI1 * r1.X * r1.Y, invI1 * r1.X * r1.X));
                Mat22 K3 = new Mat22(new Vector2(invI2 * r2.Y * r2.Y, -invI2 * r2.X * r2.Y),
                                     new Vector2(-invI2 * r2.X * r2.Y, invI2 * r2.X * r2.X));

                Mat22 Ka;
                Mat22.Add(ref K1, ref K2, out Ka);

                Mat22 K;
                Mat22.Add(ref Ka, ref K3, out K);


                Vector2 impulse = K.Solve(-C);

                b1.Sweep.C -= b1.InvMass * impulse;
                MathUtils.Cross(ref r1, ref impulse, out _tmpFloat1);
                b1.Sweep.A -= b1.InvI * /* r1 x impulse */ _tmpFloat1;

                b2.Sweep.C += b2.InvMass * impulse;
                MathUtils.Cross(ref r2, ref impulse, out _tmpFloat1);
                b2.Sweep.A += b2.InvI * /* r2 x impulse */ _tmpFloat1;

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

            return(positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop);
        }
示例#2
0
        internal override void InitVelocityConstraints(ref TimeStep step)
        {
            Body bA = BodyA;
            Body bB = BodyB;

            Transform xfA, xfB;

            bA.GetTransform(out xfA);
            bB.GetTransform(out xfB);

            // Compute the effective mass matrix.
            Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);
            Vector2 rB = MathUtils.Multiply(ref xfB.R, LocalAnchorB - bB.LocalCenter);

            // J = [-I -r1_skew I r2_skew]
            //     [ 0       -1 0       1]
            // r_skew = [-ry; rx]

            // Matlab
            // K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
            //     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
            //     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]

            float mA = bA.InvMass, mB = bB.InvMass;
            float iA = bA.InvI, iB = bB.InvI;

            Mat22 K1 = new Mat22();

            K1.Col1.X = mA + mB;
            K1.Col2.X = 0.0f;
            K1.Col1.Y = 0.0f;
            K1.Col2.Y = mA + mB;

            Mat22 K2 = new Mat22();

            K2.Col1.X = iA * rA.Y * rA.Y;
            K2.Col2.X = -iA * rA.X * rA.Y;
            K2.Col1.Y = -iA * rA.X * rA.Y;
            K2.Col2.Y = iA * rA.X * rA.X;

            Mat22 K3 = new Mat22();

            K3.Col1.X = iB * rB.Y * rB.Y;
            K3.Col2.X = -iB * rB.X * rB.Y;
            K3.Col1.Y = -iB * rB.X * rB.Y;
            K3.Col2.Y = iB * rB.X * rB.X;

            Mat22 K12;

            Mat22.Add(ref K1, ref K2, out K12);

            Mat22 K;

            Mat22.Add(ref K12, ref K3, out K);

            _linearMass = K.Inverse;

            _angularMass = iA + iB;
            if (_angularMass > 0.0f)
            {
                _angularMass = 1.0f / _angularMass;
            }

            if (Settings.EnableWarmstarting)
            {
                // Scale impulses to support a variable time step.
                _linearImpulse  *= step.dtRatio;
                _angularImpulse *= step.dtRatio;

                Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);

                bA.LinearVelocityInternal  -= mA * P;
                bA.AngularVelocityInternal -= iA * (MathUtils.Cross(rA, P) + _angularImpulse);

                bB.LinearVelocityInternal  += mB * P;
                bB.AngularVelocityInternal += iB * (MathUtils.Cross(rB, P) + _angularImpulse);
            }
            else
            {
                _linearImpulse  = Vector2.Zero;
                _angularImpulse = 0.0f;
            }
        }
示例#3
0
        internal override bool SolvePositionConstraints()
        {
            // TODO_ERIN block solve with limit. COME ON ERIN

            Body b1 = BodyA;

            float angularError = 0.0f;
            float positionError;

            // Solve angular limit constraint.
            if (_enableLimit && _limitState != LimitState.Inactive)
            {
                float angle        = 0 - b1.Sweep.A - ReferenceAngle;
                float limitImpulse = 0.0f;

                if (_limitState == LimitState.Equal)
                {
                    // Prevent large angular corrections
                    float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection,
                                              Settings.MaxAngularCorrection);
                    limitImpulse = -_motorMass * C;
                    angularError = Math.Abs(C);
                }
                else if (_limitState == LimitState.AtLower)
                {
                    float C = angle - _lowerAngle;
                    angularError = -C;

                    // Prevent large angular corrections and allow some slop.
                    C            = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
                    limitImpulse = -_motorMass * C;
                }
                else if (_limitState == LimitState.AtUpper)
                {
                    float C = angle - _upperAngle;
                    angularError = C;

                    // Prevent large angular corrections and allow some slop.
                    C            = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
                    limitImpulse = -_motorMass * C;
                }

                b1.Sweep.A -= b1.InvI * limitImpulse;

                b1.SynchronizeTransform();
            }

            // Solve point-to-point constraint.
            {
                Transform xf1;
                b1.GetTransform(out xf1);

                Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
                Vector2 r2 = _worldAnchor;

                Vector2 C = Vector2.zero + r2 - b1.Sweep.C - r1;
                positionError = C.magnitude;

                float       invMass1 = b1.InvMass;
                const float invMass2 = 0;
                float       invI1    = b1.InvI;
                const float invI2    = 0;

                // Handle large detachment.
                const float k_allowedStretch = 10.0f * Settings.LinearSlop;
                if (C.sqrMagnitude > k_allowedStretch * k_allowedStretch)
                {
                    // Use a particle solution (no rotation).
                    Vector2 u = C;
                    u.Normalize();
                    float k = invMass1 + invMass2;
                    Debug.Assert(k > Settings.Epsilon);
                    float       m        = 1.0f / k;
                    Vector2     impulse2 = m * (-C);
                    const float k_beta   = 0.5f;
                    b1.Sweep.C -= k_beta * invMass1 * impulse2;

                    C = Vector2.zero + r2 - b1.Sweep.C - r1;
                }

                Mat22 K1 = new Mat22(new Vector2(invMass1 + invMass2, 0.0f), new Vector2(0.0f, invMass1 + invMass2));
                Mat22 K2 = new Mat22(new Vector2(invI1 * r1.y * r1.y, -invI1 * r1.x * r1.y),
                                     new Vector2(-invI1 * r1.x * r1.y, invI1 * r1.x * r1.x));
                Mat22 K3 = new Mat22(new Vector2(invI2 * r2.y * r2.y, -invI2 * r2.x * r2.y),
                                     new Vector2(-invI2 * r2.x * r2.y, invI2 * r2.x * r2.x));

                Mat22 Ka;
                Mat22.Add(ref K1, ref K2, out Ka);

                Mat22 K;
                Mat22.Add(ref Ka, ref K3, out K);

                Vector2 impulse = K.Solve(-C);

                b1.Sweep.C -= b1.InvMass * impulse;
                b1.Sweep.A -= b1.InvI * MathUtils.Cross(r1, impulse);

                b1.SynchronizeTransform();
            }

            return(positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop);
        }
        internal override void InitVelocityConstraints(ref TimeStep step)
        {
            Body b = BodyA;

            float mass = b.Mass;

            // Frequency
            float omega = 2.0f * Settings.Pi * Frequency;

            // Damping coefficient
            float d = 2.0f * mass * DampingRatio * omega;

            // Spring stiffness
            float k = mass * (omega * omega);

            // magic formulas
            // gamma has units of inverse mass.
            // beta has units of inverse time.
            Debug.Assert(d + step.dt * k > Settings.Epsilon);

            _gamma = step.dt * (d + step.dt * k);
            if (_gamma != 0.0f)
            {
                _gamma = 1.0f / _gamma;
            }

            _beta = step.dt * k * _gamma;

            // Compute the effective mass matrix.
            Transform xf1;

            b.GetTransform(out xf1);
            Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b.LocalCenter);

            // K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
            //      = [1/m1+1/m2     0    ] + invI1 * [r1.Y*r1.Y -r1.X*r1.Y] + invI2 * [r1.Y*r1.Y -r1.X*r1.Y]
            //        [    0     1/m1+1/m2]           [-r1.X*r1.Y r1.X*r1.X]           [-r1.X*r1.Y r1.X*r1.X]
            float invMass = b.InvMass;
            float invI    = b.InvI;

            Mat22 K1 = new Mat22(new Vector2(invMass, 0.0f), new Vector2(0.0f, invMass));
            Mat22 K2 = new Mat22(new Vector2(invI * r.Y * r.Y, -invI * r.X * r.Y),
                                 new Vector2(-invI * r.X * r.Y, invI * r.X * r.X));

            Mat22 K;

            Mat22.Add(ref K1, ref K2, out K);

            K.Col1.X += _gamma;
            K.Col2.Y += _gamma;

            _mass = K.Inverse;

            _C = b.Sweep.C + r - _worldAnchor;

            // Cheat with some damping
            b.AngularVelocityInternal *= 0.98f;

            // Warm starting.
            _impulse *= step.dtRatio;
            b.LinearVelocityInternal  += invMass * _impulse;
            b.AngularVelocityInternal += invI * MathUtils.Cross(r, _impulse);
        }
        internal override void InitVelocityConstraints(ref TimeStep step)
        {
            Body bA = BodyA;

            Transform xfA;

            bA.GetTransform(out xfA);

            // Compute the effective mass Matrix4x4.
            Vector2 rA = MathUtils.Multiply(ref xfA.R, LocalAnchorA - bA.LocalCenter);

            // J = [-I -r1_skew I r2_skew]
            //     [ 0       -1 0       1]
            // r_skew = [-ry; rx]

            // Matlab
            // K = [ mA+r1y^2*iA+mB+r2y^2*iB,  -r1y*iA*r1x-r2y*iB*r2x,          -r1y*iA-r2y*iB]
            //     [  -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB,           r1x*iA+r2x*iB]
            //     [          -r1y*iA-r2y*iB,           r1x*iA+r2x*iB,                   iA+iB]

            float mA = bA.InvMass;
            float iA = bA.InvI;

            Mat22 K1 = new Mat22();

            K1.Col1.x = mA;
            K1.Col2.x = 0.0f;
            K1.Col1.y = 0.0f;
            K1.Col2.y = mA;

            Mat22 K2 = new Mat22();

            K2.Col1.x = iA * rA.y * rA.y;
            K2.Col2.x = -iA * rA.x * rA.y;
            K2.Col1.y = -iA * rA.x * rA.y;
            K2.Col2.y = iA * rA.x * rA.x;

            Mat22 K12;

            Mat22.Add(ref K1, ref K2, out K12);

            _linearMass = K12.Inverse;

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

            if (Settings.EnableWarmstarting)
            {
                // Scale impulses to support a variable time step.
                _linearImpulse  *= step.dtRatio;
                _angularImpulse *= step.dtRatio;

                Vector2 P = new Vector2(_linearImpulse.x, _linearImpulse.y);

                bA.LinearVelocityInternal  -= mA * P;
                bA.AngularVelocityInternal -= iA * (MathUtils.Cross(rA, P) + _angularImpulse);
            }
            else
            {
                _linearImpulse  = Vector2.zero;
                _angularImpulse = 0.0f;
            }
        }