/// <summary> /// Describes whether this instance solve position constraints /// </summary> /// <param name="baumgarte">The baumgarte</param> /// <returns>The bool</returns> public bool SolvePositionConstraints(float baumgarte) { float minSeparation = 0.0f; for (int i = 0; i < ConstraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float invMassA = bodyA.Mass * bodyA.InvMass; float invIa = bodyA.Mass * bodyA.InvI; float invMassB = bodyB.Mass * bodyB.InvMass; float invIb = bodyB.Mass * bodyB.InvI; SPositionSolverManifold.Initialize(c); Vec2 normal = SPositionSolverManifold.Normal; // Solver normal constraints for (int j = 0; j < c.PointCount; ++j) { Vec2 point = SPositionSolverManifold.Points[j]; float separation = SPositionSolverManifold.Separations[j]; Vec2 rA = point - bodyA.Sweep.C; Vec2 rB = point - bodyB.Sweep.C; // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float clamp = baumgarte * Math.Clamp(separation + Settings.LinearSlop, -Settings.MaxLinearCorrection, 0.0f); // Compute normal impulse float impulse = -c.Points[j].EqualizedMass * clamp; Vec2 p = impulse * normal; bodyA.Sweep.C -= invMassA * p; bodyA.Sweep.A -= invIa * Vec2.Cross(rA, p); bodyA.SynchronizeTransform(); bodyB.Sweep.C += invMassB * p; bodyB.Sweep.A += invIb * Vec2.Cross(rB, p); bodyB.SynchronizeTransform(); } } // We can't expect minSpeparation >= -Settings.LinearSlop because we don't // push the separation above -Settings.LinearSlop. return(minSeparation >= -1.5f * Settings.LinearSlop); }
/// <summary> /// Solves the step /// </summary> /// <param name="step">The step</param> /// <param name="gravity">The gravity</param> /// <param name="allowSleep">The allow sleep</param> public void Solve(TimeStep step, Vec2 gravity, bool allowSleep) { // Integrate velocities and apply damping. for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; if (b.IsStatic()) { continue; } // Integrate velocities. b.LinearVelocity += step.Dt * (gravity + b.InvMass * b.Force); b.AngularVelocity += step.Dt * b.InvI * b.Torque; // Reset forces. b.Force.Set(0.0f, 0.0f); b.Torque = 0.0f; // 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 b.LinearVelocity *= Math.Clamp(1.0f - step.Dt * b.LinearDamping, 0.0f, 1.0f); b.AngularVelocity *= Math.Clamp(1.0f - step.Dt * b.AngularDamping, 0.0f, 1.0f); } ContactSolver contactSolver = new ContactSolver(step, Contacts, ContactCount); // Initialize velocity constraints. contactSolver.InitVelocityConstraints(step); for (int i = 0; i < JointCount; ++i) { Joints[i].InitVelocityConstraints(step); } // Solve velocity constraints. for (int i = 0; i < step.VelocityIterations; ++i) { for (int j = 0; j < JointCount; ++j) { Joints[j].SolveVelocityConstraints(step); } contactSolver.SolveVelocityConstraints(); } // Post-solve (store impulses for warm starting). contactSolver.FinalizeVelocityConstraints(); // Integrate positions. for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; if (b.IsStatic()) { continue; } // Check for large velocities. Vec2 translation = step.Dt * b.LinearVelocity; if (Vec2.Dot(translation, translation) > Settings.MaxTranslationSquared) { translation.Normalize(); b.LinearVelocity = Settings.MaxTranslation * step.InvDt * translation; } float rotation = step.Dt * b.AngularVelocity; if (rotation * rotation > Settings.MaxRotationSquared) { if (rotation < 0.0) { b.AngularVelocity = -step.InvDt * Settings.MaxRotation; } else { b.AngularVelocity = step.InvDt * Settings.MaxRotation; } } // Store positions for continuous collision. b.Sweep.C0 = b.Sweep.C; b.Sweep.A0 = b.Sweep.A; // Integrate b.Sweep.C += step.Dt * b.LinearVelocity; b.Sweep.A += step.Dt * b.AngularVelocity; // Compute new transform b.SynchronizeTransform(); // Note: shapes are synchronized later. } // Iterate over constraints. for (int i = 0; i < step.PositionIterations; ++i) { bool contactsOkay = contactSolver.SolvePositionConstraints(Settings.ContactBaumgarte); bool jointsOkay = true; for (int j = 0; j < JointCount; ++j) { bool jointOkay = Joints[j].SolvePositionConstraints(Settings.ContactBaumgarte); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. break; } } Report(contactSolver.Constraints); if (allowSleep) { float minSleepTime = Settings.FltMax; #if !TARGET_FLOAT32_IS_FIXED float linTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance; float angTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance; #endif for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; if (b.InvMass == 0.0f) { continue; } if ((b.Flags & BodyFlags.AllowSleep) == 0) { b.SleepTime = 0.0f; minSleepTime = 0.0f; } if ((b.Flags & BodyFlags.AllowSleep) == 0 || #if TARGET_FLOAT32_IS_FIXED Common.Math.Abs(b._angularVelocity) > Settings.AngularSleepTolerance || Common.Math.Abs(b._linearVelocity.X) > Settings.LinearSleepTolerance || Common.Math.Abs(b._linearVelocity.Y) > Settings.LinearSleepTolerance) #else b.AngularVelocity *b.AngularVelocity > angTolSqr || Vec2.Dot(b.LinearVelocity, b.LinearVelocity) > linTolSqr) #endif { b.SleepTime = 0.0f; minSleepTime = 0.0f; } else { b.SleepTime += step.Dt; minSleepTime = Math.Min(minSleepTime, b.SleepTime); } }