/// <summary> /// Describes whether this instance synchronize fixtures /// </summary> /// <returns>The bool</returns> internal bool SynchronizeFixtures() { XForm xf1 = new XForm(); xf1.R.Set(Sweep.A0); xf1.Position = Sweep.C0 - Math.Mul(xf1.R, Sweep.LocalCenter); bool inRange = true; for (Fixture f = FixtureList; f != null; f = f.Next) { inRange = f.Synchronize(world.BroadPhase, xf1, Xf); if (inRange == false) { break; } } if (inRange == false) { Flags |= BodyFlags.Frozen; LinearVelocity.SetZero(); AngularVelocity = 0.0f; // Failure return(false); } // Success return(true); }
// TODO_ERIN adjust linear velocity and torque to account for movement of center. /// <summary> /// Set the mass properties. Note that this changes the center of mass position. /// If you are not sure how to compute mass properties, use SetMassFromShapes. /// The inertia tensor is assumed to be relative to the center of mass. /// </summary> /// <param name="massData">The mass properties.</param> public void SetMass(MassData massData) { Box2DxDebug.Assert(world.Lock == false); if (world.Lock) { return; } InvMass = 0.0f; I = 0.0f; InvI = 0.0f; Mass = massData.Mass; if (Mass > 0.0f) { InvMass = 1.0f / Mass; } I = massData.I; if (I > 0.0f && (Flags & BodyFlags.FixedRotation) == 0) { InvI = 1.0f / I; } // Move center of mass. Sweep.LocalCenter = massData.Center; Sweep.C0 = Sweep.C = Math.Mul(Xf, Sweep.LocalCenter); BodyType oldType = type; if (InvMass == 0.0f && InvI == 0.0f) { type = BodyType.Static; } else { type = BodyType.Dynamic; } // If the body type changed, we need to refilter the broad-phase proxies. if (oldType != type) { for (Fixture f = FixtureList; f != null; f = f.Next) { f.RefilterProxy(world.BroadPhase, Xf); } } }
/// <summary> /// Set the position of the body's origin and rotation (radians). /// This breaks any contacts and wakes the other bodies. /// </summary> /// <param name="position"> /// The new world position of the body's origin (not necessarily /// the center of mass). /// </param> /// <param name="angle">The new world rotation angle of the body in radians.</param> /// <returns> /// Return false if the movement put a shape outside the world. In this case the /// body is automatically frozen. /// </returns> public bool SetXForm(Vec2 position, float angle) { Box2DxDebug.Assert(world.Lock == false); if (world.Lock) { return(true); } if (IsFrozen()) { return(false); } Xf.R.Set(angle); Xf.Position = position; Sweep.C0 = Sweep.C = Math.Mul(Xf, Sweep.LocalCenter); Sweep.A0 = Sweep.A = angle; bool freeze = false; for (Fixture f = FixtureList; f != null; f = f.Next) { bool inRange = f.Synchronize(world.BroadPhase, Xf, Xf); if (inRange == false) { freeze = true; break; } } if (freeze) { Flags |= BodyFlags.Frozen; LinearVelocity.SetZero(); AngularVelocity = 0.0f; // Failure return(false); } // Success world.BroadPhase.Commit(); return(true); }
/// <summary> /// Get the world coordinates of a vector given the local coordinates. /// </summary> /// <param name="localVector">A vector fixed in the body.</param> /// <returns>Return the same vector expressed in world coordinates.</returns> public Vec2 GetWorldVector(Vec2 localVector) { return(Math.Mul(Xf.R, localVector)); }
/// <summary> /// Get the world coordinates of a point given the local coordinates. /// </summary> /// <param name="localPoint">A point on the body measured relative the the body's origin.</param> /// <returns>Return the same point expressed in world coordinates.</returns> public Vec2 GetWorldPoint(Vec2 localPoint) { return(Math.Mul(Xf, localPoint)); }
// TODO_ERIN adjust linear velocity and torque to account for movement of center. /// <summary> /// Compute the mass properties from the attached shapes. You typically call this /// after adding all the shapes. If you add or remove shapes later, you may want /// to call this again. Note that this changes the center of mass position. /// </summary> public void SetMassFromShapes() { Box2DxDebug.Assert(world.Lock == false); if (world.Lock) { return; } // Compute mass data from shapes. Each shape has its own density. Mass = 0.0f; InvMass = 0.0f; I = 0.0f; InvI = 0.0f; Vec2 center = Vec2.Zero; for (Fixture f = FixtureList; f != null; f = f.Next) { MassData massData; f.ComputeMass(out massData); Mass += massData.Mass; center += massData.Mass * massData.Center; I += massData.I; } // Compute center of mass, and shift the origin to the COM. if (Mass > 0.0f) { InvMass = 1.0f / Mass; center *= InvMass; } if (I > 0.0f && (Flags & BodyFlags.FixedRotation) == 0) { // Center the inertia about the center of mass. I -= Mass * Vec2.Dot(center, center); Box2DxDebug.Assert(I > 0.0f); InvI = 1.0f / I; } else { I = 0.0f; InvI = 0.0f; } // Move center of mass. Sweep.LocalCenter = center; Sweep.C0 = Sweep.C = Math.Mul(Xf, Sweep.LocalCenter); BodyType oldType = type; if (InvMass == 0.0f && InvI == 0.0f) { type = BodyType.Static; } else { type = BodyType.Dynamic; } // If the body type changed, we need to refilter the broad-phase proxies. if (oldType != type) { for (Fixture f = FixtureList; f != null; f = f.Next) { f.RefilterProxy(world.BroadPhase, Xf); } } }
internal XForm Xf; // the body origin transform /// <summary> /// Initializes a new instance of the <see cref="Body" /> class /// </summary> /// <param name="bd">The bd</param> /// <param name="world">The world</param> internal Body(BodyDef bd, World world) { Box2DxDebug.Assert(world.Lock == false); Flags = 0; if (bd.IsBullet) { Flags |= BodyFlags.Bullet; } if (bd.FixedRotation) { Flags |= BodyFlags.FixedRotation; } if (bd.AllowSleep) { Flags |= BodyFlags.AllowSleep; } if (bd.IsSleeping) { Flags |= BodyFlags.Sleep; } this.world = world; Xf.Position = bd.Position; Xf.R.Set(bd.Angle); Sweep.LocalCenter = bd.MassData.Center; Sweep.T0 = 1.0f; Sweep.A0 = Sweep.A = bd.Angle; Sweep.C0 = Sweep.C = Math.Mul(Xf, Sweep.LocalCenter); //_jointList = null; //_contactList = null; //_controllerList = null; //_prev = null; //_next = null; LinearVelocity = bd.LinearVelocity; AngularVelocity = bd.AngularVelocity; LinearDamping = bd.LinearDamping; AngularDamping = bd.AngularDamping; //_force.Set(0.0f, 0.0f); //_torque = 0.0f; //_linearVelocity.SetZero(); //_angularVelocity = 0.0f; //_sleepTime = 0.0f; //_invMass = 0.0f; //_I = 0.0f; //_invI = 0.0f; Mass = bd.MassData.Mass; if (Mass > 0.0f) { InvMass = 1.0f / Mass; } I = bd.MassData.I; if (I > 0.0f && (Flags & BodyFlags.FixedRotation) == 0) { InvI = 1.0f / I; } if (InvMass == 0.0f && InvI == 0.0f) { type = BodyType.Static; } else { type = BodyType.Dynamic; } userData = bd.UserData; //_fixtureList = null; //_fixtureCount = 0; }
/// <summary> /// Synchronizes the transform /// </summary> internal void SynchronizeTransform() { Xf.R.Set(Sweep.A); Xf.Position = Sweep.C - Math.Mul(Xf.R, Sweep.LocalCenter); }
/// <summary> /// Solves the velocity constraints /// </summary> public void SolveVelocityConstraints() { for (int i = 0; i < ConstraintCount; ++i) { ContactConstraint c = Constraints[i]; Body bodyA = c.BodyA; Body bodyB = c.BodyB; float wA = bodyA.AngularVelocity; float wB = bodyB.AngularVelocity; Vec2 vA = bodyA.LinearVelocity; Vec2 vB = bodyB.LinearVelocity; float invMassA = bodyA.InvMass; float invIa = bodyA.InvI; float invMassB = bodyB.InvMass; float invIb = bodyB.InvI; Vec2 normal = c.Normal; Vec2 tangent = Vec2.Cross(normal, 1.0f); float friction = c.Friction; Box2DxDebug.Assert(c.PointCount == 1 || c.PointCount == 2); unsafe { fixed(ContactConstraintPoint *pointsPtr = c.Points) { // Solve tangent constraints for (int j = 0; j < c.PointCount; ++j) { ContactConstraintPoint *ccp = &pointsPtr[j]; // Relative velocity at contact Vec2 dv = vB + Vec2.Cross(wB, ccp->Rb) - vA - Vec2.Cross(wA, ccp->Ra); // Compute tangent force float vt = Vec2.Dot(dv, tangent); float lambda = ccp->TangentMass * -vt; // b2Clamp the accumulated force float maxFriction = friction * ccp->NormalImpulse; float newImpulse = Math.Clamp(ccp->TangentImpulse + lambda, -maxFriction, maxFriction); lambda = newImpulse - ccp->TangentImpulse; // Apply contact impulse Vec2 p = lambda * tangent; vA -= invMassA * p; wA -= invIa * Vec2.Cross(ccp->Ra, p); vB += invMassB * p; wB += invIb * Vec2.Cross(ccp->Rb, p); ccp->TangentImpulse = newImpulse; } // Solve normal constraints if (c.PointCount == 1) { ContactConstraintPoint ccp = c.Points[0]; // Relative velocity at contact Vec2 dv = vB + Vec2.Cross(wB, ccp.Rb) - vA - Vec2.Cross(wA, ccp.Ra); // Compute normal impulse float vn = Vec2.Dot(dv, normal); float lambda = -ccp.NormalMass * (vn - ccp.VelocityBias); // Clamp the accumulated impulse float newImpulse = Math.Max(ccp.NormalImpulse + lambda, 0.0f); lambda = newImpulse - ccp.NormalImpulse; // Apply contact impulse Vec2 p = lambda * normal; vA -= invMassA * p; wA -= invIa * Vec2.Cross(ccp.Ra, p); vB += invMassB * p; wB += invIb * Vec2.Cross(ccp.Rb, p); ccp.NormalImpulse = newImpulse; } 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 = vn_0 - 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 = x' - a // // Plug into above equation: // // vn = A * x + b // = A * (x' - a) + b // = A * x' + b - A * a // = A * x' + b' // b' = b - A * a; ContactConstraintPoint *cp1 = &pointsPtr[0]; ContactConstraintPoint *cp2 = &pointsPtr[1]; Vec2 a = new Vec2(cp1->NormalImpulse, cp2->NormalImpulse); Box2DxDebug.Assert(a.X >= 0.0f && a.Y >= 0.0f); // Relative velocity at contact Vec2 dv1 = vB + Vec2.Cross(wB, cp1->Rb) - vA - Vec2.Cross(wA, cp1->Ra); Vec2 dv2 = vB + Vec2.Cross(wB, cp2->Rb) - vA - Vec2.Cross(wA, cp2->Ra); // Compute normal velocity float vn1 = Vec2.Dot(dv1, normal); float vn2 = Vec2.Dot(dv2, normal); Vec2 b; b.X = vn1 - cp1->VelocityBias; b.Y = vn2 - cp2->VelocityBias; b -= Math.Mul(c.K, a); //const float k_errorTol = 1e-3f; //B2_NOT_USED(k_errorTol); for (;;) { // // Case 1: vn = 0 // // 0 = A * x' + b' // // Solve for x': // // x' = - inv(A) * b' // Vec2 x = -Math.Mul(c.NormalMass, b); if (x.X >= 0.0f && x.Y >= 0.0f) { // Resubstitute for the incremental impulse Vec2 d = x - a; // Apply incremental impulse Vec2 p1 = d.X * normal; Vec2 p2 = d.Y * normal; vA -= invMassA * (p1 + p2); wA -= invIa * (Vec2.Cross(cp1->Ra, p1) + Vec2.Cross(cp2->Ra, p2)); vB += invMassB * (p1 + p2); wB += invIb * (Vec2.Cross(cp1->Rb, p1) + Vec2.Cross(cp2->Rb, p2)); // Accumulate cp1->NormalImpulse = x.X; cp2->NormalImpulse = x.Y; #if DEBUG_SOLVER // Postconditions dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA); dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA); // Compute normal velocity vn1 = Vec2.Dot(dv1, normal); vn2 = Vec2.Dot(dv2, normal); Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol); Box2DXDebug.Assert(Common.Math.Abs(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 = c.K.Col1.Y * x.X + b.Y; if (x.X >= 0.0f && vn2 >= 0.0f) { // Resubstitute for the incremental impulse Vec2 d = x - a; // Apply incremental impulse Vec2 p1 = d.X * normal; Vec2 p2 = d.Y * normal; vA -= invMassA * (p1 + p2); wA -= invIa * (Vec2.Cross(cp1->Ra, p1) + Vec2.Cross(cp2->Ra, p2)); vB += invMassB * (p1 + p2); wB += invIb * (Vec2.Cross(cp1->Rb, p1) + Vec2.Cross(cp2->Rb, p2)); // Accumulate cp1->NormalImpulse = x.X; cp2->NormalImpulse = x.Y; #if DEBUG_SOLVER // Postconditions dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA); // Compute normal velocity vn1 = Vec2.Dot(dv1, normal); Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol); #endif break; } // // Case 3: w2 = 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 = c.K.Col2.X * x.Y + b.X; /* * vn2 = 0.0f; */ if (x.Y >= 0.0f && vn1 >= 0.0f) { // Resubstitute for the incremental impulse Vec2 d = x - a; // Apply incremental impulse Vec2 p1 = d.X * normal; Vec2 p2 = d.Y * normal; vA -= invMassA * (p1 + p2); wA -= invIa * (Vec2.Cross(cp1->Ra, p1) + Vec2.Cross(cp2->Ra, p2)); vB += invMassB * (p1 + p2); wB += invIb * (Vec2.Cross(cp1->Rb, p1) + Vec2.Cross(cp2->Rb, p2)); // Accumulate cp1->NormalImpulse = x.X; cp2->NormalImpulse = x.Y; #if DEBUG_SOLVER // Postconditions dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA); // Compute normal velocity vn2 = Vec2.Dot(dv2, normal); Box2DXDebug.Assert(Common.Math.Abs(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 Vec2 d = x - a; // Apply incremental impulse Vec2 p1 = d.X * normal; Vec2 p2 = d.Y * normal; vA -= invMassA * (p1 + p2); wA -= invIa * (Vec2.Cross(cp1->Ra, p1) + Vec2.Cross(cp2->Ra, p2)); vB += invMassB * (p1 + p2); wB += invIb * (Vec2.Cross(cp1->Rb, p1) + Vec2.Cross(cp2->Rb, p2)); // Accumulate cp1->NormalImpulse = x.X; cp2->NormalImpulse = x.Y; } // No solution, give up. This is hit sometimes, but it doesn't seem to matter. break; } } bodyA.LinearVelocity = vA; bodyA.AngularVelocity = wA; bodyB.LinearVelocity = vB; bodyB.AngularVelocity = wB; } } } }