示例#1
0
        public override bool SolvePositionConstraints(b2SolverData data)
        {
            b2Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            b2Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            float angularError = 0.0f;
            float positionError = 0.0f;

            bool fixedRotation = (m_invIA + m_invIB == 0.0f);

            // Solve angular limit constraint.
            if (m_enableLimit && m_limitState != b2LimitState.e_inactiveLimit && fixedRotation == false)
            {
                float angle = aB - aA - m_referenceAngle;
                float limitImpulse = 0.0f;

                if (m_limitState == b2LimitState.e_equalLimits)
                {
                    // Prevent large angular corrections
                    float C = b2Math.b2Clamp(angle - m_lowerAngle, -b2Settings.b2_maxAngularCorrection, b2Settings.b2_maxAngularCorrection);
                    limitImpulse = -m_motorMass * C;
                    angularError = b2Math.b2Abs(C);
                }
                else if (m_limitState == b2LimitState.e_atLowerLimit)
                {
                    float C = angle - m_lowerAngle;
                    angularError = -C;

                    // Prevent large angular corrections and allow some slop.
                    C = b2Math.b2Clamp(C + b2Settings.b2_angularSlop, -b2Settings.b2_maxAngularCorrection, 0.0f);
                    limitImpulse = -m_motorMass * C;
                }
                else if (m_limitState == b2LimitState.e_atUpperLimit)
                {
                    float C = angle - m_upperAngle;
                    angularError = C;

                    // Prevent large angular corrections and allow some slop.
                    C = b2Math.b2Clamp(C - b2Settings.b2_angularSlop, 0.0f, b2Settings.b2_maxAngularCorrection);
                    limitImpulse = -m_motorMass * C;
                }

                aA -= m_invIA * limitImpulse;
                aB += m_invIB * limitImpulse;
            }

            // Solve point-to-point constraint.
            {
                qA.Set(aA);
                qB.Set(aB);
                b2Vec2 rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
                b2Vec2 rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);

                b2Vec2 C = cB + rB - cA - rA;
                positionError = C.Length();

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

                b2Mat22 K = new b2Mat22();
                K.exx = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
                K.exy = -iA * rA.x * rA.y - iB * rB.x * rB.y;
                K.eyx = K.ex.y;
                K.eyy = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;

                b2Vec2 impulse = -K.Solve(C);

                cA -= mA * impulse;
                aA -= iA * b2Math.b2Cross(rA, impulse);

                cB += mB * impulse;
                aB += iB * b2Math.b2Cross(rB, impulse);
            }

            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 positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
        }
示例#2
0
        public override bool SolvePositionConstraints(b2SolverData data)
        {
            b2Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            b2Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            b2Rot qA = new b2Rot(aA);
            b2Rot qB = new b2Rot(aB);

            float mA = InvertedMassA, mB = InvertedMassB;
            float iA = InvertedIA, iB = InvertedIB;

            // Compute fresh Jacobians
            b2Vec2 rA = b2Math.b2Mul(qA, m_localAnchorA - m_localCenterA);
            b2Vec2 rB = b2Math.b2Mul(qB, m_localAnchorB - m_localCenterB);
            b2Vec2 d = cB + rB - cA - rA;

            b2Vec2 axis = b2Math.b2Mul(qA, m_localXAxisA);
            float a1 = b2Math.b2Cross(d + rA, axis);
            float a2 = b2Math.b2Cross(rB, axis);
            b2Vec2 perp = b2Math.b2Mul(qA, m_localYAxisA);

            float s1 = b2Math.b2Cross(d + rA, perp);
            float s2 = b2Math.b2Cross(rB, perp);

            b2Vec3 impulse;
            b2Vec2 C1 = new b2Vec2();
            C1.x = b2Math.b2Dot(perp, d);
            C1.y = aB - aA - m_referenceAngle;

            float linearError = b2Math.b2Abs(C1.x);
            float angularError = b2Math.b2Abs(C1.y);

            bool active = false;
            float C2 = 0.0f;
            if (m_enableLimit)
            {
                float translation = b2Math.b2Dot(axis, d);
                if (b2Math.b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2Settings.b2_linearSlop)
                {
                    // Prevent large angular corrections
                    C2 = b2Math.b2Clamp(translation, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
                    linearError = Math.Max(linearError, b2Math.b2Abs(translation));
                    active = true;
                }
                else if (translation <= m_lowerTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = b2Math.b2Clamp(translation - m_lowerTranslation + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0f);
                    linearError = Math.Max(linearError, m_lowerTranslation - translation);
                    active = true;
                }
                else if (translation >= m_upperTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = b2Math.b2Clamp(translation - m_upperTranslation - b2Settings.b2_linearSlop, 0.0f, b2Settings.b2_maxLinearCorrection);
                    linearError = Math.Max(linearError, translation - m_upperTranslation);
                    active = true;
                }
            }

            if (active)
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k13 = iA * s1 * a1 + iB * s2 * a2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    // For fixed rotation
                    k22 = 1.0f;
                }
                float k23 = iA * a1 + iB * a2;
                float k33 = mA + mB + iA * a1 * a1 + iB * a2 * a2;

                b2Mat33 K = new b2Mat33(
                    new b2Vec3(k11, k12, k13),
                    new b2Vec3(k12, k22, k23),
                    new b2Vec3(k13, k23, k33));

                b2Vec3 C = new b2Vec3(C1.x, C1.y, C2);

                impulse = K.Solve33(-C);
            }
            else
            {
                float k11 = mA + mB + iA * s1 * s1 + iB * s2 * s2;
                float k12 = iA * s1 + iB * s2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    k22 = 1.0f;
                }

                b2Mat22 K = new b2Mat22();
                K.ex.Set(k11, k12);
                K.ey.Set(k12, k22);

                b2Vec2 impulse1 = K.Solve(-C1);
                impulse = new b2Vec3();
                impulse.x = impulse1.x;
                impulse.y = impulse1.y;
                impulse.z = 0.0f;
            }

            b2Vec2 P = impulse.x * perp + impulse.z * axis;
            float LA = impulse.x * s1 + impulse.y + impulse.z * a1;
            float LB = impulse.x * s2 + impulse.y + impulse.z * a2;

            cA -= mA * P;
            aA -= iA * LA;
            cB += mB * P;
            aB += iB * 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 linearError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
        }