internal override void InitVelocityConstraints(ref TimeStep step) { Body b1 = _bodyA; Body b2 = _bodyB; Transform xf1, xf2; b1.GetTransform(out xf1); b2.GetTransform(out xf2); // Compute the effective mass matrix. Vector2 r1 = MathUtils.Multiply(ref xf1.R, _localAnchor1 - b1.GetLocalCenter()); Vector2 r2 = MathUtils.Multiply(ref xf2.R, _localAnchor2 - b2.GetLocalCenter()); _u = b2._sweep.c + r2 - b1._sweep.c - r1; // Handle singularity. float length = _u.Length(); if (length > Settings.b2_linearSlop) { _u *= 1.0f / length; } else { _u = new Vector2(0.0f, 0.0f); } float cr1u = MathUtils.Cross(r1, _u); float cr2u = MathUtils.Cross(r2, _u); float invMass = b1._invMass + b1._invI * cr1u * cr1u + b2._invMass + b2._invI * cr2u * cr2u; Debug.Assert(invMass > Settings.b2_epsilon); _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (_frequencyHz > 0.0f) { float C = length - _length; // Frequency float omega = 2.0f * Settings.b2_pi * _frequencyHz; // Damping coefficient float d = 2.0f * _mass * _dampingRatio * omega; // Spring stiffness float k = _mass * omega * omega; // magic formulas _gamma = step.dt * (d + step.dt * k); _gamma = _gamma != 0.0f ? 1.0f / _gamma : 0.0f; _bias = C * step.dt * k * _gamma; _mass = invMass + _gamma; _mass = _mass != 0.0f ? 1.0f / _mass : 0.0f; } if (step.warmStarting) { // Scale the impulse to support a variable time step. _impulse *= step.dtRatio; Vector2 P = _impulse * _u; b1._linearVelocity -= b1._invMass * P; b1._angularVelocity -= b1._invI * MathUtils.Cross(r1, P); b2._linearVelocity += b2._invMass * P; b2._angularVelocity += b2._invI * MathUtils.Cross(r2, P); } else { _impulse = 0.0f; } }