public TOISolverManifold(ref TOIConstraint cc, int index) { Debug.Assert(cc.pointCount > 0); switch (cc.type) { case ManifoldType.Circles: { Vector2 pointA = cc.bodyA.GetWorldPoint(cc.localPoint); Vector2 pointB = cc.bodyB.GetWorldPoint(cc.localPoints[0]); if ((pointA - pointB).LengthSquared() > Settings.b2_epsilon * Settings.b2_epsilon) { normal = pointB - pointA; normal.Normalize(); } else { normal = new Vector2(1.0f, 0.0f); } point = 0.5f * (pointA + pointB); separation = Vector2.Dot(pointB - pointA, normal) - cc.radius; } break; case ManifoldType.FaceA: { normal = cc.bodyA.GetWorldVector(cc.localNormal); Vector2 planePoint = cc.bodyA.GetWorldPoint(cc.localPoint); Vector2 clipPoint = cc.bodyB.GetWorldPoint(cc.localPoints[index]); separation = Vector2.Dot(clipPoint - planePoint, normal) - cc.radius; point = clipPoint; } break; case ManifoldType.FaceB: { normal = cc.bodyB.GetWorldVector(cc.localNormal); Vector2 planePoint = cc.bodyB.GetWorldPoint(cc.localPoint); Vector2 clipPoint = cc.bodyA.GetWorldPoint(cc.localPoints[index]); separation = Vector2.Dot(clipPoint - planePoint, normal) - cc.radius; point = clipPoint; // Ensure normal points from A to B normal = -normal; } break; default: normal = Vector2.UnitY; point = Vector2.Zero; separation = 0.0f; break; } }
public void Initialize(Contact[] contacts, int count, Body toiBody) { _count = count; _toiBody = toiBody; if (_constraints.Length < _count) { _constraints = new TOIConstraint[Math.Max(_constraints.Length * 2, _count)]; } for (int i = 0; i < _count; ++i) { Contact contact = contacts[i]; Fixture fixtureA = contact.GetFixtureA(); Fixture fixtureB = contact.GetFixtureB(); Shape shapeA = fixtureA.GetShape(); Shape shapeB = fixtureB.GetShape(); float radiusA = shapeA._radius; float radiusB = shapeB._radius; Body bodyA = fixtureA.GetBody(); Body bodyB = fixtureB.GetBody(); Manifold manifold; contact.GetManifold(out manifold); Debug.Assert(manifold._pointCount > 0); TOIConstraint constraint = _constraints[i]; constraint.bodyA = bodyA; constraint.bodyB = bodyB; constraint.localNormal = manifold._localNormal; constraint.localPoint = manifold._localPoint; constraint.type = manifold._type; constraint.pointCount = manifold._pointCount; constraint.radius = radiusA + radiusB; for (int j = 0; j < constraint.pointCount; ++j) { constraint.localPoints[j] = manifold._points[j].LocalPoint; } _constraints[i] = constraint; } }
/// <summary> /// Perform one solver iteration. Returns true if converged. /// </summary> /// <param name="baumgarte"></param> /// <returns></returns> public bool Solve(float baumgarte) { float minSeparation = 0.0f; for (int i = 0; i < _count; ++i) { TOIConstraint c = _constraints[i]; Body bodyA = c.bodyA; Body bodyB = c.bodyB; float massA = bodyA._mass; float massB = bodyB._mass; // Only the TOI body should move. if (bodyA == _toiBody) { massB = 0.0f; } else { massA = 0.0f; } float invMassA = massA * bodyA._invMass; float invIA = massA * bodyA._invI; float invMassB = massB * bodyB._invMass; float invIB = massB * bodyB._invI; // Solve normal constraints for (int j = 0; j < c.pointCount; ++j) { TOISolverManifold psm = new TOISolverManifold(ref c, j); Vector2 normal = psm.normal; Vector2 point = psm.point; float separation = psm.separation; Vector2 rA = point - bodyA._sweep.c; Vector2 rB = point - bodyB._sweep.c; // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float C = MathUtils.Clamp(baumgarte * (separation + Settings.b2_linearSlop), -Settings.b2_maxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = MathUtils.Cross(rA, normal); float rnB = MathUtils.Cross(rB, normal); float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; Vector2 P = impulse * normal; bodyA._sweep.c -= invMassA * P; bodyA._sweep.a -= invIA * MathUtils.Cross(rA, P); bodyA.SynchronizeTransform(); bodyB._sweep.c += invMassB * P; bodyB._sweep.a += invIB * MathUtils.Cross(rB, P); bodyB.SynchronizeTransform(); } } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return(minSeparation >= -1.5f * Settings.b2_linearSlop); }