示例#1
0
        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 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;
            }
        }
示例#3
0
        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;
            }
        }
示例#4
0
        /// <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);
        }