示例#1
0
        // Sequential position solver for position constraints.
        public bool SolveTOIPositionConstraints(int toiIndexA, int toiIndexB)
        {
            float minSeparation = 0.0f;

            for (int i = 0; i < _count; ++i)
            {
                ContactPositionConstraint pc = _positionConstraints[i];

                int indexA = pc.IndexA;
                int indexB = pc.IndexB;
                System.Numerics.Vector2 localCenterA = pc.LocalCenterA;
                System.Numerics.Vector2 localCenterB = pc.LocalCenterB;
                int pointCount = pc.PointCount;

                float mA = 0.0f;
                float iA = 0.0f;
                if (indexA == toiIndexA || indexA == toiIndexB)
                {
                    mA = pc.InvMassA;
                    iA = pc.InvIA;
                }

                float mB = 0.0f;
                float iB = 0.0f;
                if (indexB == toiIndexA || indexB == toiIndexB)
                {
                    mB = pc.InvMassB;
                    iB = pc.InvIB;
                }

                System.Numerics.Vector2 cA = _positions[indexA].C;
                float aA = _positions[indexA].A;

                System.Numerics.Vector2 cB = _positions[indexB].C;
                float aB = _positions[indexB].A;

                // Solve normal constraints
                for (int j = 0; j < pointCount; ++j)
                {
                    Transform xfA = new Transform();
                    Transform xfB = new Transform();
                    xfA.Q.Set(aA);
                    xfB.Q.Set(aB);
                    xfA.P = cA - MathUtils.Mul(xfA.Q, localCenterA);
                    xfB.P = cB - MathUtils.Mul(xfB.Q, localCenterB);

                    System.Numerics.Vector2 normal;
                    System.Numerics.Vector2 point;
                    float separation;

                    PositionSolverManifold.Initialize(pc, xfA, xfB, j, out normal, out point, out separation);

                    System.Numerics.Vector2 rA = point - cA;
                    System.Numerics.Vector2 rB = point - cB;

                    // Track max constraint error.
                    minSeparation = Math.Min(minSeparation, separation);

                    // Prevent large corrections and allow slop.
                    float C = MathUtils.Clamp(Settings.Baumgarte * (separation + Settings.LinearSlop),
                                              -Settings.MaxLinearCorrection, 0.0f);

                    // Compute the effective mass.
                    float rnA = MathUtils.Cross(rA, normal);
                    float rnB = MathUtils.Cross(rB, normal);
                    float K   = mA + mB + iA * rnA * rnA + iB * rnB * rnB;

                    // Compute normal impulse
                    float impulse = K > 0.0f ? -C / K : 0.0f;

                    System.Numerics.Vector2 P = impulse * normal;

                    cA -= mA * P;
                    aA -= iA * MathUtils.Cross(rA, P);

                    cB += mB * P;
                    aB += iB * MathUtils.Cross(rB, P);
                }

                _positions[indexA].C = cA;
                _positions[indexA].A = aA;

                _positions[indexB].C = cB;
                _positions[indexB].A = aB;
            }

            // We can't expect minSpeparation >= -b2_linearSlop because we don't
            // push the separation above -b2_linearSlop.
            return(minSeparation >= -1.5f * Settings.LinearSlop);
        }
示例#2
0
        private bool SolvePositionConstraints(int start, int end)
        {
            float minSeparation = 0.0f;

            for (int i = start; i < end; ++i)
            {
                ContactPositionConstraint pc = _positionConstraints[i];

#if NET40 || NET45 || PORTABLE40 || PORTABLE45 || W10 || W8_1 || WP8_1
                // Find lower order item.
                int orderedIndexA = pc.indexA;
                int orderedIndexB = pc.indexB;
                if (orderedIndexB < orderedIndexA)
                {
                    orderedIndexA = pc.indexB;
                    orderedIndexB = pc.indexA;
                }

                // Lock bodies.
                for (; ;)
                {
                    if (Interlocked.CompareExchange(ref _positions[orderedIndexA].Lock, 1, 0) == 0)
                    {
                        if (Interlocked.CompareExchange(ref _positions[orderedIndexB].Lock, 1, 0) == 0)
                        {
                            break;
                        }
                        System.Threading.Interlocked.Exchange(ref _positions[orderedIndexA].Lock, 0);
                    }
#if NET40 || NET45
                    Thread.Sleep(0);
#endif
                }
#endif


                int     indexA       = pc.indexA;
                int     indexB       = pc.indexB;
                Vector2 localCenterA = pc.localCenterA;
                float   mA           = pc.invMassA;
                float   iA           = pc.invIA;
                Vector2 localCenterB = pc.localCenterB;
                float   mB           = pc.invMassB;
                float   iB           = pc.invIB;
                int     pointCount   = pc.pointCount;

                Vector2 cA = _positions[indexA].c;
                float   aA = _positions[indexA].a;
                Vector2 cB = _positions[indexB].c;
                float   aB = _positions[indexB].a;

                // Solve normal constraints
                for (int j = 0; j < pointCount; ++j)
                {
                    Transform xfA = new Transform(Vector2.Zero, aA);
                    Transform xfB = new Transform(Vector2.Zero, aB);
                    xfA.p = cA - Complex.Multiply(ref localCenterA, ref xfA.q);
                    xfB.p = cB - Complex.Multiply(ref localCenterB, ref xfB.q);

                    Vector2 normal;
                    Vector2 point;
                    float   separation;

                    PositionSolverManifold.Initialize(pc, ref xfA, ref xfB, j, out normal, out point, out separation);

                    Vector2 rA = point - cA;
                    Vector2 rB = point - cB;

                    // Track max constraint error.
                    minSeparation = Math.Min(minSeparation, separation);

                    // Prevent large corrections and allow slop.
                    float C = MathUtils.Clamp(Settings.Baumgarte * (separation + Settings.LinearSlop), -Settings.MaxLinearCorrection, 0.0f);

                    // Compute the effective mass.
                    float rnA = MathUtils.Cross(ref rA, ref normal);
                    float rnB = MathUtils.Cross(ref rB, ref normal);
                    float K   = mA + mB + iA * rnA * rnA + iB * rnB * rnB;

                    // Compute normal impulse
                    float impulse = K > 0.0f ? -C / K : 0.0f;

                    Vector2 P = impulse * normal;

                    cA -= mA * P;
                    aA -= iA * MathUtils.Cross(ref rA, ref P);

                    cB += mB * P;
                    aB += iB * MathUtils.Cross(ref rB, ref P);
                }

                _positions[indexA].c = cA;
                _positions[indexA].a = aA;
                _positions[indexB].c = cB;
                _positions[indexB].a = aB;

#if NET40 || NET45 || PORTABLE40 || PORTABLE45 || W10 || W8_1 || WP8_1
                // Unlock bodies.
                System.Threading.Interlocked.Exchange(ref _positions[orderedIndexB].Lock, 0);
                System.Threading.Interlocked.Exchange(ref _positions[orderedIndexA].Lock, 0);
#endif
            }

            // We can't expect minSpeparation >= -b2_linearSlop because we don't
            // push the separation above -b2_linearSlop.
            return(minSeparation >= -3.0f * Settings.LinearSlop);
        }