public void Solve(ref TimeStep step, ref FPVector2 gravity) { FP h = step.dt; // Integrate velocities and apply damping. Initialize the body state. for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; FPVector2 c = b._sweep.C; FP a = b._sweep.A; FPVector2 v = b._linearVelocity; FP w = b._angularVelocity; // Store positions for continuous collision. b._sweep.C0 = b._sweep.C; b._sweep.A0 = b._sweep.A; if (b.BodyType == BodyType.Dynamic) { // Integrate velocities. // FPE: Only apply gravity if the body wants it. if (b.IgnoreGravity) { v += h * (b._invMass * b._force); } else { v += h * (b.GravityScale * gravity + b._invMass * b._force); } w += h * b._invI * b._torque; // Apply damping. // ODE: dv/dt + c * v = 0 // Solution: v(t) = v0 * exp(-c * t) // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt) // v2 = exp(-c * dt) * v1 // Taylor expansion: // v2 = (1.0f - c * dt) * v1 //v *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f); //w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f); v *= 1 / (1 + h * b.LinearDamping); w *= 1 / (1 + h * b.AngularDamping); } _positions[i].c = c; _positions[i].a = a; _velocities[i].v = v; _velocities[i].w = w; } // Solver data SolverData solverData = new SolverData(); solverData.step = step; solverData.positions = _positions; solverData.velocities = _velocities; _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities); _contactSolver.InitializeVelocityConstraints(); if (Settings.EnableWarmstarting) { _contactSolver.WarmStart(); } for (int i = 0; i < JointCount; ++i) { if (_joints[i].Enabled) { _joints[i].InitVelocityConstraints(ref solverData); } } // Solve velocity constraints. for (int i = 0; i < Settings.VelocityIterations; ++i) { for (int j = 0; j < JointCount; ++j) { Joint2D joint = _joints[j]; if (!joint.Enabled) { continue; } joint.SolveVelocityConstraints(ref solverData); joint.Validate(step.inv_dt); } _contactSolver.SolveVelocityConstraints(); } // Store impulses for warm starting. _contactSolver.StoreImpulses(); // Integrate positions for (int i = 0; i < BodyCount; ++i) { FPVector2 c = _positions[i].c; FP a = _positions[i].a; FPVector2 v = _velocities[i].v; FP w = _velocities[i].w; // Check for large velocities FPVector2 translation = h * v; if (FPVector2.Dot(translation, translation) > Settings.MaxTranslationSquared) { FP ratio = Settings.MaxTranslation / translation.magnitude; v *= ratio; } FP rotation = h * w; if (rotation * rotation > Settings.MaxRotationSquared) { FP ratio = Settings.MaxRotation / FP.Abs(rotation); w *= ratio; } // Integrate c += h * v; a += h * w; _positions[i].c = c; _positions[i].a = a; _velocities[i].v = v; _velocities[i].w = w; } // Solve position constraints bool positionSolved = false; for (int i = 0; i < Settings.PositionIterations; ++i) { bool contactsOkay = _contactSolver.SolvePositionConstraints(); bool jointsOkay = true; for (int j = 0; j < JointCount; ++j) { Joint2D joint = _joints[j]; if (!joint.Enabled) { continue; } bool jointOkay = joint.SolvePositionConstraints(ref solverData); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. positionSolved = true; break; } } // Copy state buffers back to the bodies for (int i = 0; i < BodyCount; ++i) { Body body = Bodies[i]; body._sweep.C = _positions[i].c; body._sweep.A = _positions[i].a; body._linearVelocity = _velocities[i].v; body._angularVelocity = _velocities[i].w; body.SynchronizeTransform(); } Report(_contactSolver._velocityConstraints); if (Settings.AllowSleep) { FP minSleepTime = Settings.MaxFP; for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; if (b.BodyType == BodyType.Static) { continue; } if (!b.SleepingAllowed || b._angularVelocity * b._angularVelocity > AngTolSqr || FPVector2.Dot(b._linearVelocity, b._linearVelocity) > LinTolSqr) { b._sleepTime = 0.0f; minSleepTime = 0.0f; } else { b._sleepTime += h; minSleepTime = KBEngine.FPMath.Min(minSleepTime, b._sleepTime); } } if (minSleepTime >= Settings.TimeToSleep && positionSolved) { for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; b.Awake = false; } } } }
/// <summary> /// Requires two existing revolute or prismatic joints (any combination will work). /// The provided joints must attach a dynamic body to a static body. /// </summary> /// <param name="jointA">The first joint.</param> /// <param name="jointB">The second joint.</param> /// <param name="ratio">The ratio.</param> /// <param name="bodyA">The first body</param> /// <param name="bodyB">The second body</param> // TS - public GearJoint(Body bodyA, Body bodyB, Joint jointA, Joint jointB, FP ratio = 1f) public GearJoint(Body bodyA, Body bodyB, Joint2D jointA, Joint2D jointB, FP ratio) { JointType = JointType.Gear; BodyA = bodyA; BodyB = bodyB; JointA = jointA; JointB = jointB; Ratio = ratio; _typeA = jointA.JointType; _typeB = jointB.JointType; Debug.Assert(_typeA == JointType.Revolute || _typeA == JointType.Prismatic || _typeA == JointType.FixedRevolute || _typeA == JointType.FixedPrismatic); Debug.Assert(_typeB == JointType.Revolute || _typeB == JointType.Prismatic || _typeB == JointType.FixedRevolute || _typeB == JointType.FixedPrismatic); FP coordinateA, coordinateB; // TODO_ERIN there might be some problem with the joint edges in b2Joint. _bodyC = JointA.BodyA; _bodyA = JointA.BodyB; // Get geometry of joint1 Transform xfA = _bodyA._xf; FP aA = _bodyA._sweep.A; Transform xfC = _bodyC._xf; FP aC = _bodyC._sweep.A; if (_typeA == JointType.Revolute) { RevoluteJoint revolute = (RevoluteJoint)jointA; _localAnchorC = revolute.LocalAnchorA; _localAnchorA = revolute.LocalAnchorB; _referenceAngleA = revolute.ReferenceAngle; _localAxisC = FPVector2.zero; coordinateA = aA - aC - _referenceAngleA; } else { PrismaticJoint prismatic = (PrismaticJoint)jointA; _localAnchorC = prismatic.LocalAnchorA; _localAnchorA = prismatic.LocalAnchorB; _referenceAngleA = prismatic.ReferenceAngle; _localAxisC = prismatic.LocalXAxis; FPVector2 pC = _localAnchorC; FPVector2 pA = MathUtils.MulT(xfC.q, MathUtils.Mul(xfA.q, _localAnchorA) + (xfA.p - xfC.p)); coordinateA = FPVector2.Dot(pA - pC, _localAxisC); } _bodyD = JointB.BodyA; _bodyB = JointB.BodyB; // Get geometry of joint2 Transform xfB = _bodyB._xf; FP aB = _bodyB._sweep.A; Transform xfD = _bodyD._xf; FP aD = _bodyD._sweep.A; if (_typeB == JointType.Revolute) { RevoluteJoint revolute = (RevoluteJoint)jointB; _localAnchorD = revolute.LocalAnchorA; _localAnchorB = revolute.LocalAnchorB; _referenceAngleB = revolute.ReferenceAngle; _localAxisD = FPVector2.zero; coordinateB = aB - aD - _referenceAngleB; } else { PrismaticJoint prismatic = (PrismaticJoint)jointB; _localAnchorD = prismatic.LocalAnchorA; _localAnchorB = prismatic.LocalAnchorB; _referenceAngleB = prismatic.ReferenceAngle; _localAxisD = prismatic.LocalXAxis; FPVector2 pD = _localAnchorD; FPVector2 pB = MathUtils.MulT(xfD.q, MathUtils.Mul(xfB.q, _localAnchorB) + (xfB.p - xfD.p)); coordinateB = FPVector2.Dot(pB - pD, _localAxisD); } _ratio = ratio; _constant = coordinateA + _ratio * coordinateB; _impulse = 0.0f; }
public void Add(Joint2D joint) { Debug.Assert(JointCount < JointCapacity); _joints[JointCount++] = joint; }