public void SolveIteration()
        {
            Vector3Width4 linearVelocityA = new Vector3Width4(ref VelocitiesA0.LinearVelocity, ref VelocitiesA1.LinearVelocity, ref VelocitiesA2.LinearVelocity, ref VelocitiesA3.LinearVelocity);
            Vector3Width4 angularVelocityA = new Vector3Width4(ref VelocitiesA0.AngularVelocity, ref VelocitiesA1.AngularVelocity, ref VelocitiesA2.AngularVelocity, ref VelocitiesA3.AngularVelocity);
            Vector3Width4 linearVelocityB = new Vector3Width4(ref VelocitiesB0.LinearVelocity, ref VelocitiesB1.LinearVelocity, ref VelocitiesB2.LinearVelocity, ref VelocitiesB3.LinearVelocity);
            Vector3Width4 angularVelocityB = new Vector3Width4(ref VelocitiesB0.AngularVelocity, ref VelocitiesB1.AngularVelocity, ref VelocitiesB2.AngularVelocity, ref VelocitiesB3.AngularVelocity);

            for (int i = 0; i < ConstraintCount; ++i)
            {
                Constraints[i].SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            }

            //for (int i = 0; i < 4; ++i)
            //{
            //    a.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //}

            //a.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //b.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //c.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //d.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);

            Vector3Width4.Transpose(ref linearVelocityA, out VelocitiesA0.LinearVelocity, out VelocitiesA1.LinearVelocity, out VelocitiesA2.LinearVelocity, out VelocitiesA3.LinearVelocity);
            Vector3Width4.Transpose(ref linearVelocityB, out VelocitiesB0.LinearVelocity, out VelocitiesB1.LinearVelocity, out VelocitiesB2.LinearVelocity, out VelocitiesB3.LinearVelocity);
            Vector3Width4.Transpose(ref angularVelocityA, out VelocitiesA0.AngularVelocity, out VelocitiesA1.AngularVelocity, out VelocitiesA2.AngularVelocity, out VelocitiesA3.AngularVelocity);
            Vector3Width4.Transpose(ref angularVelocityB, out VelocitiesB0.AngularVelocity, out VelocitiesB1.AngularVelocity, out VelocitiesB2.AngularVelocity, out VelocitiesB3.AngularVelocity);
        }
示例#2
0
 internal static unsafe void Transpose(ref Vector3Width4 source, Vector3 *result)
 {
     result[0] = new Vector3(source.X.X, source.Y.X, source.Z.X);
     result[1] = new Vector3(source.X.Y, source.Y.Y, source.Z.Y);
     result[2] = new Vector3(source.X.Z, source.Y.Z, source.Z.Z);
     result[3] = new Vector3(source.X.W, source.Y.W, source.Z.W);
 }
        void ApplyImpulse(float lambda, ref Vector3Width4 velocities)
        {
            Vector3Width4 change;

            Vector3Width4.Multiply(ref JacobiansIT, lambda, out change);
            Vector3Width4.Subtract(ref velocities, ref change, out velocities);
        }
        public void SolveIteration()
        {
            Vector3Width4 linearVelocityA  = new Vector3Width4(ref VelocitiesA0.LinearVelocity, ref VelocitiesA1.LinearVelocity, ref VelocitiesA2.LinearVelocity, ref VelocitiesA3.LinearVelocity);
            Vector3Width4 angularVelocityA = new Vector3Width4(ref VelocitiesA0.AngularVelocity, ref VelocitiesA1.AngularVelocity, ref VelocitiesA2.AngularVelocity, ref VelocitiesA3.AngularVelocity);
            Vector3Width4 linearVelocityB  = new Vector3Width4(ref VelocitiesB0.LinearVelocity, ref VelocitiesB1.LinearVelocity, ref VelocitiesB2.LinearVelocity, ref VelocitiesB3.LinearVelocity);
            Vector3Width4 angularVelocityB = new Vector3Width4(ref VelocitiesB0.AngularVelocity, ref VelocitiesB1.AngularVelocity, ref VelocitiesB2.AngularVelocity, ref VelocitiesB3.AngularVelocity);

            Vector4 linearA, angularA, linearB, angularB;

            Vector3Width4.Dot(ref LinearJacobianA, ref linearVelocityA, out linearA);
            Vector3Width4.Dot(ref AngularJacobianA, ref angularVelocityA, out angularA);
            Vector3Width4.Dot(ref LinearJacobianB, ref linearVelocityB, out linearB);
            Vector3Width4.Dot(ref AngularJacobianB, ref angularVelocityB, out angularB);
            var lambda = EffectiveMass * (linearA + angularA + linearB + angularB + PenetrationBias - AccumulatedImpulse * Softness);

            var previous = AccumulatedImpulse;

            AccumulatedImpulse = Vector4.Max(Vector4.Zero, AccumulatedImpulse + lambda);
            lambda             = AccumulatedImpulse - previous;

            ApplyImpulse(ref lambda, ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);

            Vector3Width4.Transpose(ref linearVelocityA, out VelocitiesA0.LinearVelocity, out VelocitiesA1.LinearVelocity, out VelocitiesA2.LinearVelocity, out VelocitiesA3.LinearVelocity);
            Vector3Width4.Transpose(ref linearVelocityB, out VelocitiesB0.LinearVelocity, out VelocitiesB1.LinearVelocity, out VelocitiesB2.LinearVelocity, out VelocitiesB3.LinearVelocity);
            Vector3Width4.Transpose(ref angularVelocityA, out VelocitiesA0.AngularVelocity, out VelocitiesA1.AngularVelocity, out VelocitiesA2.AngularVelocity, out VelocitiesA3.AngularVelocity);
            Vector3Width4.Transpose(ref angularVelocityB, out VelocitiesB0.AngularVelocity, out VelocitiesB1.AngularVelocity, out VelocitiesB2.AngularVelocity, out VelocitiesB3.AngularVelocity);
        }
示例#5
0
 internal static unsafe void Transpose(ref Vector3Width4 source, out Vector3 a, out Vector3 b, out Vector3 c, out Vector3 d)
 {
     a = new Vector3(source.X.X, source.Y.X, source.Z.X);
     b = new Vector3(source.X.Y, source.Y.Y, source.Z.Y);
     c = new Vector3(source.X.Z, source.Y.Z, source.Z.Z);
     d = new Vector3(source.X.W, source.Y.W, source.Z.W);
 }
        public void Prestep(float inverseDt)
        {
            //Given that we're collecting position, inverse mass, and inertia all at once, it makes no sense to store position separately from inversemass and inertia.
            //Since you should not expect the 4 involved bodies to be in memory *together*, the best you can do is to ensure that the set of values are together.
            //Otherwise you're multiplying cache misses for no reason!
            var inverseMassA = new Vector4(BodyA0.InverseMass, BodyA1.InverseMass, BodyA2.InverseMass, BodyA3.InverseMass);
            var inverseMassB = new Vector4(BodyB0.InverseMass, BodyB1.InverseMass, BodyB2.InverseMass, BodyB3.InverseMass);

            var inverseInertiaTensorA = new Matrix3x3Width4(ref BodyA0.InertiaTensorInverse, ref BodyA1.InertiaTensorInverse, ref BodyA2.InertiaTensorInverse, ref BodyA3.InertiaTensorInverse);
            var inverseInertiaTensorB = new Matrix3x3Width4(ref BodyB0.InertiaTensorInverse, ref BodyB1.InertiaTensorInverse, ref BodyB2.InertiaTensorInverse, ref BodyB3.InertiaTensorInverse);


            Vector3Width4 positionA = new Vector3Width4(ref BodyA0.Position, ref BodyA1.Position, ref BodyA2.Position, ref BodyA3.Position);
            Vector3Width4 positionB = new Vector3Width4(ref BodyA0.Position, ref BodyB1.Position, ref BodyB2.Position, ref BodyB3.Position);

            for (int i = 0; i < ConstraintCount; ++i)
            {
                Constraints[i].Prestep(inverseDt, ref inverseMassA, ref inverseMassB, ref inverseInertiaTensorA, ref inverseInertiaTensorB, ref positionA, ref positionB);
            }

            //for (int i = 0; i < 4; ++i)
            //{
            //    a.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);

            //}

            //a.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //b.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //c.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //d.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
        }
        public void SolveIteration()
        {
            Vector3Width4 linearVelocityA  = new Vector3Width4(ref VelocitiesA0.LinearVelocity, ref VelocitiesA1.LinearVelocity, ref VelocitiesA2.LinearVelocity, ref VelocitiesA3.LinearVelocity);
            Vector3Width4 angularVelocityA = new Vector3Width4(ref VelocitiesA0.AngularVelocity, ref VelocitiesA1.AngularVelocity, ref VelocitiesA2.AngularVelocity, ref VelocitiesA3.AngularVelocity);
            Vector3Width4 linearVelocityB  = new Vector3Width4(ref VelocitiesB0.LinearVelocity, ref VelocitiesB1.LinearVelocity, ref VelocitiesB2.LinearVelocity, ref VelocitiesB3.LinearVelocity);
            Vector3Width4 angularVelocityB = new Vector3Width4(ref VelocitiesB0.AngularVelocity, ref VelocitiesB1.AngularVelocity, ref VelocitiesB2.AngularVelocity, ref VelocitiesB3.AngularVelocity);

            for (int i = 0; i < ConstraintCount; ++i)
            {
                Constraints[i].SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            }

            //for (int i = 0; i < 4; ++i)
            //{
            //    a.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //}

            //a.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //b.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //c.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
            //d.SolveIteration(ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);


            Vector3Width4.Transpose(ref linearVelocityA, out VelocitiesA0.LinearVelocity, out VelocitiesA1.LinearVelocity, out VelocitiesA2.LinearVelocity, out VelocitiesA3.LinearVelocity);
            Vector3Width4.Transpose(ref linearVelocityB, out VelocitiesB0.LinearVelocity, out VelocitiesB1.LinearVelocity, out VelocitiesB2.LinearVelocity, out VelocitiesB3.LinearVelocity);
            Vector3Width4.Transpose(ref angularVelocityA, out VelocitiesA0.AngularVelocity, out VelocitiesA1.AngularVelocity, out VelocitiesA2.AngularVelocity, out VelocitiesA3.AngularVelocity);
            Vector3Width4.Transpose(ref angularVelocityB, out VelocitiesB0.AngularVelocity, out VelocitiesB1.AngularVelocity, out VelocitiesB2.AngularVelocity, out VelocitiesB3.AngularVelocity);
        }
        public void Prestep(float inverseDt)
        {
            //Given that we're collecting position, inverse mass, and inertia all at once, it makes no sense to store position separately from inversemass and inertia.
            //Since you should not expect the 4 involved bodies to be in memory *together*, the best you can do is to ensure that the set of values are together.
            //Otherwise you're multiplying cache misses for no reason!
            var inverseMassA = new Vector4(BodyA0.InverseMass, BodyA1.InverseMass, BodyA2.InverseMass, BodyA3.InverseMass);
            var inverseMassB = new Vector4(BodyB0.InverseMass, BodyB1.InverseMass, BodyB2.InverseMass, BodyB3.InverseMass);

            var inverseInertiaTensorA = new Matrix3x3Width4(ref BodyA0.InertiaTensorInverse, ref BodyA1.InertiaTensorInverse, ref BodyA2.InertiaTensorInverse, ref BodyA3.InertiaTensorInverse);
            var inverseInertiaTensorB = new Matrix3x3Width4(ref BodyB0.InertiaTensorInverse, ref BodyB1.InertiaTensorInverse, ref BodyB2.InertiaTensorInverse, ref BodyB3.InertiaTensorInverse);

            Vector3Width4 positionA = new Vector3Width4(ref BodyA0.Position, ref BodyA1.Position, ref BodyA2.Position, ref BodyA3.Position);
            Vector3Width4 positionB = new Vector3Width4(ref BodyA0.Position, ref BodyB1.Position, ref BodyB2.Position, ref BodyB3.Position);

            for (int i = 0; i < ConstraintCount; ++i)
            {
                Constraints[i].Prestep(inverseDt, ref inverseMassA, ref inverseMassB, ref inverseInertiaTensorA, ref inverseInertiaTensorB, ref positionA, ref positionB);
            }

            //for (int i = 0; i < 4; ++i)
            //{
            //    a.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);

            //}

            //a.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //b.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //c.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
            //d.Prestep(inverseDt, ref InverseMassA, ref InverseMassB, ref InverseInertiaTensorA, ref InverseInertiaTensorB, ref positionA, ref positionB);
        }
        public void Prestep(float inverseDt)
        {
            //C = dot(Pa - Pb, N) > 0
            //Jacobians:
            //LinearA: N
            //AngularA: cross(OffsetPa, N)
            //LinearB: -N
            //AngularB: -cross(OffsetPb, N)

            //var positionA = new Vector3Width4();
            //var positionB = new Vector3Width4();

            //Given that we're collecting position, inverse mass, and inertia all at once, it makes no sense to store position separately from inversemass and inertia.
            //Since you should not expect the 4 involved bodies to be in memory *together*, the best you can do is to ensure that the set of values are together.
            //Otherwise you're multiplying cache misses for no reason!
            var InverseMassA = new Vector4(BodyA0.InverseMass, BodyA1.InverseMass, BodyA2.InverseMass, BodyA3.InverseMass);
            var InverseMassB = new Vector4(BodyB0.InverseMass, BodyB1.InverseMass, BodyB2.InverseMass, BodyB3.InverseMass);

            var InverseInertiaTensorA = new Matrix3x3Width4(ref BodyA0.InertiaTensorInverse, ref BodyA1.InertiaTensorInverse, ref BodyA2.InertiaTensorInverse, ref BodyA3.InertiaTensorInverse);
            var InverseInertiaTensorB = new Matrix3x3Width4(ref BodyB0.InertiaTensorInverse, ref BodyB1.InertiaTensorInverse, ref BodyB2.InertiaTensorInverse, ref BodyB3.InertiaTensorInverse);

            Vector3Width4 positionA = new Vector3Width4(ref BodyA0.Position, ref BodyA1.Position, ref BodyA2.Position, ref BodyA3.Position);
            Vector3Width4 positionB = new Vector3Width4(ref BodyA0.Position, ref BodyB1.Position, ref BodyB2.Position, ref BodyB3.Position);


            LinearJacobianA = ContactNormal;
            Vector3Width4.Negate(ref ContactNormal, out LinearJacobianB);

            Vector3Width4 offsetA, offsetB;

            Vector3Width4.Subtract(ref ContactPosition, ref positionA, out offsetA);
            Vector3Width4.Subtract(ref ContactPosition, ref positionB, out offsetB);

            Vector3Width4.Cross(ref offsetA, ref ContactNormal, out AngularJacobianA);
            Vector3Width4.Cross(ref ContactNormal, ref offsetB, out AngularJacobianB);// note negation->parameter reverse


            //Allow velocity that closes a gap, and apply penetration correction against positive depth.
            //Bounciness not yet included.
            PenetrationBias = ContactPenetration * inverseDt;
            PenetrationBias = -Vector4.Min(Vector4.Min(PenetrationBias, PenetrationBias * 0.2f), new Vector4(0.2f));


            //The inertia tensor is in world space, so no jacobian transformation is required.
            Vector3Width4.Multiply(ref LinearJacobianA, ref InverseMassA, out LinearJacobianITA);
            Vector3Width4.Multiply(ref LinearJacobianB, ref InverseMassB, out LinearJacobianITB);
            Matrix3x3Width4.Transform(ref AngularJacobianA, ref InverseInertiaTensorA, out AngularJacobianITA);
            Matrix3x3Width4.Transform(ref AngularJacobianB, ref InverseInertiaTensorB, out AngularJacobianITB);
            Vector4 angularContributionA, angularContributionB;

            Vector3Width4.Dot(ref AngularJacobianITA, ref AngularJacobianITA, out angularContributionA);
            Vector3Width4.Dot(ref AngularJacobianITB, ref AngularJacobianITB, out angularContributionB);
            var inverseEffectiveMass = InverseMassA + InverseMassB + angularContributionA + angularContributionB;

            Vector4 CollisionSoftness = new Vector4(5);

            Softness      = CollisionSoftness * inverseEffectiveMass * inverseDt;
            EffectiveMass = Vector4.One / (Softness + inverseEffectiveMass);
        }
        public void Prestep(float inverseDt,
                            ref Vector4 inverseMassA, ref Vector4 inverseMassB,
                            ref Matrix3x3Width4 inverseInertiaTensorA, ref Matrix3x3Width4 inverseInertiaTensorB,
                            ref Vector3Width4 positionA, ref Vector3Width4 positionB)
        {
            //C = dot(Pa - Pb, N) > 0
            //Jacobians:
            //LinearA: N
            //AngularA: cross(OffsetPa, N)
            //LinearB: -N
            //AngularB: -cross(OffsetPb, N)

            //var positionA = new Vector3Width4();
            //var positionB = new Vector3Width4();

            LinearJacobianA = ContactNormal;
            Vector3Width4.Negate(ref ContactNormal, out LinearJacobianB);

            Vector3Width4 offsetA, offsetB;

            Vector3Width4.Subtract(ref ContactPosition, ref positionA, out offsetA);
            Vector3Width4.Subtract(ref ContactPosition, ref positionB, out offsetB);

            Vector3Width4.Cross(ref offsetA, ref ContactNormal, out AngularJacobianA);
            Vector3Width4.Cross(ref ContactNormal, ref offsetB, out AngularJacobianB);// note negation->parameter reverse


            //Allow velocity that closes a gap, and apply penetration correction against positive depth.
            //Bounciness not yet included.
            PenetrationBias = ContactPenetration * inverseDt;
            PenetrationBias = -Vector4.Min(Vector4.Min(PenetrationBias, PenetrationBias * 0.2f), new Vector4(0.2f));


            //The inertia tensor is in world space, so no jacobian transformation is required.
            Vector3Width4.Multiply(ref LinearJacobianA, ref inverseMassA, out LinearJacobianITA);
            Vector3Width4.Multiply(ref LinearJacobianB, ref inverseMassB, out LinearJacobianITB);
            Matrix3x3Width4.Transform(ref AngularJacobianA, ref inverseInertiaTensorA, out AngularJacobianITA);
            Matrix3x3Width4.Transform(ref AngularJacobianB, ref inverseInertiaTensorB, out AngularJacobianITB);
            Vector4 angularContributionA, angularContributionB;

            Vector3Width4.Dot(ref AngularJacobianITA, ref AngularJacobianITA, out angularContributionA);
            Vector3Width4.Dot(ref AngularJacobianITB, ref AngularJacobianITB, out angularContributionB);
            var inverseEffectiveMass = inverseMassA + inverseMassB + angularContributionA + angularContributionB;

            Vector4 CollisionSoftness = new Vector4(5);

            Softness      = CollisionSoftness * inverseEffectiveMass * inverseDt;
            EffectiveMass = Vector4.One / (Softness + inverseEffectiveMass);
        }
        void ApplyImpulse(ref Vector4 lambda)
        {
            Vector3Width4 linearChangeA, linearChangeB;

            Vector3Width4.Multiply(ref LinearJacobianITA, ref lambda, out linearChangeA);
            Vector3Width4.Multiply(ref LinearJacobianITB, ref lambda, out linearChangeB);

            Vector3 linearChangeA0, linearChangeA1, linearChangeA2, linearChangeA3;
            Vector3 linearChangeB0, linearChangeB1, linearChangeB2, linearChangeB3;

            Vector3Width4.Transpose(ref linearChangeA, out linearChangeA0, out linearChangeA1, out linearChangeA2, out linearChangeA3);
            Vector3Width4.Transpose(ref linearChangeB, out linearChangeB0, out linearChangeB1, out linearChangeB2, out linearChangeB3);


            //World inertia available, so no need for extra transforms.
            Vector3Width4 angularChangeA, angularChangeB;

            Vector3Width4.Multiply(ref AngularJacobianITA, ref lambda, out angularChangeA);
            Vector3Width4.Multiply(ref AngularJacobianITB, ref lambda, out angularChangeB);

            Vector3 angularChangeA0, angularChangeA1, angularChangeA2, angularChangeA3;
            Vector3 angularChangeB0, angularChangeB1, angularChangeB2, angularChangeB3;

            Vector3Width4.Transpose(ref angularChangeA, out angularChangeA0, out angularChangeA1, out angularChangeA2, out angularChangeA3);
            Vector3Width4.Transpose(ref angularChangeB, out angularChangeB0, out angularChangeB1, out angularChangeB2, out angularChangeB3);

            VelocitiesA0.LinearVelocity  -= linearChangeA0;
            VelocitiesA0.AngularVelocity -= angularChangeA0;
            VelocitiesA1.LinearVelocity  -= linearChangeA1;
            VelocitiesA1.AngularVelocity -= angularChangeA1;
            VelocitiesA2.LinearVelocity  -= linearChangeA2;
            VelocitiesA2.AngularVelocity -= angularChangeA2;
            VelocitiesA3.LinearVelocity  -= linearChangeA3;
            VelocitiesA3.AngularVelocity -= angularChangeA3;

            VelocitiesB0.LinearVelocity  -= linearChangeB0;
            VelocitiesB0.AngularVelocity -= angularChangeB0;
            VelocitiesB1.LinearVelocity  -= linearChangeB1;
            VelocitiesB1.AngularVelocity -= angularChangeB1;
            VelocitiesB2.LinearVelocity  -= linearChangeB2;
            VelocitiesB2.AngularVelocity -= angularChangeB2;
            VelocitiesB3.LinearVelocity  -= linearChangeB3;
            VelocitiesB3.AngularVelocity -= angularChangeB3;
        }
        public void SolveIteration()
        {
            Vector3Width4 velocities = new Vector3Width4(ref ConnectionA.LinearVelocity, ref ConnectionA.AngularVelocity, ref ConnectionB.LinearVelocity, ref ConnectionB.AngularVelocity);

            Vector4 velocityContributions;
            Vector3Width4.Dot(ref velocities, ref Jacobians, out velocityContributions);

            var lambda = EffectiveMass * (
                velocityContributions.X + velocityContributions.Y + velocityContributions.Z + velocityContributions.W +
                PenetrationBias - AccumulatedImpulse * Softness);

            var previous = AccumulatedImpulse;
            AccumulatedImpulse = Math.Max(0, AccumulatedImpulse + lambda);
            lambda = AccumulatedImpulse - previous;

            ApplyImpulse(lambda, ref velocities);

            Vector3Width4.Transpose(ref velocities, out ConnectionA.LinearVelocity, out ConnectionA.AngularVelocity, out ConnectionB.LinearVelocity, out ConnectionB.AngularVelocity);
        }
        public void SolveIteration()
        {
            Vector3Width4 velocities = new Vector3Width4(ref ConnectionA.LinearVelocity, ref ConnectionA.AngularVelocity, ref ConnectionB.LinearVelocity, ref ConnectionB.AngularVelocity);

            Vector4 velocityContributions;

            Vector3Width4.Dot(ref velocities, ref Jacobians, out velocityContributions);

            var lambda = EffectiveMass * (
                velocityContributions.X + velocityContributions.Y + velocityContributions.Z + velocityContributions.W +
                PenetrationBias - AccumulatedImpulse * Softness);

            var previous = AccumulatedImpulse;

            AccumulatedImpulse = Math.Max(0, AccumulatedImpulse + lambda);
            lambda             = AccumulatedImpulse - previous;

            ApplyImpulse(lambda, ref velocities);

            Vector3Width4.Transpose(ref velocities, out ConnectionA.LinearVelocity, out ConnectionA.AngularVelocity, out ConnectionB.LinearVelocity, out ConnectionB.AngularVelocity);
        }
        void ApplyImpulse(ref Vector4 lambda, ref Vector3Width4 linearVelocityA, ref Vector3Width4 angularVelocityA, ref Vector3Width4 linearVelocityB, ref Vector3Width4 angularVelocityB)
        {
            Vector3Width4 linearChangeA, linearChangeB;

            Vector3Width4.Multiply(ref LinearJacobianITA, ref lambda, out linearChangeA);
            Vector3Width4.Multiply(ref LinearJacobianITB, ref lambda, out linearChangeB);

            Vector3Width4.Add(ref linearVelocityA, ref linearChangeA, out linearVelocityA);
            Vector3Width4.Add(ref linearVelocityB, ref linearChangeB, out linearVelocityB);



            //World inertia available, so no need for extra transforms.
            Vector3Width4 angularChangeA, angularChangeB;

            Vector3Width4.Multiply(ref AngularJacobianITA, ref lambda, out angularChangeA);
            Vector3Width4.Multiply(ref AngularJacobianITB, ref lambda, out angularChangeB);


            Vector3Width4.Add(ref angularVelocityA, ref angularChangeA, out angularVelocityA);
            Vector3Width4.Add(ref angularVelocityB, ref angularChangeB, out angularVelocityB);
        }
        public unsafe static void Test()
        {
            var identityMatrix = new Matrix3x3 {
                X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 0, 1)
            };
            var a = new RigidBody
            {
                Position             = new Vector3(0, 0, 0),
                Orientation          = identityMatrix,
                InertiaTensorInverse = identityMatrix,
                InverseMass          = 1,
                LinearVelocity       = new Vector3(0, 0, 0)
            };
            var b = new RigidBody
            {
                Position             = new Vector3(0, 1, 0),
                Orientation          = identityMatrix,
                InertiaTensorInverse = identityMatrix,
                InverseMass          = 1,
                LinearVelocity       = new Vector3(0, 0, 0)
            };
            RigidBody *aBodies = stackalloc RigidBody[4];
            RigidBody *bBodies = stackalloc RigidBody[4];

            for (int i = 0; i < 4; ++i)
            {
                aBodies[i] = a;
                bBodies[i] = b;
            }
            Vector3 up = Vector3.UnitY;
            var     contactPosition    = new Vector3Width4();
            var     contactNormal      = new Vector3Width4(ref up, ref up, ref up, ref up);
            var     contactPenetration = new Vector4();
            var     constraint         = new VectorizedManifoldConstraint
            {
                BodyA0 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3()
                },
                BodyA1 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3()
                },
                BodyA2 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3()
                },
                BodyA3 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3()
                },
                BodyB0 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3(0, 1, 0)
                },
                BodyB1 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3(0, 1, 0)
                },
                BodyB2 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3(0, 1, 0)
                },
                BodyB3 = new BodyState {
                    InertiaTensorInverse = new Matrix3x3 {
                        X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0)
                    }, InverseMass = 1, Position = new Vector3(0, 1, 0)
                },
                VelocitiesB0 = new Velocities {
                    LinearVelocity = new Vector3(0, -1, 0)
                },
                VelocitiesB1 = new Velocities {
                    LinearVelocity = new Vector3(0, -1, 0)
                },
                VelocitiesB2 = new Velocities {
                    LinearVelocity = new Vector3(0, -1, 0)
                },
                VelocitiesB3 = new Velocities {
                    LinearVelocity = new Vector3(0, -1, 0)
                },
                //a = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //b = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //c = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //d = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration }
            };

            constraint.ConstraintCount = 4;
            var pointer = stackalloc VectorizedManifoldPenetrationConstraint[constraint.ConstraintCount];

            constraint.Constraints = pointer;
            //constraint.Constraints = new VectorizedManifoldPenetrationConstraint[constraintCount];
            for (int i = 0; i < constraint.ConstraintCount; ++i)
            {
                constraint.Constraints[i] = new VectorizedManifoldPenetrationConstraint {
                    ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration
                };
            }
            float dt        = 1 / 60f;
            float inverseDt = 1 / dt;

            constraint.Prestep(inverseDt);
            constraint.WarmStart();
            constraint.SolveIteration();

            var startTime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency;

            for (int i = 0; i < VectorizedConstraintTest.TestCount / constraint.ConstraintCount; ++i)
            {
                constraint.Prestep(inverseDt);
                constraint.WarmStart();

                for (int iterationIndex = 0; iterationIndex < VectorizedConstraintTest.IterationCount; ++iterationIndex)
                {
                    constraint.SolveIteration();
                }
            }


            var endtime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency;

            Console.WriteLine($"Vectorized Manifold: {endtime - startTime}");
        }
示例#16
0
 public static void Multiply(ref Vector3Width4 a, float b, out Vector3Width4 result)
 {
     result.X = a.X * b;
     result.Y = a.Y * b;
     result.Z = a.Z * b;
 }
示例#17
0
 public static void Cross(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.Y * b.Z - a.Z * b.Y;
     result.Y = a.Z * b.X - a.X * b.Z;
     result.Z = a.X * b.Y - a.Y * b.X;
 }
 public void WarmStart(ref Vector3Width4 linearVelocityA, ref Vector3Width4 angularVelocityA, ref Vector3Width4 linearVelocityB, ref Vector3Width4 angularVelocityB)
 {
     ApplyImpulse(ref AccumulatedImpulse, ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
 }
示例#19
0
 public static void Add(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.X + b.X;
     result.Y = a.Y + b.Y;
     result.Z = a.Z + b.Z;
 }
 public void WarmStart(ref Vector3Width4 linearVelocityA, ref Vector3Width4 angularVelocityA, ref Vector3Width4 linearVelocityB, ref Vector3Width4 angularVelocityB)
 {
     ApplyImpulse(ref AccumulatedImpulse, ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
 }
        public void Prestep(float inverseDt,
            ref Vector4 inverseMassA, ref Vector4 inverseMassB, 
            ref Matrix3x3Width4 inverseInertiaTensorA, ref Matrix3x3Width4 inverseInertiaTensorB,
            ref Vector3Width4 positionA, ref Vector3Width4 positionB)
        {
            //C = dot(Pa - Pb, N) > 0
            //Jacobians:
            //LinearA: N
            //AngularA: cross(OffsetPa, N)
            //LinearB: -N
            //AngularB: -cross(OffsetPb, N)

            //var positionA = new Vector3Width4();
            //var positionB = new Vector3Width4();

            LinearJacobianA = ContactNormal;
            Vector3Width4.Negate(ref ContactNormal, out LinearJacobianB);

            Vector3Width4 offsetA, offsetB;
            Vector3Width4.Subtract(ref ContactPosition, ref positionA, out offsetA);
            Vector3Width4.Subtract(ref ContactPosition, ref positionB, out offsetB);

            Vector3Width4.Cross(ref offsetA, ref ContactNormal, out AngularJacobianA);
            Vector3Width4.Cross(ref ContactNormal, ref offsetB, out AngularJacobianB);// note negation->parameter reverse

            //Allow velocity that closes a gap, and apply penetration correction against positive depth.
            //Bounciness not yet included.
            PenetrationBias = ContactPenetration * inverseDt;
            PenetrationBias = -Vector4.Min(Vector4.Min(PenetrationBias, PenetrationBias * 0.2f), new Vector4(0.2f));

            //The inertia tensor is in world space, so no jacobian transformation is required.
            Vector3Width4.Multiply(ref LinearJacobianA, ref inverseMassA, out LinearJacobianITA);
            Vector3Width4.Multiply(ref LinearJacobianB, ref inverseMassB, out LinearJacobianITB);
            Matrix3x3Width4.Transform(ref AngularJacobianA, ref inverseInertiaTensorA, out AngularJacobianITA);
            Matrix3x3Width4.Transform(ref AngularJacobianB, ref inverseInertiaTensorB, out AngularJacobianITB);
            Vector4 angularContributionA, angularContributionB;
            Vector3Width4.Dot(ref AngularJacobianITA, ref AngularJacobianITA, out angularContributionA);
            Vector3Width4.Dot(ref AngularJacobianITB, ref AngularJacobianITB, out angularContributionB);
            var inverseEffectiveMass = inverseMassA + inverseMassB + angularContributionA + angularContributionB;

            Vector4 CollisionSoftness = new Vector4(5);
            Softness = CollisionSoftness * inverseEffectiveMass * inverseDt;
            EffectiveMass = Vector4.One / (Softness + inverseEffectiveMass);
        }
        public void Prestep(float inverseDt)
        {
            //C = dot(Pa - Pb, N) > 0
            //Jacobians:
            //LinearA: N
            //AngularA: cross(OffsetPa, N)
            //LinearB: -N
            //AngularB: -cross(OffsetPb, N)

            //var positionA = new Vector3Width4();
            //var positionB = new Vector3Width4();

            //Given that we're collecting position, inverse mass, and inertia all at once, it makes no sense to store position separately from inversemass and inertia.
            //Since you should not expect the 4 involved bodies to be in memory *together*, the best you can do is to ensure that the set of values are together.
            //Otherwise you're multiplying cache misses for no reason!
            var InverseMassA = new Vector4(BodyA0.InverseMass, BodyA1.InverseMass, BodyA2.InverseMass, BodyA3.InverseMass);
            var InverseMassB = new Vector4(BodyB0.InverseMass, BodyB1.InverseMass, BodyB2.InverseMass, BodyB3.InverseMass);

            var InverseInertiaTensorA = new Matrix3x3Width4(ref BodyA0.InertiaTensorInverse, ref BodyA1.InertiaTensorInverse, ref BodyA2.InertiaTensorInverse, ref BodyA3.InertiaTensorInverse);
            var InverseInertiaTensorB = new Matrix3x3Width4(ref BodyB0.InertiaTensorInverse, ref BodyB1.InertiaTensorInverse, ref BodyB2.InertiaTensorInverse, ref BodyB3.InertiaTensorInverse);

            Vector3Width4 positionA = new Vector3Width4(ref BodyA0.Position, ref BodyA1.Position, ref BodyA2.Position, ref BodyA3.Position);
            Vector3Width4 positionB = new Vector3Width4(ref BodyA0.Position, ref BodyB1.Position, ref BodyB2.Position, ref BodyB3.Position);

            LinearJacobianA = ContactNormal;
            Vector3Width4.Negate(ref ContactNormal, out LinearJacobianB);

            Vector3Width4 offsetA, offsetB;
            Vector3Width4.Subtract(ref ContactPosition, ref positionA, out offsetA);
            Vector3Width4.Subtract(ref ContactPosition, ref positionB, out offsetB);

            Vector3Width4.Cross(ref offsetA, ref ContactNormal, out AngularJacobianA);
            Vector3Width4.Cross(ref ContactNormal, ref offsetB, out AngularJacobianB);// note negation->parameter reverse

            //Allow velocity that closes a gap, and apply penetration correction against positive depth.
            //Bounciness not yet included.
            PenetrationBias = ContactPenetration * inverseDt;
            PenetrationBias = -Vector4.Min(Vector4.Min(PenetrationBias, PenetrationBias * 0.2f), new Vector4(0.2f));

            //The inertia tensor is in world space, so no jacobian transformation is required.
            Vector3Width4.Multiply(ref LinearJacobianA, ref InverseMassA, out LinearJacobianITA);
            Vector3Width4.Multiply(ref LinearJacobianB, ref InverseMassB, out LinearJacobianITB);
            Matrix3x3Width4.Transform(ref AngularJacobianA, ref InverseInertiaTensorA, out AngularJacobianITA);
            Matrix3x3Width4.Transform(ref AngularJacobianB, ref InverseInertiaTensorB, out AngularJacobianITB);
            Vector4 angularContributionA, angularContributionB;
            Vector3Width4.Dot(ref AngularJacobianITA, ref AngularJacobianITA, out angularContributionA);
            Vector3Width4.Dot(ref AngularJacobianITB, ref AngularJacobianITB, out angularContributionB);
            var inverseEffectiveMass = InverseMassA + InverseMassB + angularContributionA + angularContributionB;

            Vector4 CollisionSoftness = new Vector4(5);
            Softness = CollisionSoftness * inverseEffectiveMass * inverseDt;
            EffectiveMass = Vector4.One / (Softness + inverseEffectiveMass);
        }
示例#23
0
 internal static unsafe void Transpose(ref Vector3Width4 source, Vector3* result)
 {
     result[0] = new Vector3(source.X.X, source.Y.X, source.Z.X);
     result[1] = new Vector3(source.X.Y, source.Y.Y, source.Z.Y);
     result[2] = new Vector3(source.X.Z, source.Y.Z, source.Z.Z);
     result[3] = new Vector3(source.X.W, source.Y.W, source.Z.W);
 }
示例#24
0
 public static void Subtract(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.X - b.X;
     result.Y = a.Y - b.Y;
     result.Z = a.Z - b.Z;
 }
示例#25
0
 public static void Subtract(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.X - b.X;
     result.Y = a.Y - b.Y;
     result.Z = a.Z - b.Z;
 }
示例#26
0
 public static void Multiply(ref Vector3Width4 a, float b, out Vector3Width4 result)
 {
     result.X = a.X * b;
     result.Y = a.Y * b;
     result.Z = a.Z * b;
 }
        public void SolveIteration(ref Vector3Width4 linearVelocityA, ref Vector3Width4 angularVelocityA, ref Vector3Width4 linearVelocityB, ref Vector3Width4 angularVelocityB)
        {
            Vector4 linearA, angularA, linearB, angularB;
            Vector3Width4.Dot(ref LinearJacobianA, ref linearVelocityA, out linearA);
            Vector3Width4.Dot(ref AngularJacobianA, ref angularVelocityA, out angularA);
            Vector3Width4.Dot(ref LinearJacobianB, ref linearVelocityB, out linearB);
            Vector3Width4.Dot(ref AngularJacobianB, ref angularVelocityB, out angularB);
            var lambda = EffectiveMass * (linearA + angularA + linearB + angularB + PenetrationBias - AccumulatedImpulse * Softness);

            var previous = AccumulatedImpulse;
            AccumulatedImpulse = Vector4.Max(Vector4.Zero, AccumulatedImpulse + lambda);
            lambda = AccumulatedImpulse - previous;

            ApplyImpulse(ref lambda, ref linearVelocityA, ref angularVelocityA, ref linearVelocityB, ref angularVelocityB);
        }
示例#28
0
 public static void Transform(ref Vector3Width4 v, ref Matrix3x3Width4 m, out Vector3Width4 result)
 {
     result.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31;
     result.Y = v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32;
     result.Z = v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33;
 }
示例#29
0
 internal static void Dot(ref Vector3Width4 a, ref Vector3Width4 b, out Vector4 result)
 {
     result = a.X * b.X + a.Y * b.Y + a.Z * b.Z;
 }
示例#30
0
 internal static unsafe void Transpose(ref Vector3Width4 source, out Vector3 a, out Vector3 b, out Vector3 c, out Vector3 d)
 {
     a = new Vector3(source.X.X, source.Y.X, source.Z.X);
     b = new Vector3(source.X.Y, source.Y.Y, source.Z.Y);
     c = new Vector3(source.X.Z, source.Y.Z, source.Z.Z);
     d = new Vector3(source.X.W, source.Y.W, source.Z.W);
 }
示例#31
0
 public static void Negate(ref Vector3Width4 v, out Vector3Width4 result)
 {
     result.X = -v.X;
     result.Y = -v.Y;
     result.Z = -v.Z;
 }
示例#32
0
 public static void Cross(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.Y * b.Z - a.Z * b.Y;
     result.Y = a.Z * b.X - a.X * b.Z;
     result.Z = a.X * b.Y - a.Y * b.X;
 }
        void ApplyImpulse(ref Vector4 lambda, ref Vector3Width4 linearVelocityA, ref Vector3Width4 angularVelocityA, ref Vector3Width4 linearVelocityB, ref Vector3Width4 angularVelocityB)
        {
            Vector3Width4 linearChangeA, linearChangeB;
            Vector3Width4.Multiply(ref LinearJacobianITA, ref lambda, out linearChangeA);
            Vector3Width4.Multiply(ref LinearJacobianITB, ref lambda, out linearChangeB);

            Vector3Width4.Add(ref linearVelocityA, ref linearChangeA, out linearVelocityA);
            Vector3Width4.Add(ref linearVelocityB, ref linearChangeB, out linearVelocityB);

            //World inertia available, so no need for extra transforms.
            Vector3Width4 angularChangeA, angularChangeB;
            Vector3Width4.Multiply(ref AngularJacobianITA, ref lambda, out angularChangeA);
            Vector3Width4.Multiply(ref AngularJacobianITB, ref lambda, out angularChangeB);

            Vector3Width4.Add(ref angularVelocityA, ref angularChangeA, out angularVelocityA);
            Vector3Width4.Add(ref angularVelocityB, ref angularChangeB, out angularVelocityB);
        }
示例#34
0
 public static void Negate(ref Vector3Width4 v, out Vector3Width4 result)
 {
     result.X = -v.X;
     result.Y = -v.Y;
     result.Z = -v.Z;
 }
示例#35
0
 public static void Transform(ref Vector3Width4 v, ref Matrix3x3Width4 m, out Vector3Width4 result)
 {
     result.X = v.X * m.M11 + v.Y * m.M21 + v.Z * m.M31;
     result.Y = v.X * m.M12 + v.Y * m.M22 + v.Z * m.M32;
     result.Z = v.X * m.M13 + v.Y * m.M23 + v.Z * m.M33;
 }
示例#36
0
 internal static void Dot(ref Vector3Width4 a, ref Vector3Width4 b, out Vector4 result)
 {
     result = a.X * b.X + a.Y * b.Y + a.Z * b.Z;
 }
 void ApplyImpulse(float lambda, ref Vector3Width4 velocities)
 {
     Vector3Width4 change;
     Vector3Width4.Multiply(ref JacobiansIT, lambda, out change);
     Vector3Width4.Subtract(ref velocities, ref change, out velocities);
 }
        public static unsafe void Test()
        {
            var identityMatrix = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 0, 1) };
            var a = new RigidBody
            {
                Position = new Vector3(0, 0, 0),
                Orientation = identityMatrix,
                InertiaTensorInverse = identityMatrix,
                InverseMass = 1,
                LinearVelocity = new Vector3(0, 0, 0)
            };
            var b = new RigidBody
            {
                Position = new Vector3(0, 1, 0),
                Orientation = identityMatrix,
                InertiaTensorInverse = identityMatrix,
                InverseMass = 1,
                LinearVelocity = new Vector3(0, 0, 0)
            };
            RigidBody* aBodies = stackalloc RigidBody[4];
            RigidBody* bBodies = stackalloc RigidBody[4];
            for (int i = 0; i < 4; ++i)
            {
                aBodies[i] = a;
                bBodies[i] = b;
            }
            Vector3 up = Vector3.UnitY;
            var contactPosition = new Vector3Width4();
            var contactNormal = new Vector3Width4(ref up, ref up, ref up, ref up);
            var contactPenetration = new Vector4();
            var constraint = new VectorizedManifoldConstraint
            {
                BodyA0 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3() },
                BodyA1 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3() },
                BodyA2 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3() },
                BodyA3 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3() },
                BodyB0 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3(0, 1, 0) },
                BodyB1 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3(0, 1, 0) },
                BodyB2 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3(0, 1, 0) },
                BodyB3 = new BodyState { InertiaTensorInverse = new Matrix3x3 { X = new Vector3(1, 0, 0), Y = new Vector3(0, 1, 0), Z = new Vector3(0, 1, 0) }, InverseMass = 1, Position = new Vector3(0, 1, 0) },
                VelocitiesB0 = new Velocities { LinearVelocity = new Vector3(0, -1, 0) },
                VelocitiesB1 = new Velocities { LinearVelocity = new Vector3(0, -1, 0) },
                VelocitiesB2 = new Velocities { LinearVelocity = new Vector3(0, -1, 0) },
                VelocitiesB3 = new Velocities { LinearVelocity = new Vector3(0, -1, 0) },
                //a = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //b = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //c = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration },
                //d = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration }

            };
            constraint.ConstraintCount = 4;
            var pointer = stackalloc VectorizedManifoldPenetrationConstraint[constraint.ConstraintCount];
            constraint.Constraints = pointer;
            //constraint.Constraints = new VectorizedManifoldPenetrationConstraint[constraintCount];
            for (int i = 0; i < constraint.ConstraintCount; ++i)
            {
                constraint.Constraints[i] = new VectorizedManifoldPenetrationConstraint { ContactPosition = contactPosition, ContactNormal = contactNormal, ContactPenetration = contactPenetration };
            }
            float dt = 1 / 60f;
            float inverseDt = 1 / dt;
            constraint.Prestep(inverseDt);
            constraint.WarmStart();
            constraint.SolveIteration();

            var startTime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency;
            for (int i = 0; i < VectorizedConstraintTest.TestCount / constraint.ConstraintCount; ++i)
            {
                constraint.Prestep(inverseDt);
                constraint.WarmStart();

                for (int iterationIndex = 0; iterationIndex < VectorizedConstraintTest.IterationCount; ++iterationIndex)
                {
                    constraint.SolveIteration();
                }
            }

            var endtime = Stopwatch.GetTimestamp() / (double)Stopwatch.Frequency;

            Console.WriteLine($"Vectorized Manifold: {endtime - startTime}");
        }
示例#39
0
 public static void Add(ref Vector3Width4 a, ref Vector3Width4 b, out Vector3Width4 result)
 {
     result.X = a.X + b.X;
     result.Y = a.Y + b.Y;
     result.Z = a.Z + b.Z;
 }