FarseerPhysics.Dynamics.Joints.FixedPrismaticJoint.SolvePositionConstraints C# (CSharp) Method

SolvePositionConstraints() private method

private SolvePositionConstraints ( ) : bool
return bool
        internal override bool SolvePositionConstraints()
        {
            // Body b1 = BodyA;
            Body b2 = BodyB;

            Vector2 c1 = Vector2.Zero; // b1._sweep.Center;
            float a1 = 0.0f; // b1._sweep.Angle;

            Vector2 c2 = b2.Sweep.c;
            float a2 = b2.Sweep.a;

            // Solve linear limit constraint.
            float linearError = 0.0f;
            bool active = false;
            float C2 = 0.0f;

            Mat22 R1 = new Mat22(a1);
            Mat22 R2 = new Mat22(a2);

            Vector2 r1 = MathUtils.Multiply(ref R1, LocalAnchorA - LocalCenterA);
            Vector2 r2 = MathUtils.Multiply(ref R2, LocalAnchorB - LocalCenterB);
            Vector2 d = c2 + r2 - c1 - r1;

            if (_enableLimit)
            {
                _axis = MathUtils.Multiply(ref R1, _localXAxis1);

                _a1 = MathUtils.Cross(d + r1, _axis);
                _a2 = MathUtils.Cross(r2, _axis);

                float translation = Vector2.Dot(_axis, d);
                if (Math.Abs(_upperTranslation - _lowerTranslation) < 2.0f * Settings.LinearSlop)
                {
                    // Prevent large angular corrections
                    C2 = MathUtils.Clamp(translation, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
                    linearError = Math.Abs(translation);
                    active = true;
                }
                else if (translation <= _lowerTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = MathUtils.Clamp(translation - _lowerTranslation + Settings.LinearSlop,
                                         -Settings.MaxLinearCorrection, 0.0f);
                    linearError = _lowerTranslation - translation;
                    active = true;
                }
                else if (translation >= _upperTranslation)
                {
                    // Prevent large linear corrections and allow some slop.
                    C2 = MathUtils.Clamp(translation - _upperTranslation - Settings.LinearSlop, 0.0f,
                                         Settings.MaxLinearCorrection);
                    linearError = translation - _upperTranslation;
                    active = true;
                }
            }

            _perp = MathUtils.Multiply(ref R1, _localYAxis1);

            _s1 = MathUtils.Cross(d + r1, _perp);
            _s2 = MathUtils.Cross(r2, _perp);

            Vector3 impulse;
            Vector2 C1 = new Vector2(Vector2.Dot(_perp, d), a2 - a1 - _refAngle);

            linearError = Math.Max(linearError, Math.Abs(C1.X));
            float angularError = Math.Abs(C1.Y);

            if (active)
            {
                float m1 = InvMassA, m2 = InvMassB;
                float i1 = InvIA, i2 = InvIB;

                float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
                float k12 = i1 * _s1 + i2 * _s2;
                float k13 = i1 * _s1 * _a1 + i2 * _s2 * _a2;
                float k22 = i1 + i2;
                float k23 = i1 * _a1 + i2 * _a2;
                float k33 = m1 + m2 + i1 * _a1 * _a1 + i2 * _a2 * _a2;

                _K.col1 = new Vector3(k11, k12, k13);
                _K.col2 = new Vector3(k12, k22, k23);
                _K.col3 = new Vector3(k13, k23, k33);

                Vector3 C = new Vector3(-C1.X, -C1.Y, -C2);
                impulse = _K.Solve33(C); // negated above
            }
            else
            {
                float m1 = InvMassA, m2 = InvMassB;
                float i1 = InvIA, i2 = InvIB;

                float k11 = m1 + m2 + i1 * _s1 * _s1 + i2 * _s2 * _s2;
                float k12 = i1 * _s1 + i2 * _s2;
                float k22 = i1 + i2;

                _K.col1 = new Vector3(k11, k12, 0.0f);
                _K.col2 = new Vector3(k12, k22, 0.0f);

                Vector2 impulse1 = _K.Solve22(-C1);
                impulse.X = impulse1.X;
                impulse.Y = impulse1.Y;
                impulse.Z = 0.0f;
            }

            Vector2 P = impulse.X * _perp + impulse.Z * _axis;
            float L1 = impulse.X * _s1 + impulse.Y + impulse.Z * _a1;
            float L2 = impulse.X * _s2 + impulse.Y + impulse.Z * _a2;

            c1 -= InvMassA * P;
            a1 -= InvIA * L1;
            c2 += InvMassB * P;
            a2 += InvIB * L2;

            // TODO_ERIN remove need for this.
            // b1._sweep.Center = c1;
            // b1._sweep.Angle = a1;
            b2.Sweep.c = c2;
            b2.Sweep.a = a2;
            // b1.SynchronizeTransform();
            b2.SynchronizeTransform();

            return linearError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
        }