hyades.physics.Physics.Update C# (CSharp) Méthode

Update() public méthode

public Update ( double elapsed ) : void
elapsed double
Résultat void
        public void Update(double elapsed)
        {
            if (!initialized)
                Initialize();

            penetration_count = 0;
            collision_list.Clear();

            for (int i = 0; i < body_list.Count; i++)
            {
                body_list[i].Update(elapsed);
                UpdateBitmask(body_list[i]);
            }

            // update chains
            for (int i = 0; i < chain_list.Count; i++)
                chain_list[i].Update(elapsed);

            // now check for collision.
            // inter-body collision!
            for (int i = 0; i < body_list.Count; i++)
            {
                for (int j = i + 1; j < body_list.Count; j++)
                {
                    if (body_list[i].is_static && body_list[j].is_static)
                        continue;

                    // grid-based early out.
                    if (((body_list[i].bitmaskx.mask & body_list[j].bitmaskx.mask) == 0) &&
                        ((body_list[i].bitmasky.mask & body_list[j].bitmasky.mask) == 0))
                        continue;

                    // broad-phase collision via AABB.
                    if (!(body_list[i].aabb).Intersects(ref (body_list[j].aabb)))
                        continue;

                    if (on_aabb_collision != null)
                        this.on_aabb_collision(body_list[i], body_list[j]);

                    // okay, the AABB's of these 2 are intersecting.  now check for collision of A against B.
                    collision_list.AddRange(Collision.Intersects(body_list[j], body_list[i]));
                    collision_list.AddRange(Collision.Intersects(body_list[i], body_list[j]));
                }
            }

            // now handle all collisions found during the update at once.
            // handle all collisions!
            for (int i = 0; i < collision_list.Count; i++)
            {
                CollisionInfo info = collision_list[i];

                PointMass A = info.pointmass_a;
                PointMass B1 = info.pointmass_b;
                PointMass B2 = info.pointmass_c;

                if (on_collision != null)
                    this.on_collision(info.body_a, info.body_b, info);

                // velocity changes as a result of collision.
                Vector2 bVel = new Vector2();
                bVel.X = (B1.velocity.X + B2.velocity.X) * 0.5f;
                bVel.Y = (B1.velocity.Y + B2.velocity.Y) * 0.5f;

                Vector2 relVel = new Vector2();
                relVel.X = A.velocity.X - bVel.X;
                relVel.Y = A.velocity.Y - bVel.Y;

                float relDot;
                Vector2.Dot(ref relVel, ref info.normal, out relDot);

                if (on_penetration != null)
                    if (info.penetration > penetration_threshold)
                        this.on_penetration(info.body_a, info.body_b);

                if (info.penetration > 0.3f)
                {
                    penetration_count++;
                    continue;
                }

                float b1inf = 1.0f - info.edge_distance;
                float b2inf = info.edge_distance;

                float b2MassSum = ((float.IsPositiveInfinity(B1.mass)) || (float.IsPositiveInfinity(B2.mass))) ? float.PositiveInfinity : (B1.mass + B2.mass);

                float massSum = A.mass + b2MassSum;

                float Amove;
                float Bmove;
                if (float.IsPositiveInfinity(A.mass))
                {
                    Amove = 0f;
                    Bmove = (info.penetration) + 0.001f;
                }
                else if (float.IsPositiveInfinity(b2MassSum))
                {
                    Amove = (info.penetration) + 0.001f;
                    Bmove = 0f;
                }
                else
                {
                    Amove = (info.penetration * (b2MassSum / massSum));
                    Bmove = (info.penetration * (A.mass / massSum));
                }

                float B1move = Bmove * b1inf;
                float B2move = Bmove * b2inf;

                float AinvMass = (float.IsPositiveInfinity(A.mass)) ? 0f : 1f / A.mass;
                float BinvMass = (float.IsPositiveInfinity(b2MassSum)) ? 0f : 1f / b2MassSum;

                float jDenom = AinvMass + BinvMass;
                Vector2 numV = new Vector2();
                float elas = elasticity;
                numV.X = relVel.X * elas;
                numV.Y = relVel.Y * elas;

                float jNumerator;
                Vector2.Dot(ref numV, ref info.normal, out jNumerator);
                jNumerator = -jNumerator;

                float j = jNumerator / jDenom;

                if (!float.IsPositiveInfinity(A.mass))
                {
                    A.position.X += info.normal.X * Amove;
                    A.position.Y += info.normal.Y * Amove;
                }

                if (!float.IsPositiveInfinity(B1.mass))
                {
                    B1.position.X -= info.normal.X * B1move;
                    B1.position.Y -= info.normal.Y * B1move;
                }

                if (!float.IsPositiveInfinity(B2.mass))
                {
                    B2.position.X -= info.normal.X * B2move;
                    B2.position.Y -= info.normal.Y * B2move;
                }

                Vector2 tangent = new Vector2();
                VectorHelper.Perpendicular(ref info.normal, ref tangent);
                float fNumerator;
                Vector2.Dot(ref relVel, ref tangent, out fNumerator);
                fNumerator *= friction;
                float f = fNumerator / jDenom;

                // adjust velocity if relative velocity is moving toward each other.
                if (relDot <= 0.0001f)
                {
                    if (!float.IsPositiveInfinity(A.mass))
                    {
                        A.velocity.X += (info.normal.X * (j / A.mass)) - (tangent.X * (f / A.mass));
                        A.velocity.Y += (info.normal.Y * (j / A.mass)) - (tangent.Y * (f / A.mass));
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B1.velocity.X -= (info.normal.X * (j / b2MassSum) * b1inf) - (tangent.X * (f / b2MassSum) * b1inf);
                        B1.velocity.Y -= (info.normal.Y * (j / b2MassSum) * b1inf) - (tangent.Y * (f / b2MassSum) * b1inf);
                    }

                    if (!float.IsPositiveInfinity(b2MassSum))
                    {
                        B2.velocity.X -= (info.normal.X * (j / b2MassSum) * b2inf) - (tangent.X * (f / b2MassSum) * b2inf);
                        B2.velocity.Y -= (info.normal.Y * (j / b2MassSum) * b2inf) - (tangent.Y * (f / b2MassSum) * b2inf);
                    }

                    //info.body_a.UpdateBodyPositionVelocityForce(elapsed);
                   // info.body_b.UpdateBodyPositionVelocityForce(elapsed);
                }
            }

            for (int i = 0; i < body_list.Count; i++)
                body_list[i].UpdateBodyPositionVelocityForce(elapsed);
        }