internal override bool SolvePositionConstraints()
{
if (Frequency > 0.0f)
{
// There is no position correction for soft distance constraints.
return true;
}
Body b1 = BodyA;
Transform xf1;
b1.GetTransform(out xf1);
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
Vector2 r2 = LocalAnchorB;
Vector2 d = r2 - b1.Sweep.c - r1;
float length = d.Length();
if (length == 0.0f)
return true;
d /= length;
float C = length - Length;
C = MathUtils.Clamp(C, -Settings.MaxLinearCorrection, Settings.MaxLinearCorrection);
float impulse = -_mass * C;
_u = d;
Vector2 P = impulse * _u;
b1.Sweep.c -= b1.InvMass * P;
b1.Sweep.a -= b1.InvI * MathUtils.Cross(r1, P);
b1.SynchronizeTransform();
return Math.Abs(C) < Settings.LinearSlop;
}