internal override bool SolvePositionConstraints()
{
// TODO_ERIN block solve with limit. COME ON ERIN
Body b1 = BodyA;
float angularError = 0.0f;
float positionError;
// Solve angular limit constraint.
if (_enableLimit && _limitState != LimitState.Inactive)
{
float angle = 0 - b1.Sweep.A - ReferenceAngle;
float limitImpulse = 0.0f;
if (_limitState == LimitState.Equal)
{
// Prevent large angular corrections
float C = MathUtils.Clamp(angle - _lowerAngle, -Settings.MaxAngularCorrection,
Settings.MaxAngularCorrection);
limitImpulse = -_motorMass*C;
angularError = Math.Abs(C);
}
else if (_limitState == LimitState.AtLower)
{
float C = angle - _lowerAngle;
angularError = -C;
// Prevent large angular corrections and allow some slop.
C = MathUtils.Clamp(C + Settings.AngularSlop, -Settings.MaxAngularCorrection, 0.0f);
limitImpulse = -_motorMass*C;
}
else if (_limitState == LimitState.AtUpper)
{
float C = angle - _upperAngle;
angularError = C;
// Prevent large angular corrections and allow some slop.
C = MathUtils.Clamp(C - Settings.AngularSlop, 0.0f, Settings.MaxAngularCorrection);
limitImpulse = -_motorMass*C;
}
b1.Sweep.A -= b1.InvI*limitImpulse;
b1.SynchronizeTransform();
}
// Solve point-to-point constraint.
{
Transform xf1;
b1.GetTransform(out xf1);
Vector2 r1 = MathUtils.Multiply(ref xf1.R, LocalAnchorA - b1.LocalCenter);
Vector2 r2 = _worldAnchor;
Vector2 C = Vector2.Zero + r2 - b1.Sweep.C - r1;
positionError = C.Length();
float invMass1 = b1.InvMass;
const float invMass2 = 0;
float invI1 = b1.InvI;
const float invI2 = 0;
// Handle large detachment.
const float k_allowedStretch = 10.0f*Settings.LinearSlop;
if (C.LengthSquared() > k_allowedStretch*k_allowedStretch)
{
// Use a particle solution (no rotation).
Vector2 u = C;
u.Normalize();
float k = invMass1 + invMass2;
Debug.Assert(k > Settings.Epsilon);
float m = 1.0f/k;
Vector2 impulse2 = m*(-C);
const float k_beta = 0.5f;
b1.Sweep.C -= k_beta*invMass1*impulse2;
C = Vector2.Zero + r2 - b1.Sweep.C - r1;
}
Mat22 K1 = new Mat22(new Vector2(invMass1 + invMass2, 0.0f), new Vector2(0.0f, invMass1 + invMass2));
Mat22 K2 = new Mat22(new Vector2(invI1*r1.Y*r1.Y, -invI1*r1.X*r1.Y),
new Vector2(-invI1*r1.X*r1.Y, invI1*r1.X*r1.X));
Mat22 K3 = new Mat22(new Vector2(invI2*r2.Y*r2.Y, -invI2*r2.X*r2.Y),
new Vector2(-invI2*r2.X*r2.Y, invI2*r2.X*r2.X));
Mat22 Ka;
Mat22.Add(ref K1, ref K2, out Ka);
Mat22 K;
Mat22.Add(ref Ka, ref K3, out K);
Vector2 impulse = K.Solve(-C);
b1.Sweep.C -= b1.InvMass*impulse;
b1.Sweep.A -= b1.InvI*MathUtils.Cross(r1, impulse);
b1.SynchronizeTransform();
}
return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
}