Box2DX.Dynamics.ContactConstraintPoint.ContactSolver.SolveVelocityConstraints C# (CSharp) Метод

SolveVelocityConstraints() публичный Метод

public SolveVelocityConstraints ( ) : void
Результат void
		public void SolveVelocityConstraints()
		{
			for (int i = 0; i < _constraintCount; ++i)
			{
				ContactConstraint c = _constraints[i];
				Body bodyA = c.BodyA;
				Body bodyB = c.BodyB;
				float wA = bodyA._angularVelocity;
				float wB = bodyB._angularVelocity;
				Vector2 vA = bodyA._linearVelocity;
				Vector2 vB = bodyB._linearVelocity;
				float invMassA = bodyA._invMass;
				float invIA = bodyA._invI;
				float invMassB = bodyB._invMass;
				float invIB = bodyB._invI;
				Vector2 normal = c.Normal;
				Vector2 tangent = normal.CrossScalarPostMultiply(1.0f);
				float friction = c.Friction;

				Box2DXDebug.Assert(c.PointCount == 1 || c.PointCount == 2);

#if ALLOWUNSAFE
				unsafe
				{
					fixed (ContactConstraintPoint* pointsPtr = c.Points)
					{
						// Solve tangent constraints
						for (int j = 0; j < c.PointCount; ++j)
						{
							ContactConstraintPoint* ccp = &pointsPtr[j];

							// Relative velocity at contact
							Vector2 dv = vB + ccp->RB.CrossScalarPreMultiply(wB) - vA -  ccp->RA.CrossScalarPreMultiply(wA);

							// Compute tangent force
							float vt = Vector2.Dot(dv, tangent);
							float lambda = ccp->TangentMass * (-vt);

							// b2Clamp the accumulated force
							float maxFriction = friction * ccp->NormalImpulse;
							float newImpulse = Mathf.Clamp(ccp->TangentImpulse + lambda, -maxFriction, maxFriction);
							lambda = newImpulse - ccp->TangentImpulse;

							// Apply contact impulse
							Vector2 P = lambda * tangent;

							vA -= invMassA * P;
							wA -= invIA * ccp->RA.Cross(P);

							vB += invMassB * P;
							wB += invIB * ccp->RB.Cross(P);

							ccp->TangentImpulse = newImpulse;
						}

						// Solve normal constraints
						if (c.PointCount == 1)
						{
							ContactConstraintPoint ccp = c.Points[0];

							// Relative velocity at contact
							Vector2 dv = vB + ccp.RB.CrossScalarPreMultiply(wB) - vA - ccp.RA.CrossScalarPreMultiply(wA);

							// Compute normal impulse
							float vn = Vector2.Dot(dv, normal);
							float lambda = -ccp.NormalMass * (vn - ccp.VelocityBias);

							// Clamp the accumulated impulse
							float newImpulse = Common.Math.Max(ccp.NormalImpulse + lambda, 0.0f);
							lambda = newImpulse - ccp.NormalImpulse;

							// Apply contact impulse
							Vector2 P = lambda * normal;
							vA -= invMassA * P;
							wA -= invIA * ccp.RA.Cross(P);

							vB += invMassB * P;
							wB += invIB * ccp.RB.Cross(P);
							ccp.NormalImpulse = newImpulse;
						}
						else
						{
							// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
							// Build the mini LCP for this contact patch
							//
							// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
							//
							// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
							// b = vn_0 - velocityBias
							//
							// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
							// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
							// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
							// solution that satisfies the problem is chosen.
							// 
							// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
							// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
							//
							// Substitute:
							// 
							// x = x' - a
							// 
							// Plug into above equation:
							//
							// vn = A * x + b
							//    = A * (x' - a) + b
							//    = A * x' + b - A * a
							//    = A * x' + b'
							// b' = b - A * a;

							ContactConstraintPoint* cp1 = &pointsPtr[0];
							ContactConstraintPoint* cp2 = &pointsPtr[1];

							Vector2 a = new Vector2(cp1->NormalImpulse, cp2->NormalImpulse);
							Box2DXDebug.Assert(a.x >= 0.0f && a.y >= 0.0f);

							// Relative velocity at contact
							Vector2 dv1 = vB + cp1->RB.CrossScalarPreMultiply(wB) - vA - cp1->RA.CrossScalarPreMultiply(wA);
							Vector2 dv2 = vB + cp2->RB.CrossScalarPreMultiply(wB) - vA - cp2->RA.CrossScalarPreMultiply(wA);

							// Compute normal velocity
							float vn1 = Vector2.Dot(dv1, normal);
							float vn2 = Vector2.Dot(dv2, normal);

							Vector2 b = new Vector2(vn1 - cp1->VelocityBias, vn2 - cp2->VelocityBias);
							b -= c.K.Multiply(a);

							const float k_errorTol = 1e-3f;
							//B2_NOT_USED(k_errorTol);

							for (; ; )
							{
								//
								// Case 1: vn = 0
								//
								// 0 = A * x' + b'
								//
								// Solve for x':
								//
								// x' = - inv(A) * b'
								//
								Vector2 x = -c.NormalMass.Multiply(b);

								if (x.x >= 0.0f && x.y >= 0.0f)
								{
									// Resubstitute for the incremental impulse
									Vector2 d = x - a;

									// Apply incremental impulse
									Vector2 P1 = d.x * normal;
									Vector2 P2 = d.y * normal;
									vA -= invMassA * (P1 + P2);
									wA -= invIA * (cp1->RA.Cross(P1) + cp2->RA.Cross(P2));

									vB += invMassB * (P1 + P2);
									wB += invIB * (cp1->RB.Cross(P1) + cp2->RB.Cross(P2));

									// Accumulate
									cp1->NormalImpulse = x.x;
									cp2->NormalImpulse = x.y;

#if DEBUG_SOLVER
									// Postconditions
									dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA);
									dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA);

									// Compute normal velocity
									vn1 = Vec2.Dot(dv1, normal);
									vn2 = Vec2.Dot(dv2, normal);

									Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol);
									Box2DXDebug.Assert(Common.Math.Abs(vn2 - cp2.VelocityBias) < k_errorTol);
#endif
									break;
								}

								//
								// Case 2: vn1 = 0 and x2 = 0
								//
								//   0 = a11 * x1' + a12 * 0 + b1' 
								// vn2 = a21 * x1' + a22 * 0 + b2'
								//
								x.x = -cp1->NormalMass * b.x;
								x.y = 0.0f;
								vn1 = 0.0f;
								vn2 = c.K.Col1.y * x.x + b.y;

								if (x.x >= 0.0f && vn2 >= 0.0f)
								{
									// Resubstitute for the incremental impulse
									Vector2 d = x - a;

									// Apply incremental impulse
									Vector2 P1 = d.x * normal;
									Vector2 P2 = d.y * normal;
									vA -= invMassA * (P1 + P2);
									wA -= invIA * (cp1->RA.Cross(P1) + cp2->RA.Cross(P2));

									vB += invMassB * (P1 + P2);
									wB += invIB * (cp1->RB.Cross(P1) + cp2->RB.Cross(P2));

									// Accumulate
									cp1->NormalImpulse = x.x;
									cp2->NormalImpulse = x.y;

#if DEBUG_SOLVER
									// Postconditions
									dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA);

									// Compute normal velocity
									vn1 = Vec2.Dot(dv1, normal);

									Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol);
#endif
									break;
								}


								//
								// Case 3: w2 = 0 and x1 = 0
								//
								// vn1 = a11 * 0 + a12 * x2' + b1' 
								//   0 = a21 * 0 + a22 * x2' + b2'
								//
								x.x = 0.0f;
								x.y = -cp2->NormalMass * b.y;
								vn1 = c.K.Col2.x * x.y + b.x;
								vn2 = 0.0f;

								if (x.y >= 0.0f && vn1 >= 0.0f)
								{
									// Resubstitute for the incremental impulse
									Vector2 d = x - a;

									// Apply incremental impulse
									Vector2 P1 = d.x * normal;
									Vector2 P2 = d.y * normal;
									vA -= invMassA * (P1 + P2);
									wA -= invIA * (cp1->RA.Cross(P1) + cp2->RA.Cross(P2));

									vB += invMassB * (P1 + P2);
									wB += invIB * (cp1->RB.Cross(P1) + cp2->RB.Cross(P2));

									// Accumulate
									cp1->NormalImpulse = x.x;
									cp2->NormalImpulse = x.y;

#if DEBUG_SOLVER
									// Postconditions
									dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA);

									// Compute normal velocity
									vn2 = Vec2.Dot(dv2, normal);

									Box2DXDebug.Assert(Common.Math.Abs(vn2 - cp2.VelocityBias) < k_errorTol);
#endif
									break;
								}

								//
								// Case 4: x1 = 0 and x2 = 0
								// 
								// vn1 = b1
								// vn2 = b2;
								x.x = 0.0f;
								x.y = 0.0f;
								vn1 = b.x;
								vn2 = b.y;

								if (vn1 >= 0.0f && vn2 >= 0.0f)
								{
									// Resubstitute for the incremental impulse
									Vector2 d = x - a;

									// Apply incremental impulse
									Vector2 P1 = d.x * normal;
									Vector2 P2 = d.y * normal;
									vA -= invMassA * (P1 + P2);
									wA -= invIA * (cp1->RA.Cross(P1) + cp2->RA.Cross(P2));

									vB += invMassB * (P1 + P2);
									wB += invIB * (cp1->RB.Cross(P1) + cp2->RB.Cross(P2));

									// Accumulate
									cp1->NormalImpulse = x.x;
									cp2->NormalImpulse = x.y;

									break;
								}

								// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
								break;
							}
						}

						bodyA._linearVelocity = vA;
						bodyA._angularVelocity = wA;
						bodyB._linearVelocity = vB;
						bodyB._angularVelocity = wB;
					}
				}
#else
				ContactConstraintPoint[] pointsPtr = c.Points;
			
				// Solve tangent constraints
				for (int j = 0; j < c.PointCount; ++j)
				{
					ContactConstraintPoint ccp = pointsPtr[j];

					// Relative velocity at contact
					Vector2 dv = vB + ccp.RB.CrossScalarPreMultiply(wB) - vA -  ccp.RA.CrossScalarPreMultiply(wA);

					// Compute tangent force
					float vt = Vector2.Dot(dv, tangent);
					float lambda = ccp.TangentMass * (-vt);

					// b2Clamp the accumulated force
					float maxFriction = friction * ccp.NormalImpulse;
					float newImpulse = Mathf.Clamp(ccp.TangentImpulse + lambda, -maxFriction, maxFriction);
					lambda = newImpulse - ccp.TangentImpulse;

					// Apply contact impulse
					Vector2 P = lambda * tangent;

					vA -= invMassA * P;
					wA -= invIA * ccp.RA.Cross(P);

					vB += invMassB * P;
					wB += invIB * ccp.RB.Cross(P);

					ccp.TangentImpulse = newImpulse;
				}

				// Solve normal constraints
				if (c.PointCount == 1)
				{
					ContactConstraintPoint ccp = c.Points[0];

					// Relative velocity at contact
					Vector2 dv = vB + ccp.RB.CrossScalarPreMultiply(wB) - vA - ccp.RA.CrossScalarPreMultiply(wA);

					// Compute normal impulse
					float vn = Vector2.Dot(dv, normal);
					float lambda = -ccp.NormalMass * (vn - ccp.VelocityBias);

					// Clamp the accumulated impulse
					float newImpulse = Common.Math.Max(ccp.NormalImpulse + lambda, 0.0f);
					lambda = newImpulse - ccp.NormalImpulse;

					// Apply contact impulse
					Vector2 P = lambda * normal;
					vA -= invMassA * P;
					wA -= invIA * ccp.RA.Cross(P);

					vB += invMassB * P;
					wB += invIB * ccp.RB.Cross(P);
					ccp.NormalImpulse = newImpulse;
				}
				else
				{
					// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
					// Build the mini LCP for this contact patch
					//
					// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
					//
					// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
					// b = vn_0 - velocityBias
					//
					// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
					// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
					// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
					// solution that satisfies the problem is chosen.
					// 
					// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
					// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
					//
					// Substitute:
					// 
					// x = x' - a
					// 
					// Plug into above equation:
					//
					// vn = A * x + b
					//    = A * (x' - a) + b
					//    = A * x' + b - A * a
					//    = A * x' + b'
					// b' = b - A * a;
					
					ContactConstraintPoint cp1 = pointsPtr[0];
					ContactConstraintPoint cp2 = pointsPtr[1];

					Vector2 a = new Vector2(cp1.NormalImpulse, cp2.NormalImpulse);
					Box2DXDebug.Assert(a.x >= 0.0f && a.y >= 0.0f);

					// Relative velocity at contact
					Vector2 dv1 = vB + cp1.RB.CrossScalarPreMultiply(wB) - vA - cp1.RA.CrossScalarPreMultiply(wA);
					Vector2 dv2 = vB + cp2.RB.CrossScalarPreMultiply(wB) - vA - cp2.RA.CrossScalarPreMultiply(wA);

					// Compute normal velocity
					float vn1 = Vector2.Dot(dv1, normal);
					float vn2 = Vector2.Dot(dv2, normal);

					Vector2 b = new Vector2(vn1 - cp1.VelocityBias, vn2 - cp2.VelocityBias);
					b -= c.K.Multiply(a);

					const float k_errorTol = 1e-3f;
					//B2_NOT_USED(k_errorTol);

					for (; ; )
					{
						//
						// Case 1: vn = 0
						//
						// 0 = A * x' + b'
						//
						// Solve for x':
						//
						// x' = - inv(A) * b'
						//
						Vector2 x = -c.NormalMass.Multiply(b);

						if (x.x >= 0.0f && x.y >= 0.0f)
						{
							// Resubstitute for the incremental impulse
							Vector2 d = x - a;

							// Apply incremental impulse
							Vector2 P1 = d.x * normal;
							Vector2 P2 = d.y * normal;
							vA -= invMassA * (P1 + P2);
							wA -= invIA * (cp1.RA.Cross(P1) + cp2.RA.Cross(P2));

							vB += invMassB * (P1 + P2);
							wB += invIB * (cp1.RB.Cross(P1) + cp2.RB.Cross(P2));

							// Accumulate
							cp1.NormalImpulse = x.x;
							cp2.NormalImpulse = x.y;

#if DEBUG_SOLVER
							// Postconditions
							dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA);
							dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA);

							// Compute normal velocity
							vn1 = Vec2.Dot(dv1, normal);
							vn2 = Vec2.Dot(dv2, normal);

							Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol);
							Box2DXDebug.Assert(Common.Math.Abs(vn2 - cp2.VelocityBias) < k_errorTol);
#endif
							break;
						}

						//
						// Case 2: vn1 = 0 and x2 = 0
						//
						//   0 = a11 * x1' + a12 * 0 + b1' 
						// vn2 = a21 * x1' + a22 * 0 + b2'
						//
						x.x = -cp1.NormalMass * b.x;
						x.y = 0.0f;
						vn1 = 0.0f;
						vn2 = c.K.Col1.y * x.x + b.y;

						if (x.x >= 0.0f && vn2 >= 0.0f)
						{
							// Resubstitute for the incremental impulse
							Vector2 d = x - a;

							// Apply incremental impulse
							Vector2 P1 = d.x * normal;
							Vector2 P2 = d.y * normal;
							vA -= invMassA * (P1 + P2);
							wA -= invIA * (cp1.RA.Cross(P1) + cp2.RA.Cross(P2));

							vB += invMassB * (P1 + P2);
							wB += invIB * (cp1.RB.Cross(P1) + cp2.RB.Cross(P2));

							// Accumulate
							cp1.NormalImpulse = x.x;
							cp2.NormalImpulse = x.y;

#if DEBUG_SOLVER
							// Postconditions
							dv1 = vB + Vec2.Cross(wB, cp1->RB) - vA - Vec2.Cross(wA, cp1->RA);

							// Compute normal velocity
							vn1 = Vec2.Dot(dv1, normal);

							Box2DXDebug.Assert(Common.Math.Abs(vn1 - cp1.VelocityBias) < k_errorTol);
#endif
							break;
						}


						//
						// Case 3: w2 = 0 and x1 = 0
						//
						// vn1 = a11 * 0 + a12 * x2' + b1' 
						//   0 = a21 * 0 + a22 * x2' + b2'
						//
						x.x = 0.0f;
						x.y = -cp2.NormalMass * b.y;
						vn1 = c.K.Col2.x * x.y + b.x;
						vn2 = 0.0f;

						if (x.y >= 0.0f && vn1 >= 0.0f)
						{
							// Resubstitute for the incremental impulse
							Vector2 d = x - a;

							// Apply incremental impulse
							Vector2 P1 = d.x * normal;
							Vector2 P2 = d.y * normal;
							vA -= invMassA * (P1 + P2);
							wA -= invIA * (cp1.RA.Cross(P1) + cp2.RA.Cross(P2));

							vB += invMassB * (P1 + P2);
							wB += invIB * (cp1.RB.Cross(P1) + cp2.RB.Cross(P2));

							// Accumulate
							cp1.NormalImpulse = x.x;
							cp2.NormalImpulse = x.y;

#if DEBUG_SOLVER
							// Postconditions
							dv2 = vB + Vec2.Cross(wB, cp2->RB) - vA - Vec2.Cross(wA, cp2->RA);

							// Compute normal velocity
							vn2 = Vec2.Dot(dv2, normal);

							Box2DXDebug.Assert(Common.Math.Abs(vn2 - cp2.VelocityBias) < k_errorTol);
#endif
							break;
						}

						//
						// Case 4: x1 = 0 and x2 = 0
						// 
						// vn1 = b1
						// vn2 = b2;
						x.x = 0.0f;
						x.y = 0.0f;
						vn1 = b.x;
						vn2 = b.y;

						if (vn1 >= 0.0f && vn2 >= 0.0f)
						{
							// Resubstitute for the incremental impulse
							Vector2 d = x - a;

							// Apply incremental impulse
							Vector2 P1 = d.x * normal;
							Vector2 P2 = d.y * normal;
							vA -= invMassA * (P1 + P2);
							wA -= invIA * (cp1.RA.Cross(P1) + cp2.RA.Cross(P2));

							vB += invMassB * (P1 + P2);
							wB += invIB * (cp1.RB.Cross(P1) + cp2.RB.Cross(P2));

							// Accumulate
							cp1.NormalImpulse = x.x;
							cp2.NormalImpulse = x.y;

							break;
						}

						// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
						break;
					}
				}

				bodyA._linearVelocity = vA;
				bodyA._angularVelocity = wA;
				bodyB._linearVelocity = vB;
				bodyB._angularVelocity = wB;
#endif // ALLOWUNSAFE
			}
		}