Box2DX.Dynamics.PrismaticJoint.SolveVelocityConstraints C# (CSharp) Метод

SolveVelocityConstraints() приватный Метод

private SolveVelocityConstraints ( TimeStep step ) : void
step TimeStep
Результат void
        internal override void SolveVelocityConstraints(TimeStep step)
        {
            Body b1 = _body1;
            Body b2  = _body2;

            Vec2 v1 = b1._linearVelocity;
            float w1 = b1._angularVelocity;
            Vec2 v2 = b2._linearVelocity;
            float w2 = b2._angularVelocity;

            // Solve linear motor constraint.
            if (_enableMotor && _limitState != LimitState.EqualLimits)
            {
                float Cdot = Vec2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
                float impulse = _motorMass * (_motorSpeed - Cdot);
                float oldImpulse = _motorImpulse;
                float maxImpulse = step.Dt * _maxMotorForce;
                _motorImpulse = Box2DX.Common.Math.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
                impulse = _motorImpulse - oldImpulse;

                Vec2 P = impulse * _axis;
                float L1 = impulse * _a1;
                float L2 = impulse * _a2;

                v1 -= _invMass1 * P;
                w1 -= _invI1 * L1;

                v2 += _invMass2 * P;
                w2 += _invI2 * L2;
            }

            Vec2 Cdot1;
            Cdot1.X = Vec2.Dot(_perp, v2 - v1) + _s2 * w2 - _s1 * w1;
            Cdot1.Y = w2 - w1;

            if (_enableLimit && _limitState != LimitState.InactiveLimit)
            {
                // Solve prismatic and limit constraint in block form.
                float Cdot2;
                Cdot2 = Vec2.Dot(_axis, v2 - v1) + _a2 * w2 - _a1 * w1;
                Vec3 Cdot = new Vec3(Cdot1.X, Cdot1.Y, Cdot2);

                Vec3 f1 = _impulse;
                Vec3 df =  _K.Solve33(-Cdot);
                _impulse += df;

                if (_limitState ==LimitState.AtLowerLimit)
                {
                    _impulse.Z = Box2DX.Common.Math.Max(_impulse.Z, 0.0f);
                }
                else if (_limitState == LimitState.AtUpperLimit)
                {
                    _impulse.Z = Box2DX.Common.Math.Min(_impulse.Z, 0.0f);
                }

                // f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
                Vec2 b = -Cdot1 - (_impulse.Z - f1.Z) * new Vec2(_K.Col3.X, _K.Col3.Y);
                Vec2 f2r = _K.Solve22(b) + new Vec2(f1.X, f1.Y);
                _impulse.X = f2r.X;
                _impulse.Y = f2r.Y;

                df = _impulse - f1;

                Vec2 P = df.X * _perp + df.Z * _axis;
                float L1 = df.X * _s1 + df.Y + df.Z * _a1;
                float L2 = df.X * _s2 + df.Y + df.Z * _a2;

                v1 -= _invMass1 * P;
                w1 -= _invI1 * L1;

                v2 += _invMass2 * P;
                w2 += _invI2 * L2;
            }
            else
            {
                // Limit is inactive, just solve the prismatic constraint in block form.
                Vec2 df = _K.Solve22(-Cdot1);
                _impulse.X += df.X;
                _impulse.Y += df.Y;

                Vec2 P = df.X * _perp;
                float L1 = df.X * _s1 + df.Y;
                float L2 = df.X * _s2 + df.Y;

                v1 -= _invMass1 * P;
                w1 -= _invI1 * L1;

                v2 += _invMass2 * P;
                w2 += _invI2 * L2;
            }

            b1._linearVelocity = v1;
            b1._angularVelocity = w1;
            b2._linearVelocity = v2;
            b2._angularVelocity = w2;
        }