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C# SolverData类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中SolverData的典型用法代码示例。如果您正苦于以下问题:C# SolverData类的具体用法?C# SolverData怎么用?C# SolverData使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



SolverData类属于命名空间,在下文中一共展示了SolverData类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: InitVelocityConstraints

        internal override void InitVelocityConstraints(ref SolverData data)
        {
            _jointError = BodyA.Sweep.A - TargetAngle;

            _bias = -BiasFactor * data.step.inv_dt * _jointError;

            _massFactor = (1 - Softness) / (BodyA.InvI);
        }
开发者ID:netonjm,项目名称:Rube.Net,代码行数:8,代码来源:FixedAngleJoint.cs


示例2: SolveVelocityConstraints

        internal override void SolveVelocityConstraints(ref SolverData data)
        {
			//GABS: NOT A BOTTLENECK
			
            float p = (_bias - BodyB.AngularVelocity + BodyA.AngularVelocity) * _massFactor;
            BodyA.AngularVelocity -= BodyA.InvI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
            BodyB.AngularVelocity += BodyB.InvI * Math.Sign(p) * Math.Min(Math.Abs(p), MaxImpulse);
        }
开发者ID:frotein,项目名称:TinyUniverse,代码行数:8,代码来源:AngleJoint.cs


示例3: SolvePositionConstraints

        internal override bool SolvePositionConstraints(ref SolverData data)
        {
            Vector2 cA = data.positions[_indexA].c;
            float aA = data.positions[_indexA].a;
            Vector2 cB = data.positions[_indexB].c;
            float aB = data.positions[_indexB].a;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            float mA = _invMassA, mB = _invMassB;
            float iA = _invIA, iB = _invIB;

            Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
            Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);

            float positionError, angularError;

            Mat33 K = new Mat33();
            K.ex.X = mA + mB + rA.Y * rA.Y * iA + rB.Y * rB.Y * iB;
            K.ey.X = -rA.Y * rA.X * iA - rB.Y * rB.X * iB;
            K.ez.X = -rA.Y * iA - rB.Y * iB;
            K.ex.Y = K.ey.X;
            K.ey.Y = mA + mB + rA.X * rA.X * iA + rB.X * rB.X * iB;
            K.ez.Y = rA.X * iA + rB.X * iB;
            K.ex.Z = K.ez.X;
            K.ey.Z = K.ez.Y;
            K.ez.Z = iA + iB;

            if (FrequencyHz > 0.0f)
            {
                Vector2 C1 = cB + rB - cA - rA;

                positionError = C1.Length();
                angularError = 0.0f;

                Vector2 P = -K.Solve22(C1);

                cA -= mA * P;
                aA -= iA * MathUtils.Cross(rA, P);

                cB += mB * P;
                aB += iB * MathUtils.Cross(rB, P);
            }
            else
            {
                Vector2 C1 = cB + rB - cA - rA;
                float C2 = aB - aA - ReferenceAngle;

                positionError = C1.Length();
                angularError = Math.Abs(C2);

                Vector3 C = new Vector3(C1.X, C1.Y, C2);

                Vector3 impulse = -K.Solve33(C);
                Vector2 P = new Vector2(impulse.X, impulse.Y);

                cA -= mA * P;
                aA -= iA * (MathUtils.Cross(rA, P) + impulse.Z);

                cB += mB * P;
                aB += iB * (MathUtils.Cross(rB, P) + impulse.Z);
            }

            data.positions[_indexA].c = cA;
            data.positions[_indexA].a = aA;
            data.positions[_indexB].c = cB;
            data.positions[_indexB].a = aB;

            return positionError <= Settings.LinearSlop && angularError <= Settings.AngularSlop;
        }
开发者ID:nagyist,项目名称:Farseer-Physics-Engine-For-MonoMac,代码行数:70,代码来源:WeldJoint.cs


示例4: solveVelocityConstraints

        public override void solveVelocityConstraints(SolverData data)
        {
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            Vec2 temp = pool.popVec2();

            // Solve linear motor constraint.
            if (m_enableMotor && m_limitState != LimitState.EQUAL)
            {
                temp.set_Renamed(vB).subLocal(vA);
                float Cdot = Vec2.dot(m_axis, temp) + m_a2 * wB - m_a1 * wA;
                float impulse = m_motorMass * (m_motorSpeed - Cdot);
                float oldImpulse = m_motorImpulse;
                float maxImpulse = data.step.dt * m_maxMotorForce;
                m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
                impulse = m_motorImpulse - oldImpulse;

                Vec2 P = pool.popVec2();
                P.set_Renamed(m_axis).mulLocal(impulse);
                float LA = impulse * m_a1;
                float LB = impulse * m_a2;

                vA.x -= mA * P.x;
                vA.y -= mA * P.y;
                wA -= iA * LA;

                vB.x += mB * P.x;
                vB.y += mB * P.y;
                wB += iB * LB;

                pool.pushVec2(1);
            }

            Vec2 Cdot1 = pool.popVec2();
            temp.set_Renamed(vB).subLocal(vA);
            Cdot1.x = Vec2.dot(m_perp, temp) + m_s2 * wB - m_s1 * wA;
            Cdot1.y = wB - wA;
            // System.out.println(Cdot1);

            if (m_enableLimit && m_limitState != LimitState.INACTIVE)
            {
                // Solve prismatic and limit constraint in block form.
                float Cdot2;
                temp.set_Renamed(vB).subLocal(vA);
                Cdot2 = Vec2.dot(m_axis, temp) + m_a2 * wB - m_a1 * wA;

                Vec3 Cdot = pool.popVec3();
                Cdot.set_Renamed(Cdot1.x, Cdot1.y, Cdot2);
                Cdot.negateLocal();

                Vec3 f1 = pool.popVec3();
                Vec3 df = pool.popVec3();

                f1.set_Renamed(m_impulse);
                m_K.solve33ToOut(Cdot.negateLocal(), df);
                //Cdot.negateLocal(); not used anymore
                m_impulse.addLocal(df);

                if (m_limitState == LimitState.AT_LOWER)
                {
                    m_impulse.z = MathUtils.max(m_impulse.z, 0.0f);
                }
                else if (m_limitState == LimitState.AT_UPPER)
                {
                    m_impulse.z = MathUtils.min(m_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 = pool.popVec2();
                Vec2 f2r = pool.popVec2();

                temp.set_Renamed(m_K.ez.x, m_K.ez.y).mulLocal(m_impulse.z - f1.z);
                b.set_Renamed(Cdot1).negateLocal().subLocal(temp);

                temp.set_Renamed(f1.x, f1.y);
                m_K.solve22ToOut(b, f2r);
                f2r.addLocal(temp);
                m_impulse.x = f2r.x;
                m_impulse.y = f2r.y;

                df.set_Renamed(m_impulse).subLocal(f1);

                Vec2 P = pool.popVec2();
                temp.set_Renamed(m_axis).mulLocal(df.z);
                P.set_Renamed(m_perp).mulLocal(df.x).addLocal(temp);

                float LA = df.x * m_s1 + df.y + df.z * m_a1;
                float LB = df.x * m_s2 + df.y + df.z * m_a2;

                vA.x -= mA * P.x;
                vA.y -= mA * P.y;
                wA -= iA * LA;

//.........这里部分代码省略.........
开发者ID:thdtjsdn,项目名称:box2dnet,代码行数:101,代码来源:PrismaticJoint.cs


示例5: initVelocityConstraints

        public override void initVelocityConstraints(SolverData data)
        {
            m_indexA = m_bodyA.m_islandIndex;
            m_indexB = m_bodyB.m_islandIndex;
            m_localCenterA.set_Renamed(m_bodyA.m_sweep.localCenter);
            m_localCenterB.set_Renamed(m_bodyB.m_sweep.localCenter);
            m_invMassA = m_bodyA.m_invMass;
            m_invMassB = m_bodyB.m_invMass;
            m_invIA = m_bodyA.m_invI;
            m_invIB = m_bodyB.m_invI;

            Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;

            Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            Rot qA = pool.popRot();
            Rot qB = pool.popRot();
            Vec2 d = pool.popVec2();
            Vec2 temp = pool.popVec2();
            Vec2 rA = pool.popVec2();
            Vec2 rB = pool.popVec2();

            qA.set_Renamed(aA);
            qB.set_Renamed(aB);

            // Compute the effective masses.
            Rot.mulToOutUnsafe(qA, d.set_Renamed(m_localAnchorA).subLocal(m_localCenterA), rA);
            Rot.mulToOutUnsafe(qB, d.set_Renamed(m_localAnchorB).subLocal(m_localCenterB), rB);
            d.set_Renamed(cB).subLocal(cA).addLocal(rB).subLocal(rA);

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            // Compute motor Jacobian and effective mass.
            {
                Rot.mulToOutUnsafe(qA, m_localXAxisA, m_axis);
                temp.set_Renamed(d).addLocal(rA);
                m_a1 = Vec2.cross(temp, m_axis);
                m_a2 = Vec2.cross(rB, m_axis);

                m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
                if (m_motorMass > 0.0f)
                {
                    m_motorMass = 1.0f / m_motorMass;
                }
            }

            // Prismatic constraint.
            {
                Rot.mulToOutUnsafe(qA, m_localYAxisA, m_perp);

                temp.set_Renamed(d).addLocal(rA);
                m_s1 = Vec2.cross(temp, m_perp);
                m_s2 = Vec2.cross(rB, m_perp);

                float k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
                float k12 = iA * m_s1 + iB * m_s2;
                float k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
                float k22 = iA + iB;
                if (k22 == 0.0f)
                {
                    // For bodies with fixed rotation.
                    k22 = 1.0f;
                }
                float k23 = iA * m_a1 + iB * m_a2;
                float k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;

                m_K.ex.set_Renamed(k11, k12, k13);
                m_K.ey.set_Renamed(k12, k22, k23);
                m_K.ez.set_Renamed(k13, k23, k33);
            }

            // Compute motor and limit terms.
            if (m_enableLimit)
            {

                float jointTranslation = Vec2.dot(m_axis, d);
                if (MathUtils.abs(m_upperTranslation - m_lowerTranslation) < 2.0f * Settings.linearSlop)
                {
                    m_limitState = LimitState.EQUAL;
                }
                else if (jointTranslation <= m_lowerTranslation)
                {
                    if (m_limitState != LimitState.AT_LOWER)
                    {
                        m_limitState = LimitState.AT_LOWER;
                        m_impulse.z = 0.0f;
                    }
                }
                else if (jointTranslation >= m_upperTranslation)
                {
                    if (m_limitState != LimitState.AT_UPPER)
                    {
                        m_limitState = LimitState.AT_UPPER;
//.........这里部分代码省略.........
开发者ID:thdtjsdn,项目名称:box2dnet,代码行数:101,代码来源:PrismaticJoint.cs


示例6: SolvePositionConstraints

        internal override bool SolvePositionConstraints(ref SolverData data)
        {
            if (Frequency > 0.0f)
            {
                // There is no position correction for soft distance constraints.
                return true;
            }

            Body b1 = BodyA;
            Body b2 = BodyB;

            Transform xf1, xf2;
            b1.GetTransform(out xf1);
            b2.GetTransform(out xf2);

            Vector2 r1 = MathUtils.Mul(ref xf1.q, LocalAnchorA - b1.LocalCenter);
            Vector2 r2 = MathUtils.Mul(ref xf2.q, LocalAnchorB - b2.LocalCenter);

            Vector2 d = b2.Sweep.C + r2 - b1.Sweep.C - r1;

            float length = d.Length();

            if (length < MaxLength && length > MinLength)
            {
                return true;
            }

            if (length == 0.0f)
                return true;

            d /= length;
            float C = length - MaxLength;
            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);
            b2.Sweep.C += b2.InvMass * P;
            b2.Sweep.A += b2.InvI * MathUtils.Cross(r2, P);

            b1.SynchronizeTransform();
            b2.SynchronizeTransform();

            return Math.Abs(C) < Settings.LinearSlop;
        }
开发者ID:boris2,项目名称:mmogameproject2,代码行数:48,代码来源:SliderJoint.cs


示例7: SolvePositionConstraints

        internal override bool SolvePositionConstraints(ref SolverData data)
        {
            Vector2 cA = data.positions[_indexA].c;
            float aA = data.positions[_indexA].a;
            Vector2 cB = data.positions[_indexB].c;
            float aB = data.positions[_indexB].a;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
            Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
            Vector2 u = cB + rB - cA - rA;

            float length = u.Length(); u.Normalize();
            float C = length - MaxLength;

            C = MathUtils.Clamp(C, 0.0f, Settings.MaxLinearCorrection);

            float impulse = -_mass * C;
            Vector2 P = impulse * u;

            cA -= _invMassA * P;
            aA -= _invIA * MathUtils.Cross(rA, P);
            cB += _invMassB * P;
            aB += _invIB * MathUtils.Cross(rB, P);

            data.positions[_indexA].c = cA;
            data.positions[_indexA].a = aA;
            data.positions[_indexB].c = cB;
            data.positions[_indexB].a = aB;

            return length - MaxLength < Settings.LinearSlop;
        }
开发者ID:netonjm,项目名称:Rube.Net,代码行数:33,代码来源:RopeJoint.cs


示例8: InitVelocityConstraints

        internal override void InitVelocityConstraints(ref SolverData data)
        {
            _indexA = BodyA.IslandIndex;
            _indexB = BodyB.IslandIndex;
            _localCenterA = BodyA.Sweep.LocalCenter;
            _localCenterB = BodyB.Sweep.LocalCenter;
            _invMassA = BodyA.InvMass;
            _invMassB = BodyB.InvMass;
            _invIA = BodyA.InvI;
            _invIB = BodyB.InvI;

            Vector2 cA = data.positions[_indexA].c;
            float aA = data.positions[_indexA].a;
            Vector2 vA = data.velocities[_indexA].v;
            float wA = data.velocities[_indexA].w;

            Vector2 cB = data.positions[_indexB].c;
            float aB = data.positions[_indexB].a;
            Vector2 vB = data.velocities[_indexB].v;
            float wB = data.velocities[_indexB].w;

            Rot qA = new Rot(aA), qB = new Rot(aB);

            _rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
            _rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
            _u = cB + _rB - cA - _rA;

            _length = _u.Length();

            float C = _length - MaxLength;
            if (C > 0.0f)
            {
                _state = LimitState.AtUpper;
            }
            else
            {
                _state = LimitState.Inactive;
            }

            if (_length > Settings.LinearSlop)
            {
                _u *= 1.0f / _length;
            }
            else
            {
                _u = Vector2.Zero;
                _mass = 0.0f;
                _impulse = 0.0f;
                return;
            }

            // Compute effective mass.
            float crA = MathUtils.Cross(_rA, _u);
            float crB = MathUtils.Cross(_rB, _u);
            float invMass = _invMassA + _invIA * crA * crA + _invMassB + _invIB * crB * crB;

            _mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;

            if (Settings.EnableWarmstarting)
            {
                // Scale the impulse to support a variable time step.
                _impulse *= data.step.dtRatio;

                Vector2 P = _impulse * _u;
                vA -= _invMassA * P;
                wA -= _invIA * MathUtils.Cross(_rA, P);
                vB += _invMassB * P;
                wB += _invIB * MathUtils.Cross(_rB, P);
            }
            else
            {
                _impulse = 0.0f;
            }

            data.velocities[_indexA].v = vA;
            data.velocities[_indexA].w = wA;
            data.velocities[_indexB].v = vB;
            data.velocities[_indexB].w = wB;
        }
开发者ID:netonjm,项目名称:Rube.Net,代码行数:79,代码来源:RopeJoint.cs


示例9: solveVelocityConstraints

        public override void solveVelocityConstraints(SolverData data)
        {
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            bool fixedRotation = (iA + iB == 0.0f);

            // Solve motor constraint.
            if (m_enableMotor && m_limitState != LimitState.EQUAL && fixedRotation == false)
            {
                float Cdot = wB - wA - m_motorSpeed;
                float impulse = -m_motorMass*Cdot;
                float oldImpulse = m_motorImpulse;
                float maxImpulse = data.step.dt*m_maxMotorTorque;
                m_motorImpulse = MathUtils.clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
                impulse = m_motorImpulse - oldImpulse;

                wA -= iA*impulse;
                wB += iB*impulse;
            }
            Vec2 temp = pool.popVec2();

            // Solve limit constraint.
            if (m_enableLimit && m_limitState != LimitState.INACTIVE && fixedRotation == false)
            {

                Vec2 Cdot1 = pool.popVec2();
                Vec3 Cdot = pool.popVec3();

                // Solve point-to-point constraint
                Vec2.crossToOutUnsafe(wA, m_rA, ref temp);
                Vec2.crossToOutUnsafe(wB, m_rB, ref Cdot1);

                Cdot1.addLocal(vB);
                Cdot1.subLocal(vA);
                Cdot1.subLocal(temp);

                float Cdot2 = wB - wA;
                Cdot.set(Cdot1.x, Cdot1.y, Cdot2);

                Vec3 impulse = pool.popVec3();
                m_mass.solve33ToOut(Cdot, ref impulse);
                impulse.negateLocal();

                if (m_limitState == LimitState.EQUAL)
                {
                    m_impulse.addLocal(impulse);
                }
                else if (m_limitState == LimitState.AT_LOWER)
                {
                    float newImpulse = m_impulse.z + impulse.z;
                    if (newImpulse < 0.0f)
                    {
                        Vec2 rhs = pool.popVec2();
                        rhs.set(m_mass.ez.x, m_mass.ez.y);
                        rhs.mulLocal(m_impulse.z);
                        rhs.subLocal(Cdot1);
                        m_mass.solve22ToOut(rhs, ref temp);
                        impulse.x = temp.x;
                        impulse.y = temp.y;
                        impulse.z = -m_impulse.z;
                        m_impulse.x += temp.x;
                        m_impulse.y += temp.y;
                        m_impulse.z = 0.0f;
                        pool.pushVec2(1);
                    }
                    else
                    {
                        m_impulse.addLocal(impulse);
                    }
                }
                else if (m_limitState == LimitState.AT_UPPER)
                {
                    float newImpulse = m_impulse.z + impulse.z;
                    if (newImpulse > 0.0f)
                    {
                        Vec2 rhs = pool.popVec2();
                        rhs.set(m_mass.ez.x, m_mass.ez.y);
                        rhs.mulLocal(m_impulse.z);
                        rhs.subLocal(Cdot1);
                        m_mass.solve22ToOut(rhs, ref temp);
                        impulse.x = temp.x;
                        impulse.y = temp.y;
                        impulse.z = -m_impulse.z;
                        m_impulse.x += temp.x;
                        m_impulse.y += temp.y;
                        m_impulse.z = 0.0f;
                        pool.pushVec2(1);
                    }
                    else
                    {
                        m_impulse.addLocal(impulse);
                    }
                }
                Vec2 P = pool.popVec2();
//.........这里部分代码省略.........
开发者ID:Nomad1,项目名称:sharpbox2d,代码行数:101,代码来源:RevoluteJoint.cs


示例10: solvePositionConstraints

        public override bool solvePositionConstraints(SolverData data)
        {
            Rot qA = pool.popRot();
            Rot qB = pool.popRot();
            Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            qA.set(aA);
            qB.set(aB);

            float angularError = 0.0f;
            float positionError = 0.0f;

            bool fixedRotation = (m_invIA + m_invIB == 0.0f);

            // Solve angular limit constraint.
            if (m_enableLimit && m_limitState != LimitState.INACTIVE && fixedRotation == false)
            {
                float angle = aB - aA - m_referenceAngle;
                float limitImpulse = 0.0f;

                if (m_limitState == LimitState.EQUAL)
                {
                    // Prevent large angular corrections
                    float C =
                        MathUtils.clamp(angle - m_lowerAngle, -Settings.maxAngularCorrection,
                            Settings.maxAngularCorrection);
                    limitImpulse = -m_motorMass*C;
                    angularError = MathUtils.abs(C);
                }
                else if (m_limitState == LimitState.AT_LOWER)
                {
                    float C = angle - m_lowerAngle;
                    angularError = -C;

                    // Prevent large angular corrections and allow some slop.
                    C = MathUtils.clamp(C + Settings.angularSlop, -Settings.maxAngularCorrection, 0.0f);
                    limitImpulse = -m_motorMass*C;
                }
                else if (m_limitState == LimitState.AT_UPPER)
                {
                    float C = angle - m_upperAngle;
                    angularError = C;

                    // Prevent large angular corrections and allow some slop.
                    C = MathUtils.clamp(C - Settings.angularSlop, 0.0f, Settings.maxAngularCorrection);
                    limitImpulse = -m_motorMass*C;
                }

                aA -= m_invIA*limitImpulse;
                aB += m_invIB*limitImpulse;
            }
            // Solve point-to-point constraint.
            {
                qA.set(aA);
                qB.set(aB);

                Vec2 rA = pool.popVec2();
                Vec2 rB = pool.popVec2();
                Vec2 C = pool.popVec2();
                Vec2 impulse = pool.popVec2();

                C.set(m_localAnchorA);
                C.subLocal(m_localCenterA);
                Rot.mulToOutUnsafe(qA, C, ref rA);
                C.set(m_localAnchorB);
                C.subLocal(m_localCenterB);
                Rot.mulToOutUnsafe(qB, C, ref rB);
                C.set(cB);
                C.addLocal(rB);
                C.subLocal(cA);
                C.subLocal(rA);
                positionError = C.length();

                float mA = m_invMassA, mB = m_invMassB;
                float iA = m_invIA, iB = m_invIB;

                Mat22 K = pool.popMat22();
                K.ex.x = mA + mB + iA*rA.y*rA.y + iB*rB.y*rB.y;
                K.ex.y = -iA*rA.x*rA.y - iB*rB.x*rB.y;
                K.ey.x = K.ex.y;
                K.ey.y = mA + mB + iA*rA.x*rA.x + iB*rB.x*rB.x;
                K.solveToOut(C, ref impulse);
                impulse.negateLocal();

                cA.x -= mA*impulse.x;
                cA.y -= mA*impulse.y;
                aA -= iA*Vec2.cross(rA, impulse);

                cB.x += mB*impulse.x;
                cB.y += mB*impulse.y;
                aB += iB*Vec2.cross(rB, impulse);

                pool.pushVec2(4);
                pool.pushMat22(1);
            }
            // data.positions[m_indexA].c.set(cA);
            data.positions[m_indexA].a = aA;
//.........这里部分代码省略.........
开发者ID:Nomad1,项目名称:sharpbox2d,代码行数:101,代码来源:RevoluteJoint.cs


示例11: initVelocityConstraints

        public override void initVelocityConstraints(SolverData data)
        {
            m_indexA = m_bodyA.m_islandIndex;
            m_indexB = m_bodyB.m_islandIndex;
            m_localCenterA.set(m_bodyA.m_sweep.localCenter);
            m_localCenterB.set(m_bodyB.m_sweep.localCenter);
            m_invMassA = m_bodyA.m_invMass;
            m_invMassB = m_bodyB.m_invMass;
            m_invIA = m_bodyA.m_invI;
            m_invIB = m_bodyB.m_invI;

            // Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;

            // Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;
            Rot qA = pool.popRot();
            Rot qB = pool.popRot();
            Vec2 temp = pool.popVec2();

            qA.set(aA);
            qB.set(aB);

            // Compute the effective masses.
            temp.set(m_localAnchorA);
            temp.subLocal(m_localCenterA);
            Rot.mulToOutUnsafe(qA, temp, ref m_rA);
            temp.set(m_localAnchorB);
            temp.subLocal(m_localCenterB);
            Rot.mulToOutUnsafe(qB, temp, ref m_rB);

            // J = [-I -r1_skew I r2_skew]
            // [ 0 -1 0 1]
            // r_skew = [-ry; rx]

            // Matlab
            // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
            // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
            // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            bool fixedRotation = (iA + iB == 0.0f);

            m_mass.ex.x = mA + mB + m_rA.y*m_rA.y*iA + m_rB.y*m_rB.y*iB;
            m_mass.ey.x = -m_rA.y*m_rA.x*iA - m_rB.y*m_rB.x*iB;
            m_mass.ez.x = -m_rA.y*iA - m_rB.y*iB;
            m_mass.ex.y = m_mass.ey.x;
            m_mass.ey.y = mA + mB + m_rA.x*m_rA.x*iA + m_rB.x*m_rB.x*iB;
            m_mass.ez.y = m_rA.x*iA + m_rB.x*iB;
            m_mass.ex.z = m_mass.ez.x;
            m_mass.ey.z = m_mass.ez.y;
            m_mass.ez.z = iA + iB;

            m_motorMass = iA + iB;
            if (m_motorMass > 0.0f)
            {
                m_motorMass = 1.0f/m_motorMass;
            }

            if (m_enableMotor == false || fixedRotation)
            {
                m_motorImpulse = 0.0f;
            }

            if (m_enableLimit && fixedRotation == false)
            {
                float jointAngle = aB - aA - m_referenceAngle;
                if (MathUtils.abs(m_upperAngle - m_lowerAngle) < 2.0f*Settings.angularSlop)
                {
                    m_limitState = LimitState.EQUAL;
                }
                else if (jointAngle <= m_lowerAngle)
                {
                    if (m_limitState != LimitState.AT_LOWER)
                    {
                        m_impulse.z = 0.0f;
                    }
                    m_limitState = LimitState.AT_LOWER;
                }
                else if (jointAngle >= m_upperAngle)
                {
                    if (m_limitState != LimitState.AT_UPPER)
                    {
                        m_impulse.z = 0.0f;
                    }
                    m_limitState = LimitState.AT_UPPER;
                }
                else
                {
                    m_limitState = LimitState.INACTIVE;
                    m_impulse.z = 0.0f;
                }
            }
            else
//.........这里部分代码省略.........
开发者ID:Nomad1,项目名称:sharpbox2d,代码行数:101,代码来源:RevoluteJoint.cs


示例12: SolveVelocityConstraints

 internal abstract void SolveVelocityConstraints(ref SolverData data);
开发者ID:tracer0707,项目名称:OpenGLF,代码行数:1,代码来源:Joint.cs


示例13: SolvePositionConstraints

 /// <summary>
 /// Solves the position constraints.
 /// </summary>
 /// <param name="data"></param>
 /// <returns>returns true if the position errors are within tolerance.</returns>
 internal abstract bool SolvePositionConstraints(ref SolverData data);
开发者ID:tracer0707,项目名称:OpenGLF,代码行数:6,代码来源:Joint.cs


示例14: SolveVelocityConstraints

        public override void SolveVelocityConstraints(SolverData data)
        {
            float crossMassSum = 0.0f;
            float dotMassSum = 0.0f;

            Vec2[] d = Pool.GetVec2Array(Bodies.Length);

            for (int i = 0; i < Bodies.Length; ++i)
            {
                int prev = (i == 0) ? Bodies.Length - 1 : i - 1;
                int next = (i == Bodies.Length - 1) ? 0 : i + 1;
                d[i].Set(Bodies[next].WorldCenter);
                d[i].SubLocal(Bodies[prev].WorldCenter);
                dotMassSum += (d[i].LengthSquared()) / Bodies[i].Mass;
                crossMassSum += Vec2.Cross(Bodies[i].LinearVelocity, d[i]);
            }
            float lambda = (-2.0f) * crossMassSum / dotMassSum;
            // System.out.println(crossMassSum + " " +dotMassSum);
            // lambda = MathUtils.clamp(lambda, -Settings.maxLinearCorrection,
            // Settings.maxLinearCorrection);
            m_impulse += lambda;
            // System.out.println(m_impulse);
            for (int i = 0; i < Bodies.Length; ++i)
            {
                Bodies[i].LinearVelocity.X += Bodies[i].InvMass * d[i].Y * .5f * lambda;
                Bodies[i].LinearVelocity.Y += Bodies[i].InvMass * (-d[i].X) * .5f * lambda;
            }
        }
开发者ID:gerich-home,项目名称:box2dnet,代码行数:28,代码来源:ConstantVolumeJoint.cs


示例15: SolvePositionConstraints

 public override bool SolvePositionConstraints(SolverData data)
 {
     return ConstrainEdges(data.Step);
 }
开发者ID:gerich-home,项目名称:box2dnet,代码行数:4,代码来源:ConstantVolumeJoint.cs


示例16: solvePositionConstraints

        public override bool solvePositionConstraints(SolverData data)
        {
            Rot qA = pool.popRot();
            Rot qB = pool.popRot();
            Vec2 rA = pool.popVec2();
            Vec2 rB = pool.popVec2();
            Vec2 uA = pool.popVec2();
            Vec2 uB = pool.popVec2();
            Vec2 temp = pool.popVec2();
            Vec2 PA = pool.popVec2();
            Vec2 PB = pool.popVec2();

            Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;

            qA.set_Renamed(aA);
            qB.set_Renamed(aB);

            Rot.mulToOutUnsafe(qA, temp.set_Renamed(m_localAnchorA).subLocal(m_localCenterA), rA);
            Rot.mulToOutUnsafe(qB, temp.set_Renamed(m_localAnchorB).subLocal(m_localCenterB), rB);

            uA.set_Renamed(cA).addLocal(rA).subLocal(m_groundAnchorA);
            uB.set_Renamed(cB).addLocal(rB).subLocal(m_groundAnchorB);

            float lengthA = uA.length();
            float lengthB = uB.length();

            if (lengthA > 10.0f * Settings.linearSlop)
            {
                uA.mulLocal(1.0f / lengthA);
            }
            else
            {
                uA.setZero();
            }

            if (lengthB > 10.0f * Settings.linearSlop)
            {
                uB.mulLocal(1.0f / lengthB);
            }
            else
            {
                uB.setZero();
            }

            // Compute effective mass.
            float ruA = Vec2.cross(rA, uA);
            float ruB = Vec2.cross(rB, uB);

            float mA = m_invMassA + m_invIA * ruA * ruA;
            float mB = m_invMassB + m_invIB * ruB * ruB;

            float mass = mA + m_ratio * m_ratio * mB;

            if (mass > 0.0f)
            {
                mass = 1.0f / mass;
            }

            float C = m_constant - lengthA - m_ratio * lengthB;
            float linearError = MathUtils.abs(C);

            float impulse = (-mass) * C;

            PA.set_Renamed(uA).mulLocal(-impulse);
            PB.set_Renamed(uB).mulLocal((-m_ratio) * impulse);

            cA.x += m_invMassA * PA.x;
            cA.y += m_invMassA * PA.y;
            aA += m_invIA * Vec2.cross(rA, PA);
            cB.x += m_invMassB * PB.x;
            cB.y += m_invMassB * PB.y;
            aB += m_invIB * Vec2.cross(rB, PB);

            data.positions[m_indexA].c.set_Renamed(cA);
            data.positions[m_indexA].a = aA;
            data.positions[m_indexB].c.set_Renamed(cB);
            data.positions[m_indexB].a = aB;

            pool.pushRot(2);
            pool.pushVec2(7);

            return linearError < Settings.linearSlop;
        }
开发者ID:thdtjsdn,项目名称:box2dnet,代码行数:86,代码来源:PulleyJoint.cs


示例17: solveVelocityConstraints

        public override void solveVelocityConstraints(SolverData data)
        {
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            Vec2 vpA = pool.popVec2();
            Vec2 vpB = pool.popVec2();
            Vec2 PA = pool.popVec2();
            Vec2 PB = pool.popVec2();

            Vec2.crossToOutUnsafe(wA, m_rA, vpA);
            vpA.addLocal(vA);
            Vec2.crossToOutUnsafe(wB, m_rB, vpB);
            vpB.addLocal(vB);

            float Cdot = -Vec2.dot(m_uA, vpA) - m_ratio * Vec2.dot(m_uB, vpB);
            float impulse = (-m_mass) * Cdot;
            m_impulse += impulse;

            PA.set_Renamed(m_uA).mulLocal(-impulse);
            PB.set_Renamed(m_uB).mulLocal((-m_ratio) * impulse);
            vA.x += m_invMassA * PA.x;
            vA.y += m_invMassA * PA.y;
            wA += m_invIA * Vec2.cross(m_rA, PA);
            vB.x += m_invMassB * PB.x;
            vB.y += m_invMassB * PB.y;
            wB += m_invIB * Vec2.cross(m_rB, PB);

            data.velocities[m_indexA].v.set_Renamed(vA);
            data.velocities[m_indexA].w = wA;
            data.velocities[m_indexB].v.set_Renamed(vB);
            data.velocities[m_indexB].w = wB;

            pool.pushVec2(4);
        }
开发者ID:thdtjsdn,项目名称:box2dnet,代码行数:37,代码来源:PulleyJoint.cs


示例18: initVelocityConstraints

        public override void initVelocityConstraints(SolverData data)
        {
            m_indexA = m_bodyA.m_islandIndex;
            m_indexB = m_bodyB.m_islandIndex;
            m_localCenterA.set(m_bodyA.m_sweep.localCenter);
            m_localCenterB.set(m_bodyB.m_sweep.localCenter);
            m_invMassA = m_bodyA.m_invMass;
            m_invMassB = m_bodyB.m_invMass;
            m_invIA = m_bodyA.m_invI;
            m_invIB = m_bodyB.m_invI;

            float mA = m_invMassA, mB = m_invMassB;
            float iA = m_invIA, iB = m_invIB;

            Vec2 cA = data.positions[m_indexA].c;
            float aA = data.positions[m_indexA].a;
            Vec2 vA = data.velocities[m_indexA].v;
            float wA = data.velocities[m_indexA].w;

            Vec2 cB = data.positions[m_indexB].c;
            float aB = data.positions[m_indexB].a;
            Vec2 vB = data.velocities[m_indexB].v;
            float wB = data.velocities[m_indexB].w;

            Rot qA = pool.popRot();
            Rot qB = pool.popRot();
            Vec2 temp = pool.popVec2();

            qA.set(aA);
            qB.set(aB);

            // Compute the effective masses.
            temp.set(m_localAnchorA);
            temp.subLocal(m_localCenterA);
            Rot.mulToOutUnsafe(qA, temp , ref rA);
            temp.set(m_localAnchorB);
            temp.subLocal(m_localCenterB);
            Rot.mulToOutUnsafe(qB, temp, ref rB);
            d.set(cB);
            d.addLocal(rB);
            d.subLocal(cA);
            d.subLocal(rA);

            // Point to line constraint
            {
                Rot.mulToOut(qA, m_localYAxisA, ref m_ay);
                temp.set(d);
                temp.addLocal(rA);
                m_sAy = Vec2.cross(temp, m_ay);
                m_sBy = Vec2.cross(rB, m_ay);

                m_mass = mA + mB + iA*m_sAy*m_sAy + iB*m_sBy*m_sBy;

                if (m_mass > 0.0f)
                {
                    m_mass = 1.0f/m_mass;
                }
            }

            // Spring constraint
            m_springMass = 0.0f;
            m_bias = 0.0f;
            m_gamma = 0.0f;
            if (m_frequencyHz > 0.0f)
            {
                Rot.mulToOut(qA, m_localXAxisA, ref m_ax);
                temp.set(d);
                temp.addLocal(rA);
                m_sAx = Vec2.cross(temp, m_ax);
                m_sBx = Vec2.cross(rB, m_ax);

                float invMass = mA + mB + iA*m_sAx*m_sAx + iB*m_sBx*m_sBx;

                if (invMass > 0.0f)
                {
                    m_springMass = 1.0f/invMass;

                    float C = Vec2.dot(d, m_ax);

                    // Frequency
                    float omega = 2.0f*MathUtils.PI*m_frequencyHz;

                    // Damping coefficient
                    float da = 2.0f*m_springMass*m_dampingRatio*omega;

                    // Spring stiffness
                    float k = m_springMass*omega*omega;

                    // magic formulas
                    float h = data.step.dt;
                    m_gamma = h*(da + h*k);
                    if (m_gamma > 0.0f)
                    {
                        m_gamma = 1.0f/m_gamma;
                    }

                    m_bias = C*h*k*m_gamma;

                    m_springMass = invMass + m_gamma;
                    if (m_springMass > 0.0f)
//.........这里部分代码省略.........
开发者ID:Nomad1,项目名称:sharpbox2d,代码行数:101,代码来源:WheelJoint.cs


示例19: SolveVelocityConstraints

        internal override void SolveVelocityConstraints(ref SolverData data)
        {
            Vector2 vA = data.velocities[_indexA].v;
            float wA = data.velocities[_indexA].w;
            Vector2 vB = data.velocities[_indexB].v;
            float wB = data.velocities[_indexB].w;

            // Cdot = dot(u, v + cross(w, r))
            Vector2 vpA = vA + MathUtils.Cross(wA, _rA);
            Vector2 vpB = vB + MathUtils.Cross(wB, _rB);
            float C = _length - MaxLength;
            float Cdot = Vector2.Dot(_u, vpB - vpA);

            // Predictive constraint.
            if (C < 0.0f)
            {
                Cdot += data.step.inv_dt * C;
            }

            float impulse = -_mass * Cdot;
            float oldImpulse = _impulse;
            _impulse = Math.Min(0 

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