(61d00a474) v0.9.7.1
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@@ -1,3 +1,8 @@
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/* Original source Farseer Physics Engine:
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* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
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* Microsoft Permissive License (Ms-PL) v1.1
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*/
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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@@ -21,6 +26,7 @@
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*/
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Maths;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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@@ -151,11 +157,12 @@ namespace FarseerPhysics.Dynamics.Joints
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Vector2 vB = data.velocities[_indexB].v;
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float wB = data.velocities[_indexB].w;
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Rot qA = new Rot(aA), qB = new Rot(aB);
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Complex qA = Complex.FromAngle(aA);
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Complex qB = Complex.FromAngle(aB);
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// Compute the effective mass matrix.
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_rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
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_rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
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_rA = Complex.Multiply(LocalAnchorA - _localCenterA, ref qA);
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_rB = Complex.Multiply(LocalAnchorB - _localCenterB, ref qB);
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// J = [-I -r1_skew I r2_skew]
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// [ 0 -1 0 1]
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@@ -183,7 +190,7 @@ namespace FarseerPhysics.Dynamics.Joints
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_angularMass = 1.0f / _angularMass;
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}
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if (Settings.EnableWarmstarting)
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if (data.step.warmStarting)
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{
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// Scale impulses to support a variable time step.
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_linearImpulse *= data.step.dtRatio;
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@@ -191,9 +198,9 @@ namespace FarseerPhysics.Dynamics.Joints
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Vector2 P = new Vector2(_linearImpulse.X, _linearImpulse.Y);
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vA -= mA * P;
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wA -= iA * (MathUtils.Cross(_rA, P) + _angularImpulse);
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wA -= iA * (MathUtils.Cross(ref _rA, ref P) + _angularImpulse);
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vB += mB * P;
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wB += iB * (MathUtils.Cross(_rB, P) + _angularImpulse);
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wB += iB * (MathUtils.Cross(ref _rB, ref P) + _angularImpulse);
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}
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else
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{
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@@ -235,9 +242,9 @@ namespace FarseerPhysics.Dynamics.Joints
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// Solve linear friction
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{
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Vector2 Cdot = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
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Vector2 Cdot = vB + MathUtils.Cross(wB, ref _rB) - vA - MathUtils.Cross(wA, ref _rA);
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Vector2 impulse = -MathUtils.Mul(ref _linearMass, Cdot);
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Vector2 impulse = -MathUtils.Mul(ref _linearMass, ref Cdot);
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Vector2 oldImpulse = _linearImpulse;
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_linearImpulse += impulse;
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@@ -252,10 +259,10 @@ namespace FarseerPhysics.Dynamics.Joints
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impulse = _linearImpulse - oldImpulse;
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vA -= mA * impulse;
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wA -= iA * MathUtils.Cross(_rA, impulse);
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wA -= iA * MathUtils.Cross(ref _rA, ref impulse);
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vB += mB * impulse;
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wB += iB * MathUtils.Cross(_rB, impulse);
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wB += iB * MathUtils.Cross(ref _rB, ref impulse);
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}
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data.velocities[_indexA].v = vA;
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