Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
This commit is contained in:
@@ -0,0 +1,619 @@
|
||||
/*
|
||||
* Farseer Physics Engine:
|
||||
* Copyright (c) 2012 Ian Qvist
|
||||
*
|
||||
* Original source Box2D:
|
||||
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using FarseerPhysics.Common;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace FarseerPhysics.Dynamics.Joints
|
||||
{
|
||||
/// <summary>
|
||||
/// A revolute joint constrains to bodies to share a common point while they
|
||||
/// are free to rotate about the point. The relative rotation about the shared
|
||||
/// point is the joint angle. You can limit the relative rotation with
|
||||
/// a joint limit that specifies a lower and upper angle. You can use a motor
|
||||
/// to drive the relative rotation about the shared point. A maximum motor torque
|
||||
/// is provided so that infinite forces are not generated.
|
||||
/// </summary>
|
||||
public class RevoluteJoint : Joint
|
||||
{
|
||||
// Solver shared
|
||||
private Vector3 _impulse;
|
||||
private float _motorImpulse;
|
||||
|
||||
private bool _enableMotor;
|
||||
private float _maxMotorTorque;
|
||||
private float _motorSpeed;
|
||||
|
||||
private bool _enableLimit;
|
||||
private float _referenceAngle;
|
||||
private float _lowerAngle;
|
||||
private float _upperAngle;
|
||||
|
||||
// Solver temp
|
||||
private int _indexA;
|
||||
private int _indexB;
|
||||
private Vector2 _rA;
|
||||
private Vector2 _rB;
|
||||
private Vector2 _localCenterA;
|
||||
private Vector2 _localCenterB;
|
||||
private float _invMassA;
|
||||
private float _invMassB;
|
||||
private float _invIA;
|
||||
private float _invIB;
|
||||
private Mat33 _mass; // effective mass for point-to-point constraint.
|
||||
private float _motorMass; // effective mass for motor/limit angular constraint.
|
||||
private LimitState _limitState;
|
||||
|
||||
internal RevoluteJoint()
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor of RevoluteJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="anchorA">The first body anchor.</param>
|
||||
/// <param name="anchorB">The second anchor.</param>
|
||||
/// <param name="useWorldCoordinates">Set to true if you are using world coordinates as anchors.</param>
|
||||
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchorA, Vector2 anchorB, bool useWorldCoordinates = false)
|
||||
: base(bodyA, bodyB)
|
||||
{
|
||||
JointType = JointType.Revolute;
|
||||
|
||||
if (useWorldCoordinates)
|
||||
{
|
||||
LocalAnchorA = BodyA.GetLocalPoint(anchorA);
|
||||
LocalAnchorB = BodyB.GetLocalPoint(anchorB);
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalAnchorA = anchorA;
|
||||
LocalAnchorB = anchorB;
|
||||
}
|
||||
|
||||
ReferenceAngle = BodyB.Rotation - BodyA.Rotation;
|
||||
|
||||
_impulse = Vector3.Zero;
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor of RevoluteJoint.
|
||||
/// </summary>
|
||||
/// <param name="bodyA">The first body.</param>
|
||||
/// <param name="bodyB">The second body.</param>
|
||||
/// <param name="anchor">The shared anchor.</param>
|
||||
/// <param name="useWorldCoordinates"></param>
|
||||
public RevoluteJoint(Body bodyA, Body bodyB, Vector2 anchor, bool useWorldCoordinates = false)
|
||||
: this(bodyA, bodyB, anchor, anchor, useWorldCoordinates)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyA
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorA { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The local anchor point on BodyB
|
||||
/// </summary>
|
||||
public Vector2 LocalAnchorB { get; set; }
|
||||
|
||||
public override Vector2 WorldAnchorA
|
||||
{
|
||||
get { return BodyA.GetWorldPoint(LocalAnchorA); }
|
||||
set { LocalAnchorA = BodyA.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
public override Vector2 WorldAnchorB
|
||||
{
|
||||
get { return BodyB.GetWorldPoint(LocalAnchorB); }
|
||||
set { LocalAnchorB = BodyB.GetLocalPoint(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The referance angle computed as BodyB angle minus BodyA angle.
|
||||
/// </summary>
|
||||
public float ReferenceAngle
|
||||
{
|
||||
get { return _referenceAngle; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_referenceAngle = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle in radians.
|
||||
/// </summary>
|
||||
public float JointAngle
|
||||
{
|
||||
get { return BodyB._sweep.A - BodyA._sweep.A - ReferenceAngle; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the current joint angle speed in radians per second.
|
||||
/// </summary>
|
||||
public float JointSpeed
|
||||
{
|
||||
get { return BodyB._angularVelocity - BodyA._angularVelocity; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint limit enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [limit enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool LimitEnabled
|
||||
{
|
||||
get { return _enableLimit; }
|
||||
set
|
||||
{
|
||||
if (_enableLimit != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_enableLimit = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the lower joint limit in radians.
|
||||
/// </summary>
|
||||
public float LowerLimit
|
||||
{
|
||||
get { return _lowerAngle; }
|
||||
set
|
||||
{
|
||||
if (_lowerAngle != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_lowerAngle = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the upper joint limit in radians.
|
||||
/// </summary>
|
||||
public float UpperLimit
|
||||
{
|
||||
get { return _upperAngle; }
|
||||
set
|
||||
{
|
||||
if (_upperAngle != value)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = value;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the joint limits, usually in meters.
|
||||
/// </summary>
|
||||
/// <param name="lower">The lower limit</param>
|
||||
/// <param name="upper">The upper limit</param>
|
||||
public void SetLimits(float lower, float upper)
|
||||
{
|
||||
if (lower != _lowerAngle || upper != _upperAngle)
|
||||
{
|
||||
WakeBodies();
|
||||
_upperAngle = upper;
|
||||
_lowerAngle = lower;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Is the joint motor enabled?
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if [motor enabled]; otherwise, <c>false</c>.</value>
|
||||
public bool MotorEnabled
|
||||
{
|
||||
get { return _enableMotor; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_enableMotor = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the motor speed in radians per second.
|
||||
/// </summary>
|
||||
public float MotorSpeed
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorSpeed = value;
|
||||
}
|
||||
get { return _motorSpeed; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the maximum motor torque, usually in N-m.
|
||||
/// </summary>
|
||||
public float MaxMotorTorque
|
||||
{
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_maxMotorTorque = value;
|
||||
}
|
||||
get { return _maxMotorTorque; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get or set the current motor impulse, usually in N-m.
|
||||
/// </summary>
|
||||
public float MotorImpulse
|
||||
{
|
||||
get { return _motorImpulse; }
|
||||
set
|
||||
{
|
||||
WakeBodies();
|
||||
_motorImpulse = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the motor torque in N-m.
|
||||
/// </summary>
|
||||
/// <param name="invDt">The inverse delta time</param>
|
||||
public float GetMotorTorque(float invDt)
|
||||
{
|
||||
return invDt * _motorImpulse;
|
||||
}
|
||||
|
||||
public override Vector2 GetReactionForce(float invDt)
|
||||
{
|
||||
Vector2 p = new Vector2(_impulse.X, _impulse.Y);
|
||||
return invDt * p;
|
||||
}
|
||||
|
||||
public override float GetReactionTorque(float invDt)
|
||||
{
|
||||
return invDt * _impulse.Z;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
float aA = data.positions[_indexA].a;
|
||||
Vector2 vA = data.velocities[_indexA].v;
|
||||
float wA = data.velocities[_indexA].w;
|
||||
|
||||
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);
|
||||
|
||||
// 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 = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
bool fixedRotation = (iA + iB == 0.0f);
|
||||
|
||||
_mass.ex.X = mA + mB + _rA.Y * _rA.Y * iA + _rB.Y * _rB.Y * iB;
|
||||
_mass.ey.X = -_rA.Y * _rA.X * iA - _rB.Y * _rB.X * iB;
|
||||
_mass.ez.X = -_rA.Y * iA - _rB.Y * iB;
|
||||
_mass.ex.Y = _mass.ey.X;
|
||||
_mass.ey.Y = mA + mB + _rA.X * _rA.X * iA + _rB.X * _rB.X * iB;
|
||||
_mass.ez.Y = _rA.X * iA + _rB.X * iB;
|
||||
_mass.ex.Z = _mass.ez.X;
|
||||
_mass.ey.Z = _mass.ez.Y;
|
||||
_mass.ez.Z = iA + iB;
|
||||
|
||||
_motorMass = iA + iB;
|
||||
if (_motorMass > 0.0f)
|
||||
{
|
||||
_motorMass = 1.0f / _motorMass;
|
||||
}
|
||||
|
||||
if (_enableMotor == false || fixedRotation)
|
||||
{
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
if (_enableLimit && fixedRotation == false)
|
||||
{
|
||||
float jointAngle = aB - aA - ReferenceAngle;
|
||||
if (Math.Abs(_upperAngle - _lowerAngle) < 2.0f * Settings.AngularSlop)
|
||||
{
|
||||
_limitState = LimitState.Equal;
|
||||
}
|
||||
else if (jointAngle <= _lowerAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtLower)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtLower;
|
||||
}
|
||||
else if (jointAngle >= _upperAngle)
|
||||
{
|
||||
if (_limitState != LimitState.AtUpper)
|
||||
{
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
_limitState = LimitState.AtUpper;
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_limitState = LimitState.Inactive;
|
||||
}
|
||||
|
||||
if (Settings.EnableWarmstarting)
|
||||
{
|
||||
// Scale impulses to support a variable time step.
|
||||
_impulse *= data.step.dtRatio;
|
||||
_motorImpulse *= data.step.dtRatio;
|
||||
|
||||
Vector2 P = new Vector2(_impulse.X, _impulse.Y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(_rA, P) + MotorImpulse + _impulse.Z);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(_rB, P) + MotorImpulse + _impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse = Vector3.Zero;
|
||||
_motorImpulse = 0.0f;
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
bool fixedRotation = (iA + iB == 0.0f);
|
||||
|
||||
// Solve motor constraint.
|
||||
if (_enableMotor && _limitState != LimitState.Equal && fixedRotation == false)
|
||||
{
|
||||
float Cdot = wB - wA - _motorSpeed;
|
||||
float impulse = _motorMass * (-Cdot);
|
||||
float oldImpulse = _motorImpulse;
|
||||
float maxImpulse = data.step.dt * _maxMotorTorque;
|
||||
_motorImpulse = MathUtils.Clamp(_motorImpulse + impulse, -maxImpulse, maxImpulse);
|
||||
impulse = _motorImpulse - oldImpulse;
|
||||
|
||||
wA -= iA * impulse;
|
||||
wB += iB * impulse;
|
||||
}
|
||||
|
||||
// Solve limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
|
||||
{
|
||||
Vector2 Cdot1 = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
|
||||
float Cdot2 = wB - wA;
|
||||
Vector3 Cdot = new Vector3(Cdot1.X, Cdot1.Y, Cdot2);
|
||||
|
||||
Vector3 impulse = -_mass.Solve33(Cdot);
|
||||
|
||||
if (_limitState == LimitState.Equal)
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
else if (_limitState == LimitState.AtLower)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse < 0.0f)
|
||||
{
|
||||
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
|
||||
Vector2 reduced = _mass.Solve22(rhs);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
}
|
||||
else if (_limitState == LimitState.AtUpper)
|
||||
{
|
||||
float newImpulse = _impulse.Z + impulse.Z;
|
||||
if (newImpulse > 0.0f)
|
||||
{
|
||||
Vector2 rhs = -Cdot1 + _impulse.Z * new Vector2(_mass.ez.X, _mass.ez.Y);
|
||||
Vector2 reduced = _mass.Solve22(rhs);
|
||||
impulse.X = reduced.X;
|
||||
impulse.Y = reduced.Y;
|
||||
impulse.Z = -_impulse.Z;
|
||||
_impulse.X += reduced.X;
|
||||
_impulse.Y += reduced.Y;
|
||||
_impulse.Z = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_impulse += impulse;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 P = new Vector2(impulse.X, impulse.Y);
|
||||
|
||||
vA -= mA * P;
|
||||
wA -= iA * (MathUtils.Cross(_rA, P) + impulse.Z);
|
||||
|
||||
vB += mB * P;
|
||||
wB += iB * (MathUtils.Cross(_rB, P) + impulse.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Solve point-to-point constraint
|
||||
Vector2 Cdot = vB + MathUtils.Cross(wB, _rB) - vA - MathUtils.Cross(wA, _rA);
|
||||
Vector2 impulse = _mass.Solve22(-Cdot);
|
||||
|
||||
_impulse.X += impulse.X;
|
||||
_impulse.Y += impulse.Y;
|
||||
|
||||
vA -= mA * impulse;
|
||||
wA -= iA * MathUtils.Cross(_rA, impulse);
|
||||
|
||||
vB += mB * impulse;
|
||||
wB += iB * MathUtils.Cross(_rB, impulse);
|
||||
}
|
||||
|
||||
data.velocities[_indexA].v = vA;
|
||||
data.velocities[_indexA].w = wA;
|
||||
data.velocities[_indexB].v = vB;
|
||||
data.velocities[_indexB].w = wB;
|
||||
}
|
||||
|
||||
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 angularError = 0.0f;
|
||||
float positionError;
|
||||
|
||||
bool fixedRotation = (_invIA + _invIB == 0.0f);
|
||||
|
||||
// Solve angular limit constraint.
|
||||
if (_enableLimit && _limitState != LimitState.Inactive && fixedRotation == false)
|
||||
{
|
||||
float angle = aB - aA - 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;
|
||||
}
|
||||
|
||||
aA -= _invIA * limitImpulse;
|
||||
aB += _invIB * limitImpulse;
|
||||
}
|
||||
|
||||
// Solve point-to-point constraint.
|
||||
{
|
||||
qA.Set(aA);
|
||||
qB.Set(aB);
|
||||
Vector2 rA = MathUtils.Mul(qA, LocalAnchorA - _localCenterA);
|
||||
Vector2 rB = MathUtils.Mul(qB, LocalAnchorB - _localCenterB);
|
||||
|
||||
Vector2 C = cB + rB - cA - rA;
|
||||
positionError = C.Length();
|
||||
|
||||
float mA = _invMassA, mB = _invMassB;
|
||||
float iA = _invIA, iB = _invIB;
|
||||
|
||||
Mat22 K = new Mat22();
|
||||
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;
|
||||
|
||||
Vector2 impulse = -K.Solve(C);
|
||||
|
||||
cA -= mA * impulse;
|
||||
aA -= iA * MathUtils.Cross(rA, impulse);
|
||||
|
||||
cB += mB * impulse;
|
||||
aB += iB * MathUtils.Cross(rB, impulse);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user