350 lines
13 KiB
C#
350 lines
13 KiB
C#
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/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Diagnostics;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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/// <summary>
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/// A gear joint is used to connect two joints together. Either joint
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/// can be a revolute or prismatic joint. You specify a gear ratio
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/// to bind the motions together:
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/// coordinate1 + ratio * coordinate2 = ant
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/// The ratio can be negative or positive. If one joint is a revolute joint
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/// and the other joint is a prismatic joint, then the ratio will have units
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/// of length or units of 1/length.
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/// @warning The revolute and prismatic joints must be attached to
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/// fixed bodies (which must be body1 on those joints).
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/// </summary>
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public class GearJoint : Joint
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{
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private Jacobian _J;
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private float _ant;
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private FixedPrismaticJoint _fixedPrismatic1;
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private FixedPrismaticJoint _fixedPrismatic2;
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private FixedRevoluteJoint _fixedRevolute1;
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private FixedRevoluteJoint _fixedRevolute2;
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private float _impulse;
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private float _mass;
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private PrismaticJoint _prismatic1;
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private PrismaticJoint _prismatic2;
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private RevoluteJoint _revolute1;
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private RevoluteJoint _revolute2;
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/// <summary>
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/// Requires two existing revolute or prismatic joints (any combination will work).
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/// The provided joints must attach a dynamic body to a static body.
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/// </summary>
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/// <param name="jointA">The first joint.</param>
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/// <param name="jointB">The second joint.</param>
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/// <param name="ratio">The ratio.</param>
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public GearJoint(Joint jointA, Joint jointB, float ratio)
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: base(jointA.BodyA, jointA.BodyB)
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{
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JointType = JointType.Gear;
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JointA = jointA;
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JointB = jointB;
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Ratio = ratio;
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JointType type1 = jointA.JointType;
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JointType type2 = jointB.JointType;
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// Make sure its the right kind of joint
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Debug.Assert(type1 == JointType.Revolute ||
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type1 == JointType.Prismatic ||
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type1 == JointType.FixedRevolute ||
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type1 == JointType.FixedPrismatic);
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Debug.Assert(type2 == JointType.Revolute ||
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type2 == JointType.Prismatic ||
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type2 == JointType.FixedRevolute ||
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type2 == JointType.FixedPrismatic);
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// In the case of a prismatic and revolute joint, the first body must be static.
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if (type1 == JointType.Revolute || type1 == JointType.Prismatic)
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Debug.Assert(jointA.BodyA.BodyType == BodyType.Static);
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if (type2 == JointType.Revolute || type2 == JointType.Prismatic)
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Debug.Assert(jointB.BodyA.BodyType == BodyType.Static);
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float coordinate1 = 0.0f, coordinate2 = 0.0f;
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switch (type1)
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{
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case JointType.Revolute:
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BodyA = jointA.BodyB;
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_revolute1 = (RevoluteJoint)jointA;
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LocalAnchor1 = _revolute1.LocalAnchorB;
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coordinate1 = _revolute1.JointAngle;
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break;
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case JointType.Prismatic:
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BodyA = jointA.BodyB;
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_prismatic1 = (PrismaticJoint)jointA;
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LocalAnchor1 = _prismatic1.LocalAnchorB;
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coordinate1 = _prismatic1.JointTranslation;
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break;
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case JointType.FixedRevolute:
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BodyA = jointA.BodyA;
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_fixedRevolute1 = (FixedRevoluteJoint)jointA;
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LocalAnchor1 = _fixedRevolute1.LocalAnchorA;
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coordinate1 = _fixedRevolute1.JointAngle;
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break;
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case JointType.FixedPrismatic:
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BodyA = jointA.BodyA;
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_fixedPrismatic1 = (FixedPrismaticJoint)jointA;
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LocalAnchor1 = _fixedPrismatic1.LocalAnchorA;
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coordinate1 = _fixedPrismatic1.JointTranslation;
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break;
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}
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switch (type2)
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{
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case JointType.Revolute:
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BodyB = jointB.BodyB;
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_revolute2 = (RevoluteJoint)jointB;
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LocalAnchor2 = _revolute2.LocalAnchorB;
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coordinate2 = _revolute2.JointAngle;
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break;
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case JointType.Prismatic:
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BodyB = jointB.BodyB;
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_prismatic2 = (PrismaticJoint)jointB;
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LocalAnchor2 = _prismatic2.LocalAnchorB;
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coordinate2 = _prismatic2.JointTranslation;
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break;
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case JointType.FixedRevolute:
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BodyB = jointB.BodyA;
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_fixedRevolute2 = (FixedRevoluteJoint)jointB;
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LocalAnchor2 = _fixedRevolute2.LocalAnchorA;
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coordinate2 = _fixedRevolute2.JointAngle;
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break;
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case JointType.FixedPrismatic:
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BodyB = jointB.BodyA;
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_fixedPrismatic2 = (FixedPrismaticJoint)jointB;
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LocalAnchor2 = _fixedPrismatic2.LocalAnchorA;
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coordinate2 = _fixedPrismatic2.JointTranslation;
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break;
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}
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_ant = coordinate1 + Ratio * coordinate2;
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}
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public override Vector2 WorldAnchorA
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{
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get { return BodyA.GetWorldPoint(LocalAnchor1); }
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}
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public override Vector2 WorldAnchorB
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{
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get { return BodyB.GetWorldPoint(LocalAnchor2); }
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set { Debug.Assert(false, "You can't set the world anchor on this joint type."); }
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}
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/// <summary>
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/// The gear ratio.
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/// </summary>
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public float Ratio { get; set; }
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/// <summary>
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/// The first revolute/prismatic joint attached to the gear joint.
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/// </summary>
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public Joint JointA { get; set; }
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/// <summary>
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/// The second revolute/prismatic joint attached to the gear joint.
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/// </summary>
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public Joint JointB { get; set; }
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public Vector2 LocalAnchor1 { get; private set; }
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public Vector2 LocalAnchor2 { get; private set; }
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public override Vector2 GetReactionForce(float inv_dt)
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{
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Vector2 P = _impulse * _J.LinearB;
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return inv_dt * P;
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}
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public override float GetReactionTorque(float inv_dt)
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{
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Transform xf1;
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BodyB.GetTransform(out xf1);
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Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchor2 - BodyB.LocalCenter);
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Vector2 P = _impulse * _J.LinearB;
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float L = _impulse * _J.AngularB - MathUtils.Cross(r, P);
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return inv_dt * L;
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}
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internal override void InitVelocityConstraints(ref TimeStep step)
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{
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Body b1 = BodyA;
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Body b2 = BodyB;
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float K = 0.0f;
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_J.SetZero();
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if (_revolute1 != null || _fixedRevolute1 != null)
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{
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_J.AngularA = -1.0f;
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K += b1.InvI;
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}
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else
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{
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Vector2 ug;
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if (_prismatic1 != null)
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ug = _prismatic1.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
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else
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ug = _fixedPrismatic1.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
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Transform xf1 /*, xfg1*/;
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b1.GetTransform(out xf1);
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//g1.GetTransform(out xfg1);
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Vector2 r = MathUtils.Multiply(ref xf1.R, LocalAnchor1 - b1.LocalCenter);
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float crug = MathUtils.Cross(r, ug);
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_J.LinearA = -ug;
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_J.AngularA = -crug;
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K += b1.InvMass + b1.InvI * crug * crug;
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}
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if (_revolute2 != null || _fixedRevolute2 != null)
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{
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_J.AngularB = -Ratio;
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K += Ratio * Ratio * b2.InvI;
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}
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else
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{
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Vector2 ug;
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if (_prismatic2 != null)
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ug = _prismatic2.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
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else
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ug = _fixedPrismatic2.LocalXAxis1; // MathUtils.Multiply(ref xfg1.R, _prismatic1.LocalXAxis1);
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Transform /*xfg1,*/ xf2;
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//g1.GetTransform(out xfg1);
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b2.GetTransform(out xf2);
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Vector2 r = MathUtils.Multiply(ref xf2.R, LocalAnchor2 - b2.LocalCenter);
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float crug = MathUtils.Cross(r, ug);
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_J.LinearB = -Ratio * ug;
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_J.AngularB = -Ratio * crug;
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K += Ratio * Ratio * (b2.InvMass + b2.InvI * crug * crug);
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}
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// Compute effective mass.
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Debug.Assert(K > 0.0f);
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_mass = K > 0.0f ? 1.0f / K : 0.0f;
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if (Settings.EnableWarmstarting)
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{
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// Warm starting.
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b1.LinearVelocityInternal += b1.InvMass * _impulse * _J.LinearA;
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b1.AngularVelocityInternal += b1.InvI * _impulse * _J.AngularA;
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b2.LinearVelocityInternal += b2.InvMass * _impulse * _J.LinearB;
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b2.AngularVelocityInternal += b2.InvI * _impulse * _J.AngularB;
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}
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else
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{
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_impulse = 0.0f;
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}
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}
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internal override void SolveVelocityConstraints(ref TimeStep step)
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{
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Body b1 = BodyA;
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Body b2 = BodyB;
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float Cdot = _J.Compute(b1.LinearVelocityInternal, b1.AngularVelocityInternal,
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b2.LinearVelocityInternal, b2.AngularVelocityInternal);
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float impulse = _mass * (-Cdot);
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_impulse += impulse;
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b1.LinearVelocityInternal += b1.InvMass * impulse * _J.LinearA;
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b1.AngularVelocityInternal += b1.InvI * impulse * _J.AngularA;
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b2.LinearVelocityInternal += b2.InvMass * impulse * _J.LinearB;
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b2.AngularVelocityInternal += b2.InvI * impulse * _J.AngularB;
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}
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internal override bool SolvePositionConstraints()
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{
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const float linearError = 0.0f;
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Body b1 = BodyA;
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Body b2 = BodyB;
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float coordinate1 = 0.0f, coordinate2 = 0.0f;
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if (_revolute1 != null)
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{
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coordinate1 = _revolute1.JointAngle;
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}
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else if (_fixedRevolute1 != null)
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{
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coordinate1 = _fixedRevolute1.JointAngle;
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}
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else if (_prismatic1 != null)
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{
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coordinate1 = _prismatic1.JointTranslation;
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}
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else if (_fixedPrismatic1 != null)
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{
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coordinate1 = _fixedPrismatic1.JointTranslation;
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}
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if (_revolute2 != null)
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{
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coordinate2 = _revolute2.JointAngle;
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}
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else if (_fixedRevolute2 != null)
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{
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coordinate2 = _fixedRevolute2.JointAngle;
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}
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else if (_prismatic2 != null)
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{
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coordinate2 = _prismatic2.JointTranslation;
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}
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else if (_fixedPrismatic2 != null)
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{
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coordinate2 = _fixedPrismatic2.JointTranslation;
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}
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float C = _ant - (coordinate1 + Ratio * coordinate2);
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float impulse = _mass * (-C);
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b1.Sweep.C += b1.InvMass * impulse * _J.LinearA;
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b1.Sweep.A += b1.InvI * impulse * _J.AngularA;
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b2.Sweep.C += b2.InvMass * impulse * _J.LinearB;
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b2.Sweep.A += b2.InvI * impulse * _J.AngularB;
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b1.SynchronizeTransform();
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b2.SynchronizeTransform();
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// TODO_ERIN not implemented
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return linearError < Settings.LinearSlop;
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}
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}
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}
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