282 lines
8.4 KiB
C#
282 lines
8.4 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;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Dynamics.Joints
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{
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public enum JointType
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{
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Revolute,
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Prismatic,
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Distance,
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Pulley,
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Gear,
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Line,
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Weld,
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Friction,
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Slider,
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Angle,
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Rope,
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FixedMouse,
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FixedRevolute,
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FixedDistance,
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FixedLine,
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FixedPrismatic,
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FixedAngle,
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FixedFriction,
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}
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public enum LimitState
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{
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Inactive,
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AtLower,
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AtUpper,
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Equal,
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}
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internal struct Jacobian
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{
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public float AngularA;
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public float AngularB;
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public Vector2 LinearA;
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public Vector2 LinearB;
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public void SetZero()
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{
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LinearA = Vector2.Zero;
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AngularA = 0.0f;
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LinearB = Vector2.Zero;
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AngularB = 0.0f;
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}
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public void Set(Vector2 x1, float a1, Vector2 x2, float a2)
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{
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LinearA = x1;
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AngularA = a1;
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LinearB = x2;
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AngularB = a2;
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}
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public float Compute(Vector2 x1, float a1, Vector2 x2, float a2)
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{
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return Vector2.Dot(LinearA, x1) + AngularA * a1 + Vector2.Dot(LinearB, x2) + AngularB * a2;
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}
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}
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/// <summary>
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/// A joint edge is used to connect bodies and joints together
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/// in a joint graph where each body is a node and each joint
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/// is an edge. A joint edge belongs to a doubly linked list
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/// maintained in each attached body. Each joint has two joint
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/// nodes, one for each attached body.
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/// </summary>
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public sealed class JointEdge
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{
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/// <summary>
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/// The joint.
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/// </summary>
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public Joint Joint;
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/// <summary>
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/// The next joint edge in the body's joint list.
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/// </summary>
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public JointEdge Next;
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/// <summary>
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/// Provides quick access to the other body attached.
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/// </summary>
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public Body Other;
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/// <summary>
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/// The previous joint edge in the body's joint list.
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/// </summary>
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public JointEdge Prev;
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}
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public abstract class Joint
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{
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/// <summary>
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/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
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/// The default value is float.MaxValue
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/// </summary>
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public float Breakpoint = float.MaxValue;
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internal JointEdge EdgeA = new JointEdge();
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internal JointEdge EdgeB = new JointEdge();
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public bool Enabled = true;
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protected float InvIA;
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protected float InvIB;
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protected float InvMassA;
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protected float InvMassB;
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internal bool IslandFlag;
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protected Vector2 LocalCenterA, LocalCenterB;
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protected Joint()
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{
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}
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protected Joint(Body body, Body bodyB)
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{
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Debug.Assert(body != bodyB);
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BodyA = body;
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BodyB = bodyB;
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//Connected bodies should not collide by default
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CollideConnected = false;
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}
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/// <summary>
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/// Constructor for fixed joint
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/// </summary>
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protected Joint(Body body)
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{
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BodyA = body;
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//Connected bodies should not collide by default
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CollideConnected = false;
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}
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/// <summary>
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/// Gets or sets the type of the joint.
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/// </summary>
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/// <value>The type of the joint.</value>
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public JointType JointType { get; protected set; }
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/// <summary>
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/// Get the first body attached to this joint.
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/// </summary>
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/// <value></value>
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public Body BodyA { get; set; }
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/// <summary>
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/// Get the second body attached to this joint.
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/// </summary>
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/// <value></value>
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public Body BodyB { get; set; }
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/// <summary>
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/// Get the anchor point on body1 in world coordinates.
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/// </summary>
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/// <value></value>
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public abstract Vector2 WorldAnchorA { get; }
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/// <summary>
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/// Get the anchor point on body2 in world coordinates.
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/// </summary>
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/// <value></value>
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public abstract Vector2 WorldAnchorB { get; set; }
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/// <summary>
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/// Set the user data pointer.
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/// </summary>
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/// <value>The data.</value>
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public object UserData { get; set; }
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/// <summary>
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/// Short-cut function to determine if either body is inactive.
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/// </summary>
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/// <value><c>true</c> if active; otherwise, <c>false</c>.</value>
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public bool Active
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{
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get { return BodyA.Enabled && BodyB.Enabled; }
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}
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/// <summary>
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/// Set this flag to true if the attached bodies should collide.
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/// </summary>
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public bool CollideConnected { get; set; }
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/// <summary>
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/// Fires when the joint is broken.
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/// </summary>
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public event Action<Joint, float> Broke;
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/// <summary>
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/// Get the reaction force on body2 at the joint anchor in Newtons.
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/// </summary>
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/// <param name="inv_dt">The inv_dt.</param>
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/// <returns></returns>
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public abstract Vector2 GetReactionForce(float inv_dt);
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/// <summary>
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/// Get the reaction torque on body2 in N*m.
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/// </summary>
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/// <param name="inv_dt">The inv_dt.</param>
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/// <returns></returns>
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public abstract float GetReactionTorque(float inv_dt);
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protected void WakeBodies()
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{
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BodyA.Awake = true;
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if (BodyB != null)
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{
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BodyB.Awake = true;
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}
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}
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/// <summary>
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/// Return true if the joint is a fixed type.
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/// </summary>
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public bool IsFixedType()
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{
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return JointType == JointType.FixedRevolute ||
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JointType == JointType.FixedDistance ||
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JointType == JointType.FixedPrismatic ||
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JointType == JointType.FixedLine ||
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JointType == JointType.FixedMouse ||
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JointType == JointType.FixedAngle ||
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JointType == JointType.FixedFriction;
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}
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internal abstract void InitVelocityConstraints(ref TimeStep step);
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internal void Validate(float invDT)
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{
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if (!Enabled)
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return;
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float jointError = GetReactionForce(invDT).Length();
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if (Math.Abs(jointError) <= Breakpoint)
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return;
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Enabled = false;
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if (Broke != null)
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Broke(this, jointError);
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}
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internal abstract void SolveVelocityConstraints(ref TimeStep step);
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/// <summary>
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/// Solves the position constraints.
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/// </summary>
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/// <returns>returns true if the position errors are within tolerance.</returns>
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internal abstract bool SolvePositionConstraints();
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}
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}
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