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synced 2026-08-16 00:02:12 +02:00
Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)
--HG-- branch : box2d-update
This commit is contained in:
Regular → Executable
+91
-81
@@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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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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@@ -53,14 +53,31 @@ b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
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m_impulse.SetZero();
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}
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void b2WeldJoint::InitVelocityConstraints(const b2TimeStep& step)
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void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
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{
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b2Body* bA = m_bodyA;
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b2Body* bB = m_bodyB;
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m_indexA = m_bodyA->m_islandIndex;
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m_indexB = m_bodyB->m_islandIndex;
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m_localCenterA = m_bodyA->m_sweep.localCenter;
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m_localCenterB = m_bodyB->m_sweep.localCenter;
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m_invMassA = m_bodyA->m_invMass;
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m_invMassB = m_bodyB->m_invMass;
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m_invIA = m_bodyA->m_invI;
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m_invIB = m_bodyB->m_invI;
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// Compute the effective mass matrix.
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b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
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b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
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b2Vec2 cA = data.positions[m_indexA].c;
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float32 aA = data.positions[m_indexA].a;
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b2Vec2 vA = data.velocities[m_indexA].v;
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float32 wA = data.velocities[m_indexA].w;
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b2Vec2 cB = data.positions[m_indexB].c;
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float32 aB = data.positions[m_indexB].a;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float32 wB = data.velocities[m_indexB].w;
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b2Rot qA(aA), qB(aB);
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m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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// J = [-I -r1_skew I r2_skew]
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// [ 0 -1 0 1]
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@@ -71,128 +88,121 @@ void b2WeldJoint::InitVelocityConstraints(const b2TimeStep& step)
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// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
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// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
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float32 mA = bA->m_invMass, mB = bB->m_invMass;
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float32 iA = bA->m_invI, iB = bB->m_invI;
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float32 mA = m_invMassA, mB = m_invMassB;
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float32 iA = m_invIA, iB = m_invIB;
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m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
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m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
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m_mass.col3.x = -rA.y * iA - rB.y * iB;
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m_mass.col1.y = m_mass.col2.x;
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m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
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m_mass.col3.y = rA.x * iA + rB.x * iB;
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m_mass.col1.z = m_mass.col3.x;
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m_mass.col2.z = m_mass.col3.y;
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m_mass.col3.z = iA + iB;
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m_mass.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
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m_mass.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
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m_mass.ez.x = -m_rA.y * iA - m_rB.y * iB;
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m_mass.ex.y = m_mass.ey.x;
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m_mass.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
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m_mass.ez.y = m_rA.x * iA + m_rB.x * iB;
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m_mass.ex.z = m_mass.ez.x;
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m_mass.ey.z = m_mass.ez.y;
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m_mass.ez.z = iA + iB;
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if (step.warmStarting)
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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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m_impulse *= step.dtRatio;
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m_impulse *= data.step.dtRatio;
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b2Vec2 P(m_impulse.x, m_impulse.y);
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bA->m_linearVelocity -= mA * P;
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bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_impulse.z);
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vA -= mA * P;
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wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
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bB->m_linearVelocity += mB * P;
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bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_impulse.z);
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vB += mB * P;
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wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
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}
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else
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{
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m_impulse.SetZero();
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}
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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void b2WeldJoint::SolveVelocityConstraints(const b2TimeStep& step)
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void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
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{
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B2_NOT_USED(step);
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b2Vec2 vA = data.velocities[m_indexA].v;
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float32 wA = data.velocities[m_indexA].w;
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b2Vec2 vB = data.velocities[m_indexB].v;
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float32 wB = data.velocities[m_indexB].w;
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b2Body* bA = m_bodyA;
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b2Body* bB = m_bodyB;
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float32 mA = m_invMassA, mB = m_invMassB;
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float32 iA = m_invIA, iB = m_invIB;
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b2Vec2 vA = bA->m_linearVelocity;
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float32 wA = bA->m_angularVelocity;
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b2Vec2 vB = bB->m_linearVelocity;
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float32 wB = bB->m_angularVelocity;
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float32 mA = bA->m_invMass, mB = bB->m_invMass;
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float32 iA = bA->m_invI, iB = bB->m_invI;
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b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
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b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
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// Solve point-to-point constraint
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b2Vec2 Cdot1 = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
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b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
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float32 Cdot2 = wB - wA;
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b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
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b2Vec3 impulse = m_mass.Solve33(-Cdot);
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b2Vec3 impulse = -m_mass.Solve33(Cdot);
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m_impulse += impulse;
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b2Vec2 P(impulse.x, impulse.y);
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vA -= mA * P;
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wA -= iA * (b2Cross(rA, P) + impulse.z);
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wA -= iA * (b2Cross(m_rA, P) + impulse.z);
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vB += mB * P;
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wB += iB * (b2Cross(rB, P) + impulse.z);
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wB += iB * (b2Cross(m_rB, P) + impulse.z);
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bA->m_linearVelocity = vA;
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bA->m_angularVelocity = wA;
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bB->m_linearVelocity = vB;
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bB->m_angularVelocity = wB;
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data.velocities[m_indexA].v = vA;
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data.velocities[m_indexA].w = wA;
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data.velocities[m_indexB].v = vB;
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data.velocities[m_indexB].w = wB;
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}
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bool b2WeldJoint::SolvePositionConstraints(float32 baumgarte)
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bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
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{
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B2_NOT_USED(baumgarte);
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b2Vec2 cA = data.positions[m_indexA].c;
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float32 aA = data.positions[m_indexA].a;
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b2Vec2 cB = data.positions[m_indexB].c;
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float32 aB = data.positions[m_indexB].a;
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b2Body* bA = m_bodyA;
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b2Body* bB = m_bodyB;
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b2Rot qA(aA), qB(aB);
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float32 mA = bA->m_invMass, mB = bB->m_invMass;
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float32 iA = bA->m_invI, iB = bB->m_invI;
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float32 mA = m_invMassA, mB = m_invMassB;
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float32 iA = m_invIA, iB = m_invIB;
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b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
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b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
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b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
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b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
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b2Vec2 C1 = bB->m_sweep.c + rB - bA->m_sweep.c - rA;
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float32 C2 = bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
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b2Vec2 C1 = cB + rB - cA - rA;
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float32 C2 = aB - aA - m_referenceAngle;
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// Handle large detachment.
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const float32 k_allowedStretch = 10.0f * b2_linearSlop;
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float32 positionError = C1.Length();
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float32 angularError = b2Abs(C2);
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if (positionError > k_allowedStretch)
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{
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iA *= 1.0f;
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iB *= 1.0f;
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}
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m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
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m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
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m_mass.col3.x = -rA.y * iA - rB.y * iB;
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m_mass.col1.y = m_mass.col2.x;
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m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
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m_mass.col3.y = rA.x * iA + rB.x * iB;
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m_mass.col1.z = m_mass.col3.x;
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m_mass.col2.z = m_mass.col3.y;
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m_mass.col3.z = iA + iB;
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m_mass.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
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m_mass.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
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m_mass.ez.x = -rA.y * iA - rB.y * iB;
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m_mass.ex.y = m_mass.ey.x;
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m_mass.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
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m_mass.ez.y = rA.x * iA + rB.x * iB;
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m_mass.ex.z = m_mass.ez.x;
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m_mass.ey.z = m_mass.ez.y;
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m_mass.ez.z = iA + iB;
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b2Vec3 C(C1.x, C1.y, C2);
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b2Vec3 impulse = m_mass.Solve33(-C);
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b2Vec3 impulse = -m_mass.Solve33(C);
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b2Vec2 P(impulse.x, impulse.y);
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bA->m_sweep.c -= mA * P;
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bA->m_sweep.a -= iA * (b2Cross(rA, P) + impulse.z);
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cA -= mA * P;
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aA -= iA * (b2Cross(rA, P) + impulse.z);
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bB->m_sweep.c += mB * P;
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bB->m_sweep.a += iB * (b2Cross(rB, P) + impulse.z);
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cB += mB * P;
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aB += iB * (b2Cross(rB, P) + impulse.z);
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bA->SynchronizeTransform();
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bB->SynchronizeTransform();
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data.positions[m_indexA].c = cA;
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data.positions[m_indexA].a = aA;
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data.positions[m_indexB].c = cB;
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data.positions[m_indexB].a = aB;
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return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
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}
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