|
|
@@ -1,843 +0,0 @@
|
|
|
-// MIT License
|
|
|
-
|
|
|
-// Copyright (c) 2019 Erin Catto
|
|
|
-
|
|
|
-// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
-// of this software and associated documentation files (the "Software"), to deal
|
|
|
-// in the Software without restriction, including without limitation the rights
|
|
|
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
-// copies of the Software, and to permit persons to whom the Software is
|
|
|
-// furnished to do so, subject to the following conditions:
|
|
|
-
|
|
|
-// The above copyright notice and this permission notice shall be included in all
|
|
|
-// copies or substantial portions of the Software.
|
|
|
-
|
|
|
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
|
-// SOFTWARE.
|
|
|
-
|
|
|
-#include "b2_contact_solver.h"
|
|
|
-
|
|
|
-#include "box2d/b2_body.h"
|
|
|
-#include "box2d/b2_contact.h"
|
|
|
-#include "box2d/b2_fixture.h"
|
|
|
-#include "box2d/b2_stack_allocator.h"
|
|
|
-#include "box2d/b2_world.h"
|
|
|
-
|
|
|
-// Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
|
|
|
-#define B2_DEBUG_SOLVER 0
|
|
|
-
|
|
|
-B2_API bool g_blockSolve = true;
|
|
|
-
|
|
|
-struct b2ContactPositionConstraint
|
|
|
-{
|
|
|
- b2Vec2 localPoints[b2_maxManifoldPoints];
|
|
|
- b2Vec2 localNormal;
|
|
|
- b2Vec2 localPoint;
|
|
|
- int32 indexA;
|
|
|
- int32 indexB;
|
|
|
- float invMassA, invMassB;
|
|
|
- b2Vec2 localCenterA, localCenterB;
|
|
|
- float invIA, invIB;
|
|
|
- b2Manifold::Type type;
|
|
|
- float radiusA, radiusB;
|
|
|
- int32 pointCount;
|
|
|
-};
|
|
|
-
|
|
|
-b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
|
|
|
-{
|
|
|
- m_step = def->step;
|
|
|
- m_allocator = def->allocator;
|
|
|
- m_count = def->count;
|
|
|
- m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
|
|
|
- m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
|
|
|
- m_positions = def->positions;
|
|
|
- m_velocities = def->velocities;
|
|
|
- m_contacts = def->contacts;
|
|
|
-
|
|
|
- // Initialize position independent portions of the constraints.
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2Contact* contact = m_contacts[i];
|
|
|
-
|
|
|
- b2Fixture* fixtureA = contact->m_fixtureA;
|
|
|
- b2Fixture* fixtureB = contact->m_fixtureB;
|
|
|
- b2Shape* shapeA = fixtureA->GetShape();
|
|
|
- b2Shape* shapeB = fixtureB->GetShape();
|
|
|
- float radiusA = shapeA->m_radius;
|
|
|
- float radiusB = shapeB->m_radius;
|
|
|
- b2Body* bodyA = fixtureA->GetBody();
|
|
|
- b2Body* bodyB = fixtureB->GetBody();
|
|
|
- b2Manifold* manifold = contact->GetManifold();
|
|
|
-
|
|
|
- int32 pointCount = manifold->pointCount;
|
|
|
- b2Assert(pointCount > 0);
|
|
|
-
|
|
|
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
|
|
- vc->friction = contact->m_friction;
|
|
|
- vc->restitution = contact->m_restitution;
|
|
|
- vc->threshold = contact->m_restitutionThreshold;
|
|
|
- vc->tangentSpeed = contact->m_tangentSpeed;
|
|
|
- vc->indexA = bodyA->m_islandIndex;
|
|
|
- vc->indexB = bodyB->m_islandIndex;
|
|
|
- vc->invMassA = bodyA->m_invMass;
|
|
|
- vc->invMassB = bodyB->m_invMass;
|
|
|
- vc->invIA = bodyA->m_invI;
|
|
|
- vc->invIB = bodyB->m_invI;
|
|
|
- vc->contactIndex = i;
|
|
|
- vc->pointCount = pointCount;
|
|
|
- vc->K.SetZero();
|
|
|
- vc->normalMass.SetZero();
|
|
|
-
|
|
|
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
|
|
- pc->indexA = bodyA->m_islandIndex;
|
|
|
- pc->indexB = bodyB->m_islandIndex;
|
|
|
- pc->invMassA = bodyA->m_invMass;
|
|
|
- pc->invMassB = bodyB->m_invMass;
|
|
|
- pc->localCenterA = bodyA->m_sweep.localCenter;
|
|
|
- pc->localCenterB = bodyB->m_sweep.localCenter;
|
|
|
- pc->invIA = bodyA->m_invI;
|
|
|
- pc->invIB = bodyB->m_invI;
|
|
|
- pc->localNormal = manifold->localNormal;
|
|
|
- pc->localPoint = manifold->localPoint;
|
|
|
- pc->pointCount = pointCount;
|
|
|
- pc->radiusA = radiusA;
|
|
|
- pc->radiusB = radiusB;
|
|
|
- pc->type = manifold->type;
|
|
|
-
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2ManifoldPoint* cp = manifold->points + j;
|
|
|
- b2VelocityConstraintPoint* vcp = vc->points + j;
|
|
|
-
|
|
|
- if (m_step.warmStarting)
|
|
|
- {
|
|
|
- vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
|
|
|
- vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vcp->normalImpulse = 0.0f;
|
|
|
- vcp->tangentImpulse = 0.0f;
|
|
|
- }
|
|
|
-
|
|
|
- vcp->rA.SetZero();
|
|
|
- vcp->rB.SetZero();
|
|
|
- vcp->normalMass = 0.0f;
|
|
|
- vcp->tangentMass = 0.0f;
|
|
|
- vcp->velocityBias = 0.0f;
|
|
|
-
|
|
|
- pc->localPoints[j] = cp->localPoint;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-b2ContactSolver::~b2ContactSolver()
|
|
|
-{
|
|
|
- m_allocator->Free(m_velocityConstraints);
|
|
|
- m_allocator->Free(m_positionConstraints);
|
|
|
-}
|
|
|
-
|
|
|
-// Initialize position dependent portions of the velocity constraints.
|
|
|
-void b2ContactSolver::InitializeVelocityConstraints()
|
|
|
-{
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
|
|
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
|
|
-
|
|
|
- float radiusA = pc->radiusA;
|
|
|
- float radiusB = pc->radiusB;
|
|
|
- b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
|
|
|
-
|
|
|
- int32 indexA = vc->indexA;
|
|
|
- int32 indexB = vc->indexB;
|
|
|
-
|
|
|
- float mA = vc->invMassA;
|
|
|
- float mB = vc->invMassB;
|
|
|
- float iA = vc->invIA;
|
|
|
- float iB = vc->invIB;
|
|
|
- b2Vec2 localCenterA = pc->localCenterA;
|
|
|
- b2Vec2 localCenterB = pc->localCenterB;
|
|
|
-
|
|
|
- b2Vec2 cA = m_positions[indexA].c;
|
|
|
- float aA = m_positions[indexA].a;
|
|
|
- b2Vec2 vA = m_velocities[indexA].v;
|
|
|
- float wA = m_velocities[indexA].w;
|
|
|
-
|
|
|
- b2Vec2 cB = m_positions[indexB].c;
|
|
|
- float aB = m_positions[indexB].a;
|
|
|
- b2Vec2 vB = m_velocities[indexB].v;
|
|
|
- float wB = m_velocities[indexB].w;
|
|
|
-
|
|
|
- b2Assert(manifold->pointCount > 0);
|
|
|
-
|
|
|
- b2Transform xfA, xfB;
|
|
|
- xfA.q.Set(aA);
|
|
|
- xfB.q.Set(aB);
|
|
|
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
|
|
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
|
|
-
|
|
|
- b2WorldManifold worldManifold;
|
|
|
- worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
|
|
|
-
|
|
|
- vc->normal = worldManifold.normal;
|
|
|
-
|
|
|
- int32 pointCount = vc->pointCount;
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2VelocityConstraintPoint* vcp = vc->points + j;
|
|
|
-
|
|
|
- vcp->rA = worldManifold.points[j] - cA;
|
|
|
- vcp->rB = worldManifold.points[j] - cB;
|
|
|
-
|
|
|
- float rnA = b2Cross(vcp->rA, vc->normal);
|
|
|
- float rnB = b2Cross(vcp->rB, vc->normal);
|
|
|
-
|
|
|
- float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
|
|
-
|
|
|
- vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
|
|
|
-
|
|
|
- b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
|
|
|
-
|
|
|
- float rtA = b2Cross(vcp->rA, tangent);
|
|
|
- float rtB = b2Cross(vcp->rB, tangent);
|
|
|
-
|
|
|
- float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
|
|
|
-
|
|
|
- vcp->tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
|
|
|
-
|
|
|
- // Setup a velocity bias for restitution.
|
|
|
- vcp->velocityBias = 0.0f;
|
|
|
- float vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
|
|
|
- if (vRel < -vc->threshold)
|
|
|
- {
|
|
|
- vcp->velocityBias = -vc->restitution * vRel;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // If we have two points, then prepare the block solver.
|
|
|
- if (vc->pointCount == 2 && g_blockSolve)
|
|
|
- {
|
|
|
- b2VelocityConstraintPoint* vcp1 = vc->points + 0;
|
|
|
- b2VelocityConstraintPoint* vcp2 = vc->points + 1;
|
|
|
-
|
|
|
- float rn1A = b2Cross(vcp1->rA, vc->normal);
|
|
|
- float rn1B = b2Cross(vcp1->rB, vc->normal);
|
|
|
- float rn2A = b2Cross(vcp2->rA, vc->normal);
|
|
|
- float rn2B = b2Cross(vcp2->rB, vc->normal);
|
|
|
-
|
|
|
- float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
|
|
|
- float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
|
|
|
- float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
|
|
|
-
|
|
|
- // Ensure a reasonable condition number.
|
|
|
- const float k_maxConditionNumber = 1000.0f;
|
|
|
- if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
|
|
|
- {
|
|
|
- // K is safe to invert.
|
|
|
- vc->K.ex.Set(k11, k12);
|
|
|
- vc->K.ey.Set(k12, k22);
|
|
|
- vc->normalMass = vc->K.GetInverse();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // The constraints are redundant, just use one.
|
|
|
- // TODO_ERIN use deepest?
|
|
|
- vc->pointCount = 1;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void b2ContactSolver::WarmStart()
|
|
|
-{
|
|
|
- // Warm start.
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
|
|
-
|
|
|
- int32 indexA = vc->indexA;
|
|
|
- int32 indexB = vc->indexB;
|
|
|
- float mA = vc->invMassA;
|
|
|
- float iA = vc->invIA;
|
|
|
- float mB = vc->invMassB;
|
|
|
- float iB = vc->invIB;
|
|
|
- int32 pointCount = vc->pointCount;
|
|
|
-
|
|
|
- b2Vec2 vA = m_velocities[indexA].v;
|
|
|
- float wA = m_velocities[indexA].w;
|
|
|
- b2Vec2 vB = m_velocities[indexB].v;
|
|
|
- float wB = m_velocities[indexB].w;
|
|
|
-
|
|
|
- b2Vec2 normal = vc->normal;
|
|
|
- b2Vec2 tangent = b2Cross(normal, 1.0f);
|
|
|
-
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2VelocityConstraintPoint* vcp = vc->points + j;
|
|
|
- b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
|
|
|
- wA -= iA * b2Cross(vcp->rA, P);
|
|
|
- vA -= mA * P;
|
|
|
- wB += iB * b2Cross(vcp->rB, P);
|
|
|
- vB += mB * P;
|
|
|
- }
|
|
|
-
|
|
|
- m_velocities[indexA].v = vA;
|
|
|
- m_velocities[indexA].w = wA;
|
|
|
- m_velocities[indexB].v = vB;
|
|
|
- m_velocities[indexB].w = wB;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void b2ContactSolver::SolveVelocityConstraints()
|
|
|
-{
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
|
|
-
|
|
|
- int32 indexA = vc->indexA;
|
|
|
- int32 indexB = vc->indexB;
|
|
|
- float mA = vc->invMassA;
|
|
|
- float iA = vc->invIA;
|
|
|
- float mB = vc->invMassB;
|
|
|
- float iB = vc->invIB;
|
|
|
- int32 pointCount = vc->pointCount;
|
|
|
-
|
|
|
- b2Vec2 vA = m_velocities[indexA].v;
|
|
|
- float wA = m_velocities[indexA].w;
|
|
|
- b2Vec2 vB = m_velocities[indexB].v;
|
|
|
- float wB = m_velocities[indexB].w;
|
|
|
-
|
|
|
- b2Vec2 normal = vc->normal;
|
|
|
- b2Vec2 tangent = b2Cross(normal, 1.0f);
|
|
|
- float friction = vc->friction;
|
|
|
-
|
|
|
- b2Assert(pointCount == 1 || pointCount == 2);
|
|
|
-
|
|
|
- // Solve tangent constraints first because non-penetration is more important
|
|
|
- // than friction.
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2VelocityConstraintPoint* vcp = vc->points + j;
|
|
|
-
|
|
|
- // Relative velocity at contact
|
|
|
- b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
|
|
|
-
|
|
|
- // Compute tangent force
|
|
|
- float vt = b2Dot(dv, tangent) - vc->tangentSpeed;
|
|
|
- float lambda = vcp->tangentMass * (-vt);
|
|
|
-
|
|
|
- // b2Clamp the accumulated force
|
|
|
- float maxFriction = friction * vcp->normalImpulse;
|
|
|
- float newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
|
|
|
- lambda = newImpulse - vcp->tangentImpulse;
|
|
|
- vcp->tangentImpulse = newImpulse;
|
|
|
-
|
|
|
- // Apply contact impulse
|
|
|
- b2Vec2 P = lambda * tangent;
|
|
|
-
|
|
|
- vA -= mA * P;
|
|
|
- wA -= iA * b2Cross(vcp->rA, P);
|
|
|
-
|
|
|
- vB += mB * P;
|
|
|
- wB += iB * b2Cross(vcp->rB, P);
|
|
|
- }
|
|
|
-
|
|
|
- // Solve normal constraints
|
|
|
- if (pointCount == 1 || g_blockSolve == false)
|
|
|
- {
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2VelocityConstraintPoint* vcp = vc->points + j;
|
|
|
-
|
|
|
- // Relative velocity at contact
|
|
|
- b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
|
|
|
-
|
|
|
- // Compute normal impulse
|
|
|
- float vn = b2Dot(dv, normal);
|
|
|
- float lambda = -vcp->normalMass * (vn - vcp->velocityBias);
|
|
|
-
|
|
|
- // b2Clamp the accumulated impulse
|
|
|
- float newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
|
|
|
- lambda = newImpulse - vcp->normalImpulse;
|
|
|
- vcp->normalImpulse = newImpulse;
|
|
|
-
|
|
|
- // Apply contact impulse
|
|
|
- b2Vec2 P = lambda * normal;
|
|
|
- vA -= mA * P;
|
|
|
- wA -= iA * b2Cross(vcp->rA, P);
|
|
|
-
|
|
|
- vB += mB * P;
|
|
|
- wB += iB * b2Cross(vcp->rB, P);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
|
|
|
- // Build the mini LCP for this contact patch
|
|
|
- //
|
|
|
- // vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
|
|
|
- //
|
|
|
- // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
|
|
|
- // b = vn0 - velocityBias
|
|
|
- //
|
|
|
- // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
|
|
|
- // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
|
|
|
- // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
|
|
|
- // solution that satisfies the problem is chosen.
|
|
|
- //
|
|
|
- // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
|
|
|
- // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
|
|
|
- //
|
|
|
- // Substitute:
|
|
|
- //
|
|
|
- // x = a + d
|
|
|
- //
|
|
|
- // a := old total impulse
|
|
|
- // x := new total impulse
|
|
|
- // d := incremental impulse
|
|
|
- //
|
|
|
- // For the current iteration we extend the formula for the incremental impulse
|
|
|
- // to compute the new total impulse:
|
|
|
- //
|
|
|
- // vn = A * d + b
|
|
|
- // = A * (x - a) + b
|
|
|
- // = A * x + b - A * a
|
|
|
- // = A * x + b'
|
|
|
- // b' = b - A * a;
|
|
|
-
|
|
|
- b2VelocityConstraintPoint* cp1 = vc->points + 0;
|
|
|
- b2VelocityConstraintPoint* cp2 = vc->points + 1;
|
|
|
-
|
|
|
- b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
|
|
|
- b2Assert(a.x >= 0.0f && a.y >= 0.0f);
|
|
|
-
|
|
|
- // Relative velocity at contact
|
|
|
- b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
|
|
- b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
|
|
-
|
|
|
- // Compute normal velocity
|
|
|
- float vn1 = b2Dot(dv1, normal);
|
|
|
- float vn2 = b2Dot(dv2, normal);
|
|
|
-
|
|
|
- b2Vec2 b;
|
|
|
- b.x = vn1 - cp1->velocityBias;
|
|
|
- b.y = vn2 - cp2->velocityBias;
|
|
|
-
|
|
|
- // Compute b'
|
|
|
- b -= b2Mul(vc->K, a);
|
|
|
-
|
|
|
- const float k_errorTol = 1e-3f;
|
|
|
- B2_NOT_USED(k_errorTol);
|
|
|
-
|
|
|
- for (;;)
|
|
|
- {
|
|
|
- //
|
|
|
- // Case 1: vn = 0
|
|
|
- //
|
|
|
- // 0 = A * x + b'
|
|
|
- //
|
|
|
- // Solve for x:
|
|
|
- //
|
|
|
- // x = - inv(A) * b'
|
|
|
- //
|
|
|
- b2Vec2 x = - b2Mul(vc->normalMass, b);
|
|
|
-
|
|
|
- if (x.x >= 0.0f && x.y >= 0.0f)
|
|
|
- {
|
|
|
- // Get the incremental impulse
|
|
|
- b2Vec2 d = x - a;
|
|
|
-
|
|
|
- // Apply incremental impulse
|
|
|
- b2Vec2 P1 = d.x * normal;
|
|
|
- b2Vec2 P2 = d.y * normal;
|
|
|
- vA -= mA * (P1 + P2);
|
|
|
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
|
|
-
|
|
|
- vB += mB * (P1 + P2);
|
|
|
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
|
|
-
|
|
|
- // Accumulate
|
|
|
- cp1->normalImpulse = x.x;
|
|
|
- cp2->normalImpulse = x.y;
|
|
|
-
|
|
|
-#if B2_DEBUG_SOLVER == 1
|
|
|
- // Postconditions
|
|
|
- dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
|
|
- dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
|
|
-
|
|
|
- // Compute normal velocity
|
|
|
- vn1 = b2Dot(dv1, normal);
|
|
|
- vn2 = b2Dot(dv2, normal);
|
|
|
-
|
|
|
- b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
|
|
|
- b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
|
|
|
-#endif
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Case 2: vn1 = 0 and x2 = 0
|
|
|
- //
|
|
|
- // 0 = a11 * x1 + a12 * 0 + b1'
|
|
|
- // vn2 = a21 * x1 + a22 * 0 + b2'
|
|
|
- //
|
|
|
- x.x = - cp1->normalMass * b.x;
|
|
|
- x.y = 0.0f;
|
|
|
- vn1 = 0.0f;
|
|
|
- vn2 = vc->K.ex.y * x.x + b.y;
|
|
|
- if (x.x >= 0.0f && vn2 >= 0.0f)
|
|
|
- {
|
|
|
- // Get the incremental impulse
|
|
|
- b2Vec2 d = x - a;
|
|
|
-
|
|
|
- // Apply incremental impulse
|
|
|
- b2Vec2 P1 = d.x * normal;
|
|
|
- b2Vec2 P2 = d.y * normal;
|
|
|
- vA -= mA * (P1 + P2);
|
|
|
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
|
|
-
|
|
|
- vB += mB * (P1 + P2);
|
|
|
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
|
|
-
|
|
|
- // Accumulate
|
|
|
- cp1->normalImpulse = x.x;
|
|
|
- cp2->normalImpulse = x.y;
|
|
|
-
|
|
|
-#if B2_DEBUG_SOLVER == 1
|
|
|
- // Postconditions
|
|
|
- dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
|
|
-
|
|
|
- // Compute normal velocity
|
|
|
- vn1 = b2Dot(dv1, normal);
|
|
|
-
|
|
|
- b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
|
|
|
-#endif
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
- //
|
|
|
- // Case 3: vn2 = 0 and x1 = 0
|
|
|
- //
|
|
|
- // vn1 = a11 * 0 + a12 * x2 + b1'
|
|
|
- // 0 = a21 * 0 + a22 * x2 + b2'
|
|
|
- //
|
|
|
- x.x = 0.0f;
|
|
|
- x.y = - cp2->normalMass * b.y;
|
|
|
- vn1 = vc->K.ey.x * x.y + b.x;
|
|
|
- vn2 = 0.0f;
|
|
|
-
|
|
|
- if (x.y >= 0.0f && vn1 >= 0.0f)
|
|
|
- {
|
|
|
- // Resubstitute for the incremental impulse
|
|
|
- b2Vec2 d = x - a;
|
|
|
-
|
|
|
- // Apply incremental impulse
|
|
|
- b2Vec2 P1 = d.x * normal;
|
|
|
- b2Vec2 P2 = d.y * normal;
|
|
|
- vA -= mA * (P1 + P2);
|
|
|
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
|
|
-
|
|
|
- vB += mB * (P1 + P2);
|
|
|
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
|
|
-
|
|
|
- // Accumulate
|
|
|
- cp1->normalImpulse = x.x;
|
|
|
- cp2->normalImpulse = x.y;
|
|
|
-
|
|
|
-#if B2_DEBUG_SOLVER == 1
|
|
|
- // Postconditions
|
|
|
- dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
|
|
-
|
|
|
- // Compute normal velocity
|
|
|
- vn2 = b2Dot(dv2, normal);
|
|
|
-
|
|
|
- b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
|
|
|
-#endif
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Case 4: x1 = 0 and x2 = 0
|
|
|
- //
|
|
|
- // vn1 = b1
|
|
|
- // vn2 = b2;
|
|
|
- x.x = 0.0f;
|
|
|
- x.y = 0.0f;
|
|
|
- vn1 = b.x;
|
|
|
- vn2 = b.y;
|
|
|
-
|
|
|
- if (vn1 >= 0.0f && vn2 >= 0.0f )
|
|
|
- {
|
|
|
- // Resubstitute for the incremental impulse
|
|
|
- b2Vec2 d = x - a;
|
|
|
-
|
|
|
- // Apply incremental impulse
|
|
|
- b2Vec2 P1 = d.x * normal;
|
|
|
- b2Vec2 P2 = d.y * normal;
|
|
|
- vA -= mA * (P1 + P2);
|
|
|
- wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
|
|
-
|
|
|
- vB += mB * (P1 + P2);
|
|
|
- wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
|
|
-
|
|
|
- // Accumulate
|
|
|
- cp1->normalImpulse = x.x;
|
|
|
- cp2->normalImpulse = x.y;
|
|
|
-
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- m_velocities[indexA].v = vA;
|
|
|
- m_velocities[indexA].w = wA;
|
|
|
- m_velocities[indexB].v = vB;
|
|
|
- m_velocities[indexB].w = wB;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void b2ContactSolver::StoreImpulses()
|
|
|
-{
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
|
|
- b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
|
|
|
-
|
|
|
- for (int32 j = 0; j < vc->pointCount; ++j)
|
|
|
- {
|
|
|
- manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
|
|
|
- manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-struct b2PositionSolverManifold
|
|
|
-{
|
|
|
- void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
|
|
|
- {
|
|
|
- b2Assert(pc->pointCount > 0);
|
|
|
-
|
|
|
- switch (pc->type)
|
|
|
- {
|
|
|
- case b2Manifold::e_circles:
|
|
|
- {
|
|
|
- b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
|
|
|
- b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
|
|
|
- normal = pointB - pointA;
|
|
|
- normal.Normalize();
|
|
|
- point = 0.5f * (pointA + pointB);
|
|
|
- separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
|
|
|
- }
|
|
|
- break;
|
|
|
-
|
|
|
- case b2Manifold::e_faceA:
|
|
|
- {
|
|
|
- normal = b2Mul(xfA.q, pc->localNormal);
|
|
|
- b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
|
|
|
-
|
|
|
- b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
|
|
|
- separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
|
|
|
- point = clipPoint;
|
|
|
- }
|
|
|
- break;
|
|
|
-
|
|
|
- case b2Manifold::e_faceB:
|
|
|
- {
|
|
|
- normal = b2Mul(xfB.q, pc->localNormal);
|
|
|
- b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
|
|
|
-
|
|
|
- b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
|
|
|
- separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
|
|
|
- point = clipPoint;
|
|
|
-
|
|
|
- // Ensure normal points from A to B
|
|
|
- normal = -normal;
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- b2Vec2 normal;
|
|
|
- b2Vec2 point;
|
|
|
- float separation;
|
|
|
-};
|
|
|
-
|
|
|
-// Sequential solver.
|
|
|
-bool b2ContactSolver::SolvePositionConstraints()
|
|
|
-{
|
|
|
- float minSeparation = 0.0f;
|
|
|
-
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
|
|
-
|
|
|
- int32 indexA = pc->indexA;
|
|
|
- int32 indexB = pc->indexB;
|
|
|
- b2Vec2 localCenterA = pc->localCenterA;
|
|
|
- float mA = pc->invMassA;
|
|
|
- float iA = pc->invIA;
|
|
|
- b2Vec2 localCenterB = pc->localCenterB;
|
|
|
- float mB = pc->invMassB;
|
|
|
- float iB = pc->invIB;
|
|
|
- int32 pointCount = pc->pointCount;
|
|
|
-
|
|
|
- b2Vec2 cA = m_positions[indexA].c;
|
|
|
- float aA = m_positions[indexA].a;
|
|
|
-
|
|
|
- b2Vec2 cB = m_positions[indexB].c;
|
|
|
- float aB = m_positions[indexB].a;
|
|
|
-
|
|
|
- // Solve normal constraints
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2Transform xfA, xfB;
|
|
|
- xfA.q.Set(aA);
|
|
|
- xfB.q.Set(aB);
|
|
|
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
|
|
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
|
|
-
|
|
|
- b2PositionSolverManifold psm;
|
|
|
- psm.Initialize(pc, xfA, xfB, j);
|
|
|
- b2Vec2 normal = psm.normal;
|
|
|
-
|
|
|
- b2Vec2 point = psm.point;
|
|
|
- float separation = psm.separation;
|
|
|
-
|
|
|
- b2Vec2 rA = point - cA;
|
|
|
- b2Vec2 rB = point - cB;
|
|
|
-
|
|
|
- // Track max constraint error.
|
|
|
- minSeparation = b2Min(minSeparation, separation);
|
|
|
-
|
|
|
- // Prevent large corrections and allow slop.
|
|
|
- float C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
|
|
-
|
|
|
- // Compute the effective mass.
|
|
|
- float rnA = b2Cross(rA, normal);
|
|
|
- float rnB = b2Cross(rB, normal);
|
|
|
- float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
|
|
-
|
|
|
- // Compute normal impulse
|
|
|
- float impulse = K > 0.0f ? - C / K : 0.0f;
|
|
|
-
|
|
|
- b2Vec2 P = impulse * normal;
|
|
|
-
|
|
|
- cA -= mA * P;
|
|
|
- aA -= iA * b2Cross(rA, P);
|
|
|
-
|
|
|
- cB += mB * P;
|
|
|
- aB += iB * b2Cross(rB, P);
|
|
|
- }
|
|
|
-
|
|
|
- m_positions[indexA].c = cA;
|
|
|
- m_positions[indexA].a = aA;
|
|
|
-
|
|
|
- m_positions[indexB].c = cB;
|
|
|
- m_positions[indexB].a = aB;
|
|
|
- }
|
|
|
-
|
|
|
- // We can't expect minSpeparation >= -b2_linearSlop because we don't
|
|
|
- // push the separation above -b2_linearSlop.
|
|
|
- return minSeparation >= -3.0f * b2_linearSlop;
|
|
|
-}
|
|
|
-
|
|
|
-// Sequential position solver for position constraints.
|
|
|
-bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
|
|
|
-{
|
|
|
- float minSeparation = 0.0f;
|
|
|
-
|
|
|
- for (int32 i = 0; i < m_count; ++i)
|
|
|
- {
|
|
|
- b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
|
|
-
|
|
|
- int32 indexA = pc->indexA;
|
|
|
- int32 indexB = pc->indexB;
|
|
|
- b2Vec2 localCenterA = pc->localCenterA;
|
|
|
- b2Vec2 localCenterB = pc->localCenterB;
|
|
|
- int32 pointCount = pc->pointCount;
|
|
|
-
|
|
|
- float mA = 0.0f;
|
|
|
- float iA = 0.0f;
|
|
|
- if (indexA == toiIndexA || indexA == toiIndexB)
|
|
|
- {
|
|
|
- mA = pc->invMassA;
|
|
|
- iA = pc->invIA;
|
|
|
- }
|
|
|
-
|
|
|
- float mB = 0.0f;
|
|
|
- float iB = 0.0f;
|
|
|
- if (indexB == toiIndexA || indexB == toiIndexB)
|
|
|
- {
|
|
|
- mB = pc->invMassB;
|
|
|
- iB = pc->invIB;
|
|
|
- }
|
|
|
-
|
|
|
- b2Vec2 cA = m_positions[indexA].c;
|
|
|
- float aA = m_positions[indexA].a;
|
|
|
-
|
|
|
- b2Vec2 cB = m_positions[indexB].c;
|
|
|
- float aB = m_positions[indexB].a;
|
|
|
-
|
|
|
- // Solve normal constraints
|
|
|
- for (int32 j = 0; j < pointCount; ++j)
|
|
|
- {
|
|
|
- b2Transform xfA, xfB;
|
|
|
- xfA.q.Set(aA);
|
|
|
- xfB.q.Set(aB);
|
|
|
- xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
|
|
- xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
|
|
-
|
|
|
- b2PositionSolverManifold psm;
|
|
|
- psm.Initialize(pc, xfA, xfB, j);
|
|
|
- b2Vec2 normal = psm.normal;
|
|
|
-
|
|
|
- b2Vec2 point = psm.point;
|
|
|
- float separation = psm.separation;
|
|
|
-
|
|
|
- b2Vec2 rA = point - cA;
|
|
|
- b2Vec2 rB = point - cB;
|
|
|
-
|
|
|
- // Track max constraint error.
|
|
|
- minSeparation = b2Min(minSeparation, separation);
|
|
|
-
|
|
|
- // Prevent large corrections and allow slop.
|
|
|
- float C = b2Clamp(b2_toiBaumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
|
|
-
|
|
|
- // Compute the effective mass.
|
|
|
- float rnA = b2Cross(rA, normal);
|
|
|
- float rnB = b2Cross(rB, normal);
|
|
|
- float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
|
|
-
|
|
|
- // Compute normal impulse
|
|
|
- float impulse = K > 0.0f ? - C / K : 0.0f;
|
|
|
-
|
|
|
- b2Vec2 P = impulse * normal;
|
|
|
-
|
|
|
- cA -= mA * P;
|
|
|
- aA -= iA * b2Cross(rA, P);
|
|
|
-
|
|
|
- cB += mB * P;
|
|
|
- aB += iB * b2Cross(rB, P);
|
|
|
- }
|
|
|
-
|
|
|
- m_positions[indexA].c = cA;
|
|
|
- m_positions[indexA].a = aA;
|
|
|
-
|
|
|
- m_positions[indexB].c = cB;
|
|
|
- m_positions[indexB].a = aB;
|
|
|
- }
|
|
|
-
|
|
|
- // We can't expect minSpeparation >= -b2_linearSlop because we don't
|
|
|
- // push the separation above -b2_linearSlop.
|
|
|
- return minSeparation >= -1.5f * b2_linearSlop;
|
|
|
-}
|