/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ package org.jbox2d.dynamics.contacts; import org.jbox2d.collision.Manifold; import org.jbox2d.collision.ManifoldPoint; import org.jbox2d.collision.WorldManifold; import org.jbox2d.collision.shapes.Shape; import org.jbox2d.common.Mat22; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Rot; import org.jbox2d.common.Settings; import org.jbox2d.common.Transform; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.TimeStep; import org.jbox2d.dynamics.contacts.ContactVelocityConstraint.VelocityConstraintPoint; /** * @author Daniel */ public class ContactSolver { public static final boolean DEBUG_SOLVER = false; public static final float k_errorTol = 1e-3f; /** * For each solver, this is the initial number of constraints in the array, which expands as * needed. */ public static final int INITIAL_NUM_CONSTRAINTS = 256; /** * Ensure a reasonable condition number. for the block solver */ public static final float k_maxConditionNumber = 100.0f; public TimeStep m_step; public Position[] m_positions; public Velocity[] m_velocities; public ContactPositionConstraint[] m_positionConstraints; public ContactVelocityConstraint[] m_velocityConstraints; public Contact[] m_contacts; public int m_count; public ContactSolver() { m_positionConstraints = new ContactPositionConstraint[INITIAL_NUM_CONSTRAINTS]; m_velocityConstraints = new ContactVelocityConstraint[INITIAL_NUM_CONSTRAINTS]; for (int i = 0; i < INITIAL_NUM_CONSTRAINTS; i++) { m_positionConstraints[i] = new ContactPositionConstraint(); m_velocityConstraints[i] = new ContactVelocityConstraint(); } } public final void init(ContactSolverDef def) { // System.out.println("Initializing contact solver"); m_step = def.step; m_count = def.count; if (m_positionConstraints.length < m_count) { ContactPositionConstraint[] old = m_positionConstraints; m_positionConstraints = new ContactPositionConstraint[MathUtils.max(old.length * 2, m_count)]; System.arraycopy(old, 0, m_positionConstraints, 0, old.length); for (int i = old.length; i < m_positionConstraints.length; i++) { m_positionConstraints[i] = new ContactPositionConstraint(); } } if (m_velocityConstraints.length < m_count) { ContactVelocityConstraint[] old = m_velocityConstraints; m_velocityConstraints = new ContactVelocityConstraint[MathUtils.max(old.length * 2, m_count)]; System.arraycopy(old, 0, m_velocityConstraints, 0, old.length); for (int i = old.length; i < m_velocityConstraints.length; i++) { m_velocityConstraints[i] = new ContactVelocityConstraint(); } } m_positions = def.positions; m_velocities = def.velocities; m_contacts = def.contacts; for (int i = 0; i < m_count; ++i) { // System.out.println("contacts: " + m_count); final Contact contact = m_contacts[i]; final Fixture fixtureA = contact.m_fixtureA; final Fixture fixtureB = contact.m_fixtureB; final Shape shapeA = fixtureA.getShape(); final Shape shapeB = fixtureB.getShape(); final float radiusA = shapeA.m_radius; final float radiusB = shapeB.m_radius; final Body bodyA = fixtureA.getBody(); final Body bodyB = fixtureB.getBody(); final Manifold manifold = contact.getManifold(); int pointCount = manifold.pointCount; assert (pointCount > 0); ContactVelocityConstraint vc = m_velocityConstraints[i]; vc.friction = contact.m_friction; vc.restitution = contact.m_restitution; 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(); ContactPositionConstraint 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.set(bodyA.m_sweep.localCenter); pc.localCenterB.set(bodyB.m_sweep.localCenter); pc.invIA = bodyA.m_invI; pc.invIB = bodyB.m_invI; pc.localNormal.set(manifold.localNormal); pc.localPoint.set(manifold.localPoint); pc.pointCount = pointCount; pc.radiusA = radiusA; pc.radiusB = radiusB; pc.type = manifold.type; // System.out.println("contact point count: " + pointCount); for (int j = 0; j < pointCount; j++) { ManifoldPoint cp = manifold.points[j]; VelocityConstraintPoint vcp = vc.points[j]; if (m_step.warmStarting) { // assert(cp.normalImpulse == 0); // System.out.println("contact normal impulse: " + cp.normalImpulse); vcp.normalImpulse = m_step.dtRatio * cp.normalImpulse; vcp.tangentImpulse = m_step.dtRatio * cp.tangentImpulse; } else { vcp.normalImpulse = 0; vcp.tangentImpulse = 0; } vcp.rA.setZero(); vcp.rB.setZero(); vcp.normalMass = 0; vcp.tangentMass = 0; vcp.velocityBias = 0; pc.localPoints[j].x = cp.localPoint.x; pc.localPoints[j].y = cp.localPoint.y; } } } public void warmStart() { // Warm start. for (int i = 0; i < m_count; ++i) { final ContactVelocityConstraint vc = m_velocityConstraints[i]; int indexA = vc.indexA; int indexB = vc.indexB; float mA = vc.invMassA; float iA = vc.invIA; float mB = vc.invMassB; float iB = vc.invIB; int pointCount = vc.pointCount; Vec2 vA = m_velocities[indexA].v; float wA = m_velocities[indexA].w; Vec2 vB = m_velocities[indexB].v; float wB = m_velocities[indexB].w; Vec2 normal = vc.normal; float tangentx = 1.0f * normal.y; float tangenty = -1.0f * normal.x; for (int j = 0; j < pointCount; ++j) { VelocityConstraintPoint vcp = vc.points[j]; float Px = tangentx * vcp.tangentImpulse + normal.x * vcp.normalImpulse; float Py = tangenty * vcp.tangentImpulse + normal.y * vcp.normalImpulse; wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px); vA.x -= Px * mA; vA.y -= Py * mA; wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px); vB.x += Px * mB; vB.y += Py * mB; } m_velocities[indexA].w = wA; m_velocities[indexB].w = wB; } } // djm pooling, and from above private final Transform xfA = new Transform(); private final Transform xfB = new Transform(); private final WorldManifold worldManifold = new WorldManifold(); public final void initializeVelocityConstraints() { // Warm start. for (int i = 0; i < m_count; ++i) { ContactVelocityConstraint vc = m_velocityConstraints[i]; ContactPositionConstraint pc = m_positionConstraints[i]; float radiusA = pc.radiusA; float radiusB = pc.radiusB; Manifold manifold = m_contacts[vc.contactIndex].getManifold(); int indexA = vc.indexA; int indexB = vc.indexB; float mA = vc.invMassA; float mB = vc.invMassB; float iA = vc.invIA; float iB = vc.invIB; Vec2 localCenterA = pc.localCenterA; Vec2 localCenterB = pc.localCenterB; Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; Vec2 vA = m_velocities[indexA].v; float wA = m_velocities[indexA].w; Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; Vec2 vB = m_velocities[indexB].v; float wB = m_velocities[indexB].w; assert (manifold.pointCount > 0); final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; xfAq.set(aA); xfBq.set(aB); xfA.p.x = cA.x - (xfAq.c * localCenterA.x - xfAq.s * localCenterA.y); xfA.p.y = cA.y - (xfAq.s * localCenterA.x + xfAq.c * localCenterA.y); xfB.p.x = cB.x - (xfBq.c * localCenterB.x - xfBq.s * localCenterB.y); xfB.p.y = cB.y - (xfBq.s * localCenterB.x + xfBq.c * localCenterB.y); worldManifold.initialize(manifold, xfA, radiusA, xfB, radiusB); final Vec2 vcnormal = vc.normal; vcnormal.x = worldManifold.normal.x; vcnormal.y = worldManifold.normal.y; int pointCount = vc.pointCount; for (int j = 0; j < pointCount; ++j) { VelocityConstraintPoint vcp = vc.points[j]; Vec2 wmPj = worldManifold.points[j]; final Vec2 vcprA = vcp.rA; final Vec2 vcprB = vcp.rB; vcprA.x = wmPj.x - cA.x; vcprA.y = wmPj.y - cA.y; vcprB.x = wmPj.x - cB.x; vcprB.y = wmPj.y - cB.y; float rnA = vcprA.x * vcnormal.y - vcprA.y * vcnormal.x; float rnB = vcprB.x * vcnormal.y - vcprB.y * vcnormal.x; float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB; vcp.normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f; float tangentx = 1.0f * vcnormal.y; float tangenty = -1.0f * vcnormal.x; float rtA = vcprA.x * tangenty - vcprA.y * tangentx; float rtB = vcprB.x * tangenty - vcprB.y * tangentx; 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 tempx = vB.x + -wB * vcprB.y - vA.x - (-wA * vcprA.y); float tempy = vB.y + wB * vcprB.x - vA.y - (wA * vcprA.x); float vRel = vcnormal.x * tempx + vcnormal.y * tempy; if (vRel < -Settings.velocityThreshold) { vcp.velocityBias = -vc.restitution * vRel; } } // If we have two points, then prepare the block solver. if (vc.pointCount == 2) { VelocityConstraintPoint vcp1 = vc.points[0]; VelocityConstraintPoint vcp2 = vc.points[1]; float rn1A = vcp1.rA.x * vcnormal.y - vcp1.rA.y * vcnormal.x; float rn1B = vcp1.rB.x * vcnormal.y - vcp1.rB.y * vcnormal.x; float rn2A = vcp2.rA.x * vcnormal.y - vcp2.rA.y * vcnormal.x; float rn2B = vcp2.rB.x * vcnormal.y - vcp2.rB.y * vcnormal.x; 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; if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) { // K is safe to invert. vc.K.ex.x = k11; vc.K.ex.y = k12; vc.K.ey.x = k12; vc.K.ey.y = k22; vc.K.invertToOut(vc.normalMass); } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? vc.pointCount = 1; } } } } public final void solveVelocityConstraints() { for (int i = 0; i < m_count; ++i) { final ContactVelocityConstraint vc = m_velocityConstraints[i]; int indexA = vc.indexA; int indexB = vc.indexB; float mA = vc.invMassA; float mB = vc.invMassB; float iA = vc.invIA; float iB = vc.invIB; int pointCount = vc.pointCount; Vec2 vA = m_velocities[indexA].v; float wA = m_velocities[indexA].w; Vec2 vB = m_velocities[indexB].v; float wB = m_velocities[indexB].w; Vec2 normal = vc.normal; final float normalx = normal.x; final float normaly = normal.y; float tangentx = 1.0f * vc.normal.y; float tangenty = -1.0f * vc.normal.x; final float friction = vc.friction; assert (pointCount == 1 || pointCount == 2); // Solve tangent constraints for (int j = 0; j < pointCount; ++j) { final VelocityConstraintPoint vcp = vc.points[j]; final Vec2 a = vcp.rA; float dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * a.y; float dvy = wB * vcp.rB.x + vB.y - vA.y - wA * a.x; // Compute tangent force final float vt = dvx * tangentx + dvy * tangenty - vc.tangentSpeed; float lambda = vcp.tangentMass * (-vt); // Clamp the accumulated force final float maxFriction = friction * vcp.normalImpulse; final float newImpulse = MathUtils.clamp(vcp.tangentImpulse + lambda, -maxFriction, maxFriction); lambda = newImpulse - vcp.tangentImpulse; vcp.tangentImpulse = newImpulse; // Apply contact impulse // Vec2 P = lambda * tangent; final float Px = tangentx * lambda; final float Py = tangenty * lambda; // vA -= invMassA * P; vA.x -= Px * mA; vA.y -= Py * mA; wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px); // vB += invMassB * P; vB.x += Px * mB; vB.y += Py * mB; wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px); } // Solve normal constraints if (vc.pointCount == 1) { final VelocityConstraintPoint vcp = vc.points[0]; // Relative velocity at contact // Vec2 dv = vB + Cross(wB, vcp.rB) - vA - Cross(wA, vcp.rA); float dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * vcp.rA.y; float dvy = wB * vcp.rB.x + vB.y - vA.y - wA * vcp.rA.x; // Compute normal impulse final float vn = dvx * normalx + dvy * normaly; float lambda = -vcp.normalMass * (vn - vcp.velocityBias); // Clamp the accumulated impulse float a = vcp.normalImpulse + lambda; final float newImpulse = (a > 0.0f ? a : 0.0f); lambda = newImpulse - vcp.normalImpulse; vcp.normalImpulse = newImpulse; // Apply contact impulse float Px = normalx * lambda; float Py = normaly * lambda; // vA -= invMassA * P; vA.x -= Px * mA; vA.y -= Py * mA; wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px); // vB += invMassB * P; vB.x += Px * mB; vB.y += Py * mB; wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px); } 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, , 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 = vn_0 - 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; final VelocityConstraintPoint cp1 = vc.points[0]; final VelocityConstraintPoint cp2 = vc.points[1]; final Vec2 cp1rA = cp1.rA; final Vec2 cp1rB = cp1.rB; final Vec2 cp2rA = cp2.rA; final Vec2 cp2rB = cp2.rB; float ax = cp1.normalImpulse; float ay = cp2.normalImpulse; assert (ax >= 0.0f && ay >= 0.0f); // Relative velocity at contact // Vec2 dv1 = vB + Cross(wB, cp1.rB) - vA - Cross(wA, cp1.rA); float dv1x = -wB * cp1rB.y + vB.x - vA.x + wA * cp1rA.y; float dv1y = wB * cp1rB.x + vB.y - vA.y - wA * cp1rA.x; // Vec2 dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA); float dv2x = -wB * cp2rB.y + vB.x - vA.x + wA * cp2rA.y; float dv2y = wB * cp2rB.x + vB.y - vA.y - wA * cp2rA.x; // Compute normal velocity float vn1 = dv1x * normalx + dv1y * normaly; float vn2 = dv2x * normalx + dv2y * normaly; float bx = vn1 - cp1.velocityBias; float by = vn2 - cp2.velocityBias; // Compute b' Mat22 R = vc.K; bx -= R.ex.x * ax + R.ey.x * ay; by -= R.ex.y * ax + R.ey.y * ay; // final 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' // // Vec2 x = - Mul(c.normalMass, b); Mat22 R1 = vc.normalMass; float xx = R1.ex.x * bx + R1.ey.x * by; float xy = R1.ex.y * bx + R1.ey.y * by; xx *= -1; xy *= -1; if (xx >= 0.0f && xy >= 0.0f) { // Get the incremental impulse // Vec2 d = x - a; float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse // Vec2 P1 = d.x * normal; // Vec2 P2 = d.y * normal; float P1x = dx * normalx; float P1y = dx * normaly; float P2x = dy * normalx; float P2y = dy * normaly; /* * vA -= invMassA * (P1 + P2); wA -= invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2)); * * vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2)); */ vA.x -= mA * (P1x + P2x); vA.y -= mA * (P1y + P2y); vB.x += mB * (P1x + P2x); vB.y += mB * (P1y + P2y); wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x)); wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x)); // Accumulate cp1.normalImpulse = xx; cp2.normalImpulse = xy; /* * #if B2_DEBUG_SOLVER == 1 // Postconditions dv1 = vB + Cross(wB, cp1.rB) - vA - * Cross(wA, cp1.rA); dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA); * * // Compute normal velocity vn1 = Dot(dv1, normal); vn2 = Dot(dv2, normal); * * assert(Abs(vn1 - cp1.velocityBias) < k_errorTol); assert(Abs(vn2 - cp2.velocityBias) * < k_errorTol); #endif */ if (DEBUG_SOLVER) { // Postconditions Vec2 dv1 = vB.add(Vec2.cross(wB, cp1rB).subLocal(vA).subLocal(Vec2.cross(wA, cp1rA))); Vec2 dv2 = vB.add(Vec2.cross(wB, cp2rB).subLocal(vA).subLocal(Vec2.cross(wA, cp2rA))); // Compute normal velocity vn1 = Vec2.dot(dv1, normal); vn2 = Vec2.dot(dv2, normal); assert (MathUtils.abs(vn1 - cp1.velocityBias) < k_errorTol); assert (MathUtils.abs(vn2 - cp2.velocityBias) < k_errorTol); } break; } // // Case 2: vn1 = 0 and x2 = 0 // // 0 = a11 * x1' + a12 * 0 + b1' // vn2 = a21 * x1' + a22 * 0 + ' // xx = -cp1.normalMass * bx; xy = 0.0f; vn1 = 0.0f; vn2 = vc.K.ex.y * xx + by; if (xx >= 0.0f && vn2 >= 0.0f) { // Get the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse // Vec2 P1 = d.x * normal; // Vec2 P2 = d.y * normal; float P1x = normalx * dx; float P1y = normaly * dx; float P2x = normalx * dy; float P2y = normaly * dy; /* * Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -= * invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2)); * * vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2)); */ vA.x -= mA * (P1x + P2x); vA.y -= mA * (P1y + P2y); vB.x += mB * (P1x + P2x); vB.y += mB * (P1y + P2y); wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x)); wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x)); // Accumulate cp1.normalImpulse = xx; cp2.normalImpulse = xy; /* * #if B2_DEBUG_SOLVER == 1 // Postconditions dv1 = vB + Cross(wB, cp1.rB) - vA - * Cross(wA, cp1.rA); * * // Compute normal velocity vn1 = Dot(dv1, normal); * * assert(Abs(vn1 - cp1.velocityBias) < k_errorTol); #endif */ if (DEBUG_SOLVER) { // Postconditions Vec2 dv1 = vB.add(Vec2.cross(wB, cp1rB).subLocal(vA).subLocal(Vec2.cross(wA, cp1rA))); // Compute normal velocity vn1 = Vec2.dot(dv1, normal); assert (MathUtils.abs(vn1 - cp1.velocityBias) < k_errorTol); } break; } // // Case 3: wB = 0 and x1 = 0 // // vn1 = a11 * 0 + a12 * x2' + b1' // 0 = a21 * 0 + a22 * x2' + ' // xx = 0.0f; xy = -cp2.normalMass * by; vn1 = vc.K.ey.x * xy + bx; vn2 = 0.0f; if (xy >= 0.0f && vn1 >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse /* * Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -= * invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2)); * * vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2)); */ float P1x = normalx * dx; float P1y = normaly * dx; float P2x = normalx * dy; float P2y = normaly * dy; vA.x -= mA * (P1x + P2x); vA.y -= mA * (P1y + P2y); vB.x += mB * (P1x + P2x); vB.y += mB * (P1y + P2y); wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x)); wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x)); // Accumulate cp1.normalImpulse = xx; cp2.normalImpulse = xy; /* * #if B2_DEBUG_SOLVER == 1 // Postconditions dv2 = vB + Cross(wB, cp2.rB) - vA - * Cross(wA, cp2.rA); * * // Compute normal velocity vn2 = Dot(dv2, normal); * * assert(Abs(vn2 - cp2.velocityBias) < k_errorTol); #endif */ if (DEBUG_SOLVER) { // Postconditions Vec2 dv2 = vB.add(Vec2.cross(wB, cp2rB).subLocal(vA).subLocal(Vec2.cross(wA, cp2rA))); // Compute normal velocity vn2 = Vec2.dot(dv2, normal); assert (MathUtils.abs(vn2 - cp2.velocityBias) < k_errorTol); } break; } // // Case 4: x1 = 0 and x2 = 0 // // vn1 = b1 // vn2 = ; xx = 0.0f; xy = 0.0f; vn1 = bx; vn2 = by; if (vn1 >= 0.0f && vn2 >= 0.0f) { // Resubstitute for the incremental impulse float dx = xx - ax; float dy = xy - ay; // Apply incremental impulse /* * Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -= * invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2)); * * vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2)); */ float P1x = normalx * dx; float P1y = normaly * dx; float P2x = normalx * dy; float P2y = normaly * dy; vA.x -= mA * (P1x + P2x); vA.y -= mA * (P1y + P2y); vB.x += mB * (P1x + P2x); vB.y += mB * (P1y + P2y); wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x)); wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x)); // Accumulate cp1.normalImpulse = xx; cp2.normalImpulse = xy; break; } // No solution, give up. This is hit sometimes, but it doesn't seem to matter. break; } } // m_velocities[indexA].v.set(vA); m_velocities[indexA].w = wA; // m_velocities[indexB].v.set(vB); m_velocities[indexB].w = wB; } } public void storeImpulses() { for (int i = 0; i < m_count; i++) { final ContactVelocityConstraint vc = m_velocityConstraints[i]; final Manifold manifold = m_contacts[vc.contactIndex].getManifold(); for (int j = 0; j < vc.pointCount; j++) { manifold.points[j].normalImpulse = vc.points[j].normalImpulse; manifold.points[j].tangentImpulse = vc.points[j].tangentImpulse; } } } /* * #if 0 // Sequential solver. bool ContactSolver::SolvePositionConstraints(float baumgarte) { * float minSeparation = 0.0f; * * for (int i = 0; i < m_constraintCount; ++i) { ContactConstraint* c = m_constraints + i; Body* * bodyA = c.bodyA; Body* bodyB = c.bodyB; float invMassA = bodyA.m_mass * bodyA.m_invMass; float * invIA = bodyA.m_mass * bodyA.m_invI; float invMassB = bodyB.m_mass * bodyB.m_invMass; float * invIB = bodyB.m_mass * bodyB.m_invI; * * Vec2 normal = c.normal; * * // Solve normal constraints for (int j = 0; j < c.pointCount; ++j) { ContactConstraintPoint* * ccp = c.points + j; * * Vec2 r1 = Mul(bodyA.GetXForm().R, ccp.localAnchorA - bodyA.GetLocalCenter()); Vec2 r2 = * Mul(bodyB.GetXForm().R, ccp.localAnchorB - bodyB.GetLocalCenter()); * * Vec2 p1 = bodyA.m_sweep.c + r1; Vec2 p2 = bodyB.m_sweep.c + r2; Vec2 dp = p2 - p1; * * // Approximate the current separation. float separation = Dot(dp, normal) + ccp.separation; * * // Track max constraint error. minSeparation = Min(minSeparation, separation); * * // Prevent large corrections and allow slop. float C = Clamp(baumgarte * (separation + * _linearSlop), -_maxLinearCorrection, 0.0f); * * // Compute normal impulse float impulse = -ccp.equalizedMass * C; * * Vec2 P = impulse * normal; * * bodyA.m_sweep.c -= invMassA * P; bodyA.m_sweep.a -= invIA * Cross(r1, P); * bodyA.SynchronizeTransform(); * * bodyB.m_sweep.c += invMassB * P; bodyB.m_sweep.a += invIB * Cross(r2, P); * bodyB.SynchronizeTransform(); } } * * // We can't expect minSpeparation >= -_linearSlop because we don't // push the separation above * -_linearSlop. return minSeparation >= -1.5f * _linearSlop; } */ private final PositionSolverManifold psolver = new PositionSolverManifold(); /** * Sequential solver. */ public final boolean solvePositionConstraints() { float minSeparation = 0.0f; for (int i = 0; i < m_count; ++i) { ContactPositionConstraint pc = m_positionConstraints[i]; int indexA = pc.indexA; int indexB = pc.indexB; float mA = pc.invMassA; float iA = pc.invIA; Vec2 localCenterA = pc.localCenterA; final float localCenterAx = localCenterA.x; final float localCenterAy = localCenterA.y; float mB = pc.invMassB; float iB = pc.invIB; Vec2 localCenterB = pc.localCenterB; final float localCenterBx = localCenterB.x; final float localCenterBy = localCenterB.y; int pointCount = pc.pointCount; Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; // Solve normal constraints for (int j = 0; j < pointCount; ++j) { final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; xfAq.set(aA); xfBq.set(aB); xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy; xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy; xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy; xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy; final PositionSolverManifold psm = psolver; psm.initialize(pc, xfA, xfB, j); final Vec2 normal = psm.normal; final Vec2 point = psm.point; final float separation = psm.separation; float rAx = point.x - cA.x; float rAy = point.y - cA.y; float rBx = point.x - cB.x; float rBy = point.y - cB.y; // Track max constraint error. minSeparation = MathUtils.min(minSeparation, separation); // Prevent large corrections and allow slop. final float C = MathUtils.clamp(Settings.baumgarte * (separation + Settings.linearSlop), -Settings.maxLinearCorrection, 0.0f); // Compute the effective mass. final float rnA = rAx * normal.y - rAy * normal.x; final float rnB = rBx * normal.y - rBy * normal.x; final float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse final float impulse = K > 0.0f ? -C / K : 0.0f; float Px = normal.x * impulse; float Py = normal.y * impulse; cA.x -= Px * mA; cA.y -= Py * mA; aA -= iA * (rAx * Py - rAy * Px); cB.x += Px * mB; cB.y += Py * mB; aB += iB * (rBx * Py - rBy * Px); } // m_positions[indexA].c.set(cA); m_positions[indexA].a = aA; // m_positions[indexB].c.set(cB); m_positions[indexB].a = aB; } // We can't expect minSpeparation >= -linearSlop because we don't // push the separation above -linearSlop. return minSeparation >= -3.0f * Settings.linearSlop; } // Sequential position solver for position constraints. public boolean solveTOIPositionConstraints(int toiIndexA, int toiIndexB) { float minSeparation = 0.0f; for (int i = 0; i < m_count; ++i) { ContactPositionConstraint pc = m_positionConstraints[i]; int indexA = pc.indexA; int indexB = pc.indexB; Vec2 localCenterA = pc.localCenterA; Vec2 localCenterB = pc.localCenterB; final float localCenterAx = localCenterA.x; final float localCenterAy = localCenterA.y; final float localCenterBx = localCenterB.x; final float localCenterBy = localCenterB.y; int pointCount = pc.pointCount; float mA = 0.0f; float iA = 0.0f; if (indexA == toiIndexA || indexA == toiIndexB) { mA = pc.invMassA; iA = pc.invIA; } float mB = 0f; float iB = 0f; if (indexB == toiIndexA || indexB == toiIndexB) { mB = pc.invMassB; iB = pc.invIB; } Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; // Solve normal constraints for (int j = 0; j < pointCount; ++j) { final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; xfAq.set(aA); xfBq.set(aB); xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy; xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy; xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy; xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy; final PositionSolverManifold psm = psolver; psm.initialize(pc, xfA, xfB, j); Vec2 normal = psm.normal; Vec2 point = psm.point; float separation = psm.separation; float rAx = point.x - cA.x; float rAy = point.y - cA.y; float rBx = point.x - cB.x; float rBy = point.y - cB.y; // Track max constraint error. minSeparation = MathUtils.min(minSeparation, separation); // Prevent large corrections and allow slop. float C = MathUtils.clamp(Settings.toiBaugarte * (separation + Settings.linearSlop), -Settings.maxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = rAx * normal.y - rAy * normal.x; float rnB = rBx * normal.y - rBy * normal.x; float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; float Px = normal.x * impulse; float Py = normal.y * impulse; cA.x -= Px * mA; cA.y -= Py * mA; aA -= iA * (rAx * Py - rAy * Px); cB.x += Px * mB; cB.y += Py * mB; aB += iB * (rBx * Py - rBy * Px); } // m_positions[indexA].c.set(cA); m_positions[indexA].a = aA; // m_positions[indexB].c.set(cB); m_positions[indexB].a = aB; } // We can't expect minSpeparation >= -_linearSlop because we don't // push the separation above -_linearSlop. return minSeparation >= -1.5f * Settings.linearSlop; } public static class ContactSolverDef { public TimeStep step; public Contact[] contacts; public int count; public Position[] positions; public Velocity[] velocities; } } class PositionSolverManifold { public final Vec2 normal = new Vec2(); public final Vec2 point = new Vec2(); public float separation; public void initialize(ContactPositionConstraint pc, Transform xfA, Transform xfB, int index) { assert (pc.pointCount > 0); final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; final Vec2 pcLocalPointsI = pc.localPoints[index]; switch (pc.type) { case CIRCLES: { // Transform.mulToOutUnsafe(xfA, pc.localPoint, pointA); // Transform.mulToOutUnsafe(xfB, pc.localPoints[0], pointB); // normal.set(pointB).subLocal(pointA); // normal.normalize(); // // point.set(pointA).addLocal(pointB).mulLocal(.5f); // temp.set(pointB).subLocal(pointA); // separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB; final Vec2 plocalPoint = pc.localPoint; final Vec2 pLocalPoints0 = pc.localPoints[0]; final float pointAx = (xfAq.c * plocalPoint.x - xfAq.s * plocalPoint.y) + xfA.p.x; final float pointAy = (xfAq.s * plocalPoint.x + xfAq.c * plocalPoint.y) + xfA.p.y; final float pointBx = (xfBq.c * pLocalPoints0.x - xfBq.s * pLocalPoints0.y) + xfB.p.x; final float pointBy = (xfBq.s * pLocalPoints0.x + xfBq.c * pLocalPoints0.y) + xfB.p.y; normal.x = pointBx - pointAx; normal.y = pointBy - pointAy; normal.normalize(); point.x = (pointAx + pointBx) * .5f; point.y = (pointAy + pointBy) * .5f; final float tempx = pointBx - pointAx; final float tempy = pointBy - pointAy; separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB; break; } case FACE_A: { // Rot.mulToOutUnsafe(xfAq, pc.localNormal, normal); // Transform.mulToOutUnsafe(xfA, pc.localPoint, planePoint); // // Transform.mulToOutUnsafe(xfB, pc.localPoints[index], clipPoint); // temp.set(clipPoint).subLocal(planePoint); // separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB; // point.set(clipPoint); final Vec2 pcLocalNormal = pc.localNormal; final Vec2 pcLocalPoint = pc.localPoint; normal.x = xfAq.c * pcLocalNormal.x - xfAq.s * pcLocalNormal.y; normal.y = xfAq.s * pcLocalNormal.x + xfAq.c * pcLocalNormal.y; final float planePointx = (xfAq.c * pcLocalPoint.x - xfAq.s * pcLocalPoint.y) + xfA.p.x; final float planePointy = (xfAq.s * pcLocalPoint.x + xfAq.c * pcLocalPoint.y) + xfA.p.y; final float clipPointx = (xfBq.c * pcLocalPointsI.x - xfBq.s * pcLocalPointsI.y) + xfB.p.x; final float clipPointy = (xfBq.s * pcLocalPointsI.x + xfBq.c * pcLocalPointsI.y) + xfB.p.y; final float tempx = clipPointx - planePointx; final float tempy = clipPointy - planePointy; separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB; point.x = clipPointx; point.y = clipPointy; break; } case FACE_B: { // Rot.mulToOutUnsafe(xfBq, pc.localNormal, normal); // Transform.mulToOutUnsafe(xfB, pc.localPoint, planePoint); // // Transform.mulToOutUnsafe(xfA, pcLocalPointsI, clipPoint); // temp.set(clipPoint).subLocal(planePoint); // separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB; // point.set(clipPoint); // // // Ensure normal points from A to B // normal.negateLocal(); final Vec2 pcLocalNormal = pc.localNormal; final Vec2 pcLocalPoint = pc.localPoint; normal.x = xfBq.c * pcLocalNormal.x - xfBq.s * pcLocalNormal.y; normal.y = xfBq.s * pcLocalNormal.x + xfBq.c * pcLocalNormal.y; final float planePointx = (xfBq.c * pcLocalPoint.x - xfBq.s * pcLocalPoint.y) + xfB.p.x; final float planePointy = (xfBq.s * pcLocalPoint.x + xfBq.c * pcLocalPoint.y) + xfB.p.y; final float clipPointx = (xfAq.c * pcLocalPointsI.x - xfAq.s * pcLocalPointsI.y) + xfA.p.x; final float clipPointy = (xfAq.s * pcLocalPointsI.x + xfAq.c * pcLocalPointsI.y) + xfA.p.y; final float tempx = clipPointx - planePointx; final float tempy = clipPointy - planePointy; separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB; point.x = clipPointx; point.y = clipPointy; normal.x *= -1; normal.y *= -1; } break; } } }