pbox2d 0.6.0-java → 0.8.0-java
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- checksums.yaml +4 -4
- data/.mvn/extensions.xml +8 -0
- data/.mvn/wrapper/maven-wrapper.properties +1 -0
- data/.travis.yml +23 -0
- data/CHANGELOG.md +8 -0
- data/README.md +7 -7
- data/Rakefile +1 -2
- data/lib/box2d.jar +0 -0
- data/lib/pbox2d/version.rb +1 -1
- data/lib/pbox2d.rb +1 -0
- data/pbox2d.gemspec +6 -11
- data/pom.rb +59 -0
- data/pom.xml +82 -73
- data/src/org/jbox2d/JBox2D.gwt.xml +12 -0
- data/src/org/jbox2d/callbacks/ContactAdaptor.java +27 -0
- data/src/org/jbox2d/callbacks/ContactFilter.java +59 -0
- data/src/org/jbox2d/callbacks/ContactImpulse.java +42 -0
- data/src/org/jbox2d/callbacks/ContactListener.java +87 -0
- data/src/org/jbox2d/callbacks/DebugDraw.java +297 -0
- data/src/org/jbox2d/callbacks/DestructionListener.java +53 -0
- data/src/org/jbox2d/callbacks/PairCallback.java +29 -0
- data/src/org/jbox2d/callbacks/ParticleDestructionListener.java +20 -0
- data/src/org/jbox2d/callbacks/ParticleQueryCallback.java +19 -0
- data/src/org/jbox2d/callbacks/ParticleRaycastCallback.java +19 -0
- data/src/org/jbox2d/callbacks/QueryCallback.java +45 -0
- data/src/org/jbox2d/callbacks/RayCastCallback.java +55 -0
- data/src/org/jbox2d/callbacks/TreeCallback.java +42 -0
- data/src/org/jbox2d/callbacks/TreeRayCastCallback.java +44 -0
- data/src/org/jbox2d/collision/AABB.java +338 -0
- data/src/org/jbox2d/collision/Collision.java +1444 -0
- data/src/org/jbox2d/collision/ContactID.java +106 -0
- data/src/org/jbox2d/collision/Distance.java +773 -0
- data/src/org/jbox2d/collision/DistanceInput.java +41 -0
- data/src/org/jbox2d/collision/DistanceOutput.java +43 -0
- data/src/org/jbox2d/collision/Manifold.java +116 -0
- data/src/org/jbox2d/collision/ManifoldPoint.java +104 -0
- data/src/org/jbox2d/collision/RayCastInput.java +47 -0
- data/src/org/jbox2d/collision/RayCastOutput.java +46 -0
- data/src/org/jbox2d/collision/TimeOfImpact.java +526 -0
- data/src/org/jbox2d/collision/WorldManifold.java +200 -0
- data/src/org/jbox2d/collision/broadphase/BroadPhase.java +92 -0
- data/src/org/jbox2d/collision/broadphase/BroadPhaseStrategy.java +88 -0
- data/src/org/jbox2d/collision/broadphase/DefaultBroadPhaseBuffer.java +268 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTree.java +883 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTreeFlatNodes.java +873 -0
- data/src/org/jbox2d/collision/broadphase/DynamicTreeNode.java +54 -0
- data/src/org/jbox2d/collision/broadphase/Pair.java +46 -0
- data/src/org/jbox2d/collision/shapes/ChainShape.java +264 -0
- data/src/org/jbox2d/collision/shapes/CircleShape.java +207 -0
- data/src/org/jbox2d/collision/shapes/EdgeShape.java +254 -0
- data/src/org/jbox2d/collision/shapes/MassData.java +105 -0
- data/src/org/jbox2d/collision/shapes/PolygonShape.java +718 -0
- data/src/org/jbox2d/collision/shapes/Shape.java +136 -0
- data/src/org/jbox2d/collision/shapes/ShapeType.java +32 -0
- data/src/org/jbox2d/common/BufferUtils.java +209 -0
- data/src/org/jbox2d/common/Color3f.java +88 -0
- data/src/org/jbox2d/common/IViewportTransform.java +133 -0
- data/src/org/jbox2d/common/Mat22.java +609 -0
- data/src/org/jbox2d/common/Mat33.java +290 -0
- data/src/org/jbox2d/common/MathUtils.java +335 -0
- data/src/org/jbox2d/common/OBBViewportTransform.java +174 -0
- data/src/org/jbox2d/common/PlatformMathUtils.java +46 -0
- data/src/org/jbox2d/common/RaycastResult.java +37 -0
- data/src/org/jbox2d/common/Rot.java +150 -0
- data/src/org/jbox2d/common/Settings.java +246 -0
- data/src/org/jbox2d/common/Sweep.java +116 -0
- data/src/org/jbox2d/common/Timer.java +46 -0
- data/src/org/jbox2d/common/Transform.java +203 -0
- data/src/org/jbox2d/common/Vec2.java +388 -0
- data/src/org/jbox2d/common/Vec3.java +170 -0
- data/src/org/jbox2d/dynamics/Body.java +1246 -0
- data/src/org/jbox2d/dynamics/BodyDef.java +382 -0
- data/src/org/jbox2d/dynamics/BodyType.java +41 -0
- data/src/org/jbox2d/dynamics/ContactManager.java +293 -0
- data/src/org/jbox2d/dynamics/Filter.java +62 -0
- data/src/org/jbox2d/dynamics/Fixture.java +454 -0
- data/src/org/jbox2d/dynamics/FixtureDef.java +214 -0
- data/src/org/jbox2d/dynamics/FixtureProxy.java +38 -0
- data/src/org/jbox2d/dynamics/Island.java +602 -0
- data/src/org/jbox2d/dynamics/Profile.java +97 -0
- data/src/org/jbox2d/dynamics/SolverData.java +33 -0
- data/src/org/jbox2d/dynamics/TimeStep.java +46 -0
- data/src/org/jbox2d/dynamics/World.java +2075 -0
- data/src/org/jbox2d/dynamics/contacts/ChainAndCircleContact.java +57 -0
- data/src/org/jbox2d/dynamics/contacts/ChainAndPolygonContact.java +57 -0
- data/src/org/jbox2d/dynamics/contacts/CircleContact.java +50 -0
- data/src/org/jbox2d/dynamics/contacts/Contact.java +365 -0
- data/src/org/jbox2d/dynamics/contacts/ContactCreator.java +35 -0
- data/src/org/jbox2d/dynamics/contacts/ContactEdge.java +56 -0
- data/src/org/jbox2d/dynamics/contacts/ContactPositionConstraint.java +49 -0
- data/src/org/jbox2d/dynamics/contacts/ContactRegister.java +31 -0
- data/src/org/jbox2d/dynamics/contacts/ContactSolver.java +1104 -0
- data/src/org/jbox2d/dynamics/contacts/ContactVelocityConstraint.java +60 -0
- data/src/org/jbox2d/dynamics/contacts/EdgeAndCircleContact.java +52 -0
- data/src/org/jbox2d/dynamics/contacts/EdgeAndPolygonContact.java +52 -0
- data/src/org/jbox2d/dynamics/contacts/PolygonAndCircleContact.java +51 -0
- data/src/org/jbox2d/dynamics/contacts/PolygonContact.java +50 -0
- data/src/org/jbox2d/dynamics/contacts/Position.java +31 -0
- data/src/org/jbox2d/dynamics/contacts/Velocity.java +31 -0
- data/src/org/jbox2d/dynamics/joints/ConstantVolumeJoint.java +258 -0
- data/src/org/jbox2d/dynamics/joints/ConstantVolumeJointDef.java +75 -0
- data/src/org/jbox2d/dynamics/joints/DistanceJoint.java +356 -0
- data/src/org/jbox2d/dynamics/joints/DistanceJointDef.java +106 -0
- data/src/org/jbox2d/dynamics/joints/FrictionJoint.java +294 -0
- data/src/org/jbox2d/dynamics/joints/FrictionJointDef.java +78 -0
- data/src/org/jbox2d/dynamics/joints/GearJoint.java +520 -0
- data/src/org/jbox2d/dynamics/joints/GearJointDef.java +58 -0
- data/src/org/jbox2d/dynamics/joints/Jacobian.java +32 -0
- data/src/org/jbox2d/dynamics/joints/Joint.java +235 -0
- data/src/org/jbox2d/dynamics/joints/JointDef.java +65 -0
- data/src/org/jbox2d/dynamics/joints/JointEdge.java +57 -0
- data/src/org/jbox2d/dynamics/joints/JointType.java +28 -0
- data/src/org/jbox2d/dynamics/joints/LimitState.java +28 -0
- data/src/org/jbox2d/dynamics/joints/MotorJoint.java +339 -0
- data/src/org/jbox2d/dynamics/joints/MotorJointDef.java +55 -0
- data/src/org/jbox2d/dynamics/joints/MouseJoint.java +262 -0
- data/src/org/jbox2d/dynamics/joints/MouseJointDef.java +62 -0
- data/src/org/jbox2d/dynamics/joints/PrismaticJoint.java +808 -0
- data/src/org/jbox2d/dynamics/joints/PrismaticJointDef.java +120 -0
- data/src/org/jbox2d/dynamics/joints/PulleyJoint.java +393 -0
- data/src/org/jbox2d/dynamics/joints/PulleyJointDef.java +105 -0
- data/src/org/jbox2d/dynamics/joints/RevoluteJoint.java +554 -0
- data/src/org/jbox2d/dynamics/joints/RevoluteJointDef.java +137 -0
- data/src/org/jbox2d/dynamics/joints/RopeJoint.java +276 -0
- data/src/org/jbox2d/dynamics/joints/RopeJointDef.java +34 -0
- data/src/org/jbox2d/dynamics/joints/WeldJoint.java +424 -0
- data/src/org/jbox2d/dynamics/joints/WeldJointDef.java +85 -0
- data/src/org/jbox2d/dynamics/joints/WheelJoint.java +498 -0
- data/src/org/jbox2d/dynamics/joints/WheelJointDef.java +98 -0
- data/src/org/jbox2d/particle/ParticleBodyContact.java +17 -0
- data/src/org/jbox2d/particle/ParticleColor.java +52 -0
- data/src/org/jbox2d/particle/ParticleContact.java +14 -0
- data/src/org/jbox2d/particle/ParticleDef.java +24 -0
- data/src/org/jbox2d/particle/ParticleGroup.java +154 -0
- data/src/org/jbox2d/particle/ParticleGroupDef.java +62 -0
- data/src/org/jbox2d/particle/ParticleGroupType.java +8 -0
- data/src/org/jbox2d/particle/ParticleSystem.java +2172 -0
- data/src/org/jbox2d/particle/ParticleType.java +28 -0
- data/src/org/jbox2d/particle/StackQueue.java +44 -0
- data/src/org/jbox2d/particle/VoronoiDiagram.java +209 -0
- data/src/org/jbox2d/pooling/IDynamicStack.java +47 -0
- data/src/org/jbox2d/pooling/IOrderedStack.java +57 -0
- data/src/org/jbox2d/pooling/IWorldPool.java +101 -0
- data/src/org/jbox2d/pooling/arrays/FloatArray.java +50 -0
- data/src/org/jbox2d/pooling/arrays/GeneratorArray.java +33 -0
- data/src/org/jbox2d/pooling/arrays/IntArray.java +53 -0
- data/src/org/jbox2d/pooling/arrays/Vec2Array.java +57 -0
- data/src/org/jbox2d/pooling/normal/CircleStack.java +77 -0
- data/src/org/jbox2d/pooling/normal/DefaultWorldPool.java +331 -0
- data/src/org/jbox2d/pooling/normal/MutableStack.java +72 -0
- data/src/org/jbox2d/pooling/normal/OrderedStack.java +73 -0
- data/src/org/jbox2d/pooling/stacks/DynamicIntStack.java +60 -0
- metadata +161 -14
- data/lib/jbox2d-library-2.3.1-SNAPSHOT.jar +0 -0
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/*******************************************************************************
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* Copyright (c) 2013, Daniel Murphy
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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package org.jbox2d.dynamics.contacts;
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import org.jbox2d.collision.Manifold;
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import org.jbox2d.collision.ManifoldPoint;
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import org.jbox2d.collision.WorldManifold;
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import org.jbox2d.collision.shapes.Shape;
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import org.jbox2d.common.Mat22;
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import org.jbox2d.common.MathUtils;
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import org.jbox2d.common.Rot;
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import org.jbox2d.common.Settings;
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import org.jbox2d.common.Transform;
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import org.jbox2d.common.Vec2;
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import org.jbox2d.dynamics.Body;
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import org.jbox2d.dynamics.Fixture;
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import org.jbox2d.dynamics.TimeStep;
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import org.jbox2d.dynamics.contacts.ContactVelocityConstraint.VelocityConstraintPoint;
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/**
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* @author Daniel
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*/
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public class ContactSolver {
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public static final boolean DEBUG_SOLVER = false;
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public static final float k_errorTol = 1e-3f;
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/**
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* For each solver, this is the initial number of constraints in the array, which expands as
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* needed.
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*/
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public static final int INITIAL_NUM_CONSTRAINTS = 256;
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/**
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* Ensure a reasonable condition number. for the block solver
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*/
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public static final float k_maxConditionNumber = 100.0f;
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public TimeStep m_step;
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public Position[] m_positions;
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public Velocity[] m_velocities;
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public ContactPositionConstraint[] m_positionConstraints;
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public ContactVelocityConstraint[] m_velocityConstraints;
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public Contact[] m_contacts;
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public int m_count;
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public ContactSolver() {
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m_positionConstraints = new ContactPositionConstraint[INITIAL_NUM_CONSTRAINTS];
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m_velocityConstraints = new ContactVelocityConstraint[INITIAL_NUM_CONSTRAINTS];
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for (int i = 0; i < INITIAL_NUM_CONSTRAINTS; i++) {
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m_positionConstraints[i] = new ContactPositionConstraint();
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m_velocityConstraints[i] = new ContactVelocityConstraint();
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}
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}
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public final void init(ContactSolverDef def) {
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// System.out.println("Initializing contact solver");
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m_step = def.step;
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m_count = def.count;
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if (m_positionConstraints.length < m_count) {
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ContactPositionConstraint[] old = m_positionConstraints;
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m_positionConstraints = new ContactPositionConstraint[MathUtils.max(old.length * 2, m_count)];
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System.arraycopy(old, 0, m_positionConstraints, 0, old.length);
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for (int i = old.length; i < m_positionConstraints.length; i++) {
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m_positionConstraints[i] = new ContactPositionConstraint();
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}
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}
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if (m_velocityConstraints.length < m_count) {
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ContactVelocityConstraint[] old = m_velocityConstraints;
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m_velocityConstraints = new ContactVelocityConstraint[MathUtils.max(old.length * 2, m_count)];
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System.arraycopy(old, 0, m_velocityConstraints, 0, old.length);
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for (int i = old.length; i < m_velocityConstraints.length; i++) {
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m_velocityConstraints[i] = new ContactVelocityConstraint();
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}
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}
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m_positions = def.positions;
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m_velocities = def.velocities;
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m_contacts = def.contacts;
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for (int i = 0; i < m_count; ++i) {
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// System.out.println("contacts: " + m_count);
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final Contact contact = m_contacts[i];
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final Fixture fixtureA = contact.m_fixtureA;
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final Fixture fixtureB = contact.m_fixtureB;
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final Shape shapeA = fixtureA.getShape();
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final Shape shapeB = fixtureB.getShape();
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final float radiusA = shapeA.m_radius;
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final float radiusB = shapeB.m_radius;
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final Body bodyA = fixtureA.getBody();
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final Body bodyB = fixtureB.getBody();
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final Manifold manifold = contact.getManifold();
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int pointCount = manifold.pointCount;
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assert (pointCount > 0);
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ContactVelocityConstraint vc = m_velocityConstraints[i];
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vc.friction = contact.m_friction;
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vc.restitution = contact.m_restitution;
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vc.tangentSpeed = contact.m_tangentSpeed;
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vc.indexA = bodyA.m_islandIndex;
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vc.indexB = bodyB.m_islandIndex;
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vc.invMassA = bodyA.m_invMass;
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vc.invMassB = bodyB.m_invMass;
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vc.invIA = bodyA.m_invI;
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vc.invIB = bodyB.m_invI;
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vc.contactIndex = i;
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vc.pointCount = pointCount;
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vc.K.setZero();
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vc.normalMass.setZero();
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ContactPositionConstraint pc = m_positionConstraints[i];
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pc.indexA = bodyA.m_islandIndex;
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pc.indexB = bodyB.m_islandIndex;
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pc.invMassA = bodyA.m_invMass;
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pc.invMassB = bodyB.m_invMass;
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pc.localCenterA.set(bodyA.m_sweep.localCenter);
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pc.localCenterB.set(bodyB.m_sweep.localCenter);
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pc.invIA = bodyA.m_invI;
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pc.invIB = bodyB.m_invI;
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pc.localNormal.set(manifold.localNormal);
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pc.localPoint.set(manifold.localPoint);
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pc.pointCount = pointCount;
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pc.radiusA = radiusA;
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pc.radiusB = radiusB;
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pc.type = manifold.type;
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// System.out.println("contact point count: " + pointCount);
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for (int j = 0; j < pointCount; j++) {
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ManifoldPoint cp = manifold.points[j];
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VelocityConstraintPoint vcp = vc.points[j];
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if (m_step.warmStarting) {
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// assert(cp.normalImpulse == 0);
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// System.out.println("contact normal impulse: " + cp.normalImpulse);
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vcp.normalImpulse = m_step.dtRatio * cp.normalImpulse;
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vcp.tangentImpulse = m_step.dtRatio * cp.tangentImpulse;
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} else {
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vcp.normalImpulse = 0;
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vcp.tangentImpulse = 0;
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}
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vcp.rA.setZero();
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vcp.rB.setZero();
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vcp.normalMass = 0;
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vcp.tangentMass = 0;
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vcp.velocityBias = 0;
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pc.localPoints[j].x = cp.localPoint.x;
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pc.localPoints[j].y = cp.localPoint.y;
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}
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+
}
|
175
|
+
}
|
176
|
+
|
177
|
+
public void warmStart() {
|
178
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+
// Warm start.
|
179
|
+
for (int i = 0; i < m_count; ++i) {
|
180
|
+
final ContactVelocityConstraint vc = m_velocityConstraints[i];
|
181
|
+
|
182
|
+
int indexA = vc.indexA;
|
183
|
+
int indexB = vc.indexB;
|
184
|
+
float mA = vc.invMassA;
|
185
|
+
float iA = vc.invIA;
|
186
|
+
float mB = vc.invMassB;
|
187
|
+
float iB = vc.invIB;
|
188
|
+
int pointCount = vc.pointCount;
|
189
|
+
|
190
|
+
Vec2 vA = m_velocities[indexA].v;
|
191
|
+
float wA = m_velocities[indexA].w;
|
192
|
+
Vec2 vB = m_velocities[indexB].v;
|
193
|
+
float wB = m_velocities[indexB].w;
|
194
|
+
|
195
|
+
Vec2 normal = vc.normal;
|
196
|
+
float tangentx = 1.0f * normal.y;
|
197
|
+
float tangenty = -1.0f * normal.x;
|
198
|
+
|
199
|
+
for (int j = 0; j < pointCount; ++j) {
|
200
|
+
VelocityConstraintPoint vcp = vc.points[j];
|
201
|
+
float Px = tangentx * vcp.tangentImpulse + normal.x * vcp.normalImpulse;
|
202
|
+
float Py = tangenty * vcp.tangentImpulse + normal.y * vcp.normalImpulse;
|
203
|
+
|
204
|
+
wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px);
|
205
|
+
vA.x -= Px * mA;
|
206
|
+
vA.y -= Py * mA;
|
207
|
+
wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px);
|
208
|
+
vB.x += Px * mB;
|
209
|
+
vB.y += Py * mB;
|
210
|
+
}
|
211
|
+
m_velocities[indexA].w = wA;
|
212
|
+
m_velocities[indexB].w = wB;
|
213
|
+
}
|
214
|
+
}
|
215
|
+
|
216
|
+
// djm pooling, and from above
|
217
|
+
private final Transform xfA = new Transform();
|
218
|
+
private final Transform xfB = new Transform();
|
219
|
+
private final WorldManifold worldManifold = new WorldManifold();
|
220
|
+
|
221
|
+
public final void initializeVelocityConstraints() {
|
222
|
+
|
223
|
+
// Warm start.
|
224
|
+
for (int i = 0; i < m_count; ++i) {
|
225
|
+
ContactVelocityConstraint vc = m_velocityConstraints[i];
|
226
|
+
ContactPositionConstraint pc = m_positionConstraints[i];
|
227
|
+
|
228
|
+
float radiusA = pc.radiusA;
|
229
|
+
float radiusB = pc.radiusB;
|
230
|
+
Manifold manifold = m_contacts[vc.contactIndex].getManifold();
|
231
|
+
|
232
|
+
int indexA = vc.indexA;
|
233
|
+
int indexB = vc.indexB;
|
234
|
+
|
235
|
+
float mA = vc.invMassA;
|
236
|
+
float mB = vc.invMassB;
|
237
|
+
float iA = vc.invIA;
|
238
|
+
float iB = vc.invIB;
|
239
|
+
Vec2 localCenterA = pc.localCenterA;
|
240
|
+
Vec2 localCenterB = pc.localCenterB;
|
241
|
+
|
242
|
+
Vec2 cA = m_positions[indexA].c;
|
243
|
+
float aA = m_positions[indexA].a;
|
244
|
+
Vec2 vA = m_velocities[indexA].v;
|
245
|
+
float wA = m_velocities[indexA].w;
|
246
|
+
|
247
|
+
Vec2 cB = m_positions[indexB].c;
|
248
|
+
float aB = m_positions[indexB].a;
|
249
|
+
Vec2 vB = m_velocities[indexB].v;
|
250
|
+
float wB = m_velocities[indexB].w;
|
251
|
+
|
252
|
+
assert (manifold.pointCount > 0);
|
253
|
+
|
254
|
+
final Rot xfAq = xfA.q;
|
255
|
+
final Rot xfBq = xfB.q;
|
256
|
+
xfAq.set(aA);
|
257
|
+
xfBq.set(aB);
|
258
|
+
xfA.p.x = cA.x - (xfAq.c * localCenterA.x - xfAq.s * localCenterA.y);
|
259
|
+
xfA.p.y = cA.y - (xfAq.s * localCenterA.x + xfAq.c * localCenterA.y);
|
260
|
+
xfB.p.x = cB.x - (xfBq.c * localCenterB.x - xfBq.s * localCenterB.y);
|
261
|
+
xfB.p.y = cB.y - (xfBq.s * localCenterB.x + xfBq.c * localCenterB.y);
|
262
|
+
|
263
|
+
worldManifold.initialize(manifold, xfA, radiusA, xfB, radiusB);
|
264
|
+
|
265
|
+
final Vec2 vcnormal = vc.normal;
|
266
|
+
vcnormal.x = worldManifold.normal.x;
|
267
|
+
vcnormal.y = worldManifold.normal.y;
|
268
|
+
|
269
|
+
int pointCount = vc.pointCount;
|
270
|
+
for (int j = 0; j < pointCount; ++j) {
|
271
|
+
VelocityConstraintPoint vcp = vc.points[j];
|
272
|
+
Vec2 wmPj = worldManifold.points[j];
|
273
|
+
final Vec2 vcprA = vcp.rA;
|
274
|
+
final Vec2 vcprB = vcp.rB;
|
275
|
+
vcprA.x = wmPj.x - cA.x;
|
276
|
+
vcprA.y = wmPj.y - cA.y;
|
277
|
+
vcprB.x = wmPj.x - cB.x;
|
278
|
+
vcprB.y = wmPj.y - cB.y;
|
279
|
+
|
280
|
+
float rnA = vcprA.x * vcnormal.y - vcprA.y * vcnormal.x;
|
281
|
+
float rnB = vcprB.x * vcnormal.y - vcprB.y * vcnormal.x;
|
282
|
+
|
283
|
+
float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
284
|
+
|
285
|
+
vcp.normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
|
286
|
+
|
287
|
+
float tangentx = 1.0f * vcnormal.y;
|
288
|
+
float tangenty = -1.0f * vcnormal.x;
|
289
|
+
|
290
|
+
float rtA = vcprA.x * tangenty - vcprA.y * tangentx;
|
291
|
+
float rtB = vcprB.x * tangenty - vcprB.y * tangentx;
|
292
|
+
|
293
|
+
float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
|
294
|
+
|
295
|
+
vcp.tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
|
296
|
+
|
297
|
+
// Setup a velocity bias for restitution.
|
298
|
+
vcp.velocityBias = 0.0f;
|
299
|
+
float tempx = vB.x + -wB * vcprB.y - vA.x - (-wA * vcprA.y);
|
300
|
+
float tempy = vB.y + wB * vcprB.x - vA.y - (wA * vcprA.x);
|
301
|
+
float vRel = vcnormal.x * tempx + vcnormal.y * tempy;
|
302
|
+
if (vRel < -Settings.velocityThreshold) {
|
303
|
+
vcp.velocityBias = -vc.restitution * vRel;
|
304
|
+
}
|
305
|
+
}
|
306
|
+
|
307
|
+
// If we have two points, then prepare the block solver.
|
308
|
+
if (vc.pointCount == 2) {
|
309
|
+
VelocityConstraintPoint vcp1 = vc.points[0];
|
310
|
+
VelocityConstraintPoint vcp2 = vc.points[1];
|
311
|
+
float rn1A = vcp1.rA.x * vcnormal.y - vcp1.rA.y * vcnormal.x;
|
312
|
+
float rn1B = vcp1.rB.x * vcnormal.y - vcp1.rB.y * vcnormal.x;
|
313
|
+
float rn2A = vcp2.rA.x * vcnormal.y - vcp2.rA.y * vcnormal.x;
|
314
|
+
float rn2B = vcp2.rB.x * vcnormal.y - vcp2.rB.y * vcnormal.x;
|
315
|
+
|
316
|
+
float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
|
317
|
+
float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
|
318
|
+
float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
|
319
|
+
if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12)) {
|
320
|
+
// K is safe to invert.
|
321
|
+
vc.K.ex.x = k11;
|
322
|
+
vc.K.ex.y = k12;
|
323
|
+
vc.K.ey.x = k12;
|
324
|
+
vc.K.ey.y = k22;
|
325
|
+
vc.K.invertToOut(vc.normalMass);
|
326
|
+
} else {
|
327
|
+
// The constraints are redundant, just use one.
|
328
|
+
// TODO_ERIN use deepest?
|
329
|
+
vc.pointCount = 1;
|
330
|
+
}
|
331
|
+
}
|
332
|
+
}
|
333
|
+
}
|
334
|
+
|
335
|
+
|
336
|
+
public final void solveVelocityConstraints() {
|
337
|
+
for (int i = 0; i < m_count; ++i) {
|
338
|
+
final ContactVelocityConstraint vc = m_velocityConstraints[i];
|
339
|
+
|
340
|
+
int indexA = vc.indexA;
|
341
|
+
int indexB = vc.indexB;
|
342
|
+
|
343
|
+
float mA = vc.invMassA;
|
344
|
+
float mB = vc.invMassB;
|
345
|
+
float iA = vc.invIA;
|
346
|
+
float iB = vc.invIB;
|
347
|
+
int pointCount = vc.pointCount;
|
348
|
+
|
349
|
+
Vec2 vA = m_velocities[indexA].v;
|
350
|
+
float wA = m_velocities[indexA].w;
|
351
|
+
Vec2 vB = m_velocities[indexB].v;
|
352
|
+
float wB = m_velocities[indexB].w;
|
353
|
+
|
354
|
+
Vec2 normal = vc.normal;
|
355
|
+
final float normalx = normal.x;
|
356
|
+
final float normaly = normal.y;
|
357
|
+
float tangentx = 1.0f * vc.normal.y;
|
358
|
+
float tangenty = -1.0f * vc.normal.x;
|
359
|
+
final float friction = vc.friction;
|
360
|
+
|
361
|
+
assert (pointCount == 1 || pointCount == 2);
|
362
|
+
|
363
|
+
// Solve tangent constraints
|
364
|
+
for (int j = 0; j < pointCount; ++j) {
|
365
|
+
final VelocityConstraintPoint vcp = vc.points[j];
|
366
|
+
final Vec2 a = vcp.rA;
|
367
|
+
float dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * a.y;
|
368
|
+
float dvy = wB * vcp.rB.x + vB.y - vA.y - wA * a.x;
|
369
|
+
|
370
|
+
// Compute tangent force
|
371
|
+
final float vt = dvx * tangentx + dvy * tangenty - vc.tangentSpeed;
|
372
|
+
float lambda = vcp.tangentMass * (-vt);
|
373
|
+
|
374
|
+
// Clamp the accumulated force
|
375
|
+
final float maxFriction = friction * vcp.normalImpulse;
|
376
|
+
final float newImpulse =
|
377
|
+
MathUtils.clamp(vcp.tangentImpulse + lambda, -maxFriction, maxFriction);
|
378
|
+
lambda = newImpulse - vcp.tangentImpulse;
|
379
|
+
vcp.tangentImpulse = newImpulse;
|
380
|
+
|
381
|
+
// Apply contact impulse
|
382
|
+
// Vec2 P = lambda * tangent;
|
383
|
+
|
384
|
+
final float Px = tangentx * lambda;
|
385
|
+
final float Py = tangenty * lambda;
|
386
|
+
|
387
|
+
// vA -= invMassA * P;
|
388
|
+
vA.x -= Px * mA;
|
389
|
+
vA.y -= Py * mA;
|
390
|
+
wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px);
|
391
|
+
|
392
|
+
// vB += invMassB * P;
|
393
|
+
vB.x += Px * mB;
|
394
|
+
vB.y += Py * mB;
|
395
|
+
wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px);
|
396
|
+
}
|
397
|
+
|
398
|
+
// Solve normal constraints
|
399
|
+
if (vc.pointCount == 1) {
|
400
|
+
final VelocityConstraintPoint vcp = vc.points[0];
|
401
|
+
|
402
|
+
// Relative velocity at contact
|
403
|
+
// Vec2 dv = vB + Cross(wB, vcp.rB) - vA - Cross(wA, vcp.rA);
|
404
|
+
|
405
|
+
float dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * vcp.rA.y;
|
406
|
+
float dvy = wB * vcp.rB.x + vB.y - vA.y - wA * vcp.rA.x;
|
407
|
+
|
408
|
+
// Compute normal impulse
|
409
|
+
final float vn = dvx * normalx + dvy * normaly;
|
410
|
+
float lambda = -vcp.normalMass * (vn - vcp.velocityBias);
|
411
|
+
|
412
|
+
// Clamp the accumulated impulse
|
413
|
+
float a = vcp.normalImpulse + lambda;
|
414
|
+
final float newImpulse = (a > 0.0f ? a : 0.0f);
|
415
|
+
lambda = newImpulse - vcp.normalImpulse;
|
416
|
+
vcp.normalImpulse = newImpulse;
|
417
|
+
|
418
|
+
// Apply contact impulse
|
419
|
+
float Px = normalx * lambda;
|
420
|
+
float Py = normaly * lambda;
|
421
|
+
|
422
|
+
// vA -= invMassA * P;
|
423
|
+
vA.x -= Px * mA;
|
424
|
+
vA.y -= Py * mA;
|
425
|
+
wA -= iA * (vcp.rA.x * Py - vcp.rA.y * Px);
|
426
|
+
|
427
|
+
// vB += invMassB * P;
|
428
|
+
vB.x += Px * mB;
|
429
|
+
vB.y += Py * mB;
|
430
|
+
wB += iB * (vcp.rB.x * Py - vcp.rB.y * Px);
|
431
|
+
} else {
|
432
|
+
// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on
|
433
|
+
// Box2D_Lite).
|
434
|
+
// Build the mini LCP for this contact patch
|
435
|
+
//
|
436
|
+
// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
|
437
|
+
//
|
438
|
+
// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
|
439
|
+
// b = vn_0 - velocityBias
|
440
|
+
//
|
441
|
+
// The system is solved using the "Total enumeration method" (s. Murty). The complementary
|
442
|
+
// constraint vn_i * x_i
|
443
|
+
// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D
|
444
|
+
// contact problem the cases
|
445
|
+
// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be
|
446
|
+
// tested. The first valid
|
447
|
+
// solution that satisfies the problem is chosen.
|
448
|
+
//
|
449
|
+
// In order to account of the accumulated impulse 'a' (because of the iterative nature of
|
450
|
+
// the solver which only requires
|
451
|
+
// that the accumulated impulse is clamped and not the incremental impulse) we change the
|
452
|
+
// impulse variable (x_i).
|
453
|
+
//
|
454
|
+
// Substitute:
|
455
|
+
//
|
456
|
+
// x = a + d
|
457
|
+
//
|
458
|
+
// a := old total impulse
|
459
|
+
// x := new total impulse
|
460
|
+
// d := incremental impulse
|
461
|
+
//
|
462
|
+
// For the current iteration we extend the formula for the incremental impulse
|
463
|
+
// to compute the new total impulse:
|
464
|
+
//
|
465
|
+
// vn = A * d + b
|
466
|
+
// = A * (x - a) + b
|
467
|
+
// = A * x + b - A * a
|
468
|
+
// = A * x + b'
|
469
|
+
// b' = b - A * a;
|
470
|
+
|
471
|
+
final VelocityConstraintPoint cp1 = vc.points[0];
|
472
|
+
final VelocityConstraintPoint cp2 = vc.points[1];
|
473
|
+
final Vec2 cp1rA = cp1.rA;
|
474
|
+
final Vec2 cp1rB = cp1.rB;
|
475
|
+
final Vec2 cp2rA = cp2.rA;
|
476
|
+
final Vec2 cp2rB = cp2.rB;
|
477
|
+
float ax = cp1.normalImpulse;
|
478
|
+
float ay = cp2.normalImpulse;
|
479
|
+
|
480
|
+
assert (ax >= 0.0f && ay >= 0.0f);
|
481
|
+
// Relative velocity at contact
|
482
|
+
// Vec2 dv1 = vB + Cross(wB, cp1.rB) - vA - Cross(wA, cp1.rA);
|
483
|
+
float dv1x = -wB * cp1rB.y + vB.x - vA.x + wA * cp1rA.y;
|
484
|
+
float dv1y = wB * cp1rB.x + vB.y - vA.y - wA * cp1rA.x;
|
485
|
+
|
486
|
+
// Vec2 dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA);
|
487
|
+
float dv2x = -wB * cp2rB.y + vB.x - vA.x + wA * cp2rA.y;
|
488
|
+
float dv2y = wB * cp2rB.x + vB.y - vA.y - wA * cp2rA.x;
|
489
|
+
|
490
|
+
// Compute normal velocity
|
491
|
+
float vn1 = dv1x * normalx + dv1y * normaly;
|
492
|
+
float vn2 = dv2x * normalx + dv2y * normaly;
|
493
|
+
|
494
|
+
float bx = vn1 - cp1.velocityBias;
|
495
|
+
float by = vn2 - cp2.velocityBias;
|
496
|
+
|
497
|
+
// Compute b'
|
498
|
+
Mat22 R = vc.K;
|
499
|
+
bx -= R.ex.x * ax + R.ey.x * ay;
|
500
|
+
by -= R.ex.y * ax + R.ey.y * ay;
|
501
|
+
|
502
|
+
// final float k_errorTol = 1e-3f;
|
503
|
+
// B2_NOT_USED(k_errorTol);
|
504
|
+
for (;;) {
|
505
|
+
//
|
506
|
+
// Case 1: vn = 0
|
507
|
+
//
|
508
|
+
// 0 = A * x' + b'
|
509
|
+
//
|
510
|
+
// Solve for x':
|
511
|
+
//
|
512
|
+
// x' = - inv(A) * b'
|
513
|
+
//
|
514
|
+
// Vec2 x = - Mul(c.normalMass, b);
|
515
|
+
Mat22 R1 = vc.normalMass;
|
516
|
+
float xx = R1.ex.x * bx + R1.ey.x * by;
|
517
|
+
float xy = R1.ex.y * bx + R1.ey.y * by;
|
518
|
+
xx *= -1;
|
519
|
+
xy *= -1;
|
520
|
+
|
521
|
+
if (xx >= 0.0f && xy >= 0.0f) {
|
522
|
+
// Get the incremental impulse
|
523
|
+
// Vec2 d = x - a;
|
524
|
+
float dx = xx - ax;
|
525
|
+
float dy = xy - ay;
|
526
|
+
|
527
|
+
// Apply incremental impulse
|
528
|
+
// Vec2 P1 = d.x * normal;
|
529
|
+
// Vec2 P2 = d.y * normal;
|
530
|
+
float P1x = dx * normalx;
|
531
|
+
float P1y = dx * normaly;
|
532
|
+
float P2x = dy * normalx;
|
533
|
+
float P2y = dy * normaly;
|
534
|
+
|
535
|
+
/*
|
536
|
+
* vA -= invMassA * (P1 + P2); wA -= invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
|
537
|
+
*
|
538
|
+
* vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
|
539
|
+
*/
|
540
|
+
|
541
|
+
vA.x -= mA * (P1x + P2x);
|
542
|
+
vA.y -= mA * (P1y + P2y);
|
543
|
+
vB.x += mB * (P1x + P2x);
|
544
|
+
vB.y += mB * (P1y + P2y);
|
545
|
+
|
546
|
+
wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x));
|
547
|
+
wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x));
|
548
|
+
|
549
|
+
// Accumulate
|
550
|
+
cp1.normalImpulse = xx;
|
551
|
+
cp2.normalImpulse = xy;
|
552
|
+
|
553
|
+
/*
|
554
|
+
* #if B2_DEBUG_SOLVER == 1 // Postconditions dv1 = vB + Cross(wB, cp1.rB) - vA -
|
555
|
+
* Cross(wA, cp1.rA); dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA);
|
556
|
+
*
|
557
|
+
* // Compute normal velocity vn1 = Dot(dv1, normal); vn2 = Dot(dv2, normal);
|
558
|
+
*
|
559
|
+
* assert(Abs(vn1 - cp1.velocityBias) < k_errorTol); assert(Abs(vn2 - cp2.velocityBias)
|
560
|
+
* < k_errorTol); #endif
|
561
|
+
*/
|
562
|
+
if (DEBUG_SOLVER) {
|
563
|
+
// Postconditions
|
564
|
+
Vec2 dv1 = vB.add(Vec2.cross(wB, cp1rB).subLocal(vA).subLocal(Vec2.cross(wA, cp1rA)));
|
565
|
+
Vec2 dv2 = vB.add(Vec2.cross(wB, cp2rB).subLocal(vA).subLocal(Vec2.cross(wA, cp2rA)));
|
566
|
+
// Compute normal velocity
|
567
|
+
vn1 = Vec2.dot(dv1, normal);
|
568
|
+
vn2 = Vec2.dot(dv2, normal);
|
569
|
+
|
570
|
+
assert (MathUtils.abs(vn1 - cp1.velocityBias) < k_errorTol);
|
571
|
+
assert (MathUtils.abs(vn2 - cp2.velocityBias) < k_errorTol);
|
572
|
+
}
|
573
|
+
break;
|
574
|
+
}
|
575
|
+
|
576
|
+
//
|
577
|
+
// Case 2: vn1 = 0 and x2 = 0
|
578
|
+
//
|
579
|
+
// 0 = a11 * x1' + a12 * 0 + b1'
|
580
|
+
// vn2 = a21 * x1' + a22 * 0 + '
|
581
|
+
//
|
582
|
+
xx = -cp1.normalMass * bx;
|
583
|
+
xy = 0.0f;
|
584
|
+
vn1 = 0.0f;
|
585
|
+
vn2 = vc.K.ex.y * xx + by;
|
586
|
+
|
587
|
+
if (xx >= 0.0f && vn2 >= 0.0f) {
|
588
|
+
// Get the incremental impulse
|
589
|
+
float dx = xx - ax;
|
590
|
+
float dy = xy - ay;
|
591
|
+
|
592
|
+
// Apply incremental impulse
|
593
|
+
// Vec2 P1 = d.x * normal;
|
594
|
+
// Vec2 P2 = d.y * normal;
|
595
|
+
float P1x = normalx * dx;
|
596
|
+
float P1y = normaly * dx;
|
597
|
+
float P2x = normalx * dy;
|
598
|
+
float P2y = normaly * dy;
|
599
|
+
|
600
|
+
/*
|
601
|
+
* Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -=
|
602
|
+
* invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
|
603
|
+
*
|
604
|
+
* vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
|
605
|
+
*/
|
606
|
+
|
607
|
+
vA.x -= mA * (P1x + P2x);
|
608
|
+
vA.y -= mA * (P1y + P2y);
|
609
|
+
vB.x += mB * (P1x + P2x);
|
610
|
+
vB.y += mB * (P1y + P2y);
|
611
|
+
|
612
|
+
wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x));
|
613
|
+
wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x));
|
614
|
+
|
615
|
+
// Accumulate
|
616
|
+
cp1.normalImpulse = xx;
|
617
|
+
cp2.normalImpulse = xy;
|
618
|
+
|
619
|
+
/*
|
620
|
+
* #if B2_DEBUG_SOLVER == 1 // Postconditions dv1 = vB + Cross(wB, cp1.rB) - vA -
|
621
|
+
* Cross(wA, cp1.rA);
|
622
|
+
*
|
623
|
+
* // Compute normal velocity vn1 = Dot(dv1, normal);
|
624
|
+
*
|
625
|
+
* assert(Abs(vn1 - cp1.velocityBias) < k_errorTol); #endif
|
626
|
+
*/
|
627
|
+
if (DEBUG_SOLVER) {
|
628
|
+
// Postconditions
|
629
|
+
Vec2 dv1 = vB.add(Vec2.cross(wB, cp1rB).subLocal(vA).subLocal(Vec2.cross(wA, cp1rA)));
|
630
|
+
// Compute normal velocity
|
631
|
+
vn1 = Vec2.dot(dv1, normal);
|
632
|
+
|
633
|
+
assert (MathUtils.abs(vn1 - cp1.velocityBias) < k_errorTol);
|
634
|
+
}
|
635
|
+
break;
|
636
|
+
}
|
637
|
+
|
638
|
+
//
|
639
|
+
// Case 3: wB = 0 and x1 = 0
|
640
|
+
//
|
641
|
+
// vn1 = a11 * 0 + a12 * x2' + b1'
|
642
|
+
// 0 = a21 * 0 + a22 * x2' + '
|
643
|
+
//
|
644
|
+
xx = 0.0f;
|
645
|
+
xy = -cp2.normalMass * by;
|
646
|
+
vn1 = vc.K.ey.x * xy + bx;
|
647
|
+
vn2 = 0.0f;
|
648
|
+
|
649
|
+
if (xy >= 0.0f && vn1 >= 0.0f) {
|
650
|
+
// Resubstitute for the incremental impulse
|
651
|
+
float dx = xx - ax;
|
652
|
+
float dy = xy - ay;
|
653
|
+
|
654
|
+
// Apply incremental impulse
|
655
|
+
/*
|
656
|
+
* Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -=
|
657
|
+
* invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
|
658
|
+
*
|
659
|
+
* vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
|
660
|
+
*/
|
661
|
+
|
662
|
+
float P1x = normalx * dx;
|
663
|
+
float P1y = normaly * dx;
|
664
|
+
float P2x = normalx * dy;
|
665
|
+
float P2y = normaly * dy;
|
666
|
+
|
667
|
+
vA.x -= mA * (P1x + P2x);
|
668
|
+
vA.y -= mA * (P1y + P2y);
|
669
|
+
vB.x += mB * (P1x + P2x);
|
670
|
+
vB.y += mB * (P1y + P2y);
|
671
|
+
|
672
|
+
wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x));
|
673
|
+
wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x));
|
674
|
+
|
675
|
+
// Accumulate
|
676
|
+
cp1.normalImpulse = xx;
|
677
|
+
cp2.normalImpulse = xy;
|
678
|
+
|
679
|
+
/*
|
680
|
+
* #if B2_DEBUG_SOLVER == 1 // Postconditions dv2 = vB + Cross(wB, cp2.rB) - vA -
|
681
|
+
* Cross(wA, cp2.rA);
|
682
|
+
*
|
683
|
+
* // Compute normal velocity vn2 = Dot(dv2, normal);
|
684
|
+
*
|
685
|
+
* assert(Abs(vn2 - cp2.velocityBias) < k_errorTol); #endif
|
686
|
+
*/
|
687
|
+
if (DEBUG_SOLVER) {
|
688
|
+
// Postconditions
|
689
|
+
Vec2 dv2 = vB.add(Vec2.cross(wB, cp2rB).subLocal(vA).subLocal(Vec2.cross(wA, cp2rA)));
|
690
|
+
// Compute normal velocity
|
691
|
+
vn2 = Vec2.dot(dv2, normal);
|
692
|
+
|
693
|
+
assert (MathUtils.abs(vn2 - cp2.velocityBias) < k_errorTol);
|
694
|
+
}
|
695
|
+
break;
|
696
|
+
}
|
697
|
+
|
698
|
+
//
|
699
|
+
// Case 4: x1 = 0 and x2 = 0
|
700
|
+
//
|
701
|
+
// vn1 = b1
|
702
|
+
// vn2 = ;
|
703
|
+
xx = 0.0f;
|
704
|
+
xy = 0.0f;
|
705
|
+
vn1 = bx;
|
706
|
+
vn2 = by;
|
707
|
+
|
708
|
+
if (vn1 >= 0.0f && vn2 >= 0.0f) {
|
709
|
+
// Resubstitute for the incremental impulse
|
710
|
+
float dx = xx - ax;
|
711
|
+
float dy = xy - ay;
|
712
|
+
|
713
|
+
// Apply incremental impulse
|
714
|
+
/*
|
715
|
+
* Vec2 P1 = d.x * normal; Vec2 P2 = d.y * normal; vA -= invMassA * (P1 + P2); wA -=
|
716
|
+
* invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
|
717
|
+
*
|
718
|
+
* vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
|
719
|
+
*/
|
720
|
+
|
721
|
+
float P1x = normalx * dx;
|
722
|
+
float P1y = normaly * dx;
|
723
|
+
float P2x = normalx * dy;
|
724
|
+
float P2y = normaly * dy;
|
725
|
+
|
726
|
+
vA.x -= mA * (P1x + P2x);
|
727
|
+
vA.y -= mA * (P1y + P2y);
|
728
|
+
vB.x += mB * (P1x + P2x);
|
729
|
+
vB.y += mB * (P1y + P2y);
|
730
|
+
|
731
|
+
wA -= iA * (cp1rA.x * P1y - cp1rA.y * P1x + (cp2rA.x * P2y - cp2rA.y * P2x));
|
732
|
+
wB += iB * (cp1rB.x * P1y - cp1rB.y * P1x + (cp2rB.x * P2y - cp2rB.y * P2x));
|
733
|
+
|
734
|
+
// Accumulate
|
735
|
+
cp1.normalImpulse = xx;
|
736
|
+
cp2.normalImpulse = xy;
|
737
|
+
|
738
|
+
break;
|
739
|
+
}
|
740
|
+
|
741
|
+
// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
|
742
|
+
break;
|
743
|
+
}
|
744
|
+
}
|
745
|
+
|
746
|
+
// m_velocities[indexA].v.set(vA);
|
747
|
+
m_velocities[indexA].w = wA;
|
748
|
+
// m_velocities[indexB].v.set(vB);
|
749
|
+
m_velocities[indexB].w = wB;
|
750
|
+
}
|
751
|
+
}
|
752
|
+
|
753
|
+
public void storeImpulses() {
|
754
|
+
for (int i = 0; i < m_count; i++) {
|
755
|
+
final ContactVelocityConstraint vc = m_velocityConstraints[i];
|
756
|
+
final Manifold manifold = m_contacts[vc.contactIndex].getManifold();
|
757
|
+
|
758
|
+
for (int j = 0; j < vc.pointCount; j++) {
|
759
|
+
manifold.points[j].normalImpulse = vc.points[j].normalImpulse;
|
760
|
+
manifold.points[j].tangentImpulse = vc.points[j].tangentImpulse;
|
761
|
+
}
|
762
|
+
}
|
763
|
+
}
|
764
|
+
|
765
|
+
/*
|
766
|
+
* #if 0 // Sequential solver. bool ContactSolver::SolvePositionConstraints(float baumgarte) {
|
767
|
+
* float minSeparation = 0.0f;
|
768
|
+
*
|
769
|
+
* for (int i = 0; i < m_constraintCount; ++i) { ContactConstraint* c = m_constraints + i; Body*
|
770
|
+
* bodyA = c.bodyA; Body* bodyB = c.bodyB; float invMassA = bodyA.m_mass * bodyA.m_invMass; float
|
771
|
+
* invIA = bodyA.m_mass * bodyA.m_invI; float invMassB = bodyB.m_mass * bodyB.m_invMass; float
|
772
|
+
* invIB = bodyB.m_mass * bodyB.m_invI;
|
773
|
+
*
|
774
|
+
* Vec2 normal = c.normal;
|
775
|
+
*
|
776
|
+
* // Solve normal constraints for (int j = 0; j < c.pointCount; ++j) { ContactConstraintPoint*
|
777
|
+
* ccp = c.points + j;
|
778
|
+
*
|
779
|
+
* Vec2 r1 = Mul(bodyA.GetXForm().R, ccp.localAnchorA - bodyA.GetLocalCenter()); Vec2 r2 =
|
780
|
+
* Mul(bodyB.GetXForm().R, ccp.localAnchorB - bodyB.GetLocalCenter());
|
781
|
+
*
|
782
|
+
* Vec2 p1 = bodyA.m_sweep.c + r1; Vec2 p2 = bodyB.m_sweep.c + r2; Vec2 dp = p2 - p1;
|
783
|
+
*
|
784
|
+
* // Approximate the current separation. float separation = Dot(dp, normal) + ccp.separation;
|
785
|
+
*
|
786
|
+
* // Track max constraint error. minSeparation = Min(minSeparation, separation);
|
787
|
+
*
|
788
|
+
* // Prevent large corrections and allow slop. float C = Clamp(baumgarte * (separation +
|
789
|
+
* _linearSlop), -_maxLinearCorrection, 0.0f);
|
790
|
+
*
|
791
|
+
* // Compute normal impulse float impulse = -ccp.equalizedMass * C;
|
792
|
+
*
|
793
|
+
* Vec2 P = impulse * normal;
|
794
|
+
*
|
795
|
+
* bodyA.m_sweep.c -= invMassA * P; bodyA.m_sweep.a -= invIA * Cross(r1, P);
|
796
|
+
* bodyA.SynchronizeTransform();
|
797
|
+
*
|
798
|
+
* bodyB.m_sweep.c += invMassB * P; bodyB.m_sweep.a += invIB * Cross(r2, P);
|
799
|
+
* bodyB.SynchronizeTransform(); } }
|
800
|
+
*
|
801
|
+
* // We can't expect minSpeparation >= -_linearSlop because we don't // push the separation above
|
802
|
+
* -_linearSlop. return minSeparation >= -1.5f * _linearSlop; }
|
803
|
+
*/
|
804
|
+
|
805
|
+
private final PositionSolverManifold psolver = new PositionSolverManifold();
|
806
|
+
|
807
|
+
/**
|
808
|
+
* Sequential solver.
|
809
|
+
*/
|
810
|
+
public final boolean solvePositionConstraints() {
|
811
|
+
float minSeparation = 0.0f;
|
812
|
+
|
813
|
+
for (int i = 0; i < m_count; ++i) {
|
814
|
+
ContactPositionConstraint pc = m_positionConstraints[i];
|
815
|
+
|
816
|
+
int indexA = pc.indexA;
|
817
|
+
int indexB = pc.indexB;
|
818
|
+
|
819
|
+
float mA = pc.invMassA;
|
820
|
+
float iA = pc.invIA;
|
821
|
+
Vec2 localCenterA = pc.localCenterA;
|
822
|
+
final float localCenterAx = localCenterA.x;
|
823
|
+
final float localCenterAy = localCenterA.y;
|
824
|
+
float mB = pc.invMassB;
|
825
|
+
float iB = pc.invIB;
|
826
|
+
Vec2 localCenterB = pc.localCenterB;
|
827
|
+
final float localCenterBx = localCenterB.x;
|
828
|
+
final float localCenterBy = localCenterB.y;
|
829
|
+
int pointCount = pc.pointCount;
|
830
|
+
|
831
|
+
Vec2 cA = m_positions[indexA].c;
|
832
|
+
float aA = m_positions[indexA].a;
|
833
|
+
Vec2 cB = m_positions[indexB].c;
|
834
|
+
float aB = m_positions[indexB].a;
|
835
|
+
|
836
|
+
// Solve normal constraints
|
837
|
+
for (int j = 0; j < pointCount; ++j) {
|
838
|
+
final Rot xfAq = xfA.q;
|
839
|
+
final Rot xfBq = xfB.q;
|
840
|
+
xfAq.set(aA);
|
841
|
+
xfBq.set(aB);
|
842
|
+
xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy;
|
843
|
+
xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy;
|
844
|
+
xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy;
|
845
|
+
xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy;
|
846
|
+
|
847
|
+
final PositionSolverManifold psm = psolver;
|
848
|
+
psm.initialize(pc, xfA, xfB, j);
|
849
|
+
final Vec2 normal = psm.normal;
|
850
|
+
final Vec2 point = psm.point;
|
851
|
+
final float separation = psm.separation;
|
852
|
+
|
853
|
+
float rAx = point.x - cA.x;
|
854
|
+
float rAy = point.y - cA.y;
|
855
|
+
float rBx = point.x - cB.x;
|
856
|
+
float rBy = point.y - cB.y;
|
857
|
+
|
858
|
+
// Track max constraint error.
|
859
|
+
minSeparation = MathUtils.min(minSeparation, separation);
|
860
|
+
|
861
|
+
// Prevent large corrections and allow slop.
|
862
|
+
final float C =
|
863
|
+
MathUtils.clamp(Settings.baumgarte * (separation + Settings.linearSlop),
|
864
|
+
-Settings.maxLinearCorrection, 0.0f);
|
865
|
+
|
866
|
+
// Compute the effective mass.
|
867
|
+
final float rnA = rAx * normal.y - rAy * normal.x;
|
868
|
+
final float rnB = rBx * normal.y - rBy * normal.x;
|
869
|
+
final float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
870
|
+
|
871
|
+
// Compute normal impulse
|
872
|
+
final float impulse = K > 0.0f ? -C / K : 0.0f;
|
873
|
+
|
874
|
+
float Px = normal.x * impulse;
|
875
|
+
float Py = normal.y * impulse;
|
876
|
+
|
877
|
+
cA.x -= Px * mA;
|
878
|
+
cA.y -= Py * mA;
|
879
|
+
aA -= iA * (rAx * Py - rAy * Px);
|
880
|
+
|
881
|
+
cB.x += Px * mB;
|
882
|
+
cB.y += Py * mB;
|
883
|
+
aB += iB * (rBx * Py - rBy * Px);
|
884
|
+
}
|
885
|
+
|
886
|
+
// m_positions[indexA].c.set(cA);
|
887
|
+
m_positions[indexA].a = aA;
|
888
|
+
|
889
|
+
// m_positions[indexB].c.set(cB);
|
890
|
+
m_positions[indexB].a = aB;
|
891
|
+
}
|
892
|
+
|
893
|
+
// We can't expect minSpeparation >= -linearSlop because we don't
|
894
|
+
// push the separation above -linearSlop.
|
895
|
+
return minSeparation >= -3.0f * Settings.linearSlop;
|
896
|
+
}
|
897
|
+
|
898
|
+
// Sequential position solver for position constraints.
|
899
|
+
public boolean solveTOIPositionConstraints(int toiIndexA, int toiIndexB) {
|
900
|
+
float minSeparation = 0.0f;
|
901
|
+
|
902
|
+
for (int i = 0; i < m_count; ++i) {
|
903
|
+
ContactPositionConstraint pc = m_positionConstraints[i];
|
904
|
+
|
905
|
+
int indexA = pc.indexA;
|
906
|
+
int indexB = pc.indexB;
|
907
|
+
Vec2 localCenterA = pc.localCenterA;
|
908
|
+
Vec2 localCenterB = pc.localCenterB;
|
909
|
+
final float localCenterAx = localCenterA.x;
|
910
|
+
final float localCenterAy = localCenterA.y;
|
911
|
+
final float localCenterBx = localCenterB.x;
|
912
|
+
final float localCenterBy = localCenterB.y;
|
913
|
+
int pointCount = pc.pointCount;
|
914
|
+
|
915
|
+
float mA = 0.0f;
|
916
|
+
float iA = 0.0f;
|
917
|
+
if (indexA == toiIndexA || indexA == toiIndexB) {
|
918
|
+
mA = pc.invMassA;
|
919
|
+
iA = pc.invIA;
|
920
|
+
}
|
921
|
+
|
922
|
+
float mB = 0f;
|
923
|
+
float iB = 0f;
|
924
|
+
if (indexB == toiIndexA || indexB == toiIndexB) {
|
925
|
+
mB = pc.invMassB;
|
926
|
+
iB = pc.invIB;
|
927
|
+
}
|
928
|
+
|
929
|
+
Vec2 cA = m_positions[indexA].c;
|
930
|
+
float aA = m_positions[indexA].a;
|
931
|
+
|
932
|
+
Vec2 cB = m_positions[indexB].c;
|
933
|
+
float aB = m_positions[indexB].a;
|
934
|
+
|
935
|
+
// Solve normal constraints
|
936
|
+
for (int j = 0; j < pointCount; ++j) {
|
937
|
+
final Rot xfAq = xfA.q;
|
938
|
+
final Rot xfBq = xfB.q;
|
939
|
+
xfAq.set(aA);
|
940
|
+
xfBq.set(aB);
|
941
|
+
xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy;
|
942
|
+
xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy;
|
943
|
+
xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy;
|
944
|
+
xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy;
|
945
|
+
|
946
|
+
final PositionSolverManifold psm = psolver;
|
947
|
+
psm.initialize(pc, xfA, xfB, j);
|
948
|
+
Vec2 normal = psm.normal;
|
949
|
+
|
950
|
+
Vec2 point = psm.point;
|
951
|
+
float separation = psm.separation;
|
952
|
+
|
953
|
+
float rAx = point.x - cA.x;
|
954
|
+
float rAy = point.y - cA.y;
|
955
|
+
float rBx = point.x - cB.x;
|
956
|
+
float rBy = point.y - cB.y;
|
957
|
+
|
958
|
+
// Track max constraint error.
|
959
|
+
minSeparation = MathUtils.min(minSeparation, separation);
|
960
|
+
|
961
|
+
// Prevent large corrections and allow slop.
|
962
|
+
float C =
|
963
|
+
MathUtils.clamp(Settings.toiBaugarte * (separation + Settings.linearSlop),
|
964
|
+
-Settings.maxLinearCorrection, 0.0f);
|
965
|
+
|
966
|
+
// Compute the effective mass.
|
967
|
+
float rnA = rAx * normal.y - rAy * normal.x;
|
968
|
+
float rnB = rBx * normal.y - rBy * normal.x;
|
969
|
+
float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
970
|
+
|
971
|
+
// Compute normal impulse
|
972
|
+
float impulse = K > 0.0f ? -C / K : 0.0f;
|
973
|
+
|
974
|
+
float Px = normal.x * impulse;
|
975
|
+
float Py = normal.y * impulse;
|
976
|
+
|
977
|
+
cA.x -= Px * mA;
|
978
|
+
cA.y -= Py * mA;
|
979
|
+
aA -= iA * (rAx * Py - rAy * Px);
|
980
|
+
|
981
|
+
cB.x += Px * mB;
|
982
|
+
cB.y += Py * mB;
|
983
|
+
aB += iB * (rBx * Py - rBy * Px);
|
984
|
+
}
|
985
|
+
|
986
|
+
// m_positions[indexA].c.set(cA);
|
987
|
+
m_positions[indexA].a = aA;
|
988
|
+
|
989
|
+
// m_positions[indexB].c.set(cB);
|
990
|
+
m_positions[indexB].a = aB;
|
991
|
+
}
|
992
|
+
|
993
|
+
// We can't expect minSpeparation >= -_linearSlop because we don't
|
994
|
+
// push the separation above -_linearSlop.
|
995
|
+
return minSeparation >= -1.5f * Settings.linearSlop;
|
996
|
+
}
|
997
|
+
|
998
|
+
public static class ContactSolverDef {
|
999
|
+
public TimeStep step;
|
1000
|
+
public Contact[] contacts;
|
1001
|
+
public int count;
|
1002
|
+
public Position[] positions;
|
1003
|
+
public Velocity[] velocities;
|
1004
|
+
}
|
1005
|
+
}
|
1006
|
+
|
1007
|
+
|
1008
|
+
class PositionSolverManifold {
|
1009
|
+
|
1010
|
+
public final Vec2 normal = new Vec2();
|
1011
|
+
public final Vec2 point = new Vec2();
|
1012
|
+
public float separation;
|
1013
|
+
|
1014
|
+
public void initialize(ContactPositionConstraint pc, Transform xfA, Transform xfB, int index) {
|
1015
|
+
assert (pc.pointCount > 0);
|
1016
|
+
|
1017
|
+
final Rot xfAq = xfA.q;
|
1018
|
+
final Rot xfBq = xfB.q;
|
1019
|
+
final Vec2 pcLocalPointsI = pc.localPoints[index];
|
1020
|
+
switch (pc.type) {
|
1021
|
+
case CIRCLES: {
|
1022
|
+
// Transform.mulToOutUnsafe(xfA, pc.localPoint, pointA);
|
1023
|
+
// Transform.mulToOutUnsafe(xfB, pc.localPoints[0], pointB);
|
1024
|
+
// normal.set(pointB).subLocal(pointA);
|
1025
|
+
// normal.normalize();
|
1026
|
+
//
|
1027
|
+
// point.set(pointA).addLocal(pointB).mulLocal(.5f);
|
1028
|
+
// temp.set(pointB).subLocal(pointA);
|
1029
|
+
// separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB;
|
1030
|
+
final Vec2 plocalPoint = pc.localPoint;
|
1031
|
+
final Vec2 pLocalPoints0 = pc.localPoints[0];
|
1032
|
+
final float pointAx = (xfAq.c * plocalPoint.x - xfAq.s * plocalPoint.y) + xfA.p.x;
|
1033
|
+
final float pointAy = (xfAq.s * plocalPoint.x + xfAq.c * plocalPoint.y) + xfA.p.y;
|
1034
|
+
final float pointBx = (xfBq.c * pLocalPoints0.x - xfBq.s * pLocalPoints0.y) + xfB.p.x;
|
1035
|
+
final float pointBy = (xfBq.s * pLocalPoints0.x + xfBq.c * pLocalPoints0.y) + xfB.p.y;
|
1036
|
+
normal.x = pointBx - pointAx;
|
1037
|
+
normal.y = pointBy - pointAy;
|
1038
|
+
normal.normalize();
|
1039
|
+
|
1040
|
+
point.x = (pointAx + pointBx) * .5f;
|
1041
|
+
point.y = (pointAy + pointBy) * .5f;
|
1042
|
+
final float tempx = pointBx - pointAx;
|
1043
|
+
final float tempy = pointBy - pointAy;
|
1044
|
+
separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB;
|
1045
|
+
break;
|
1046
|
+
}
|
1047
|
+
|
1048
|
+
case FACE_A: {
|
1049
|
+
// Rot.mulToOutUnsafe(xfAq, pc.localNormal, normal);
|
1050
|
+
// Transform.mulToOutUnsafe(xfA, pc.localPoint, planePoint);
|
1051
|
+
//
|
1052
|
+
// Transform.mulToOutUnsafe(xfB, pc.localPoints[index], clipPoint);
|
1053
|
+
// temp.set(clipPoint).subLocal(planePoint);
|
1054
|
+
// separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB;
|
1055
|
+
// point.set(clipPoint);
|
1056
|
+
final Vec2 pcLocalNormal = pc.localNormal;
|
1057
|
+
final Vec2 pcLocalPoint = pc.localPoint;
|
1058
|
+
normal.x = xfAq.c * pcLocalNormal.x - xfAq.s * pcLocalNormal.y;
|
1059
|
+
normal.y = xfAq.s * pcLocalNormal.x + xfAq.c * pcLocalNormal.y;
|
1060
|
+
final float planePointx = (xfAq.c * pcLocalPoint.x - xfAq.s * pcLocalPoint.y) + xfA.p.x;
|
1061
|
+
final float planePointy = (xfAq.s * pcLocalPoint.x + xfAq.c * pcLocalPoint.y) + xfA.p.y;
|
1062
|
+
|
1063
|
+
final float clipPointx = (xfBq.c * pcLocalPointsI.x - xfBq.s * pcLocalPointsI.y) + xfB.p.x;
|
1064
|
+
final float clipPointy = (xfBq.s * pcLocalPointsI.x + xfBq.c * pcLocalPointsI.y) + xfB.p.y;
|
1065
|
+
final float tempx = clipPointx - planePointx;
|
1066
|
+
final float tempy = clipPointy - planePointy;
|
1067
|
+
separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB;
|
1068
|
+
point.x = clipPointx;
|
1069
|
+
point.y = clipPointy;
|
1070
|
+
break;
|
1071
|
+
}
|
1072
|
+
|
1073
|
+
case FACE_B: {
|
1074
|
+
// Rot.mulToOutUnsafe(xfBq, pc.localNormal, normal);
|
1075
|
+
// Transform.mulToOutUnsafe(xfB, pc.localPoint, planePoint);
|
1076
|
+
//
|
1077
|
+
// Transform.mulToOutUnsafe(xfA, pcLocalPointsI, clipPoint);
|
1078
|
+
// temp.set(clipPoint).subLocal(planePoint);
|
1079
|
+
// separation = Vec2.dot(temp, normal) - pc.radiusA - pc.radiusB;
|
1080
|
+
// point.set(clipPoint);
|
1081
|
+
//
|
1082
|
+
// // Ensure normal points from A to B
|
1083
|
+
// normal.negateLocal();
|
1084
|
+
final Vec2 pcLocalNormal = pc.localNormal;
|
1085
|
+
final Vec2 pcLocalPoint = pc.localPoint;
|
1086
|
+
normal.x = xfBq.c * pcLocalNormal.x - xfBq.s * pcLocalNormal.y;
|
1087
|
+
normal.y = xfBq.s * pcLocalNormal.x + xfBq.c * pcLocalNormal.y;
|
1088
|
+
final float planePointx = (xfBq.c * pcLocalPoint.x - xfBq.s * pcLocalPoint.y) + xfB.p.x;
|
1089
|
+
final float planePointy = (xfBq.s * pcLocalPoint.x + xfBq.c * pcLocalPoint.y) + xfB.p.y;
|
1090
|
+
|
1091
|
+
final float clipPointx = (xfAq.c * pcLocalPointsI.x - xfAq.s * pcLocalPointsI.y) + xfA.p.x;
|
1092
|
+
final float clipPointy = (xfAq.s * pcLocalPointsI.x + xfAq.c * pcLocalPointsI.y) + xfA.p.y;
|
1093
|
+
final float tempx = clipPointx - planePointx;
|
1094
|
+
final float tempy = clipPointy - planePointy;
|
1095
|
+
separation = tempx * normal.x + tempy * normal.y - pc.radiusA - pc.radiusB;
|
1096
|
+
point.x = clipPointx;
|
1097
|
+
point.y = clipPointy;
|
1098
|
+
normal.x *= -1;
|
1099
|
+
normal.y *= -1;
|
1100
|
+
}
|
1101
|
+
break;
|
1102
|
+
}
|
1103
|
+
}
|
1104
|
+
}
|