reflexion 0.1.12 → 0.1.13

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Files changed (329) hide show
  1. checksums.yaml +5 -5
  2. data/.doc/ext/reflex/application.cpp +9 -5
  3. data/.doc/ext/reflex/capture_event.cpp +0 -4
  4. data/.doc/ext/reflex/contact_event.cpp +17 -10
  5. data/.doc/ext/reflex/draw_event.cpp +1 -5
  6. data/.doc/ext/reflex/ellipse_shape.cpp +51 -24
  7. data/.doc/ext/reflex/event.cpp +0 -4
  8. data/.doc/ext/reflex/filter.cpp +81 -0
  9. data/.doc/ext/reflex/focus_event.cpp +9 -13
  10. data/.doc/ext/reflex/frame_event.cpp +40 -6
  11. data/.doc/ext/reflex/image_view.cpp +1 -10
  12. data/.doc/ext/reflex/key_event.cpp +2 -6
  13. data/.doc/ext/reflex/line_shape.cpp +99 -0
  14. data/.doc/ext/reflex/motion_event.cpp +75 -0
  15. data/.doc/ext/reflex/native.cpp +18 -18
  16. data/.doc/ext/reflex/pointer_event.cpp +5 -11
  17. data/.doc/ext/reflex/polygon_shape.cpp +65 -0
  18. data/.doc/ext/reflex/rect_shape.cpp +102 -23
  19. data/.doc/ext/reflex/reflex.cpp +21 -2
  20. data/.doc/ext/reflex/scroll_event.cpp +0 -6
  21. data/.doc/ext/reflex/selector.cpp +43 -15
  22. data/.doc/ext/reflex/shape.cpp +211 -0
  23. data/.doc/ext/reflex/style.cpp +359 -185
  24. data/.doc/ext/reflex/style_length.cpp +163 -35
  25. data/.doc/ext/reflex/timer.cpp +101 -0
  26. data/.doc/ext/reflex/timer_event.cpp +123 -0
  27. data/.doc/ext/reflex/update_event.cpp +11 -6
  28. data/.doc/ext/reflex/view.cpp +548 -144
  29. data/.doc/ext/reflex/wheel_event.cpp +0 -22
  30. data/.doc/ext/reflex/window.cpp +7 -15
  31. data/README.md +1 -1
  32. data/Rakefile +14 -12
  33. data/VERSION +1 -1
  34. data/ext/reflex/application.cpp +10 -5
  35. data/ext/reflex/capture_event.cpp +1 -5
  36. data/ext/reflex/contact_event.cpp +19 -11
  37. data/ext/reflex/defs.h +5 -2
  38. data/ext/reflex/draw_event.cpp +2 -6
  39. data/ext/reflex/ellipse_shape.cpp +56 -25
  40. data/ext/reflex/event.cpp +0 -4
  41. data/ext/reflex/extconf.rb +1 -2
  42. data/ext/reflex/filter.cpp +86 -0
  43. data/ext/reflex/focus_event.cpp +11 -15
  44. data/ext/reflex/frame_event.cpp +46 -7
  45. data/ext/reflex/image_view.cpp +1 -10
  46. data/ext/reflex/key_event.cpp +3 -7
  47. data/ext/reflex/line_shape.cpp +104 -0
  48. data/ext/reflex/motion_event.cpp +79 -0
  49. data/ext/reflex/native.cpp +18 -18
  50. data/ext/reflex/pointer_event.cpp +6 -12
  51. data/ext/reflex/polygon_shape.cpp +68 -0
  52. data/ext/reflex/rect_shape.cpp +113 -24
  53. data/ext/reflex/reflex.cpp +21 -2
  54. data/ext/reflex/scroll_event.cpp +1 -7
  55. data/ext/reflex/selector.cpp +46 -16
  56. data/ext/reflex/selector.h +130 -0
  57. data/ext/reflex/shape.cpp +231 -0
  58. data/ext/reflex/style.cpp +363 -192
  59. data/ext/reflex/style_length.cpp +164 -37
  60. data/ext/reflex/timer.cpp +108 -0
  61. data/ext/reflex/timer_event.cpp +133 -0
  62. data/ext/reflex/update_event.cpp +13 -7
  63. data/ext/reflex/view.cpp +594 -150
  64. data/ext/reflex/wheel_event.cpp +1 -25
  65. data/ext/reflex/window.cpp +7 -15
  66. data/include/reflex/application.h +2 -0
  67. data/include/reflex/debug.h +22 -0
  68. data/include/reflex/defs.h +45 -0
  69. data/include/reflex/event.h +60 -16
  70. data/include/reflex/exception.h +9 -0
  71. data/include/reflex/filter.h +56 -0
  72. data/include/reflex/image_view.h +1 -1
  73. data/include/reflex/ruby/application.h +17 -9
  74. data/include/reflex/ruby/event.h +22 -0
  75. data/include/reflex/ruby/filter.h +69 -0
  76. data/include/reflex/ruby/selector.h +1 -1
  77. data/include/reflex/ruby/shape.h +140 -0
  78. data/include/reflex/ruby/style.h +1 -1
  79. data/include/reflex/ruby/timer.h +69 -0
  80. data/include/reflex/ruby/view.h +43 -76
  81. data/include/reflex/ruby/window.h +17 -32
  82. data/include/reflex/ruby.h +6 -4
  83. data/include/reflex/selector.h +54 -2
  84. data/include/reflex/shape.h +211 -0
  85. data/include/reflex/style.h +111 -77
  86. data/include/reflex/timer.h +73 -0
  87. data/include/reflex/view.h +181 -59
  88. data/include/reflex/window.h +4 -3
  89. data/include/reflex.h +5 -4
  90. data/lib/reflex/application.rb +6 -3
  91. data/lib/reflex/button.rb +2 -2
  92. data/lib/reflex/capture_event.rb +7 -6
  93. data/lib/reflex/contact_event.rb +10 -12
  94. data/lib/reflex/draw_event.rb +6 -1
  95. data/lib/reflex/ellipse_shape.rb +27 -0
  96. data/lib/reflex/filter.rb +18 -0
  97. data/lib/reflex/fixture.rb +4 -0
  98. data/lib/reflex/focus_event.rb +10 -12
  99. data/lib/reflex/frame_event.rb +1 -1
  100. data/lib/reflex/helper.rb +17 -29
  101. data/lib/reflex/key_event.rb +13 -11
  102. data/lib/reflex/line_shape.rb +18 -0
  103. data/lib/reflex/{texture.rb → matrix.rb} +2 -2
  104. data/lib/reflex/module.rb +4 -19
  105. data/lib/reflex/pointer_event.rb +26 -37
  106. data/lib/reflex/polygon.rb +14 -0
  107. data/lib/reflex/polygon_shape.rb +23 -0
  108. data/lib/reflex/polyline.rb +13 -0
  109. data/lib/reflex/rect_shape.rb +20 -0
  110. data/lib/reflex/reflex.rb +1 -3
  111. data/lib/reflex/scroll_event.rb +1 -1
  112. data/lib/reflex/selector.rb +2 -2
  113. data/lib/reflex/shape.rb +62 -0
  114. data/lib/reflex/style.rb +78 -11
  115. data/lib/reflex/style_length.rb +0 -11
  116. data/lib/reflex/text_view.rb +7 -24
  117. data/lib/reflex/timer.rb +30 -0
  118. data/lib/reflex/timer_event.rb +29 -0
  119. data/lib/reflex/update_event.rb +1 -1
  120. data/lib/reflex/view.rb +127 -32
  121. data/lib/reflex/wheel_event.rb +9 -1
  122. data/lib/reflex/window.rb +29 -9
  123. data/lib/reflex.rb +11 -5
  124. data/lib/reflexion.rb +23 -7
  125. data/reflex.gemspec +8 -10
  126. data/samples/bats.rb +4 -4
  127. data/samples/fans.rb +1 -1
  128. data/samples/fps.rb +5 -3
  129. data/samples/hello.rb +4 -6
  130. data/samples/image.rb +5 -4
  131. data/samples/ios/hello/hello.xcodeproj/project.pbxproj +0 -2
  132. data/samples/layout.rb +16 -7
  133. data/samples/model.rb +10 -7
  134. data/samples/physics.rb +22 -20
  135. data/samples/reflexion/breakout.rb +4 -5
  136. data/samples/reflexion/hello.rb +2 -2
  137. data/samples/reflexion/jump_action.rb +191 -0
  138. data/samples/reflexion/noise.rb +23 -0
  139. data/samples/reflexion/paint.rb +7 -6
  140. data/samples/reflexion/physics.rb +15 -8
  141. data/samples/reflexion/pulse.rb +24 -10
  142. data/samples/shader.rb +8 -6
  143. data/samples/shapes.rb +63 -14
  144. data/samples/tree.rb +9 -10
  145. data/samples/views.rb +3 -3
  146. data/samples/visuals.rb +2 -5
  147. data/src/body.cpp +146 -345
  148. data/src/body.h +91 -0
  149. data/src/event.cpp +66 -16
  150. data/src/exception.cpp +13 -3
  151. data/src/filter.cpp +76 -0
  152. data/src/fixture.cpp +164 -39
  153. data/src/fixture.h +85 -0
  154. data/src/image_view.cpp +4 -4
  155. data/src/ios/app_delegate.h +5 -10
  156. data/src/ios/app_delegate.mm +79 -41
  157. data/src/ios/application.h +32 -0
  158. data/src/ios/application.mm +35 -25
  159. data/src/ios/event.mm +8 -4
  160. data/src/ios/reflex.mm +0 -7
  161. data/src/ios/view_controller.h +33 -0
  162. data/src/ios/view_controller.mm +436 -0
  163. data/src/ios/window.h +40 -0
  164. data/src/ios/window.mm +59 -250
  165. data/src/osx/app_delegate.h +5 -10
  166. data/src/osx/app_delegate.mm +52 -55
  167. data/src/osx/application.h +32 -0
  168. data/src/osx/application.mm +44 -39
  169. data/src/osx/native_window.h +0 -15
  170. data/src/osx/native_window.mm +131 -115
  171. data/src/osx/opengl_view.h +0 -2
  172. data/src/osx/opengl_view.mm +12 -3
  173. data/src/osx/reflex.mm +0 -9
  174. data/src/osx/window.h +42 -0
  175. data/src/osx/window.mm +45 -252
  176. data/src/selector.cpp +232 -7
  177. data/src/selector.h +52 -0
  178. data/src/shape.cpp +1191 -0
  179. data/src/shape.h +61 -0
  180. data/src/style.cpp +571 -374
  181. data/src/style.h +39 -0
  182. data/src/timer.cpp +291 -0
  183. data/src/timer.h +55 -0
  184. data/src/view.cpp +1624 -984
  185. data/src/view.h +56 -0
  186. data/src/win32/window.cpp +3 -4
  187. data/src/window.cpp +275 -20
  188. data/src/window.h +92 -0
  189. data/src/world.cpp +112 -111
  190. data/src/world.h +34 -53
  191. data/task/box2d.rake +31 -10
  192. data/test/test_capture_event.rb +8 -6
  193. data/test/test_pointer_event.rb +85 -0
  194. data/test/test_selector.rb +1 -1
  195. data/test/test_shape.rb +71 -0
  196. data/test/test_style.rb +77 -11
  197. data/test/test_style_length.rb +42 -13
  198. data/test/test_view.rb +138 -14
  199. metadata +109 -210
  200. data/.doc/ext/reflex/arc_shape.cpp +0 -89
  201. data/.doc/ext/reflex/body.cpp +0 -299
  202. data/.doc/ext/reflex/fixture.cpp +0 -101
  203. data/.doc/ext/reflex/shape_view.cpp +0 -153
  204. data/ext/reflex/arc_shape.cpp +0 -94
  205. data/ext/reflex/body.cpp +0 -328
  206. data/ext/reflex/fixture.cpp +0 -108
  207. data/ext/reflex/shape_view.cpp +0 -161
  208. data/include/reflex/bitmap.h +0 -20
  209. data/include/reflex/body.h +0 -128
  210. data/include/reflex/bounds.h +0 -20
  211. data/include/reflex/color.h +0 -20
  212. data/include/reflex/color_space.h +0 -20
  213. data/include/reflex/fixture.h +0 -117
  214. data/include/reflex/font.h +0 -20
  215. data/include/reflex/image.h +0 -20
  216. data/include/reflex/matrix.h +0 -20
  217. data/include/reflex/painter.h +0 -20
  218. data/include/reflex/point.h +0 -24
  219. data/include/reflex/ruby/body.h +0 -41
  220. data/include/reflex/ruby/fixture.h +0 -41
  221. data/include/reflex/ruby/shape_view.h +0 -96
  222. data/include/reflex/shader.h +0 -20
  223. data/include/reflex/shape_view.h +0 -146
  224. data/include/reflex/texture.h +0 -20
  225. data/lib/reflex/body.rb +0 -22
  226. data/lib/reflex/flags.rb +0 -18
  227. data/lib/reflex/shape_view.rb +0 -25
  228. data/src/ios/application_data.h +0 -45
  229. data/src/ios/native_window.h +0 -39
  230. data/src/ios/native_window.mm +0 -224
  231. data/src/ios/opengl_view.h +0 -13
  232. data/src/ios/opengl_view.mm +0 -139
  233. data/src/ios/window_data.h +0 -75
  234. data/src/osx/application_data.h +0 -45
  235. data/src/osx/window_data.h +0 -75
  236. data/src/physics/Box2D/Box2D.h +0 -68
  237. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +0 -193
  238. data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +0 -105
  239. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +0 -99
  240. data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +0 -91
  241. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +0 -138
  242. data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +0 -74
  243. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +0 -467
  244. data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +0 -101
  245. data/src/physics/Box2D/Collision/Shapes/b2Shape.h +0 -101
  246. data/src/physics/Box2D/Collision/b2BroadPhase.cpp +0 -119
  247. data/src/physics/Box2D/Collision/b2BroadPhase.h +0 -257
  248. data/src/physics/Box2D/Collision/b2CollideCircle.cpp +0 -154
  249. data/src/physics/Box2D/Collision/b2CollideEdge.cpp +0 -698
  250. data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +0 -239
  251. data/src/physics/Box2D/Collision/b2Collision.cpp +0 -252
  252. data/src/physics/Box2D/Collision/b2Collision.h +0 -277
  253. data/src/physics/Box2D/Collision/b2Distance.cpp +0 -603
  254. data/src/physics/Box2D/Collision/b2Distance.h +0 -141
  255. data/src/physics/Box2D/Collision/b2DynamicTree.cpp +0 -778
  256. data/src/physics/Box2D/Collision/b2DynamicTree.h +0 -289
  257. data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +0 -486
  258. data/src/physics/Box2D/Collision/b2TimeOfImpact.h +0 -58
  259. data/src/physics/Box2D/Common/b2BlockAllocator.cpp +0 -215
  260. data/src/physics/Box2D/Common/b2BlockAllocator.h +0 -62
  261. data/src/physics/Box2D/Common/b2Draw.cpp +0 -44
  262. data/src/physics/Box2D/Common/b2Draw.h +0 -86
  263. data/src/physics/Box2D/Common/b2GrowableStack.h +0 -85
  264. data/src/physics/Box2D/Common/b2Math.cpp +0 -94
  265. data/src/physics/Box2D/Common/b2Math.h +0 -720
  266. data/src/physics/Box2D/Common/b2Settings.cpp +0 -44
  267. data/src/physics/Box2D/Common/b2Settings.h +0 -151
  268. data/src/physics/Box2D/Common/b2StackAllocator.cpp +0 -83
  269. data/src/physics/Box2D/Common/b2StackAllocator.h +0 -60
  270. data/src/physics/Box2D/Common/b2Timer.cpp +0 -101
  271. data/src/physics/Box2D/Common/b2Timer.h +0 -50
  272. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +0 -53
  273. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +0 -39
  274. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +0 -53
  275. data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +0 -39
  276. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +0 -52
  277. data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +0 -39
  278. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +0 -247
  279. data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +0 -349
  280. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +0 -838
  281. data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +0 -95
  282. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +0 -49
  283. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +0 -39
  284. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +0 -49
  285. data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +0 -39
  286. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +0 -49
  287. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +0 -38
  288. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +0 -52
  289. data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +0 -39
  290. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +0 -260
  291. data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +0 -169
  292. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +0 -251
  293. data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +0 -119
  294. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +0 -419
  295. data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +0 -125
  296. data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +0 -211
  297. data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +0 -226
  298. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +0 -304
  299. data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +0 -133
  300. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +0 -222
  301. data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +0 -129
  302. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +0 -629
  303. data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +0 -196
  304. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +0 -348
  305. data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +0 -152
  306. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +0 -502
  307. data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +0 -204
  308. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +0 -241
  309. data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +0 -114
  310. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +0 -344
  311. data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +0 -126
  312. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +0 -419
  313. data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +0 -210
  314. data/src/physics/Box2D/Dynamics/b2Body.cpp +0 -549
  315. data/src/physics/Box2D/Dynamics/b2Body.h +0 -860
  316. data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +0 -296
  317. data/src/physics/Box2D/Dynamics/b2ContactManager.h +0 -52
  318. data/src/physics/Box2D/Dynamics/b2Fixture.cpp +0 -303
  319. data/src/physics/Box2D/Dynamics/b2Fixture.h +0 -345
  320. data/src/physics/Box2D/Dynamics/b2Island.cpp +0 -539
  321. data/src/physics/Box2D/Dynamics/b2Island.h +0 -93
  322. data/src/physics/Box2D/Dynamics/b2TimeStep.h +0 -70
  323. data/src/physics/Box2D/Dynamics/b2World.cpp +0 -1339
  324. data/src/physics/Box2D/Dynamics/b2World.h +0 -354
  325. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +0 -36
  326. data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +0 -155
  327. data/src/physics/Box2D/Rope/b2Rope.cpp +0 -259
  328. data/src/physics/Box2D/Rope/b2Rope.h +0 -115
  329. data/src/shape_view.cpp +0 -306
@@ -1,539 +0,0 @@
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- /*
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- * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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- *
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- * This software is provided 'as-is', without any express or implied
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- * warranty. In no event will the authors be held liable for any damages
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- * arising from the use of this software.
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- * Permission is granted to anyone to use this software for any purpose,
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- * including commercial applications, and to alter it and redistribute it
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- * freely, subject to the following restrictions:
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- * 1. The origin of this software must not be misrepresented; you must not
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- * claim that you wrote the original software. If you use this software
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- * in a product, an acknowledgment in the product documentation would be
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- * appreciated but is not required.
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- * 2. Altered source versions must be plainly marked as such, and must not be
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- * misrepresented as being the original software.
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- * 3. This notice may not be removed or altered from any source distribution.
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- */
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-
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- #include <Box2D/Collision/b2Distance.h>
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- #include <Box2D/Dynamics/b2Island.h>
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- #include <Box2D/Dynamics/b2Body.h>
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- #include <Box2D/Dynamics/b2Fixture.h>
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- #include <Box2D/Dynamics/b2World.h>
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- #include <Box2D/Dynamics/Contacts/b2Contact.h>
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- #include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
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- #include <Box2D/Dynamics/Joints/b2Joint.h>
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- #include <Box2D/Common/b2StackAllocator.h>
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- #include <Box2D/Common/b2Timer.h>
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-
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- /*
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- Position Correction Notes
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- =========================
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- I tried the several algorithms for position correction of the 2D revolute joint.
34
- I looked at these systems:
35
- - simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
36
- - suspension bridge with 30 1m long planks of length 1m.
37
- - multi-link chain with 30 1m long links.
38
-
39
- Here are the algorithms:
40
-
41
- Baumgarte - A fraction of the position error is added to the velocity error. There is no
42
- separate position solver.
43
-
44
- Pseudo Velocities - After the velocity solver and position integration,
45
- the position error, Jacobian, and effective mass are recomputed. Then
46
- the velocity constraints are solved with pseudo velocities and a fraction
47
- of the position error is added to the pseudo velocity error. The pseudo
48
- velocities are initialized to zero and there is no warm-starting. After
49
- the position solver, the pseudo velocities are added to the positions.
50
- This is also called the First Order World method or the Position LCP method.
51
-
52
- Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
53
- position error is re-computed for each constraint and the positions are updated
54
- after the constraint is solved. The radius vectors (aka Jacobians) are
55
- re-computed too (otherwise the algorithm has horrible instability). The pseudo
56
- velocity states are not needed because they are effectively zero at the beginning
57
- of each iteration. Since we have the current position error, we allow the
58
- iterations to terminate early if the error becomes smaller than b2_linearSlop.
59
-
60
- Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
61
- each time a constraint is solved.
62
-
63
- Here are the results:
64
- Baumgarte - this is the cheapest algorithm but it has some stability problems,
65
- especially with the bridge. The chain links separate easily close to the root
66
- and they jitter as they struggle to pull together. This is one of the most common
67
- methods in the field. The big drawback is that the position correction artificially
68
- affects the momentum, thus leading to instabilities and false bounce. I used a
69
- bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
70
- factor makes joints and contacts more spongy.
71
-
72
- Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
73
- stable. However, joints still separate with large angular velocities. Drag the
74
- simple pendulum in a circle quickly and the joint will separate. The chain separates
75
- easily and does not recover. I used a bias factor of 0.2. A larger value lead to
76
- the bridge collapsing when a heavy cube drops on it.
77
-
78
- Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
79
- Velocities, but in other ways it is worse. The bridge and chain are much more
80
- stable, but the simple pendulum goes unstable at high angular velocities.
81
-
82
- Full NGS - stable in all tests. The joints display good stiffness. The bridge
83
- still sags, but this is better than infinite forces.
84
-
85
- Recommendations
86
- Pseudo Velocities are not really worthwhile because the bridge and chain cannot
87
- recover from joint separation. In other cases the benefit over Baumgarte is small.
88
-
89
- Modified NGS is not a robust method for the revolute joint due to the violent
90
- instability seen in the simple pendulum. Perhaps it is viable with other constraint
91
- types, especially scalar constraints where the effective mass is a scalar.
92
-
93
- This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
94
- and is very fast. I don't think we can escape Baumgarte, especially in highly
95
- demanding cases where high constraint fidelity is not needed.
96
-
97
- Full NGS is robust and easy on the eyes. I recommend this as an option for
98
- higher fidelity simulation and certainly for suspension bridges and long chains.
99
- Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
100
- joint separation can be problematic. The number of NGS iterations can be reduced
101
- for better performance without harming robustness much.
102
-
103
- Each joint in a can be handled differently in the position solver. So I recommend
104
- a system where the user can select the algorithm on a per joint basis. I would
105
- probably default to the slower Full NGS and let the user select the faster
106
- Baumgarte method in performance critical scenarios.
107
- */
108
-
109
- /*
110
- Cache Performance
111
-
112
- The Box2D solvers are dominated by cache misses. Data structures are designed
113
- to increase the number of cache hits. Much of misses are due to random access
114
- to body data. The constraint structures are iterated over linearly, which leads
115
- to few cache misses.
116
-
117
- The bodies are not accessed during iteration. Instead read only data, such as
118
- the mass values are stored with the constraints. The mutable data are the constraint
119
- impulses and the bodies velocities/positions. The impulses are held inside the
120
- constraint structures. The body velocities/positions are held in compact, temporary
121
- arrays to increase the number of cache hits. Linear and angular velocity are
122
- stored in a single array since multiple arrays lead to multiple misses.
123
- */
124
-
125
- /*
126
- 2D Rotation
127
-
128
- R = [cos(theta) -sin(theta)]
129
- [sin(theta) cos(theta) ]
130
-
131
- thetaDot = omega
132
-
133
- Let q1 = cos(theta), q2 = sin(theta).
134
- R = [q1 -q2]
135
- [q2 q1]
136
-
137
- q1Dot = -thetaDot * q2
138
- q2Dot = thetaDot * q1
139
-
140
- q1_new = q1_old - dt * w * q2
141
- q2_new = q2_old + dt * w * q1
142
- then normalize.
143
-
144
- This might be faster than computing sin+cos.
145
- However, we can compute sin+cos of the same angle fast.
146
- */
147
-
148
- b2Island::b2Island(
149
- int32 bodyCapacity,
150
- int32 contactCapacity,
151
- int32 jointCapacity,
152
- b2StackAllocator* allocator,
153
- b2ContactListener* listener)
154
- {
155
- m_bodyCapacity = bodyCapacity;
156
- m_contactCapacity = contactCapacity;
157
- m_jointCapacity = jointCapacity;
158
- m_bodyCount = 0;
159
- m_contactCount = 0;
160
- m_jointCount = 0;
161
-
162
- m_allocator = allocator;
163
- m_listener = listener;
164
-
165
- m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*));
166
- m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity * sizeof(b2Contact*));
167
- m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*));
168
-
169
- m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity));
170
- m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position));
171
- }
172
-
173
- b2Island::~b2Island()
174
- {
175
- // Warning: the order should reverse the constructor order.
176
- m_allocator->Free(m_positions);
177
- m_allocator->Free(m_velocities);
178
- m_allocator->Free(m_joints);
179
- m_allocator->Free(m_contacts);
180
- m_allocator->Free(m_bodies);
181
- }
182
-
183
- void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
184
- {
185
- b2Timer timer;
186
-
187
- float32 h = step.dt;
188
-
189
- // Integrate velocities and apply damping. Initialize the body state.
190
- for (int32 i = 0; i < m_bodyCount; ++i)
191
- {
192
- b2Body* b = m_bodies[i];
193
-
194
- b2Vec2 c = b->m_sweep.c;
195
- float32 a = b->m_sweep.a;
196
- b2Vec2 v = b->m_linearVelocity;
197
- float32 w = b->m_angularVelocity;
198
-
199
- // Store positions for continuous collision.
200
- b->m_sweep.c0 = b->m_sweep.c;
201
- b->m_sweep.a0 = b->m_sweep.a;
202
-
203
- if (b->m_type == b2_dynamicBody)
204
- {
205
- // Integrate velocities.
206
- v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force);
207
- w += h * b->m_invI * b->m_torque;
208
-
209
- // Apply damping.
210
- // ODE: dv/dt + c * v = 0
211
- // Solution: v(t) = v0 * exp(-c * t)
212
- // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
213
- // v2 = exp(-c * dt) * v1
214
- // Pade approximation:
215
- // v2 = v1 * 1 / (1 + c * dt)
216
- v *= 1.0f / (1.0f + h * b->m_linearDamping);
217
- w *= 1.0f / (1.0f + h * b->m_angularDamping);
218
- }
219
-
220
- m_positions[i].c = c;
221
- m_positions[i].a = a;
222
- m_velocities[i].v = v;
223
- m_velocities[i].w = w;
224
- }
225
-
226
- timer.Reset();
227
-
228
- // Solver data
229
- b2SolverData solverData;
230
- solverData.step = step;
231
- solverData.positions = m_positions;
232
- solverData.velocities = m_velocities;
233
-
234
- // Initialize velocity constraints.
235
- b2ContactSolverDef contactSolverDef;
236
- contactSolverDef.step = step;
237
- contactSolverDef.contacts = m_contacts;
238
- contactSolverDef.count = m_contactCount;
239
- contactSolverDef.positions = m_positions;
240
- contactSolverDef.velocities = m_velocities;
241
- contactSolverDef.allocator = m_allocator;
242
-
243
- b2ContactSolver contactSolver(&contactSolverDef);
244
- contactSolver.InitializeVelocityConstraints();
245
-
246
- if (step.warmStarting)
247
- {
248
- contactSolver.WarmStart();
249
- }
250
-
251
- for (int32 i = 0; i < m_jointCount; ++i)
252
- {
253
- m_joints[i]->InitVelocityConstraints(solverData);
254
- }
255
-
256
- profile->solveInit = timer.GetMilliseconds();
257
-
258
- // Solve velocity constraints
259
- timer.Reset();
260
- for (int32 i = 0; i < step.velocityIterations; ++i)
261
- {
262
- for (int32 j = 0; j < m_jointCount; ++j)
263
- {
264
- m_joints[j]->SolveVelocityConstraints(solverData);
265
- }
266
-
267
- contactSolver.SolveVelocityConstraints();
268
- }
269
-
270
- // Store impulses for warm starting
271
- contactSolver.StoreImpulses();
272
- profile->solveVelocity = timer.GetMilliseconds();
273
-
274
- // Integrate positions
275
- for (int32 i = 0; i < m_bodyCount; ++i)
276
- {
277
- b2Vec2 c = m_positions[i].c;
278
- float32 a = m_positions[i].a;
279
- b2Vec2 v = m_velocities[i].v;
280
- float32 w = m_velocities[i].w;
281
-
282
- // Check for large velocities
283
- b2Vec2 translation = h * v;
284
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
285
- {
286
- float32 ratio = b2_maxTranslation / translation.Length();
287
- v *= ratio;
288
- }
289
-
290
- float32 rotation = h * w;
291
- if (rotation * rotation > b2_maxRotationSquared)
292
- {
293
- float32 ratio = b2_maxRotation / b2Abs(rotation);
294
- w *= ratio;
295
- }
296
-
297
- // Integrate
298
- c += h * v;
299
- a += h * w;
300
-
301
- m_positions[i].c = c;
302
- m_positions[i].a = a;
303
- m_velocities[i].v = v;
304
- m_velocities[i].w = w;
305
- }
306
-
307
- // Solve position constraints
308
- timer.Reset();
309
- bool positionSolved = false;
310
- for (int32 i = 0; i < step.positionIterations; ++i)
311
- {
312
- bool contactsOkay = contactSolver.SolvePositionConstraints();
313
-
314
- bool jointsOkay = true;
315
- for (int32 i = 0; i < m_jointCount; ++i)
316
- {
317
- bool jointOkay = m_joints[i]->SolvePositionConstraints(solverData);
318
- jointsOkay = jointsOkay && jointOkay;
319
- }
320
-
321
- if (contactsOkay && jointsOkay)
322
- {
323
- // Exit early if the position errors are small.
324
- positionSolved = true;
325
- break;
326
- }
327
- }
328
-
329
- // Copy state buffers back to the bodies
330
- for (int32 i = 0; i < m_bodyCount; ++i)
331
- {
332
- b2Body* body = m_bodies[i];
333
- body->m_sweep.c = m_positions[i].c;
334
- body->m_sweep.a = m_positions[i].a;
335
- body->m_linearVelocity = m_velocities[i].v;
336
- body->m_angularVelocity = m_velocities[i].w;
337
- body->SynchronizeTransform();
338
- }
339
-
340
- profile->solvePosition = timer.GetMilliseconds();
341
-
342
- Report(contactSolver.m_velocityConstraints);
343
-
344
- if (allowSleep)
345
- {
346
- float32 minSleepTime = b2_maxFloat;
347
-
348
- const float32 linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance;
349
- const float32 angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance;
350
-
351
- for (int32 i = 0; i < m_bodyCount; ++i)
352
- {
353
- b2Body* b = m_bodies[i];
354
- if (b->GetType() == b2_staticBody)
355
- {
356
- continue;
357
- }
358
-
359
- if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
360
- b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
361
- b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
362
- {
363
- b->m_sleepTime = 0.0f;
364
- minSleepTime = 0.0f;
365
- }
366
- else
367
- {
368
- b->m_sleepTime += h;
369
- minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
370
- }
371
- }
372
-
373
- if (minSleepTime >= b2_timeToSleep && positionSolved)
374
- {
375
- for (int32 i = 0; i < m_bodyCount; ++i)
376
- {
377
- b2Body* b = m_bodies[i];
378
- b->SetAwake(false);
379
- }
380
- }
381
- }
382
- }
383
-
384
- void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
385
- {
386
- b2Assert(toiIndexA < m_bodyCount);
387
- b2Assert(toiIndexB < m_bodyCount);
388
-
389
- // Initialize the body state.
390
- for (int32 i = 0; i < m_bodyCount; ++i)
391
- {
392
- b2Body* b = m_bodies[i];
393
- m_positions[i].c = b->m_sweep.c;
394
- m_positions[i].a = b->m_sweep.a;
395
- m_velocities[i].v = b->m_linearVelocity;
396
- m_velocities[i].w = b->m_angularVelocity;
397
- }
398
-
399
- b2ContactSolverDef contactSolverDef;
400
- contactSolverDef.contacts = m_contacts;
401
- contactSolverDef.count = m_contactCount;
402
- contactSolverDef.allocator = m_allocator;
403
- contactSolverDef.step = subStep;
404
- contactSolverDef.positions = m_positions;
405
- contactSolverDef.velocities = m_velocities;
406
- b2ContactSolver contactSolver(&contactSolverDef);
407
-
408
- // Solve position constraints.
409
- for (int32 i = 0; i < subStep.positionIterations; ++i)
410
- {
411
- bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
412
- if (contactsOkay)
413
- {
414
- break;
415
- }
416
- }
417
-
418
- #if 0
419
- // Is the new position really safe?
420
- for (int32 i = 0; i < m_contactCount; ++i)
421
- {
422
- b2Contact* c = m_contacts[i];
423
- b2Fixture* fA = c->GetFixtureA();
424
- b2Fixture* fB = c->GetFixtureB();
425
-
426
- b2Body* bA = fA->GetBody();
427
- b2Body* bB = fB->GetBody();
428
-
429
- int32 indexA = c->GetChildIndexA();
430
- int32 indexB = c->GetChildIndexB();
431
-
432
- b2DistanceInput input;
433
- input.proxyA.Set(fA->GetShape(), indexA);
434
- input.proxyB.Set(fB->GetShape(), indexB);
435
- input.transformA = bA->GetTransform();
436
- input.transformB = bB->GetTransform();
437
- input.useRadii = false;
438
-
439
- b2DistanceOutput output;
440
- b2SimplexCache cache;
441
- cache.count = 0;
442
- b2Distance(&output, &cache, &input);
443
-
444
- if (output.distance == 0 || cache.count == 3)
445
- {
446
- cache.count += 0;
447
- }
448
- }
449
- #endif
450
-
451
- // Leap of faith to new safe state.
452
- m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
453
- m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
454
- m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
455
- m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a;
456
-
457
- // No warm starting is needed for TOI events because warm
458
- // starting impulses were applied in the discrete solver.
459
- contactSolver.InitializeVelocityConstraints();
460
-
461
- // Solve velocity constraints.
462
- for (int32 i = 0; i < subStep.velocityIterations; ++i)
463
- {
464
- contactSolver.SolveVelocityConstraints();
465
- }
466
-
467
- // Don't store the TOI contact forces for warm starting
468
- // because they can be quite large.
469
-
470
- float32 h = subStep.dt;
471
-
472
- // Integrate positions
473
- for (int32 i = 0; i < m_bodyCount; ++i)
474
- {
475
- b2Vec2 c = m_positions[i].c;
476
- float32 a = m_positions[i].a;
477
- b2Vec2 v = m_velocities[i].v;
478
- float32 w = m_velocities[i].w;
479
-
480
- // Check for large velocities
481
- b2Vec2 translation = h * v;
482
- if (b2Dot(translation, translation) > b2_maxTranslationSquared)
483
- {
484
- float32 ratio = b2_maxTranslation / translation.Length();
485
- v *= ratio;
486
- }
487
-
488
- float32 rotation = h * w;
489
- if (rotation * rotation > b2_maxRotationSquared)
490
- {
491
- float32 ratio = b2_maxRotation / b2Abs(rotation);
492
- w *= ratio;
493
- }
494
-
495
- // Integrate
496
- c += h * v;
497
- a += h * w;
498
-
499
- m_positions[i].c = c;
500
- m_positions[i].a = a;
501
- m_velocities[i].v = v;
502
- m_velocities[i].w = w;
503
-
504
- // Sync bodies
505
- b2Body* body = m_bodies[i];
506
- body->m_sweep.c = c;
507
- body->m_sweep.a = a;
508
- body->m_linearVelocity = v;
509
- body->m_angularVelocity = w;
510
- body->SynchronizeTransform();
511
- }
512
-
513
- Report(contactSolver.m_velocityConstraints);
514
- }
515
-
516
- void b2Island::Report(const b2ContactVelocityConstraint* constraints)
517
- {
518
- if (m_listener == NULL)
519
- {
520
- return;
521
- }
522
-
523
- for (int32 i = 0; i < m_contactCount; ++i)
524
- {
525
- b2Contact* c = m_contacts[i];
526
-
527
- const b2ContactVelocityConstraint* vc = constraints + i;
528
-
529
- b2ContactImpulse impulse;
530
- impulse.count = vc->pointCount;
531
- for (int32 j = 0; j < vc->pointCount; ++j)
532
- {
533
- impulse.normalImpulses[j] = vc->points[j].normalImpulse;
534
- impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
535
- }
536
-
537
- m_listener->PostSolve(c, &impulse);
538
- }
539
- }
@@ -1,93 +0,0 @@
1
- /*
2
- * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
3
- *
4
- * This software is provided 'as-is', without any express or implied
5
- * warranty. In no event will the authors be held liable for any damages
6
- * arising from the use of this software.
7
- * Permission is granted to anyone to use this software for any purpose,
8
- * including commercial applications, and to alter it and redistribute it
9
- * freely, subject to the following restrictions:
10
- * 1. The origin of this software must not be misrepresented; you must not
11
- * claim that you wrote the original software. If you use this software
12
- * in a product, an acknowledgment in the product documentation would be
13
- * appreciated but is not required.
14
- * 2. Altered source versions must be plainly marked as such, and must not be
15
- * misrepresented as being the original software.
16
- * 3. This notice may not be removed or altered from any source distribution.
17
- */
18
-
19
- #ifndef B2_ISLAND_H
20
- #define B2_ISLAND_H
21
-
22
- #include <Box2D/Common/b2Math.h>
23
- #include <Box2D/Dynamics/b2Body.h>
24
- #include <Box2D/Dynamics/b2TimeStep.h>
25
-
26
- class b2Contact;
27
- class b2Joint;
28
- class b2StackAllocator;
29
- class b2ContactListener;
30
- struct b2ContactVelocityConstraint;
31
- struct b2Profile;
32
-
33
- /// This is an internal class.
34
- class b2Island
35
- {
36
- public:
37
- b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
38
- b2StackAllocator* allocator, b2ContactListener* listener);
39
- ~b2Island();
40
-
41
- void Clear()
42
- {
43
- m_bodyCount = 0;
44
- m_contactCount = 0;
45
- m_jointCount = 0;
46
- }
47
-
48
- void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
49
-
50
- void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
51
-
52
- void Add(b2Body* body)
53
- {
54
- b2Assert(m_bodyCount < m_bodyCapacity);
55
- body->m_islandIndex = m_bodyCount;
56
- m_bodies[m_bodyCount] = body;
57
- ++m_bodyCount;
58
- }
59
-
60
- void Add(b2Contact* contact)
61
- {
62
- b2Assert(m_contactCount < m_contactCapacity);
63
- m_contacts[m_contactCount++] = contact;
64
- }
65
-
66
- void Add(b2Joint* joint)
67
- {
68
- b2Assert(m_jointCount < m_jointCapacity);
69
- m_joints[m_jointCount++] = joint;
70
- }
71
-
72
- void Report(const b2ContactVelocityConstraint* constraints);
73
-
74
- b2StackAllocator* m_allocator;
75
- b2ContactListener* m_listener;
76
-
77
- b2Body** m_bodies;
78
- b2Contact** m_contacts;
79
- b2Joint** m_joints;
80
-
81
- b2Position* m_positions;
82
- b2Velocity* m_velocities;
83
-
84
- int32 m_bodyCount;
85
- int32 m_jointCount;
86
- int32 m_contactCount;
87
-
88
- int32 m_bodyCapacity;
89
- int32 m_contactCapacity;
90
- int32 m_jointCapacity;
91
- };
92
-
93
- #endif
@@ -1,70 +0,0 @@
1
- /*
2
- * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
3
- *
4
- * This software is provided 'as-is', without any express or implied
5
- * warranty. In no event will the authors be held liable for any damages
6
- * arising from the use of this software.
7
- * Permission is granted to anyone to use this software for any purpose,
8
- * including commercial applications, and to alter it and redistribute it
9
- * freely, subject to the following restrictions:
10
- * 1. The origin of this software must not be misrepresented; you must not
11
- * claim that you wrote the original software. If you use this software
12
- * in a product, an acknowledgment in the product documentation would be
13
- * appreciated but is not required.
14
- * 2. Altered source versions must be plainly marked as such, and must not be
15
- * misrepresented as being the original software.
16
- * 3. This notice may not be removed or altered from any source distribution.
17
- */
18
-
19
- #ifndef B2_TIME_STEP_H
20
- #define B2_TIME_STEP_H
21
-
22
- #include <Box2D/Common/b2Math.h>
23
-
24
- /// Profiling data. Times are in milliseconds.
25
- struct b2Profile
26
- {
27
- float32 step;
28
- float32 collide;
29
- float32 solve;
30
- float32 solveInit;
31
- float32 solveVelocity;
32
- float32 solvePosition;
33
- float32 broadphase;
34
- float32 solveTOI;
35
- };
36
-
37
- /// This is an internal structure.
38
- struct b2TimeStep
39
- {
40
- float32 dt; // time step
41
- float32 inv_dt; // inverse time step (0 if dt == 0).
42
- float32 dtRatio; // dt * inv_dt0
43
- int32 velocityIterations;
44
- int32 positionIterations;
45
- bool warmStarting;
46
- };
47
-
48
- /// This is an internal structure.
49
- struct b2Position
50
- {
51
- b2Vec2 c;
52
- float32 a;
53
- };
54
-
55
- /// This is an internal structure.
56
- struct b2Velocity
57
- {
58
- b2Vec2 v;
59
- float32 w;
60
- };
61
-
62
- /// Solver Data
63
- struct b2SolverData
64
- {
65
- b2TimeStep step;
66
- b2Position* positions;
67
- b2Velocity* velocities;
68
- };
69
-
70
- #endif