reflexion 0.1.7 → 0.1.8
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- checksums.yaml +4 -4
- data/.doc/ext/reflex/application.cpp +5 -5
- data/.doc/ext/reflex/body.cpp +167 -0
- data/.doc/ext/reflex/capture_event.cpp +4 -4
- data/.doc/ext/reflex/draw_event.cpp +4 -4
- data/.doc/ext/reflex/event.cpp +4 -4
- data/.doc/ext/reflex/fixture.cpp +101 -0
- data/.doc/ext/reflex/focus_event.cpp +4 -4
- data/.doc/ext/reflex/frame_event.cpp +4 -4
- data/.doc/ext/reflex/image_view.cpp +22 -5
- data/.doc/ext/reflex/key_event.cpp +4 -4
- data/.doc/ext/reflex/native.cpp +6 -0
- data/.doc/ext/reflex/pointer_event.cpp +4 -4
- data/.doc/ext/reflex/reflex.cpp +2 -3
- data/.doc/ext/reflex/scroll_event.cpp +4 -4
- data/.doc/ext/reflex/selector.cpp +4 -4
- data/.doc/ext/reflex/style.cpp +4 -4
- data/.doc/ext/reflex/style_length.cpp +4 -4
- data/.doc/ext/reflex/style_length2.cpp +4 -4
- data/.doc/ext/reflex/style_length4.cpp +4 -4
- data/.doc/ext/reflex/update_event.cpp +4 -4
- data/.doc/ext/reflex/view.cpp +110 -8
- data/.doc/ext/reflex/wheel_event.cpp +4 -4
- data/.doc/ext/reflex/window.cpp +36 -12
- data/README.md +2 -2
- data/Rakefile +2 -1
- data/VERSION +1 -1
- data/ext/reflex/application.cpp +8 -8
- data/ext/reflex/body.cpp +181 -0
- data/ext/reflex/capture_event.cpp +4 -4
- data/ext/reflex/draw_event.cpp +4 -4
- data/ext/reflex/event.cpp +4 -4
- data/ext/reflex/fixture.cpp +108 -0
- data/ext/reflex/focus_event.cpp +4 -4
- data/ext/reflex/frame_event.cpp +4 -4
- data/ext/reflex/image_view.cpp +24 -5
- data/ext/reflex/key_event.cpp +4 -4
- data/ext/reflex/native.cpp +6 -0
- data/ext/reflex/pointer_event.cpp +4 -4
- data/ext/reflex/reflex.cpp +2 -3
- data/ext/reflex/scroll_event.cpp +4 -4
- data/ext/reflex/selector.cpp +4 -4
- data/ext/reflex/style.cpp +4 -4
- data/ext/reflex/style_length.cpp +4 -4
- data/ext/reflex/style_length2.cpp +4 -4
- data/ext/reflex/style_length4.cpp +4 -4
- data/ext/reflex/update_event.cpp +4 -4
- data/ext/reflex/view.cpp +126 -12
- data/ext/reflex/wheel_event.cpp +4 -4
- data/ext/reflex/window.cpp +39 -12
- data/include/reflex/bitmap.h +20 -0
- data/include/reflex/body.h +82 -0
- data/include/reflex/bounds.h +20 -0
- data/include/reflex/color.h +20 -0
- data/include/reflex/color_space.h +20 -0
- data/include/reflex/defs.h +5 -1
- data/include/reflex/event.h +16 -25
- data/include/reflex/fixture.h +116 -0
- data/include/reflex/font.h +20 -0
- data/include/reflex/image.h +20 -0
- data/include/reflex/image_view.h +1 -1
- data/include/reflex/matrix.h +20 -0
- data/include/reflex/painter.h +20 -0
- data/include/reflex/point.h +24 -0
- data/include/reflex/ruby/application.h +6 -0
- data/include/reflex/ruby/body.h +41 -0
- data/include/reflex/ruby/event.h +68 -0
- data/include/reflex/ruby/fixture.h +41 -0
- data/include/reflex/ruby/image_view.h +14 -0
- data/include/reflex/ruby/selector.h +14 -0
- data/include/reflex/ruby/style.h +14 -0
- data/include/reflex/ruby/style_length.h +26 -0
- data/include/reflex/ruby/view.h +43 -39
- data/include/reflex/ruby/window.h +27 -21
- data/include/reflex/ruby.h +2 -0
- data/include/reflex/shader.h +20 -0
- data/include/reflex/style.h +2 -3
- data/include/reflex/texture.h +20 -0
- data/include/reflex/view.h +45 -24
- data/include/reflex/window.h +11 -14
- data/include/reflex.h +3 -0
- data/lib/reflex/application.rb +6 -2
- data/lib/reflex/body.rb +17 -0
- data/lib/reflex/fixture.rb +17 -0
- data/lib/reflex/view.rb +16 -1
- data/lib/reflex/window.rb +13 -1
- data/lib/reflex.rb +2 -0
- data/reflex.gemspec +1 -1
- data/samples/bats.rb +4 -3
- data/samples/checker.rb +4 -3
- data/samples/fans.rb +4 -3
- data/samples/fps.rb +5 -3
- data/samples/grid.rb +5 -4
- data/samples/hello.rb +1 -1
- data/samples/image.rb +3 -2
- data/samples/ios/hello/hello/main.cpp +12 -3
- data/samples/ios/hello/hello.xcodeproj/project.pbxproj +376 -123
- data/samples/key.rb +5 -4
- data/samples/layout.rb +3 -2
- data/samples/model.rb +3 -2
- data/samples/osx/hello/hello/main.cpp +12 -3
- data/samples/osx/hello/hello.xcodeproj/project.pbxproj +375 -120
- data/samples/physics.rb +37 -0
- data/samples/repl.rb +3 -2
- data/samples/shader.rb +4 -4
- data/samples/shapes.rb +4 -4
- data/samples/text.rb +6 -4
- data/samples/tree.rb +5 -4
- data/samples/views.rb +3 -2
- data/samples/visuals.rb +1 -2
- data/src/body.cpp +244 -0
- data/src/event.cpp +18 -18
- data/src/fixture.cpp +108 -0
- data/src/image_view.cpp +1 -1
- data/src/ios/native_window.h +2 -0
- data/src/ios/native_window.mm +18 -1
- data/src/ios/opengl_view.mm +8 -0
- data/src/ios/window.mm +24 -3
- data/src/ios/window_data.h +3 -3
- data/src/osx/native_window.mm +17 -1
- data/src/osx/window.mm +24 -3
- data/src/osx/window_data.h +3 -3
- data/src/physics/Box2D/Box2D.h +68 -0
- data/src/physics/Box2D/Collision/Shapes/b2ChainShape.cpp +193 -0
- data/src/physics/Box2D/Collision/Shapes/b2ChainShape.h +105 -0
- data/src/physics/Box2D/Collision/Shapes/b2CircleShape.cpp +99 -0
- data/src/physics/Box2D/Collision/Shapes/b2CircleShape.h +91 -0
- data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.cpp +138 -0
- data/src/physics/Box2D/Collision/Shapes/b2EdgeShape.h +74 -0
- data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.cpp +467 -0
- data/src/physics/Box2D/Collision/Shapes/b2PolygonShape.h +101 -0
- data/src/physics/Box2D/Collision/Shapes/b2Shape.h +101 -0
- data/src/physics/Box2D/Collision/b2BroadPhase.cpp +119 -0
- data/src/physics/Box2D/Collision/b2BroadPhase.h +257 -0
- data/src/physics/Box2D/Collision/b2CollideCircle.cpp +154 -0
- data/src/physics/Box2D/Collision/b2CollideEdge.cpp +698 -0
- data/src/physics/Box2D/Collision/b2CollidePolygon.cpp +239 -0
- data/src/physics/Box2D/Collision/b2Collision.cpp +252 -0
- data/src/physics/Box2D/Collision/b2Collision.h +277 -0
- data/src/physics/Box2D/Collision/b2Distance.cpp +603 -0
- data/src/physics/Box2D/Collision/b2Distance.h +141 -0
- data/src/physics/Box2D/Collision/b2DynamicTree.cpp +778 -0
- data/src/physics/Box2D/Collision/b2DynamicTree.h +289 -0
- data/src/physics/Box2D/Collision/b2TimeOfImpact.cpp +486 -0
- data/src/physics/Box2D/Collision/b2TimeOfImpact.h +58 -0
- data/src/physics/Box2D/Common/b2BlockAllocator.cpp +215 -0
- data/src/physics/Box2D/Common/b2BlockAllocator.h +62 -0
- data/src/physics/Box2D/Common/b2Draw.cpp +44 -0
- data/src/physics/Box2D/Common/b2Draw.h +86 -0
- data/src/physics/Box2D/Common/b2GrowableStack.h +85 -0
- data/src/physics/Box2D/Common/b2Math.cpp +94 -0
- data/src/physics/Box2D/Common/b2Math.h +720 -0
- data/src/physics/Box2D/Common/b2Settings.cpp +44 -0
- data/src/physics/Box2D/Common/b2Settings.h +151 -0
- data/src/physics/Box2D/Common/b2StackAllocator.cpp +83 -0
- data/src/physics/Box2D/Common/b2StackAllocator.h +60 -0
- data/src/physics/Box2D/Common/b2Timer.cpp +101 -0
- data/src/physics/Box2D/Common/b2Timer.h +50 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.cpp +53 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.cpp +53 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.cpp +52 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2CircleContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2Contact.cpp +247 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2Contact.h +349 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.cpp +838 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2ContactSolver.h +95 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.cpp +49 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.cpp +49 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.cpp +49 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h +38 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.cpp +52 -0
- data/src/physics/Box2D/Dynamics/Contacts/b2PolygonContact.h +39 -0
- data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.cpp +260 -0
- data/src/physics/Box2D/Dynamics/Joints/b2DistanceJoint.h +169 -0
- data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.cpp +251 -0
- data/src/physics/Box2D/Dynamics/Joints/b2FrictionJoint.h +119 -0
- data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.cpp +419 -0
- data/src/physics/Box2D/Dynamics/Joints/b2GearJoint.h +125 -0
- data/src/physics/Box2D/Dynamics/Joints/b2Joint.cpp +211 -0
- data/src/physics/Box2D/Dynamics/Joints/b2Joint.h +226 -0
- data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.cpp +304 -0
- data/src/physics/Box2D/Dynamics/Joints/b2MotorJoint.h +133 -0
- data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.cpp +222 -0
- data/src/physics/Box2D/Dynamics/Joints/b2MouseJoint.h +129 -0
- data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.cpp +629 -0
- data/src/physics/Box2D/Dynamics/Joints/b2PrismaticJoint.h +196 -0
- data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.cpp +348 -0
- data/src/physics/Box2D/Dynamics/Joints/b2PulleyJoint.h +152 -0
- data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.cpp +502 -0
- data/src/physics/Box2D/Dynamics/Joints/b2RevoluteJoint.h +204 -0
- data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.cpp +241 -0
- data/src/physics/Box2D/Dynamics/Joints/b2RopeJoint.h +114 -0
- data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.cpp +344 -0
- data/src/physics/Box2D/Dynamics/Joints/b2WeldJoint.h +126 -0
- data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.cpp +419 -0
- data/src/physics/Box2D/Dynamics/Joints/b2WheelJoint.h +210 -0
- data/src/physics/Box2D/Dynamics/b2Body.cpp +549 -0
- data/src/physics/Box2D/Dynamics/b2Body.h +860 -0
- data/src/physics/Box2D/Dynamics/b2ContactManager.cpp +296 -0
- data/src/physics/Box2D/Dynamics/b2ContactManager.h +52 -0
- data/src/physics/Box2D/Dynamics/b2Fixture.cpp +303 -0
- data/src/physics/Box2D/Dynamics/b2Fixture.h +345 -0
- data/src/physics/Box2D/Dynamics/b2Island.cpp +539 -0
- data/src/physics/Box2D/Dynamics/b2Island.h +93 -0
- data/src/physics/Box2D/Dynamics/b2TimeStep.h +70 -0
- data/src/physics/Box2D/Dynamics/b2World.cpp +1339 -0
- data/src/physics/Box2D/Dynamics/b2World.h +354 -0
- data/src/physics/Box2D/Dynamics/b2WorldCallbacks.cpp +36 -0
- data/src/physics/Box2D/Dynamics/b2WorldCallbacks.h +155 -0
- data/src/physics/Box2D/Rope/b2Rope.cpp +259 -0
- data/src/physics/Box2D/Rope/b2Rope.h +115 -0
- data/src/style.cpp +2 -2
- data/src/view.cpp +217 -17
- data/src/window.cpp +25 -15
- data/src/world.cpp +206 -0
- data/src/world.h +96 -0
- data/task/box2d.rake +25 -0
- data/test/test_view.rb +5 -5
- metadata +125 -3
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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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#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
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#include <Box2D/Dynamics/Contacts/b2Contact.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/Common/b2StackAllocator.h>
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#define B2_DEBUG_SOLVER 0
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bool g_blockSolve = true;
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struct b2ContactPositionConstraint
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{
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b2Vec2 localPoints[b2_maxManifoldPoints];
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b2Vec2 localNormal;
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b2Vec2 localPoint;
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int32 indexA;
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int32 indexB;
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float32 invMassA, invMassB;
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b2Vec2 localCenterA, localCenterB;
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float32 invIA, invIB;
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b2Manifold::Type type;
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float32 radiusA, radiusB;
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int32 pointCount;
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};
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b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
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{
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m_step = def->step;
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m_allocator = def->allocator;
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m_count = def->count;
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m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
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m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
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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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// Initialize position independent portions of the constraints.
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for (int32 i = 0; i < m_count; ++i)
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{
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b2Contact* contact = m_contacts[i];
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b2Fixture* fixtureA = contact->m_fixtureA;
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b2Fixture* fixtureB = contact->m_fixtureB;
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b2Shape* shapeA = fixtureA->GetShape();
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b2Shape* shapeB = fixtureB->GetShape();
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float32 radiusA = shapeA->m_radius;
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float32 radiusB = shapeB->m_radius;
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b2Body* bodyA = fixtureA->GetBody();
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b2Body* bodyB = fixtureB->GetBody();
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b2Manifold* manifold = contact->GetManifold();
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int32 pointCount = manifold->pointCount;
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b2Assert(pointCount > 0);
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b2ContactVelocityConstraint* 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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b2ContactPositionConstraint* 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 = bodyA->m_sweep.localCenter;
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pc->localCenterB = 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 = manifold->localNormal;
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pc->localPoint = 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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for (int32 j = 0; j < pointCount; ++j)
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{
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b2ManifoldPoint* cp = manifold->points + j;
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b2VelocityConstraintPoint* vcp = vc->points + j;
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if (m_step.warmStarting)
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{
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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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}
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else
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{
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vcp->normalImpulse = 0.0f;
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vcp->tangentImpulse = 0.0f;
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}
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vcp->rA.SetZero();
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vcp->rB.SetZero();
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vcp->normalMass = 0.0f;
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vcp->tangentMass = 0.0f;
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vcp->velocityBias = 0.0f;
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pc->localPoints[j] = cp->localPoint;
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}
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}
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}
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b2ContactSolver::~b2ContactSolver()
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{
|
135
|
+
m_allocator->Free(m_velocityConstraints);
|
136
|
+
m_allocator->Free(m_positionConstraints);
|
137
|
+
}
|
138
|
+
|
139
|
+
// Initialize position dependent portions of the velocity constraints.
|
140
|
+
void b2ContactSolver::InitializeVelocityConstraints()
|
141
|
+
{
|
142
|
+
for (int32 i = 0; i < m_count; ++i)
|
143
|
+
{
|
144
|
+
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
145
|
+
b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
146
|
+
|
147
|
+
float32 radiusA = pc->radiusA;
|
148
|
+
float32 radiusB = pc->radiusB;
|
149
|
+
b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
|
150
|
+
|
151
|
+
int32 indexA = vc->indexA;
|
152
|
+
int32 indexB = vc->indexB;
|
153
|
+
|
154
|
+
float32 mA = vc->invMassA;
|
155
|
+
float32 mB = vc->invMassB;
|
156
|
+
float32 iA = vc->invIA;
|
157
|
+
float32 iB = vc->invIB;
|
158
|
+
b2Vec2 localCenterA = pc->localCenterA;
|
159
|
+
b2Vec2 localCenterB = pc->localCenterB;
|
160
|
+
|
161
|
+
b2Vec2 cA = m_positions[indexA].c;
|
162
|
+
float32 aA = m_positions[indexA].a;
|
163
|
+
b2Vec2 vA = m_velocities[indexA].v;
|
164
|
+
float32 wA = m_velocities[indexA].w;
|
165
|
+
|
166
|
+
b2Vec2 cB = m_positions[indexB].c;
|
167
|
+
float32 aB = m_positions[indexB].a;
|
168
|
+
b2Vec2 vB = m_velocities[indexB].v;
|
169
|
+
float32 wB = m_velocities[indexB].w;
|
170
|
+
|
171
|
+
b2Assert(manifold->pointCount > 0);
|
172
|
+
|
173
|
+
b2Transform xfA, xfB;
|
174
|
+
xfA.q.Set(aA);
|
175
|
+
xfB.q.Set(aB);
|
176
|
+
xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
177
|
+
xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
178
|
+
|
179
|
+
b2WorldManifold worldManifold;
|
180
|
+
worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
|
181
|
+
|
182
|
+
vc->normal = worldManifold.normal;
|
183
|
+
|
184
|
+
int32 pointCount = vc->pointCount;
|
185
|
+
for (int32 j = 0; j < pointCount; ++j)
|
186
|
+
{
|
187
|
+
b2VelocityConstraintPoint* vcp = vc->points + j;
|
188
|
+
|
189
|
+
vcp->rA = worldManifold.points[j] - cA;
|
190
|
+
vcp->rB = worldManifold.points[j] - cB;
|
191
|
+
|
192
|
+
float32 rnA = b2Cross(vcp->rA, vc->normal);
|
193
|
+
float32 rnB = b2Cross(vcp->rB, vc->normal);
|
194
|
+
|
195
|
+
float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
196
|
+
|
197
|
+
vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
|
198
|
+
|
199
|
+
b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
|
200
|
+
|
201
|
+
float32 rtA = b2Cross(vcp->rA, tangent);
|
202
|
+
float32 rtB = b2Cross(vcp->rB, tangent);
|
203
|
+
|
204
|
+
float32 kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
|
205
|
+
|
206
|
+
vcp->tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
|
207
|
+
|
208
|
+
// Setup a velocity bias for restitution.
|
209
|
+
vcp->velocityBias = 0.0f;
|
210
|
+
float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
|
211
|
+
if (vRel < -b2_velocityThreshold)
|
212
|
+
{
|
213
|
+
vcp->velocityBias = -vc->restitution * vRel;
|
214
|
+
}
|
215
|
+
}
|
216
|
+
|
217
|
+
// If we have two points, then prepare the block solver.
|
218
|
+
if (vc->pointCount == 2 && g_blockSolve)
|
219
|
+
{
|
220
|
+
b2VelocityConstraintPoint* vcp1 = vc->points + 0;
|
221
|
+
b2VelocityConstraintPoint* vcp2 = vc->points + 1;
|
222
|
+
|
223
|
+
float32 rn1A = b2Cross(vcp1->rA, vc->normal);
|
224
|
+
float32 rn1B = b2Cross(vcp1->rB, vc->normal);
|
225
|
+
float32 rn2A = b2Cross(vcp2->rA, vc->normal);
|
226
|
+
float32 rn2B = b2Cross(vcp2->rB, vc->normal);
|
227
|
+
|
228
|
+
float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
|
229
|
+
float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
|
230
|
+
float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
|
231
|
+
|
232
|
+
// Ensure a reasonable condition number.
|
233
|
+
const float32 k_maxConditionNumber = 1000.0f;
|
234
|
+
if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
|
235
|
+
{
|
236
|
+
// K is safe to invert.
|
237
|
+
vc->K.ex.Set(k11, k12);
|
238
|
+
vc->K.ey.Set(k12, k22);
|
239
|
+
vc->normalMass = vc->K.GetInverse();
|
240
|
+
}
|
241
|
+
else
|
242
|
+
{
|
243
|
+
// The constraints are redundant, just use one.
|
244
|
+
// TODO_ERIN use deepest?
|
245
|
+
vc->pointCount = 1;
|
246
|
+
}
|
247
|
+
}
|
248
|
+
}
|
249
|
+
}
|
250
|
+
|
251
|
+
void b2ContactSolver::WarmStart()
|
252
|
+
{
|
253
|
+
// Warm start.
|
254
|
+
for (int32 i = 0; i < m_count; ++i)
|
255
|
+
{
|
256
|
+
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
257
|
+
|
258
|
+
int32 indexA = vc->indexA;
|
259
|
+
int32 indexB = vc->indexB;
|
260
|
+
float32 mA = vc->invMassA;
|
261
|
+
float32 iA = vc->invIA;
|
262
|
+
float32 mB = vc->invMassB;
|
263
|
+
float32 iB = vc->invIB;
|
264
|
+
int32 pointCount = vc->pointCount;
|
265
|
+
|
266
|
+
b2Vec2 vA = m_velocities[indexA].v;
|
267
|
+
float32 wA = m_velocities[indexA].w;
|
268
|
+
b2Vec2 vB = m_velocities[indexB].v;
|
269
|
+
float32 wB = m_velocities[indexB].w;
|
270
|
+
|
271
|
+
b2Vec2 normal = vc->normal;
|
272
|
+
b2Vec2 tangent = b2Cross(normal, 1.0f);
|
273
|
+
|
274
|
+
for (int32 j = 0; j < pointCount; ++j)
|
275
|
+
{
|
276
|
+
b2VelocityConstraintPoint* vcp = vc->points + j;
|
277
|
+
b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
|
278
|
+
wA -= iA * b2Cross(vcp->rA, P);
|
279
|
+
vA -= mA * P;
|
280
|
+
wB += iB * b2Cross(vcp->rB, P);
|
281
|
+
vB += mB * P;
|
282
|
+
}
|
283
|
+
|
284
|
+
m_velocities[indexA].v = vA;
|
285
|
+
m_velocities[indexA].w = wA;
|
286
|
+
m_velocities[indexB].v = vB;
|
287
|
+
m_velocities[indexB].w = wB;
|
288
|
+
}
|
289
|
+
}
|
290
|
+
|
291
|
+
void b2ContactSolver::SolveVelocityConstraints()
|
292
|
+
{
|
293
|
+
for (int32 i = 0; i < m_count; ++i)
|
294
|
+
{
|
295
|
+
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
296
|
+
|
297
|
+
int32 indexA = vc->indexA;
|
298
|
+
int32 indexB = vc->indexB;
|
299
|
+
float32 mA = vc->invMassA;
|
300
|
+
float32 iA = vc->invIA;
|
301
|
+
float32 mB = vc->invMassB;
|
302
|
+
float32 iB = vc->invIB;
|
303
|
+
int32 pointCount = vc->pointCount;
|
304
|
+
|
305
|
+
b2Vec2 vA = m_velocities[indexA].v;
|
306
|
+
float32 wA = m_velocities[indexA].w;
|
307
|
+
b2Vec2 vB = m_velocities[indexB].v;
|
308
|
+
float32 wB = m_velocities[indexB].w;
|
309
|
+
|
310
|
+
b2Vec2 normal = vc->normal;
|
311
|
+
b2Vec2 tangent = b2Cross(normal, 1.0f);
|
312
|
+
float32 friction = vc->friction;
|
313
|
+
|
314
|
+
b2Assert(pointCount == 1 || pointCount == 2);
|
315
|
+
|
316
|
+
// Solve tangent constraints first because non-penetration is more important
|
317
|
+
// than friction.
|
318
|
+
for (int32 j = 0; j < pointCount; ++j)
|
319
|
+
{
|
320
|
+
b2VelocityConstraintPoint* vcp = vc->points + j;
|
321
|
+
|
322
|
+
// Relative velocity at contact
|
323
|
+
b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
|
324
|
+
|
325
|
+
// Compute tangent force
|
326
|
+
float32 vt = b2Dot(dv, tangent) - vc->tangentSpeed;
|
327
|
+
float32 lambda = vcp->tangentMass * (-vt);
|
328
|
+
|
329
|
+
// b2Clamp the accumulated force
|
330
|
+
float32 maxFriction = friction * vcp->normalImpulse;
|
331
|
+
float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
|
332
|
+
lambda = newImpulse - vcp->tangentImpulse;
|
333
|
+
vcp->tangentImpulse = newImpulse;
|
334
|
+
|
335
|
+
// Apply contact impulse
|
336
|
+
b2Vec2 P = lambda * tangent;
|
337
|
+
|
338
|
+
vA -= mA * P;
|
339
|
+
wA -= iA * b2Cross(vcp->rA, P);
|
340
|
+
|
341
|
+
vB += mB * P;
|
342
|
+
wB += iB * b2Cross(vcp->rB, P);
|
343
|
+
}
|
344
|
+
|
345
|
+
// Solve normal constraints
|
346
|
+
if (pointCount == 1 || g_blockSolve == false)
|
347
|
+
{
|
348
|
+
for (int32 i = 0; i < pointCount; ++i)
|
349
|
+
{
|
350
|
+
b2VelocityConstraintPoint* vcp = vc->points + i;
|
351
|
+
|
352
|
+
// Relative velocity at contact
|
353
|
+
b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
|
354
|
+
|
355
|
+
// Compute normal impulse
|
356
|
+
float32 vn = b2Dot(dv, normal);
|
357
|
+
float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias);
|
358
|
+
|
359
|
+
// b2Clamp the accumulated impulse
|
360
|
+
float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
|
361
|
+
lambda = newImpulse - vcp->normalImpulse;
|
362
|
+
vcp->normalImpulse = newImpulse;
|
363
|
+
|
364
|
+
// Apply contact impulse
|
365
|
+
b2Vec2 P = lambda * normal;
|
366
|
+
vA -= mA * P;
|
367
|
+
wA -= iA * b2Cross(vcp->rA, P);
|
368
|
+
|
369
|
+
vB += mB * P;
|
370
|
+
wB += iB * b2Cross(vcp->rB, P);
|
371
|
+
}
|
372
|
+
}
|
373
|
+
else
|
374
|
+
{
|
375
|
+
// Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
|
376
|
+
// Build the mini LCP for this contact patch
|
377
|
+
//
|
378
|
+
// vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
|
379
|
+
//
|
380
|
+
// A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
|
381
|
+
// b = vn0 - velocityBias
|
382
|
+
//
|
383
|
+
// The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
|
384
|
+
// implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
|
385
|
+
// vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
|
386
|
+
// solution that satisfies the problem is chosen.
|
387
|
+
//
|
388
|
+
// In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
|
389
|
+
// that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
|
390
|
+
//
|
391
|
+
// Substitute:
|
392
|
+
//
|
393
|
+
// x = a + d
|
394
|
+
//
|
395
|
+
// a := old total impulse
|
396
|
+
// x := new total impulse
|
397
|
+
// d := incremental impulse
|
398
|
+
//
|
399
|
+
// For the current iteration we extend the formula for the incremental impulse
|
400
|
+
// to compute the new total impulse:
|
401
|
+
//
|
402
|
+
// vn = A * d + b
|
403
|
+
// = A * (x - a) + b
|
404
|
+
// = A * x + b - A * a
|
405
|
+
// = A * x + b'
|
406
|
+
// b' = b - A * a;
|
407
|
+
|
408
|
+
b2VelocityConstraintPoint* cp1 = vc->points + 0;
|
409
|
+
b2VelocityConstraintPoint* cp2 = vc->points + 1;
|
410
|
+
|
411
|
+
b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
|
412
|
+
b2Assert(a.x >= 0.0f && a.y >= 0.0f);
|
413
|
+
|
414
|
+
// Relative velocity at contact
|
415
|
+
b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
416
|
+
b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
417
|
+
|
418
|
+
// Compute normal velocity
|
419
|
+
float32 vn1 = b2Dot(dv1, normal);
|
420
|
+
float32 vn2 = b2Dot(dv2, normal);
|
421
|
+
|
422
|
+
b2Vec2 b;
|
423
|
+
b.x = vn1 - cp1->velocityBias;
|
424
|
+
b.y = vn2 - cp2->velocityBias;
|
425
|
+
|
426
|
+
// Compute b'
|
427
|
+
b -= b2Mul(vc->K, a);
|
428
|
+
|
429
|
+
const float32 k_errorTol = 1e-3f;
|
430
|
+
B2_NOT_USED(k_errorTol);
|
431
|
+
|
432
|
+
for (;;)
|
433
|
+
{
|
434
|
+
//
|
435
|
+
// Case 1: vn = 0
|
436
|
+
//
|
437
|
+
// 0 = A * x + b'
|
438
|
+
//
|
439
|
+
// Solve for x:
|
440
|
+
//
|
441
|
+
// x = - inv(A) * b'
|
442
|
+
//
|
443
|
+
b2Vec2 x = - b2Mul(vc->normalMass, b);
|
444
|
+
|
445
|
+
if (x.x >= 0.0f && x.y >= 0.0f)
|
446
|
+
{
|
447
|
+
// Get the incremental impulse
|
448
|
+
b2Vec2 d = x - a;
|
449
|
+
|
450
|
+
// Apply incremental impulse
|
451
|
+
b2Vec2 P1 = d.x * normal;
|
452
|
+
b2Vec2 P2 = d.y * normal;
|
453
|
+
vA -= mA * (P1 + P2);
|
454
|
+
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
455
|
+
|
456
|
+
vB += mB * (P1 + P2);
|
457
|
+
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
458
|
+
|
459
|
+
// Accumulate
|
460
|
+
cp1->normalImpulse = x.x;
|
461
|
+
cp2->normalImpulse = x.y;
|
462
|
+
|
463
|
+
#if B2_DEBUG_SOLVER == 1
|
464
|
+
// Postconditions
|
465
|
+
dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
466
|
+
dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
467
|
+
|
468
|
+
// Compute normal velocity
|
469
|
+
vn1 = b2Dot(dv1, normal);
|
470
|
+
vn2 = b2Dot(dv2, normal);
|
471
|
+
|
472
|
+
b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
|
473
|
+
b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
|
474
|
+
#endif
|
475
|
+
break;
|
476
|
+
}
|
477
|
+
|
478
|
+
//
|
479
|
+
// Case 2: vn1 = 0 and x2 = 0
|
480
|
+
//
|
481
|
+
// 0 = a11 * x1 + a12 * 0 + b1'
|
482
|
+
// vn2 = a21 * x1 + a22 * 0 + b2'
|
483
|
+
//
|
484
|
+
x.x = - cp1->normalMass * b.x;
|
485
|
+
x.y = 0.0f;
|
486
|
+
vn1 = 0.0f;
|
487
|
+
vn2 = vc->K.ex.y * x.x + b.y;
|
488
|
+
|
489
|
+
if (x.x >= 0.0f && vn2 >= 0.0f)
|
490
|
+
{
|
491
|
+
// Get the incremental impulse
|
492
|
+
b2Vec2 d = x - a;
|
493
|
+
|
494
|
+
// Apply incremental impulse
|
495
|
+
b2Vec2 P1 = d.x * normal;
|
496
|
+
b2Vec2 P2 = d.y * normal;
|
497
|
+
vA -= mA * (P1 + P2);
|
498
|
+
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
499
|
+
|
500
|
+
vB += mB * (P1 + P2);
|
501
|
+
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
502
|
+
|
503
|
+
// Accumulate
|
504
|
+
cp1->normalImpulse = x.x;
|
505
|
+
cp2->normalImpulse = x.y;
|
506
|
+
|
507
|
+
#if B2_DEBUG_SOLVER == 1
|
508
|
+
// Postconditions
|
509
|
+
dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
|
510
|
+
|
511
|
+
// Compute normal velocity
|
512
|
+
vn1 = b2Dot(dv1, normal);
|
513
|
+
|
514
|
+
b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
|
515
|
+
#endif
|
516
|
+
break;
|
517
|
+
}
|
518
|
+
|
519
|
+
|
520
|
+
//
|
521
|
+
// Case 3: vn2 = 0 and x1 = 0
|
522
|
+
//
|
523
|
+
// vn1 = a11 * 0 + a12 * x2 + b1'
|
524
|
+
// 0 = a21 * 0 + a22 * x2 + b2'
|
525
|
+
//
|
526
|
+
x.x = 0.0f;
|
527
|
+
x.y = - cp2->normalMass * b.y;
|
528
|
+
vn1 = vc->K.ey.x * x.y + b.x;
|
529
|
+
vn2 = 0.0f;
|
530
|
+
|
531
|
+
if (x.y >= 0.0f && vn1 >= 0.0f)
|
532
|
+
{
|
533
|
+
// Resubstitute for the incremental impulse
|
534
|
+
b2Vec2 d = x - a;
|
535
|
+
|
536
|
+
// Apply incremental impulse
|
537
|
+
b2Vec2 P1 = d.x * normal;
|
538
|
+
b2Vec2 P2 = d.y * normal;
|
539
|
+
vA -= mA * (P1 + P2);
|
540
|
+
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
541
|
+
|
542
|
+
vB += mB * (P1 + P2);
|
543
|
+
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
544
|
+
|
545
|
+
// Accumulate
|
546
|
+
cp1->normalImpulse = x.x;
|
547
|
+
cp2->normalImpulse = x.y;
|
548
|
+
|
549
|
+
#if B2_DEBUG_SOLVER == 1
|
550
|
+
// Postconditions
|
551
|
+
dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
|
552
|
+
|
553
|
+
// Compute normal velocity
|
554
|
+
vn2 = b2Dot(dv2, normal);
|
555
|
+
|
556
|
+
b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
|
557
|
+
#endif
|
558
|
+
break;
|
559
|
+
}
|
560
|
+
|
561
|
+
//
|
562
|
+
// Case 4: x1 = 0 and x2 = 0
|
563
|
+
//
|
564
|
+
// vn1 = b1
|
565
|
+
// vn2 = b2;
|
566
|
+
x.x = 0.0f;
|
567
|
+
x.y = 0.0f;
|
568
|
+
vn1 = b.x;
|
569
|
+
vn2 = b.y;
|
570
|
+
|
571
|
+
if (vn1 >= 0.0f && vn2 >= 0.0f )
|
572
|
+
{
|
573
|
+
// Resubstitute for the incremental impulse
|
574
|
+
b2Vec2 d = x - a;
|
575
|
+
|
576
|
+
// Apply incremental impulse
|
577
|
+
b2Vec2 P1 = d.x * normal;
|
578
|
+
b2Vec2 P2 = d.y * normal;
|
579
|
+
vA -= mA * (P1 + P2);
|
580
|
+
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
|
581
|
+
|
582
|
+
vB += mB * (P1 + P2);
|
583
|
+
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
|
584
|
+
|
585
|
+
// Accumulate
|
586
|
+
cp1->normalImpulse = x.x;
|
587
|
+
cp2->normalImpulse = x.y;
|
588
|
+
|
589
|
+
break;
|
590
|
+
}
|
591
|
+
|
592
|
+
// No solution, give up. This is hit sometimes, but it doesn't seem to matter.
|
593
|
+
break;
|
594
|
+
}
|
595
|
+
}
|
596
|
+
|
597
|
+
m_velocities[indexA].v = vA;
|
598
|
+
m_velocities[indexA].w = wA;
|
599
|
+
m_velocities[indexB].v = vB;
|
600
|
+
m_velocities[indexB].w = wB;
|
601
|
+
}
|
602
|
+
}
|
603
|
+
|
604
|
+
void b2ContactSolver::StoreImpulses()
|
605
|
+
{
|
606
|
+
for (int32 i = 0; i < m_count; ++i)
|
607
|
+
{
|
608
|
+
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
|
609
|
+
b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
|
610
|
+
|
611
|
+
for (int32 j = 0; j < vc->pointCount; ++j)
|
612
|
+
{
|
613
|
+
manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
|
614
|
+
manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
|
615
|
+
}
|
616
|
+
}
|
617
|
+
}
|
618
|
+
|
619
|
+
struct b2PositionSolverManifold
|
620
|
+
{
|
621
|
+
void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
|
622
|
+
{
|
623
|
+
b2Assert(pc->pointCount > 0);
|
624
|
+
|
625
|
+
switch (pc->type)
|
626
|
+
{
|
627
|
+
case b2Manifold::e_circles:
|
628
|
+
{
|
629
|
+
b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
|
630
|
+
b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
|
631
|
+
normal = pointB - pointA;
|
632
|
+
normal.Normalize();
|
633
|
+
point = 0.5f * (pointA + pointB);
|
634
|
+
separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
|
635
|
+
}
|
636
|
+
break;
|
637
|
+
|
638
|
+
case b2Manifold::e_faceA:
|
639
|
+
{
|
640
|
+
normal = b2Mul(xfA.q, pc->localNormal);
|
641
|
+
b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
|
642
|
+
|
643
|
+
b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
|
644
|
+
separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
|
645
|
+
point = clipPoint;
|
646
|
+
}
|
647
|
+
break;
|
648
|
+
|
649
|
+
case b2Manifold::e_faceB:
|
650
|
+
{
|
651
|
+
normal = b2Mul(xfB.q, pc->localNormal);
|
652
|
+
b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
|
653
|
+
|
654
|
+
b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
|
655
|
+
separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
|
656
|
+
point = clipPoint;
|
657
|
+
|
658
|
+
// Ensure normal points from A to B
|
659
|
+
normal = -normal;
|
660
|
+
}
|
661
|
+
break;
|
662
|
+
}
|
663
|
+
}
|
664
|
+
|
665
|
+
b2Vec2 normal;
|
666
|
+
b2Vec2 point;
|
667
|
+
float32 separation;
|
668
|
+
};
|
669
|
+
|
670
|
+
// Sequential solver.
|
671
|
+
bool b2ContactSolver::SolvePositionConstraints()
|
672
|
+
{
|
673
|
+
float32 minSeparation = 0.0f;
|
674
|
+
|
675
|
+
for (int32 i = 0; i < m_count; ++i)
|
676
|
+
{
|
677
|
+
b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
678
|
+
|
679
|
+
int32 indexA = pc->indexA;
|
680
|
+
int32 indexB = pc->indexB;
|
681
|
+
b2Vec2 localCenterA = pc->localCenterA;
|
682
|
+
float32 mA = pc->invMassA;
|
683
|
+
float32 iA = pc->invIA;
|
684
|
+
b2Vec2 localCenterB = pc->localCenterB;
|
685
|
+
float32 mB = pc->invMassB;
|
686
|
+
float32 iB = pc->invIB;
|
687
|
+
int32 pointCount = pc->pointCount;
|
688
|
+
|
689
|
+
b2Vec2 cA = m_positions[indexA].c;
|
690
|
+
float32 aA = m_positions[indexA].a;
|
691
|
+
|
692
|
+
b2Vec2 cB = m_positions[indexB].c;
|
693
|
+
float32 aB = m_positions[indexB].a;
|
694
|
+
|
695
|
+
// Solve normal constraints
|
696
|
+
for (int32 j = 0; j < pointCount; ++j)
|
697
|
+
{
|
698
|
+
b2Transform xfA, xfB;
|
699
|
+
xfA.q.Set(aA);
|
700
|
+
xfB.q.Set(aB);
|
701
|
+
xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
702
|
+
xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
703
|
+
|
704
|
+
b2PositionSolverManifold psm;
|
705
|
+
psm.Initialize(pc, xfA, xfB, j);
|
706
|
+
b2Vec2 normal = psm.normal;
|
707
|
+
|
708
|
+
b2Vec2 point = psm.point;
|
709
|
+
float32 separation = psm.separation;
|
710
|
+
|
711
|
+
b2Vec2 rA = point - cA;
|
712
|
+
b2Vec2 rB = point - cB;
|
713
|
+
|
714
|
+
// Track max constraint error.
|
715
|
+
minSeparation = b2Min(minSeparation, separation);
|
716
|
+
|
717
|
+
// Prevent large corrections and allow slop.
|
718
|
+
float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
719
|
+
|
720
|
+
// Compute the effective mass.
|
721
|
+
float32 rnA = b2Cross(rA, normal);
|
722
|
+
float32 rnB = b2Cross(rB, normal);
|
723
|
+
float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
724
|
+
|
725
|
+
// Compute normal impulse
|
726
|
+
float32 impulse = K > 0.0f ? - C / K : 0.0f;
|
727
|
+
|
728
|
+
b2Vec2 P = impulse * normal;
|
729
|
+
|
730
|
+
cA -= mA * P;
|
731
|
+
aA -= iA * b2Cross(rA, P);
|
732
|
+
|
733
|
+
cB += mB * P;
|
734
|
+
aB += iB * b2Cross(rB, P);
|
735
|
+
}
|
736
|
+
|
737
|
+
m_positions[indexA].c = cA;
|
738
|
+
m_positions[indexA].a = aA;
|
739
|
+
|
740
|
+
m_positions[indexB].c = cB;
|
741
|
+
m_positions[indexB].a = aB;
|
742
|
+
}
|
743
|
+
|
744
|
+
// We can't expect minSpeparation >= -b2_linearSlop because we don't
|
745
|
+
// push the separation above -b2_linearSlop.
|
746
|
+
return minSeparation >= -3.0f * b2_linearSlop;
|
747
|
+
}
|
748
|
+
|
749
|
+
// Sequential position solver for position constraints.
|
750
|
+
bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
|
751
|
+
{
|
752
|
+
float32 minSeparation = 0.0f;
|
753
|
+
|
754
|
+
for (int32 i = 0; i < m_count; ++i)
|
755
|
+
{
|
756
|
+
b2ContactPositionConstraint* pc = m_positionConstraints + i;
|
757
|
+
|
758
|
+
int32 indexA = pc->indexA;
|
759
|
+
int32 indexB = pc->indexB;
|
760
|
+
b2Vec2 localCenterA = pc->localCenterA;
|
761
|
+
b2Vec2 localCenterB = pc->localCenterB;
|
762
|
+
int32 pointCount = pc->pointCount;
|
763
|
+
|
764
|
+
float32 mA = 0.0f;
|
765
|
+
float32 iA = 0.0f;
|
766
|
+
if (indexA == toiIndexA || indexA == toiIndexB)
|
767
|
+
{
|
768
|
+
mA = pc->invMassA;
|
769
|
+
iA = pc->invIA;
|
770
|
+
}
|
771
|
+
|
772
|
+
float32 mB = 0.0f;
|
773
|
+
float32 iB = 0.;
|
774
|
+
if (indexB == toiIndexA || indexB == toiIndexB)
|
775
|
+
{
|
776
|
+
mB = pc->invMassB;
|
777
|
+
iB = pc->invIB;
|
778
|
+
}
|
779
|
+
|
780
|
+
b2Vec2 cA = m_positions[indexA].c;
|
781
|
+
float32 aA = m_positions[indexA].a;
|
782
|
+
|
783
|
+
b2Vec2 cB = m_positions[indexB].c;
|
784
|
+
float32 aB = m_positions[indexB].a;
|
785
|
+
|
786
|
+
// Solve normal constraints
|
787
|
+
for (int32 j = 0; j < pointCount; ++j)
|
788
|
+
{
|
789
|
+
b2Transform xfA, xfB;
|
790
|
+
xfA.q.Set(aA);
|
791
|
+
xfB.q.Set(aB);
|
792
|
+
xfA.p = cA - b2Mul(xfA.q, localCenterA);
|
793
|
+
xfB.p = cB - b2Mul(xfB.q, localCenterB);
|
794
|
+
|
795
|
+
b2PositionSolverManifold psm;
|
796
|
+
psm.Initialize(pc, xfA, xfB, j);
|
797
|
+
b2Vec2 normal = psm.normal;
|
798
|
+
|
799
|
+
b2Vec2 point = psm.point;
|
800
|
+
float32 separation = psm.separation;
|
801
|
+
|
802
|
+
b2Vec2 rA = point - cA;
|
803
|
+
b2Vec2 rB = point - cB;
|
804
|
+
|
805
|
+
// Track max constraint error.
|
806
|
+
minSeparation = b2Min(minSeparation, separation);
|
807
|
+
|
808
|
+
// Prevent large corrections and allow slop.
|
809
|
+
float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
|
810
|
+
|
811
|
+
// Compute the effective mass.
|
812
|
+
float32 rnA = b2Cross(rA, normal);
|
813
|
+
float32 rnB = b2Cross(rB, normal);
|
814
|
+
float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
|
815
|
+
|
816
|
+
// Compute normal impulse
|
817
|
+
float32 impulse = K > 0.0f ? - C / K : 0.0f;
|
818
|
+
|
819
|
+
b2Vec2 P = impulse * normal;
|
820
|
+
|
821
|
+
cA -= mA * P;
|
822
|
+
aA -= iA * b2Cross(rA, P);
|
823
|
+
|
824
|
+
cB += mB * P;
|
825
|
+
aB += iB * b2Cross(rB, P);
|
826
|
+
}
|
827
|
+
|
828
|
+
m_positions[indexA].c = cA;
|
829
|
+
m_positions[indexA].a = aA;
|
830
|
+
|
831
|
+
m_positions[indexB].c = cB;
|
832
|
+
m_positions[indexB].a = aB;
|
833
|
+
}
|
834
|
+
|
835
|
+
// We can't expect minSpeparation >= -b2_linearSlop because we don't
|
836
|
+
// push the separation above -b2_linearSlop.
|
837
|
+
return minSeparation >= -1.5f * b2_linearSlop;
|
838
|
+
}
|