@woosh/meep-engine 2.139.0 → 2.141.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
- package/src/{engine/physics/broadphase/aabb_transform_oriented.d.ts → core/geom/3d/aabb/aabb3_transform_oriented.d.ts} +2 -2
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
- package/src/{engine/physics/broadphase/aabb_transform_oriented.js → core/geom/3d/aabb/aabb3_transform_oriented.js} +1 -1
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +21 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
- package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/Triangle3D.js +318 -0
- package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
- package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
- package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +9 -11
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +40 -18
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +9 -5
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +38 -10
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +14 -5
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -1
- package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +47 -5
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +19 -0
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +75 -13
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
- package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
- package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
- package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
- package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_negate_array.js +2 -2
- package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
- package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
- package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +16 -3
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerController.js +211 -211
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +72 -8
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +37 -5
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +101 -3
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +1789 -1416
- package/src/engine/control/first-person/TODO.md +173 -127
- package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Slide.js +9 -1
- package/src/engine/control/first-person/prototype_first_person_controller.js +88 -2
- package/src/engine/control/first-person/test/buildTestPlayer.d.ts.map +1 -1
- package/src/engine/control/first-person/test/buildTestPlayer.js +9 -1
- package/src/engine/graphics/geometry/CapsuleGeometry.d.ts +42 -0
- package/src/engine/graphics/geometry/CapsuleGeometry.d.ts.map +1 -0
- package/src/engine/graphics/geometry/CapsuleGeometry.js +171 -0
- package/src/engine/physics/BULLET_REVIEW.md +945 -0
- package/src/engine/physics/CANNON_REVIEW.md +1300 -0
- package/src/engine/physics/JOLT_REVIEW.md +913 -0
- package/src/engine/physics/PLAN.md +578 -236
- package/src/engine/physics/RAPIER_REVIEW.md +934 -0
- package/src/engine/physics/REVIEW_001_ACTION_PLAN.md +642 -0
- package/src/engine/physics/REVIEW_002.md +151 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +2 -2
- package/src/engine/physics/constraint/DofMode.d.ts +28 -0
- package/src/engine/physics/constraint/DofMode.d.ts.map +1 -0
- package/src/engine/physics/constraint/DofMode.js +35 -0
- package/src/engine/physics/constraint/solve_constraints.d.ts +16 -0
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -0
- package/src/engine/physics/constraint/solve_constraints.js +436 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts +83 -10
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +608 -499
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +2 -2
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/Joint.d.ts +179 -0
- package/src/engine/physics/ecs/Joint.d.ts.map +1 -0
- package/src/engine/physics/ecs/Joint.js +234 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +180 -20
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.js +1423 -1159
- package/src/engine/physics/fluid/FluidField.d.ts +14 -10
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +14 -10
- package/src/engine/physics/fluid/FluidSimulator.js +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts +17 -10
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.js +18 -11
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts +13 -10
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.js +18 -13
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts +4 -3
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.js +15 -11
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +30 -6
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -1
- package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +44 -18
- package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts +6 -6
- package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +1 -1
- package/src/engine/physics/gjk/expanding_polytope_algorithm.js +68 -22
- package/src/engine/physics/gjk/gjk.d.ts +28 -2
- package/src/engine/physics/gjk/gjk.d.ts.map +1 -1
- package/src/engine/physics/gjk/gjk.js +421 -378
- package/src/engine/physics/gjk/minkowski_support.d.ts +37 -0
- package/src/engine/physics/gjk/minkowski_support.d.ts.map +1 -0
- package/src/engine/physics/gjk/minkowski_support.js +75 -0
- package/src/engine/physics/gjk/mpr.d.ts +56 -0
- package/src/engine/physics/gjk/mpr.d.ts.map +1 -0
- package/src/engine/physics/gjk/mpr.js +344 -0
- package/src/engine/physics/inertia/world_inverse_inertia.d.ts +20 -5
- package/src/engine/physics/inertia/world_inverse_inertia.d.ts.map +1 -1
- package/src/engine/physics/inertia/world_inverse_inertia.js +36 -38
- package/src/engine/physics/integration/integrate_position.d.ts +25 -7
- package/src/engine/physics/integration/integrate_position.d.ts.map +1 -1
- package/src/engine/physics/integration/integrate_position.js +43 -12
- package/src/engine/physics/integration/integrate_velocity.d.ts +30 -0
- package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -1
- package/src/engine/physics/integration/integrate_velocity.js +82 -1
- package/src/engine/physics/island/IslandBuilder.d.ts +4 -1
- package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -1
- package/src/engine/physics/island/IslandBuilder.js +33 -16
- package/src/engine/physics/narrowphase/PosedShape.d.ts +0 -8
- package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/PosedShape.js +28 -30
- package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/box_box_manifold.js +140 -18
- package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
- package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/capsule_contacts.js +10 -56
- package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
- package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
- package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
- package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts +41 -2
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/narrowphase_step.js +1497 -382
- package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/sphere_box_contact.js +16 -23
- package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
- package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
- package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
- package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
- package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
- package/src/engine/physics/queries/overlap_shape.js +183 -0
- package/src/engine/physics/queries/shape_cast.d.ts +56 -0
- package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
- package/src/engine/physics/queries/shape_cast.js +387 -0
- package/src/engine/physics/solver/solve_contacts.d.ts +146 -32
- package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
- package/src/engine/physics/solver/solve_contacts.js +809 -223
- package/src/engine/physics/broadphase/aabb_transform_oriented.d.ts.map +0 -1
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts +0 -20
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts.map +0 -1
- package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.js +0 -83
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import { RigidBodyFlags } from "../ecs/RigidBodyFlags.js";
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import { world_inverse_inertia_apply } from "../inertia/world_inverse_inertia.js";
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/**
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* # TGS split-impulse contact solver (staged)
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*
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* Temporal Gauss-Seidel with Catto-2018 split impulse. The solver runs as a
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* substep loop (it has to — velocity/position integration spans every awake
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*
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* (system integrates gravity by h)
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*/
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* Velocity-iteration count per substep. With substepping the per-substep
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* count can be lower than a single-step PGS solver would need, because the
|
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* outer loop revisits the contact set `substeps` times.
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* @type {number}
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*/
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-
const DEFAULT_VELOCITY_ITERATIONS =
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+
const DEFAULT_VELOCITY_ITERATIONS = 10;
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|
/**
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-
*
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-
* push bodies apart but more stable); larger values can introduce jitter.
|
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47
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* 0.2 is the Catto / Box2D default.
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* Position-iteration count per substep (split-impulse pseudo-velocity pass).
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* @type {number}
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*/
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-
const
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+
const DEFAULT_POSITION_ITERATIONS = 2;
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83
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/**
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* Penetration allowed without applying position correction. Eliminates
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@@ -57,32 +89,128 @@ const BAUMGARTE_BETA = 0.2;
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89
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const PENETRATION_SLOP = 0.005;
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90
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|
/**
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-
*
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-
*
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+
* SPOOK contact stiffness `k`. Effectively infinite for rigid-body
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* contact: what the solver actually sees is the regularization
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* `eps = 4 / (h² · k · (1 + 4d))`, negligible at `k = 1e12` but in place
|
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* as a continuous compliance dial for future soft contacts. Lacoursière
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+
* 2007; same formulation as cannon-es / AgX.
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* @type {number}
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+
*/
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const CONTACT_STIFFNESS = 1e12;
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+
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/**
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* SPOOK contact relaxation `d`. Chosen so `a = 4 / (h(1 + 4d)) = 0.2 / h`,
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* numerically matching the prior Baumgarte β = 0.2 gain. `4/(1+4d)=0.2` →
|
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* `d = 4.75`. Note `h` here is the SUBSTEP size: position correction is
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* applied per substep, so the gain is derived from the substep `dt`.
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* @type {number}
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+
*/
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const CONTACT_RELAXATION = 4.75;
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+
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+
/**
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* Maximum magnitude of the position-correction velocity bias, in m/s.
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* Belt-and-braces against inflated EPA depths (PLAN.md caveat) driving the
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* bias to tens of m/s. Removed once closed-form triangle solvers land.
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* @type {number}
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*/
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const MAX_POSITION_BIAS = 3;
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+
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/**
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* Velocity below which restitution is suppressed (no micro-bounce buzz on
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* resting stacks).
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* @type {number}
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*/
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const RESTITUTION_VELOCITY_THRESHOLD = 1.0;
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124
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/**
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*
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-
* 0..2 :
|
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69
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-
* 3..5 :
|
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* 6..8 :
|
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* 9..11:
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* 12
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*
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*
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*
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* Per-contact pre-step scratch stride: 23 doubles.
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* 0..2 : localWA (A's contact witness, in A's LOCAL frame — constant)
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+
* 3..5 : localWB (B's contact witness, in B's LOCAL frame — constant)
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* 6..8 : rA (lever from A's COM to the contact midpoint — refreshed)
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* 9..11: rB (lever from B's COM to the contact midpoint — refreshed)
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* 12..14: t1 (tangent 1, unit, world — constant)
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* 15..17: t2 (tangent 2, unit, world — constant)
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* 18 : m_eff_n
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* 19 : m_eff_t1
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+
* 20 : m_eff_t2
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+
* 21 : rest_bias (restitution: `e · vn_approach`, ≤ 0; 0 if not bouncing)
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* 22 : bias_position (depth-correction bias — refreshed each substep)
|
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+
*
|
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+
* `localWA` / `localWB` are the per-body contact witnesses expressed in body
|
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+
* local frames at prepare time. Each substep, `refresh_contacts` rotates
|
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|
+
* them back to world by the body's current pose to recover the moved contact
|
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+
* points, re-derives the current penetration depth (anchored on the trusted
|
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|
+
* prepare-time depth via a delta, so it's sign-robust), and rebuilds the
|
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|
+
* impulse lever arms `rA` / `rB` and the position bias.
|
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145
|
* @type {number}
|
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146
|
*/
|
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78
|
-
const PRE_STRIDE =
|
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+
const PRE_STRIDE = 23;
|
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148
|
|
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149
|
/** Per-contact index list — 4 uint32 per contact: slot, idx, idxA, idxB. */
|
|
81
150
|
const INDEX_STRIDE = 4;
|
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151
|
|
|
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|
+
/**
|
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+
* Per-body pseudo-velocity stride: 3 linear + 3 angular doubles. Owned by
|
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|
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* PhysicsSystem (`system.__pseudo_velocity`); zeroed each substep before
|
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|
+
* the position pass and folded into the pose by `integrate_position`.
|
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|
+
* @type {number}
|
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|
+
*/
|
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158
|
+
const PSEUDO_STRIDE = 6;
|
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|
+
|
|
83
160
|
let scratch_pre = new Float64Array(64 * PRE_STRIDE);
|
|
84
161
|
let scratch_idx = new Uint32Array(64 * INDEX_STRIDE);
|
|
85
162
|
let scratch_mu = new Float64Array(64);
|
|
163
|
+
let scratch_pos_jn = new Float64Array(64);
|
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|
+
|
|
165
|
+
/**
|
|
166
|
+
* Per-contact maximum normal impulse seen across the whole outer step's
|
|
167
|
+
* velocity solving (all substeps, all iterations). Reset in
|
|
168
|
+
* {@link prepare_contacts}, updated in {@link solve_velocity}, read by
|
|
169
|
+
* {@link apply_restitution}.
|
|
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|
+
*
|
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|
+
* Restitution must fire whenever a contact *was* compressive at some point
|
|
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|
+
* in the step, even if its accumulated impulse later relaxes back to ~0 — a
|
|
173
|
+
* transient collision (ball bouncing, head-on hit) under per-substep
|
|
174
|
+
* warm-start ends the loop with `j_n ≈ 0` because there's no sustained load
|
|
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|
+
* to hold the impulse up. Gating on this running max (Box2D-v3
|
|
176
|
+
* `maxNormalImpulse`) rather than the end-of-loop `j_n` is what makes
|
|
177
|
+
* bounces fire.
|
|
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|
+
* @type {Float64Array}
|
|
179
|
+
*/
|
|
180
|
+
let scratch_max_jn = new Float64Array(64);
|
|
181
|
+
|
|
182
|
+
/**
|
|
183
|
+
* Per-contact flag: 1 if the contact's pair involves a concave body, else 0.
|
|
184
|
+
* Concave contacts take the per-substep re-detection path
|
|
185
|
+
* ({@link redetect_concave_contacts}) — their feature genuinely changes as
|
|
186
|
+
* the body rocks, so the analytic refresh that freezes it would pump energy.
|
|
187
|
+
* Convex contacts (flag 0) take the cheap analytic {@link refresh_contacts}.
|
|
188
|
+
* @type {Uint8Array}
|
|
189
|
+
*/
|
|
190
|
+
let scratch_concave = new Uint8Array(64);
|
|
191
|
+
|
|
192
|
+
/**
|
|
193
|
+
* Distinct concave-involved manifold slots touched this step, with the body
|
|
194
|
+
* indices needed to fetch their collider lists for re-detection. Parallel
|
|
195
|
+
* arrays, `g_concave_slot_count` valid entries, filled by
|
|
196
|
+
* {@link prepare_contacts}.
|
|
197
|
+
*/
|
|
198
|
+
let concave_slot = new Uint32Array(32);
|
|
199
|
+
let concave_slot_idxA = new Uint32Array(32);
|
|
200
|
+
let concave_slot_idxB = new Uint32Array(32);
|
|
201
|
+
let g_concave_slot_count = 0;
|
|
202
|
+
|
|
203
|
+
/**
|
|
204
|
+
* Shared cross-stage state, set by {@link prepare_contacts} and read by the
|
|
205
|
+
* per-substep stages within the same outer step. Single-threaded, so plain
|
|
206
|
+
* module variables are safe.
|
|
207
|
+
*/
|
|
208
|
+
let g_contact_count = 0;
|
|
209
|
+
let g_spook_a = 0;
|
|
210
|
+
let g_spook_eps = 0;
|
|
211
|
+
|
|
212
|
+
/** Scratch for re-deriving contact world points in {@link refresh_contacts}. */
|
|
213
|
+
const scratch_cp = new Float64Array(6);
|
|
86
214
|
|
|
87
215
|
function ensure_capacity(n) {
|
|
88
216
|
if (scratch_pre.length < n * PRE_STRIDE) {
|
|
@@ -94,12 +222,27 @@ function ensure_capacity(n) {
|
|
|
94
222
|
if (scratch_mu.length < n) {
|
|
95
223
|
scratch_mu = new Float64Array(n * 2);
|
|
96
224
|
}
|
|
225
|
+
if (scratch_pos_jn.length < n) {
|
|
226
|
+
scratch_pos_jn = new Float64Array(n * 2);
|
|
227
|
+
}
|
|
228
|
+
if (scratch_max_jn.length < n) {
|
|
229
|
+
scratch_max_jn = new Float64Array(n * 2);
|
|
230
|
+
}
|
|
231
|
+
if (scratch_concave.length < n) {
|
|
232
|
+
scratch_concave = new Uint8Array(n * 2);
|
|
233
|
+
}
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
function ensure_concave_slot_capacity(n) {
|
|
237
|
+
if (concave_slot.length < n) {
|
|
238
|
+
concave_slot = new Uint32Array(n * 2);
|
|
239
|
+
concave_slot_idxA = new Uint32Array(n * 2);
|
|
240
|
+
concave_slot_idxB = new Uint32Array(n * 2);
|
|
241
|
+
}
|
|
97
242
|
}
|
|
98
243
|
|
|
99
244
|
/**
|
|
100
|
-
* Build an orthonormal tangent basis perpendicular to a unit normal.
|
|
101
|
-
* "least-aligned axis" trick: pick the world axis least aligned with `n`,
|
|
102
|
-
* cross with `n`, then cross again for the second tangent.
|
|
245
|
+
* Build an orthonormal tangent basis perpendicular to a unit normal.
|
|
103
246
|
*
|
|
104
247
|
* @param {Float64Array} out 6 floats: t1.xyz then t2.xyz
|
|
105
248
|
* @param {number} off
|
|
@@ -108,7 +251,6 @@ function ensure_capacity(n) {
|
|
|
108
251
|
* @param {number} nz
|
|
109
252
|
*/
|
|
110
253
|
function build_tangents(out, off, nx, ny, nz) {
|
|
111
|
-
// Pick the world axis least aligned with n.
|
|
112
254
|
const ax = nx < 0 ? -nx : nx;
|
|
113
255
|
const ay = ny < 0 ? -ny : ny;
|
|
114
256
|
const az = nz < 0 ? -nz : nz;
|
|
@@ -121,14 +263,12 @@ function build_tangents(out, off, nx, ny, nz) {
|
|
|
121
263
|
} else {
|
|
122
264
|
rx = 0; ry = 0; rz = 1;
|
|
123
265
|
}
|
|
124
|
-
// t1 = normalize(n × r)
|
|
125
266
|
let t1x = ny * rz - nz * ry;
|
|
126
267
|
let t1y = nz * rx - nx * rz;
|
|
127
268
|
let t1z = nx * ry - ny * rx;
|
|
128
269
|
const inv = 1 / Math.sqrt(t1x * t1x + t1y * t1y + t1z * t1z);
|
|
129
270
|
t1x *= inv; t1y *= inv; t1z *= inv;
|
|
130
271
|
|
|
131
|
-
// t2 = n × t1 (already unit since n and t1 are orthogonal unit vectors)
|
|
132
272
|
const t2x = ny * t1z - nz * t1y;
|
|
133
273
|
const t2y = nz * t1x - nx * t1z;
|
|
134
274
|
const t2z = nx * t1y - ny * t1x;
|
|
@@ -147,8 +287,7 @@ function inv_mass_of(rb) {
|
|
|
147
287
|
}
|
|
148
288
|
|
|
149
289
|
/**
|
|
150
|
-
* Combine two friction coefficients
|
|
151
|
-
* PhysX default and never goes beyond the smaller of the two.
|
|
290
|
+
* Combine two friction coefficients (geometric mean — Bullet / PhysX default).
|
|
152
291
|
* @param {number} a
|
|
153
292
|
* @param {number} b
|
|
154
293
|
* @returns {number}
|
|
@@ -158,8 +297,7 @@ function combine_friction(a, b) {
|
|
|
158
297
|
}
|
|
159
298
|
|
|
160
299
|
/**
|
|
161
|
-
* Combine two restitution coefficients
|
|
162
|
-
* wins; matches Unity / common game-engine default.
|
|
300
|
+
* Combine two restitution coefficients (maximum — Unity / common default).
|
|
163
301
|
* @param {number} a
|
|
164
302
|
* @param {number} b
|
|
165
303
|
* @returns {number}
|
|
@@ -173,28 +311,17 @@ const scratch_inertia_a = new Float64Array(3);
|
|
|
173
311
|
const scratch_inertia_b = new Float64Array(3);
|
|
174
312
|
|
|
175
313
|
/**
|
|
176
|
-
* Apply an impulse `P` at body-relative offset `r
|
|
177
|
-
*
|
|
178
|
-
*
|
|
179
|
-
* Writes go directly to the typed-array backing of `linearVelocity` and
|
|
180
|
-
* `angularVelocity` — bypassing {@link Vector3#set} on purpose. Each `set()`
|
|
181
|
-
* runs a hasHandlers / sendN dispatch path which is dead weight in the
|
|
182
|
-
* solver inner loop (no observer is subscribed to a body's velocity in
|
|
183
|
-
* normal use, and even when one is, fanning out per-iteration writes is
|
|
184
|
-
* useless — callers want the post-step value).
|
|
314
|
+
* Apply an impulse `P` at body-relative offset `r` to persistent velocity
|
|
315
|
+
* (Δv = P/m, Δω = I⁻¹·(r × P)). Direct typed-array writes bypass
|
|
316
|
+
* {@link Vector3#set}'s observer dispatch (dead weight in the solver loop).
|
|
185
317
|
*
|
|
186
318
|
* @param {RigidBody} rb
|
|
187
319
|
* @param {Transform} transform
|
|
188
320
|
* @param {number} invM
|
|
189
|
-
* @param {number} rx
|
|
190
|
-
* @param {number}
|
|
191
|
-
* @param {number}
|
|
192
|
-
* @param {
|
|
193
|
-
* @param {number} Py
|
|
194
|
-
* @param {number} Pz
|
|
195
|
-
* @param {number} sign +1 for body A, -1 for body B (the contact normal points
|
|
196
|
-
* from B → A, so A receives +P and B receives −P).
|
|
197
|
-
* @param {Float64Array} scratch_inertia 3-vector scratch for the angular term
|
|
321
|
+
* @param {number} rx @param {number} ry @param {number} rz
|
|
322
|
+
* @param {number} Px @param {number} Py @param {number} Pz
|
|
323
|
+
* @param {number} sign +1 for body A, -1 for body B
|
|
324
|
+
* @param {Float64Array} scratch_inertia
|
|
198
325
|
*/
|
|
199
326
|
function apply_impulse_to_body(
|
|
200
327
|
rb, transform, invM,
|
|
@@ -214,12 +341,11 @@ function apply_impulse_to_body(
|
|
|
214
341
|
lv[1] += sPy * invM;
|
|
215
342
|
lv[2] += sPz * invM;
|
|
216
343
|
|
|
217
|
-
// r × P (already-signed)
|
|
218
344
|
const tx = ry * sPz - rz * sPy;
|
|
219
345
|
const ty = rz * sPx - rx * sPz;
|
|
220
346
|
const tz = rx * sPy - ry * sPx;
|
|
221
347
|
|
|
222
|
-
world_inverse_inertia_apply(scratch_inertia, 0, rb, transform, tx, ty, tz);
|
|
348
|
+
world_inverse_inertia_apply(scratch_inertia, 0, rb.inverseInertiaLocal, transform.rotation, tx, ty, tz);
|
|
223
349
|
|
|
224
350
|
const av = rb.angularVelocity;
|
|
225
351
|
av[0] += scratch_inertia[0];
|
|
@@ -227,18 +353,56 @@ function apply_impulse_to_body(
|
|
|
227
353
|
av[2] += scratch_inertia[2];
|
|
228
354
|
}
|
|
229
355
|
|
|
356
|
+
/**
|
|
357
|
+
* Apply a position-pass impulse `P` at body-relative offset `r` to the
|
|
358
|
+
* body's pseudo-velocity (linear + angular) in the `pseudo_velocity` flat
|
|
359
|
+
* buffer. Mirrors {@link apply_impulse_to_body} but the result is consumed
|
|
360
|
+
* by `integrate_position` the same substep and never persists.
|
|
361
|
+
*
|
|
362
|
+
* @param {Float64Array} pseudo_velocity stride = {@link PSEUDO_STRIDE}
|
|
363
|
+
* @param {number} base offset = `body_index * PSEUDO_STRIDE`
|
|
364
|
+
* @param {RigidBody} rb @param {Transform} transform @param {number} invM
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* @param {number} rx @param {number} ry @param {number} rz
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* @param {number} Px @param {number} Py @param {number} Pz
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* @param {number} sign +1 for body A, -1 for body B
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* @param {Float64Array} scratch_inertia
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+
*/
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+
function apply_impulse_to_pseudo(
|
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+
pseudo_velocity, base,
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rb, transform, invM,
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rx, ry, rz,
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+
Px, Py, Pz,
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sign,
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scratch_inertia
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+
) {
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if (invM === 0) return;
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+
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+
const sPx = sign * Px;
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const sPy = sign * Py;
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const sPz = sign * Pz;
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+
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384
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+
pseudo_velocity[base] += sPx * invM;
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+
pseudo_velocity[base + 1] += sPy * invM;
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+
pseudo_velocity[base + 2] += sPz * invM;
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+
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+
const tx = ry * sPz - rz * sPy;
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+
const ty = rz * sPx - rx * sPz;
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390
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+
const tz = rx * sPy - ry * sPx;
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+
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+
world_inverse_inertia_apply(scratch_inertia, 0, rb.inverseInertiaLocal, transform.rotation, tx, ty, tz);
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+
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+
pseudo_velocity[base + 3] += scratch_inertia[0];
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|
+
pseudo_velocity[base + 4] += scratch_inertia[1];
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+
pseudo_velocity[base + 5] += scratch_inertia[2];
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+
}
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+
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399
|
/**
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* Quadratic-form contribution of one body to the constraint effective mass
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-
* along a unit axis
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+
* along a unit axis: `(r × axis)^T · I⁻¹_world · (r × axis)`.
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402
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*
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* @param {RigidBody} rb
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|
-
* @param {
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|
-
* @param {number}
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-
* @param {number} ry
|
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|
-
* @param {number} rz
|
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|
-
* @param {number} ax axis x
|
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|
-
* @param {number} ay
|
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241
|
-
* @param {number} az
|
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403
|
+
* @param {RigidBody} rb @param {Transform} transform
|
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404
|
+
* @param {number} rx @param {number} ry @param {number} rz
|
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405
|
+
* @param {number} ax @param {number} ay @param {number} az
|
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242
406
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* @param {Float64Array} scratch_inertia
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407
|
* @returns {number}
|
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244
408
|
*/
|
|
@@ -256,7 +420,7 @@ function angular_jacobian_contribution(
|
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256
420
|
const rxay = rz * ax - rx * az;
|
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257
421
|
const rxaz = rx * ay - ry * ax;
|
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258
422
|
|
|
259
|
-
world_inverse_inertia_apply(scratch_inertia, 0,
|
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423
|
+
world_inverse_inertia_apply(scratch_inertia, 0, ii, transform.rotation, rxax, rxay, rxaz);
|
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260
424
|
|
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261
425
|
return rxax * scratch_inertia[0]
|
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262
426
|
+ rxay * scratch_inertia[1]
|
|
@@ -264,97 +428,68 @@ function angular_jacobian_contribution(
|
|
|
264
428
|
}
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429
|
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266
430
|
/**
|
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|
-
*
|
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|
-
*
|
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|
-
*
|
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|
-
*
|
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|
-
* Per-island iteration matters for two reasons:
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|
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* 1. Impulse propagation converges inside an island without waiting for
|
|
273
|
-
* unrelated bodies' Gauss-Seidel updates from previous outer loops.
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|
274
|
-
* 2. Disconnected awake bodies don't pay each other's solver cost — adding
|
|
275
|
-
* an unrelated active body to the scene scales O(island_size) rather than
|
|
276
|
-
* O(global_active).
|
|
431
|
+
* Flat count of all touched contacts across every island, plus the slot
|
|
432
|
+
* list to iterate. Islands are concatenated densely in `contact_data`;
|
|
433
|
+
* `contact_offsets[island_count]` is the end of the last island.
|
|
277
434
|
*
|
|
278
|
-
*
|
|
279
|
-
*
|
|
280
|
-
*
|
|
281
|
-
* The `apply_warm_start` flag gates the warm-start impulse application.
|
|
282
|
-
* In a classic PGS call (one solve per tick), pass `true` (default) — the
|
|
283
|
-
* cached impulses from the previous tick get replayed onto the velocity,
|
|
284
|
-
* seeding the iterations near the converged answer. In TGS substepping,
|
|
285
|
-
* the PhysicsSystem calls this once per substep; only substep 0 should
|
|
286
|
-
* apply warm-start, because subsequent substeps continue from the solver
|
|
287
|
-
* state left by the previous substep (the impulses in `data` already
|
|
288
|
-
* reflect the current velocity, so re-applying them would double-count).
|
|
289
|
-
*
|
|
290
|
-
* Inertial: angular response uses the full world-frame inverse inertia
|
|
291
|
-
* `R · diag(I⁻¹_local) · R^T` via {@link world_inverse_inertia_apply},
|
|
292
|
-
* correct for arbitrary rotations + diagonal local inertia.
|
|
293
|
-
*
|
|
294
|
-
* @param {ManifoldStore} manifolds
|
|
295
|
-
* @param {PhysicsSystem} system PhysicsSystem; reads `system.islands`.
|
|
296
|
-
* @param {number} dt step duration (full tick `dt` for PGS, sub-tick for TGS)
|
|
297
|
-
* @param {number} [iters]
|
|
298
|
-
* @param {boolean} [apply_warm_start]
|
|
435
|
+
* @param {PhysicsSystem} system
|
|
436
|
+
* @returns {{slot_list: Uint32Array, total_slots: number}|null}
|
|
299
437
|
*/
|
|
300
|
-
|
|
301
|
-
if (dt <= 0) return;
|
|
302
|
-
|
|
438
|
+
function island_slot_range(system) {
|
|
303
439
|
const islands = system.islands;
|
|
304
|
-
if (islands === undefined || islands === null) return;
|
|
305
|
-
|
|
440
|
+
if (islands === undefined || islands === null) return null;
|
|
306
441
|
const island_count = islands.island_count;
|
|
307
|
-
if (island_count === 0) return;
|
|
308
|
-
|
|
309
|
-
|
|
310
|
-
|
|
311
|
-
|
|
312
|
-
for (let i = 0; i < island_count; i++) {
|
|
313
|
-
const start = slot_offsets[i];
|
|
314
|
-
const end = slot_offsets[i + 1];
|
|
315
|
-
if (end === start) continue;
|
|
316
|
-
solve_island(manifolds, system, dt, iters, slot_list, start, end, apply_warm_start);
|
|
317
|
-
}
|
|
442
|
+
if (island_count === 0) return null;
|
|
443
|
+
return {
|
|
444
|
+
slot_list: islands.contact_data,
|
|
445
|
+
total_slots: islands.contact_offsets[island_count],
|
|
446
|
+
};
|
|
318
447
|
}
|
|
319
448
|
|
|
320
449
|
/**
|
|
321
|
-
*
|
|
322
|
-
*
|
|
323
|
-
*
|
|
324
|
-
*
|
|
450
|
+
* Stage 1 — prepare the contact constraints for an outer step.
|
|
451
|
+
*
|
|
452
|
+
* Packs every touched, non-sensor contact into the flat scratch arrays:
|
|
453
|
+
* local-frame witness anchors, tangent basis, effective masses, friction,
|
|
454
|
+
* the restitution approach velocity, and the warm-start replay (applied
|
|
455
|
+
* once here, not per substep). Computes the SPOOK gains from the SUBSTEP
|
|
456
|
+
* size `dt_sub` because the position correction runs once per substep.
|
|
325
457
|
*
|
|
326
458
|
* @param {ManifoldStore} manifolds
|
|
327
459
|
* @param {PhysicsSystem} system
|
|
328
|
-
* @param {number} dt
|
|
329
|
-
* @
|
|
330
|
-
* @param {Uint32Array} slot_list
|
|
331
|
-
* @param {number} slot_start
|
|
332
|
-
* @param {number} slot_end
|
|
333
|
-
* @param {boolean} apply_warm_start whether to replay cached impulses (see
|
|
334
|
-
* {@link solve_contacts})
|
|
460
|
+
* @param {number} dt_sub substep size `dt / substeps`
|
|
461
|
+
* @returns {number} number of contacts prepared (also stored module-side)
|
|
335
462
|
*/
|
|
336
|
-
function
|
|
337
|
-
|
|
338
|
-
|
|
339
|
-
|
|
340
|
-
|
|
341
|
-
|
|
463
|
+
export function prepare_contacts(manifolds, system, dt_sub) {
|
|
464
|
+
g_contact_count = 0;
|
|
465
|
+
if (dt_sub <= 0) return 0;
|
|
466
|
+
|
|
467
|
+
const range = island_slot_range(system);
|
|
468
|
+
if (range === null) return 0;
|
|
469
|
+
const slot_list = range.slot_list;
|
|
470
|
+
const total_slots = range.total_slots;
|
|
471
|
+
|
|
342
472
|
let contact_total = 0;
|
|
343
|
-
for (let i =
|
|
344
|
-
|
|
345
|
-
contact_total += manifolds.contact_count(slot);
|
|
473
|
+
for (let i = 0; i < total_slots; i++) {
|
|
474
|
+
contact_total += manifolds.contact_count(slot_list[i]);
|
|
346
475
|
}
|
|
347
|
-
if (contact_total === 0) return;
|
|
476
|
+
if (contact_total === 0) return 0;
|
|
348
477
|
ensure_capacity(contact_total);
|
|
349
478
|
|
|
479
|
+
const denom = 1 + 4 * CONTACT_RELAXATION;
|
|
480
|
+
g_spook_a = 4 / (dt_sub * denom);
|
|
481
|
+
g_spook_eps = 4 / (dt_sub * dt_sub * CONTACT_STIFFNESS * denom);
|
|
482
|
+
|
|
350
483
|
const data = manifolds.data_buffer;
|
|
351
484
|
const pre = scratch_pre;
|
|
352
485
|
const idx = scratch_idx;
|
|
353
486
|
const mus = scratch_mu;
|
|
487
|
+
const pos_jn = scratch_pos_jn;
|
|
488
|
+
|
|
489
|
+
g_concave_slot_count = 0;
|
|
354
490
|
|
|
355
|
-
// 2. Pre-step + warm-start.
|
|
356
491
|
let c = 0;
|
|
357
|
-
for (let i =
|
|
492
|
+
for (let i = 0; i < total_slots; i++) {
|
|
358
493
|
const slot = slot_list[i];
|
|
359
494
|
const idxA = system.__index_of(manifolds.bodyA(slot));
|
|
360
495
|
const idxB = system.__index_of(manifolds.bodyB(slot));
|
|
@@ -362,18 +497,24 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
362
497
|
const rbB = system.__bodies[idxB];
|
|
363
498
|
const trA = system.__transforms[idxA];
|
|
364
499
|
const trB = system.__transforms[idxB];
|
|
365
|
-
// Material parameters come from the "primary" collider of each body
|
|
366
|
-
// — for single-collider bodies this is the only one; for compound
|
|
367
|
-
// bodies it's a v1 approximation (per-contact source-collider
|
|
368
|
-
// tracking is a follow-up). Fall back to defaults if a body has no
|
|
369
|
-
// attached colliders.
|
|
370
500
|
const colA = system.__primary_collider(idxA);
|
|
371
501
|
const colB = system.__primary_collider(idxB);
|
|
372
502
|
if (colA === null || colB === null) continue;
|
|
373
|
-
// Sensor pairs: contacts persist in the manifold (for events) but
|
|
374
|
-
// produce no impulse. Skip the solver work for this pair entirely.
|
|
375
503
|
if (pair_is_sensor(rbA, colA, rbB, colB)) continue;
|
|
376
504
|
|
|
505
|
+
// A pair is "concave" when either side's shape is non-convex. Those
|
|
506
|
+
// contacts take the per-substep re-detection path (the contact
|
|
507
|
+
// feature moves as the body rocks); convex pairs keep the cheap
|
|
508
|
+
// analytic refresh. Recorded once per slot for redetect_concave_contacts.
|
|
509
|
+
const slot_concave = (colA.shape.is_convex === false) || (colB.shape.is_convex === false);
|
|
510
|
+
if (slot_concave) {
|
|
511
|
+
ensure_concave_slot_capacity(g_concave_slot_count + 1);
|
|
512
|
+
concave_slot[g_concave_slot_count] = slot;
|
|
513
|
+
concave_slot_idxA[g_concave_slot_count] = idxA;
|
|
514
|
+
concave_slot_idxB[g_concave_slot_count] = idxB;
|
|
515
|
+
g_concave_slot_count++;
|
|
516
|
+
}
|
|
517
|
+
|
|
377
518
|
const invMA = inv_mass_of(rbA);
|
|
378
519
|
const invMB = inv_mass_of(rbB);
|
|
379
520
|
|
|
@@ -382,35 +523,40 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
382
523
|
const restitution_combined = combine_restitution(colA.restitution, colB.restitution);
|
|
383
524
|
const friction_combined = combine_friction(colA.friction, colB.friction);
|
|
384
525
|
|
|
526
|
+
const pAx = trA.position.x, pAy = trA.position.y, pAz = trA.position.z;
|
|
527
|
+
const pBx = trB.position.x, pBy = trB.position.y, pBz = trB.position.z;
|
|
528
|
+
const qA = trA.rotation, qB = trB.rotation;
|
|
529
|
+
|
|
385
530
|
for (let k = 0; k < cc; k++) {
|
|
386
531
|
const off = slot_off + k * CONTACT_STRIDE;
|
|
387
532
|
|
|
388
533
|
const wax = data[off], way = data[off + 1], waz = data[off + 2];
|
|
389
534
|
const wbx = data[off + 3], wby = data[off + 4], wbz = data[off + 5];
|
|
390
535
|
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
391
|
-
const depth = data[off + 9];
|
|
392
536
|
|
|
393
|
-
// Application point: midpoint of the two surface witnesses.
|
|
394
537
|
const px = (wax + wbx) * 0.5;
|
|
395
538
|
const py = (way + wby) * 0.5;
|
|
396
539
|
const pz = (waz + wbz) * 0.5;
|
|
397
540
|
|
|
398
|
-
const rax = px -
|
|
399
|
-
const
|
|
400
|
-
const raz = pz - trA.position.z;
|
|
401
|
-
const rbx = px - trB.position.x;
|
|
402
|
-
const rby = py - trB.position.y;
|
|
403
|
-
const rbz = pz - trB.position.z;
|
|
541
|
+
const rax = px - pAx, ray = py - pAy, raz = pz - pAz;
|
|
542
|
+
const rbx = px - pBx, rby = py - pBy, rbz = pz - pBz;
|
|
404
543
|
|
|
405
544
|
const pre_off = c * PRE_STRIDE;
|
|
406
|
-
pre[pre_off] = rax; pre[pre_off + 1] = ray; pre[pre_off + 2] = raz;
|
|
407
|
-
pre[pre_off + 3] = rbx; pre[pre_off + 4] = rby; pre[pre_off + 5] = rbz;
|
|
408
|
-
build_tangents(pre, pre_off + 6, nx, ny, nz);
|
|
409
545
|
|
|
410
|
-
|
|
411
|
-
|
|
546
|
+
// Per-body witness anchors in LOCAL frame (constant across the
|
|
547
|
+
// outer step). localW = R⁻¹ · (witness − COM).
|
|
548
|
+
v3_quat3_apply_inverse(pre, pre_off, wax - pAx, way - pAy, waz - pAz, qA[0], qA[1], qA[2], qA[3]);
|
|
549
|
+
v3_quat3_apply_inverse(pre, pre_off + 3, wbx - pBx, wby - pBy, wbz - pBz, qB[0], qB[1], qB[2], qB[3]);
|
|
550
|
+
|
|
551
|
+
// Lever arms from COM to the contact midpoint (refreshed each
|
|
552
|
+
// substep; seeded here from prepare-time pose).
|
|
553
|
+
pre[pre_off + 6] = rax; pre[pre_off + 7] = ray; pre[pre_off + 8] = raz;
|
|
554
|
+
pre[pre_off + 9] = rbx; pre[pre_off + 10] = rby; pre[pre_off + 11] = rbz;
|
|
555
|
+
|
|
556
|
+
build_tangents(pre, pre_off + 12, nx, ny, nz);
|
|
557
|
+
const t1x = pre[pre_off + 12], t1y = pre[pre_off + 13], t1z = pre[pre_off + 14];
|
|
558
|
+
const t2x = pre[pre_off + 15], t2y = pre[pre_off + 16], t2z = pre[pre_off + 17];
|
|
412
559
|
|
|
413
|
-
// K = invMA + invMB + (rA×axis)^T·I_w⁻¹_A·(rA×axis) + (rB×axis)^T·I_w⁻¹_B·(rB×axis)
|
|
414
560
|
const k_n = invMA + invMB
|
|
415
561
|
+ angular_jacobian_contribution(rbA, trA, rax, ray, raz, nx, ny, nz, scratch_inertia_a)
|
|
416
562
|
+ angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, nx, ny, nz, scratch_inertia_b);
|
|
@@ -421,15 +567,13 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
421
567
|
+ angular_jacobian_contribution(rbA, trA, rax, ray, raz, t2x, t2y, t2z, scratch_inertia_a)
|
|
422
568
|
+ angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, t2x, t2y, t2z, scratch_inertia_b);
|
|
423
569
|
|
|
424
|
-
|
|
425
|
-
pre[pre_off +
|
|
426
|
-
pre[pre_off +
|
|
570
|
+
const k_n_eff = k_n + g_spook_eps;
|
|
571
|
+
pre[pre_off + 18] = k_n_eff > 0 ? 1 / k_n_eff : 0;
|
|
572
|
+
pre[pre_off + 19] = k_t1 > 0 ? 1 / k_t1 : 0;
|
|
573
|
+
pre[pre_off + 20] = k_t2 > 0 ? 1 / k_t2 : 0;
|
|
427
574
|
|
|
428
|
-
//
|
|
429
|
-
//
|
|
430
|
-
// dv = vA_at_contact − vB_at_contact; vn = dv · n.
|
|
431
|
-
// Cache the typed-array views once — Vector3 extends Float64Array,
|
|
432
|
-
// so `lv[0]` is a direct memory read, no signal observer chain.
|
|
575
|
+
// Restitution approach velocity (captured once, this is the
|
|
576
|
+
// closing speed entering the step). n is B → A; vn < 0 closing.
|
|
433
577
|
const lvA = rbA.linearVelocity, avA = rbA.angularVelocity;
|
|
434
578
|
const lvB = rbB.linearVelocity, avB = rbB.angularVelocity;
|
|
435
579
|
const vAx_at = lvA[0] + avA[1] * raz - avA[2] * ray;
|
|
@@ -438,62 +582,313 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
438
582
|
const vBx_at = lvB[0] + avB[1] * rbz - avB[2] * rby;
|
|
439
583
|
const vBy_at = lvB[1] + avB[2] * rbx - avB[0] * rbz;
|
|
440
584
|
const vBz_at = lvB[2] + avB[0] * rby - avB[1] * rbx;
|
|
441
|
-
const
|
|
442
|
-
|
|
443
|
-
|
|
444
|
-
const vn_pre = dvx * nx + dvy * ny + dvz * nz;
|
|
445
|
-
|
|
446
|
-
// Baumgarte position correction: gentle separation push when depth
|
|
447
|
-
// exceeds the slop tolerance.
|
|
448
|
-
let bias = 0;
|
|
449
|
-
if (depth > PENETRATION_SLOP) {
|
|
450
|
-
bias = -BAUMGARTE_BETA / dt * (depth - PENETRATION_SLOP);
|
|
451
|
-
// negative because the solver formula is `lambda = m_eff * (-vn + bias_pos)`
|
|
452
|
-
// → bias_pos = beta/dt * pen → we'll flip below by using `lambda = -m_eff * (vn + bias)`
|
|
453
|
-
// For clarity: target vn_new = -bias_pos (i.e. positive separation velocity).
|
|
454
|
-
// Stored sign convention: lambda = -m_eff * (vn + bias) with bias < 0 to push apart.
|
|
455
|
-
}
|
|
456
|
-
// Restitution: if closing fast, push the post-impulse vn to -e * vn_pre.
|
|
585
|
+
const vn_pre = (vAx_at - vBx_at) * nx + (vAy_at - vBy_at) * ny + (vAz_at - vBz_at) * nz;
|
|
586
|
+
|
|
587
|
+
let rest_bias = 0;
|
|
457
588
|
if (vn_pre < -RESTITUTION_VELOCITY_THRESHOLD) {
|
|
458
|
-
|
|
459
|
-
// restitution_combined > 0, vn_pre < 0 → contribution is negative,
|
|
460
|
-
// reinforcing separation.
|
|
589
|
+
rest_bias = restitution_combined * vn_pre;
|
|
461
590
|
}
|
|
462
|
-
pre[pre_off +
|
|
591
|
+
pre[pre_off + 21] = rest_bias;
|
|
592
|
+
pre[pre_off + 22] = 0; // bias_position — filled by refresh_contacts
|
|
463
593
|
|
|
464
594
|
mus[c] = friction_combined;
|
|
595
|
+
pos_jn[c] = 0;
|
|
596
|
+
scratch_max_jn[c] = 0;
|
|
597
|
+
scratch_concave[c] = slot_concave ? 1 : 0;
|
|
465
598
|
|
|
466
599
|
idx[c * INDEX_STRIDE] = slot;
|
|
467
600
|
idx[c * INDEX_STRIDE + 1] = k;
|
|
468
601
|
idx[c * INDEX_STRIDE + 2] = idxA;
|
|
469
602
|
idx[c * INDEX_STRIDE + 3] = idxB;
|
|
470
603
|
|
|
471
|
-
|
|
472
|
-
|
|
473
|
-
|
|
474
|
-
|
|
475
|
-
|
|
476
|
-
|
|
477
|
-
// reflected in the current velocity, re-applying would
|
|
478
|
-
// double-count).
|
|
479
|
-
const j_n = data[off + 10];
|
|
480
|
-
const j_t1 = data[off + 11];
|
|
481
|
-
const j_t2 = data[off + 12];
|
|
482
|
-
const Px = nx * j_n + t1x * j_t1 + t2x * j_t2;
|
|
483
|
-
const Py = ny * j_n + t1y * j_t1 + t2y * j_t2;
|
|
484
|
-
const Pz = nz * j_n + t1z * j_t1 + t2z * j_t2;
|
|
485
|
-
|
|
486
|
-
apply_impulse_to_body(rbA, trA, invMA, rax, ray, raz, Px, Py, Pz, +1, scratch_inertia_a);
|
|
487
|
-
apply_impulse_to_body(rbB, trB, invMB, rbx, rby, rbz, Px, Py, Pz, -1, scratch_inertia_b);
|
|
488
|
-
}
|
|
604
|
+
// Warm-start is NOT applied here: under TGS it must be replayed
|
|
605
|
+
// *every substep* (see warm_start_contacts) so that, per substep,
|
|
606
|
+
// the cached impulse balances exactly one substep of gravity.
|
|
607
|
+
// Applying the cached impulse once against a full frame of
|
|
608
|
+
// gravity (the non-substepped pattern) over-pushes resting
|
|
609
|
+
// contacts and jitters / explodes deep stacks.
|
|
489
610
|
|
|
490
611
|
c++;
|
|
491
612
|
}
|
|
492
613
|
}
|
|
493
614
|
|
|
494
|
-
|
|
615
|
+
g_contact_count = c;
|
|
616
|
+
return c;
|
|
617
|
+
}
|
|
618
|
+
|
|
619
|
+
/**
|
|
620
|
+
* Stage 1b (per substep) — warm-start: replay the cached accumulated
|
|
621
|
+
* impulses `(j_n, j_t1, j_t2)` onto persistent velocity using the current
|
|
622
|
+
* (refreshed) lever arms and tangents. Run once per substep, after
|
|
623
|
+
* {@link refresh_contacts} and before {@link solve_velocity}.
|
|
624
|
+
*
|
|
625
|
+
* Per-substep warm-start is the crux of stable TGS: the stored impulse is a
|
|
626
|
+
* per-substep quantity (≈ the impulse to counter one substep of gravity), so
|
|
627
|
+
* replaying it each substep balances that substep's `integrate_velocity_gravity`
|
|
628
|
+
* and a resting contact holds at zero velocity. `solve_velocity` then only
|
|
629
|
+
* has to correct the residual, which converges in a few iterations even for
|
|
630
|
+
* deep chains because each substep carries just `h` of gravity.
|
|
631
|
+
*
|
|
632
|
+
* @param {ManifoldStore} manifolds
|
|
633
|
+
* @param {PhysicsSystem} system
|
|
634
|
+
*/
|
|
635
|
+
export function warm_start_contacts(manifolds, system) {
|
|
636
|
+
const count = g_contact_count;
|
|
637
|
+
if (count === 0) return;
|
|
638
|
+
|
|
639
|
+
const data = manifolds.data_buffer;
|
|
640
|
+
const pre = scratch_pre;
|
|
641
|
+
const idx = scratch_idx;
|
|
642
|
+
|
|
643
|
+
for (let ci = 0; ci < count; ci++) {
|
|
644
|
+
const slot = idx[ci * INDEX_STRIDE];
|
|
645
|
+
const cidx = idx[ci * INDEX_STRIDE + 1];
|
|
646
|
+
const idxA = idx[ci * INDEX_STRIDE + 2];
|
|
647
|
+
const idxB = idx[ci * INDEX_STRIDE + 3];
|
|
648
|
+
const rbA = system.__bodies[idxA];
|
|
649
|
+
const rbB = system.__bodies[idxB];
|
|
650
|
+
const trA = system.__transforms[idxA];
|
|
651
|
+
const trB = system.__transforms[idxB];
|
|
652
|
+
const invMA = inv_mass_of(rbA);
|
|
653
|
+
const invMB = inv_mass_of(rbB);
|
|
654
|
+
|
|
655
|
+
const pre_off = ci * PRE_STRIDE;
|
|
656
|
+
const rax = pre[pre_off + 6], ray = pre[pre_off + 7], raz = pre[pre_off + 8];
|
|
657
|
+
const rbx = pre[pre_off + 9], rby = pre[pre_off + 10], rbz = pre[pre_off + 11];
|
|
658
|
+
const t1x = pre[pre_off + 12], t1y = pre[pre_off + 13], t1z = pre[pre_off + 14];
|
|
659
|
+
const t2x = pre[pre_off + 15], t2y = pre[pre_off + 16], t2z = pre[pre_off + 17];
|
|
660
|
+
|
|
661
|
+
const slot_off = manifolds.slot_data_offset(slot);
|
|
662
|
+
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
663
|
+
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
664
|
+
|
|
665
|
+
const j_n = data[off + 10];
|
|
666
|
+
const j_t1 = data[off + 11];
|
|
667
|
+
const j_t2 = data[off + 12];
|
|
668
|
+
const Px = nx * j_n + t1x * j_t1 + t2x * j_t2;
|
|
669
|
+
const Py = ny * j_n + t1y * j_t1 + t2y * j_t2;
|
|
670
|
+
const Pz = nz * j_n + t1z * j_t1 + t2z * j_t2;
|
|
671
|
+
apply_impulse_to_body(rbA, trA, invMA, rax, ray, raz, Px, Py, Pz, +1, scratch_inertia_a);
|
|
672
|
+
apply_impulse_to_body(rbB, trB, invMB, rbx, rby, rbz, Px, Py, Pz, -1, scratch_inertia_b);
|
|
673
|
+
}
|
|
674
|
+
}
|
|
675
|
+
|
|
676
|
+
/**
|
|
677
|
+
* Stage 2 (per substep) — re-derive each contact's geometry from the
|
|
678
|
+
* bodies' current poses and the local witness anchors captured at prepare.
|
|
679
|
+
*
|
|
680
|
+
* For each contact:
|
|
681
|
+
* - rotate the stored local witnesses back to world by the current pose to
|
|
682
|
+
* get the moved contact points `cpA`, `cpB`;
|
|
683
|
+
* - current penetration `depth_now = depth0 − Δseparation`, where
|
|
684
|
+
* `Δseparation = (cpA − wA − (cpB − wB)) · n` is the change since prepare.
|
|
685
|
+
* Anchoring on the trusted prepare-time depth makes the sign convention
|
|
686
|
+
* irrelevant — only the analytic delta uses the anchors;
|
|
687
|
+
* - rebuild the impulse levers `rA`/`rB` from the moved midpoint;
|
|
688
|
+
* - recompute the position-correction bias from `depth_now`.
|
|
689
|
+
*
|
|
690
|
+
* The contact normal and tangents are held fixed for the outer step (valid
|
|
691
|
+
* for the small per-step rotation), so they are not recomputed here.
|
|
692
|
+
*
|
|
693
|
+
* @param {ManifoldStore} manifolds
|
|
694
|
+
* @param {PhysicsSystem} system
|
|
695
|
+
*/
|
|
696
|
+
export function refresh_contacts(manifolds, system) {
|
|
697
|
+
const count = g_contact_count;
|
|
698
|
+
if (count === 0) return;
|
|
699
|
+
|
|
700
|
+
const data = manifolds.data_buffer;
|
|
701
|
+
const pre = scratch_pre;
|
|
702
|
+
const idx = scratch_idx;
|
|
703
|
+
const cp = scratch_cp;
|
|
704
|
+
const spook_a = g_spook_a;
|
|
705
|
+
|
|
706
|
+
for (let ci = 0; ci < count; ci++) {
|
|
707
|
+
// Concave contacts are refreshed by redetect_concave_contacts (fresh
|
|
708
|
+
// narrowphase geometry each substep), not by the analytic rotation of
|
|
709
|
+
// frozen anchors — their feature moves as the body rocks.
|
|
710
|
+
if (scratch_concave[ci] === 1) continue;
|
|
711
|
+
|
|
712
|
+
const slot = idx[ci * INDEX_STRIDE];
|
|
713
|
+
const cidx = idx[ci * INDEX_STRIDE + 1];
|
|
714
|
+
const idxA = idx[ci * INDEX_STRIDE + 2];
|
|
715
|
+
const idxB = idx[ci * INDEX_STRIDE + 3];
|
|
716
|
+
const trA = system.__transforms[idxA];
|
|
717
|
+
const trB = system.__transforms[idxB];
|
|
718
|
+
|
|
719
|
+
const slot_off = manifolds.slot_data_offset(slot);
|
|
720
|
+
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
721
|
+
|
|
722
|
+
const wax = data[off], way = data[off + 1], waz = data[off + 2];
|
|
723
|
+
const wbx = data[off + 3], wby = data[off + 4], wbz = data[off + 5];
|
|
724
|
+
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
725
|
+
const depth0 = data[off + 9];
|
|
726
|
+
|
|
727
|
+
const pre_off = ci * PRE_STRIDE;
|
|
728
|
+
|
|
729
|
+
const pAx = trA.position.x, pAy = trA.position.y, pAz = trA.position.z;
|
|
730
|
+
const pBx = trB.position.x, pBy = trB.position.y, pBz = trB.position.z;
|
|
731
|
+
const qA = trA.rotation, qB = trB.rotation;
|
|
732
|
+
|
|
733
|
+
// Current world contact points: COM + R · localWitness.
|
|
734
|
+
v3_quat3_apply(cp, 0, pre[pre_off], pre[pre_off + 1], pre[pre_off + 2], qA[0], qA[1], qA[2], qA[3]);
|
|
735
|
+
v3_quat3_apply(cp, 3, pre[pre_off + 3], pre[pre_off + 4], pre[pre_off + 5], qB[0], qB[1], qB[2], qB[3]);
|
|
736
|
+
const cpAx = pAx + cp[0], cpAy = pAy + cp[1], cpAz = pAz + cp[2];
|
|
737
|
+
const cpBx = pBx + cp[3], cpBy = pBy + cp[4], cpBz = pBz + cp[5];
|
|
738
|
+
|
|
739
|
+
// Penetration re-derived as a delta from the trusted prepare depth.
|
|
740
|
+
// Δsep = ((cpA − wA) − (cpB − wB)) · n.
|
|
741
|
+
const dsep = ((cpAx - wax) - (cpBx - wbx)) * nx
|
|
742
|
+
+ ((cpAy - way) - (cpBy - wby)) * ny
|
|
743
|
+
+ ((cpAz - waz) - (cpBz - wbz)) * nz;
|
|
744
|
+
const depth_now = depth0 - dsep;
|
|
745
|
+
|
|
746
|
+
// Impulse levers from each COM to the current contact midpoint.
|
|
747
|
+
const mx = (cpAx + cpBx) * 0.5;
|
|
748
|
+
const my = (cpAy + cpBy) * 0.5;
|
|
749
|
+
const mz = (cpAz + cpBz) * 0.5;
|
|
750
|
+
pre[pre_off + 6] = mx - pAx; pre[pre_off + 7] = my - pAy; pre[pre_off + 8] = mz - pAz;
|
|
751
|
+
pre[pre_off + 9] = mx - pBx; pre[pre_off + 10] = my - pBy; pre[pre_off + 11] = mz - pBz;
|
|
752
|
+
|
|
753
|
+
let bias_position = 0;
|
|
754
|
+
if (depth_now > PENETRATION_SLOP) {
|
|
755
|
+
bias_position = -spook_a * (depth_now - PENETRATION_SLOP);
|
|
756
|
+
if (bias_position < -MAX_POSITION_BIAS) bias_position = -MAX_POSITION_BIAS;
|
|
757
|
+
}
|
|
758
|
+
pre[pre_off + 22] = bias_position;
|
|
759
|
+
}
|
|
760
|
+
}
|
|
761
|
+
|
|
762
|
+
/**
|
|
763
|
+
* Stage 2b (per substep) — the concave counterpart of {@link refresh_contacts}.
|
|
764
|
+
*
|
|
765
|
+
* For each concave-involved slot, re-runs the narrowphase geometry at the
|
|
766
|
+
* current substep pose ({@link redetect_pair_geometry}, which rewrites the
|
|
767
|
+
* manifold's witness / normal / depth in place), then re-derives the solver
|
|
768
|
+
* scratch (lever arms, tangent basis, effective masses, position bias) for
|
|
769
|
+
* that slot's contacts from the fresh geometry. This is the whole point of
|
|
770
|
+
* the concave path: a body rocking on a mesh changes which triangle (and
|
|
771
|
+
* normal) it rests on within a single outer step, and freezing that — as the
|
|
772
|
+
* convex analytic refresh does — pumps energy in. Re-detecting gives a
|
|
773
|
+
* correct per-substep normal so the body settles.
|
|
774
|
+
*
|
|
775
|
+
* Cost is ~one narrowphase dispatch per concave slot per substep — acceptable
|
|
776
|
+
* because concave-involved pairs are rare (the common concave case, a convex
|
|
777
|
+
* body on static terrain, is convex on the moving side and never lands here).
|
|
778
|
+
* The contact count is held fixed (redetect updates geometry only), so the
|
|
779
|
+
* scratch stays aligned with prepare.
|
|
780
|
+
*
|
|
781
|
+
* Must run before {@link refresh_contacts} / {@link warm_start_contacts} each
|
|
782
|
+
* substep. `rest_bias` (captured at prepare) and the `scratch_max_jn`
|
|
783
|
+
* restitution gate are preserved.
|
|
784
|
+
*
|
|
785
|
+
* @param {ManifoldStore} manifolds
|
|
786
|
+
* @param {PhysicsSystem} system reads `__body_collider_lists`, `__bodies`,
|
|
787
|
+
* `__transforms`.
|
|
788
|
+
*/
|
|
789
|
+
export function redetect_concave_contacts(manifolds, system) {
|
|
790
|
+
const ns = g_concave_slot_count;
|
|
791
|
+
if (ns === 0) return;
|
|
792
|
+
|
|
793
|
+
const lists = system.__body_collider_lists;
|
|
794
|
+
|
|
795
|
+
// 1. Re-detect fresh geometry into the manifold for each concave slot.
|
|
796
|
+
for (let s = 0; s < ns; s++) {
|
|
797
|
+
redetect_pair_geometry(manifolds, concave_slot[s], lists[concave_slot_idxA[s]], lists[concave_slot_idxB[s]]);
|
|
798
|
+
}
|
|
799
|
+
|
|
800
|
+
// 2. Re-derive the solver scratch for every concave contact from the
|
|
801
|
+
// fresh manifold geometry (lever arms, tangents, effective masses,
|
|
802
|
+
// position bias). Mirrors prepare's per-contact setup but reads the
|
|
803
|
+
// just-updated witness / normal / depth instead of the prepare-time
|
|
804
|
+
// values; no local-frame anchors are needed since we re-detect rather
|
|
805
|
+
// than rotate frozen anchors.
|
|
806
|
+
const count = g_contact_count;
|
|
807
|
+
const data = manifolds.data_buffer;
|
|
808
|
+
const pre = scratch_pre;
|
|
809
|
+
const idx = scratch_idx;
|
|
810
|
+
const spook_a = g_spook_a;
|
|
811
|
+
const spook_eps = g_spook_eps;
|
|
812
|
+
|
|
813
|
+
for (let ci = 0; ci < count; ci++) {
|
|
814
|
+
if (scratch_concave[ci] === 0) continue;
|
|
815
|
+
|
|
816
|
+
const slot = idx[ci * INDEX_STRIDE];
|
|
817
|
+
const cidx = idx[ci * INDEX_STRIDE + 1];
|
|
818
|
+
const idxA = idx[ci * INDEX_STRIDE + 2];
|
|
819
|
+
const idxB = idx[ci * INDEX_STRIDE + 3];
|
|
820
|
+
const rbA = system.__bodies[idxA];
|
|
821
|
+
const rbB = system.__bodies[idxB];
|
|
822
|
+
const trA = system.__transforms[idxA];
|
|
823
|
+
const trB = system.__transforms[idxB];
|
|
824
|
+
const invMA = inv_mass_of(rbA);
|
|
825
|
+
const invMB = inv_mass_of(rbB);
|
|
826
|
+
|
|
827
|
+
const slot_off = manifolds.slot_data_offset(slot);
|
|
828
|
+
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
829
|
+
|
|
830
|
+
const wax = data[off], way = data[off + 1], waz = data[off + 2];
|
|
831
|
+
const wbx = data[off + 3], wby = data[off + 4], wbz = data[off + 5];
|
|
832
|
+
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
833
|
+
const depth = data[off + 9];
|
|
834
|
+
|
|
835
|
+
const px = (wax + wbx) * 0.5;
|
|
836
|
+
const py = (way + wby) * 0.5;
|
|
837
|
+
const pz = (waz + wbz) * 0.5;
|
|
838
|
+
|
|
839
|
+
const rax = px - trA.position.x, ray = py - trA.position.y, raz = pz - trA.position.z;
|
|
840
|
+
const rbx = px - trB.position.x, rby = py - trB.position.y, rbz = pz - trB.position.z;
|
|
841
|
+
|
|
842
|
+
const pre_off = ci * PRE_STRIDE;
|
|
843
|
+
pre[pre_off + 6] = rax; pre[pre_off + 7] = ray; pre[pre_off + 8] = raz;
|
|
844
|
+
pre[pre_off + 9] = rbx; pre[pre_off + 10] = rby; pre[pre_off + 11] = rbz;
|
|
845
|
+
|
|
846
|
+
build_tangents(pre, pre_off + 12, nx, ny, nz);
|
|
847
|
+
const t1x = pre[pre_off + 12], t1y = pre[pre_off + 13], t1z = pre[pre_off + 14];
|
|
848
|
+
const t2x = pre[pre_off + 15], t2y = pre[pre_off + 16], t2z = pre[pre_off + 17];
|
|
849
|
+
|
|
850
|
+
const k_n = invMA + invMB
|
|
851
|
+
+ angular_jacobian_contribution(rbA, trA, rax, ray, raz, nx, ny, nz, scratch_inertia_a)
|
|
852
|
+
+ angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, nx, ny, nz, scratch_inertia_b);
|
|
853
|
+
const k_t1 = invMA + invMB
|
|
854
|
+
+ angular_jacobian_contribution(rbA, trA, rax, ray, raz, t1x, t1y, t1z, scratch_inertia_a)
|
|
855
|
+
+ angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, t1x, t1y, t1z, scratch_inertia_b);
|
|
856
|
+
const k_t2 = invMA + invMB
|
|
857
|
+
+ angular_jacobian_contribution(rbA, trA, rax, ray, raz, t2x, t2y, t2z, scratch_inertia_a)
|
|
858
|
+
+ angular_jacobian_contribution(rbB, trB, rbx, rby, rbz, t2x, t2y, t2z, scratch_inertia_b);
|
|
859
|
+
|
|
860
|
+
const k_n_eff = k_n + spook_eps;
|
|
861
|
+
pre[pre_off + 18] = k_n_eff > 0 ? 1 / k_n_eff : 0;
|
|
862
|
+
pre[pre_off + 19] = k_t1 > 0 ? 1 / k_t1 : 0;
|
|
863
|
+
pre[pre_off + 20] = k_t2 > 0 ? 1 / k_t2 : 0;
|
|
864
|
+
|
|
865
|
+
let bias_position = 0;
|
|
866
|
+
if (depth > PENETRATION_SLOP) {
|
|
867
|
+
bias_position = -spook_a * (depth - PENETRATION_SLOP);
|
|
868
|
+
if (bias_position < -MAX_POSITION_BIAS) bias_position = -MAX_POSITION_BIAS;
|
|
869
|
+
}
|
|
870
|
+
pre[pre_off + 22] = bias_position;
|
|
871
|
+
}
|
|
872
|
+
}
|
|
873
|
+
|
|
874
|
+
/**
|
|
875
|
+
* Stage 3 (per substep) — velocity iterations enforcing pure
|
|
876
|
+
* non-penetration (`vn → 0`) plus Coulomb-disk friction. No bias: depth
|
|
877
|
+
* correction is the position pass, restitution is the one-shot pass.
|
|
878
|
+
*
|
|
879
|
+
* @param {ManifoldStore} manifolds
|
|
880
|
+
* @param {PhysicsSystem} system
|
|
881
|
+
* @param {number} iters
|
|
882
|
+
*/
|
|
883
|
+
export function solve_velocity(manifolds, system, iters) {
|
|
884
|
+
const contact_count = g_contact_count;
|
|
885
|
+
if (contact_count === 0) return;
|
|
886
|
+
|
|
887
|
+
const data = manifolds.data_buffer;
|
|
888
|
+
const pre = scratch_pre;
|
|
889
|
+
const idx = scratch_idx;
|
|
890
|
+
const mus = scratch_mu;
|
|
495
891
|
|
|
496
|
-
// 3. Velocity iterations.
|
|
497
892
|
for (let iter = 0; iter < iters; iter++) {
|
|
498
893
|
for (let ci = 0; ci < contact_count; ci++) {
|
|
499
894
|
const slot = idx[ci * INDEX_STRIDE];
|
|
@@ -508,22 +903,18 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
508
903
|
const invMB = inv_mass_of(rbB);
|
|
509
904
|
|
|
510
905
|
const pre_off = ci * PRE_STRIDE;
|
|
511
|
-
const rax = pre[pre_off],
|
|
512
|
-
const rbx = pre[pre_off +
|
|
513
|
-
const t1x = pre[pre_off +
|
|
514
|
-
const t2x = pre[pre_off +
|
|
515
|
-
const m_eff_n = pre[pre_off +
|
|
516
|
-
const m_eff_t1 = pre[pre_off +
|
|
517
|
-
const m_eff_t2 = pre[pre_off +
|
|
518
|
-
const bias_n = pre[pre_off + 15];
|
|
906
|
+
const rax = pre[pre_off + 6], ray = pre[pre_off + 7], raz = pre[pre_off + 8];
|
|
907
|
+
const rbx = pre[pre_off + 9], rby = pre[pre_off + 10], rbz = pre[pre_off + 11];
|
|
908
|
+
const t1x = pre[pre_off + 12], t1y = pre[pre_off + 13], t1z = pre[pre_off + 14];
|
|
909
|
+
const t2x = pre[pre_off + 15], t2y = pre[pre_off + 16], t2z = pre[pre_off + 17];
|
|
910
|
+
const m_eff_n = pre[pre_off + 18];
|
|
911
|
+
const m_eff_t1 = pre[pre_off + 19];
|
|
912
|
+
const m_eff_t2 = pre[pre_off + 20];
|
|
519
913
|
|
|
520
914
|
const slot_off = manifolds.slot_data_offset(slot);
|
|
521
915
|
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
522
916
|
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
523
917
|
|
|
524
|
-
// --- Current relative velocity at contact (linear + angular) ---
|
|
525
|
-
// Cache typed-array views once; direct indexing avoids the
|
|
526
|
-
// accessor chain on Vector3.x/y/z.
|
|
527
918
|
const lvA = rbA.linearVelocity, avA = rbA.angularVelocity;
|
|
528
919
|
const lvB = rbB.linearVelocity, avB = rbB.angularVelocity;
|
|
529
920
|
|
|
@@ -537,14 +928,15 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
537
928
|
const dvy = vAy_at - vBy_at;
|
|
538
929
|
const dvz = vAz_at - vBz_at;
|
|
539
930
|
|
|
540
|
-
// --- Normal impulse ---
|
|
931
|
+
// --- Normal impulse (non-penetration: drive vn → 0) ---
|
|
541
932
|
const vn = dvx * nx + dvy * ny + dvz * nz;
|
|
542
933
|
const j_n_accum = data[off + 10];
|
|
543
|
-
const lambda_n = -m_eff_n *
|
|
934
|
+
const lambda_n = -m_eff_n * vn;
|
|
544
935
|
const sum_n = j_n_accum + lambda_n;
|
|
545
936
|
const new_j_n = sum_n > 0 ? sum_n : 0;
|
|
546
937
|
const delta_j_n = new_j_n - j_n_accum;
|
|
547
938
|
data[off + 10] = new_j_n;
|
|
939
|
+
if (new_j_n > scratch_max_jn[ci]) scratch_max_jn[ci] = new_j_n;
|
|
548
940
|
|
|
549
941
|
if (delta_j_n !== 0) {
|
|
550
942
|
const Pnx = nx * delta_j_n;
|
|
@@ -555,8 +947,6 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
555
947
|
}
|
|
556
948
|
|
|
557
949
|
// --- Friction impulse (Coulomb disk in tangent plane) ---
|
|
558
|
-
// Recompute relative velocity at contact after the normal impulse.
|
|
559
|
-
// lvA/avA/lvB/avB still alias the same arrays, so we just re-read.
|
|
560
950
|
const vAx2 = lvA[0] + avA[1] * raz - avA[2] * ray;
|
|
561
951
|
const vAy2 = lvA[1] + avA[2] * rax - avA[0] * raz;
|
|
562
952
|
const vAz2 = lvA[2] + avA[0] * ray - avA[1] * rax;
|
|
@@ -596,3 +986,199 @@ function solve_island(manifolds, system, dt, iters, slot_list, slot_start, slot_
|
|
|
596
986
|
}
|
|
597
987
|
}
|
|
598
988
|
}
|
|
989
|
+
|
|
990
|
+
/**
|
|
991
|
+
* Stage 4 (once, after the substep loop) — one-shot restitution
|
|
992
|
+
* (Box2D-v3 `b2ApplyRestitution`, Catto 2018). Drives `vn → -e · vn_approach`
|
|
993
|
+
* exactly once per closing contact, gated on (a) the contact having been
|
|
994
|
+
* closing faster than the threshold at prepare, and (b) a compressive
|
|
995
|
+
* normal impulse having formed during the velocity solve. The added impulse
|
|
996
|
+
* accumulates into the same normal-impulse slot so it composes with
|
|
997
|
+
* warm-start next frame.
|
|
998
|
+
*
|
|
999
|
+
* @param {ManifoldStore} manifolds
|
|
1000
|
+
* @param {PhysicsSystem} system
|
|
1001
|
+
*/
|
|
1002
|
+
export function apply_restitution(manifolds, system) {
|
|
1003
|
+
const contact_count = g_contact_count;
|
|
1004
|
+
if (contact_count === 0) return;
|
|
1005
|
+
|
|
1006
|
+
const data = manifolds.data_buffer;
|
|
1007
|
+
const pre = scratch_pre;
|
|
1008
|
+
const idx = scratch_idx;
|
|
1009
|
+
|
|
1010
|
+
for (let ci = 0; ci < contact_count; ci++) {
|
|
1011
|
+
const pre_off = ci * PRE_STRIDE;
|
|
1012
|
+
const rest_bias = pre[pre_off + 21];
|
|
1013
|
+
if (rest_bias === 0) continue;
|
|
1014
|
+
|
|
1015
|
+
const slot = idx[ci * INDEX_STRIDE];
|
|
1016
|
+
const cidx = idx[ci * INDEX_STRIDE + 1];
|
|
1017
|
+
// Gate on the running max normal impulse, not the end-of-loop value:
|
|
1018
|
+
// a transient collision relaxes back to j_n ≈ 0 under per-substep
|
|
1019
|
+
// warm-start, but it WAS compressive, so it should still bounce.
|
|
1020
|
+
if (scratch_max_jn[ci] <= 0) continue;
|
|
1021
|
+
|
|
1022
|
+
const slot_off = manifolds.slot_data_offset(slot);
|
|
1023
|
+
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
1024
|
+
|
|
1025
|
+
const j_n_accum = data[off + 10];
|
|
1026
|
+
|
|
1027
|
+
const idxA = idx[ci * INDEX_STRIDE + 2];
|
|
1028
|
+
const idxB = idx[ci * INDEX_STRIDE + 3];
|
|
1029
|
+
const rbA = system.__bodies[idxA];
|
|
1030
|
+
const rbB = system.__bodies[idxB];
|
|
1031
|
+
const trA = system.__transforms[idxA];
|
|
1032
|
+
const trB = system.__transforms[idxB];
|
|
1033
|
+
const invMA = inv_mass_of(rbA);
|
|
1034
|
+
const invMB = inv_mass_of(rbB);
|
|
1035
|
+
|
|
1036
|
+
const rax = pre[pre_off + 6], ray = pre[pre_off + 7], raz = pre[pre_off + 8];
|
|
1037
|
+
const rbx = pre[pre_off + 9], rby = pre[pre_off + 10], rbz = pre[pre_off + 11];
|
|
1038
|
+
const m_eff_n = pre[pre_off + 18];
|
|
1039
|
+
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
1040
|
+
|
|
1041
|
+
const lvA = rbA.linearVelocity, avA = rbA.angularVelocity;
|
|
1042
|
+
const lvB = rbB.linearVelocity, avB = rbB.angularVelocity;
|
|
1043
|
+
const vAx_at = lvA[0] + avA[1] * raz - avA[2] * ray;
|
|
1044
|
+
const vAy_at = lvA[1] + avA[2] * rax - avA[0] * raz;
|
|
1045
|
+
const vAz_at = lvA[2] + avA[0] * ray - avA[1] * rax;
|
|
1046
|
+
const vBx_at = lvB[0] + avB[1] * rbz - avB[2] * rby;
|
|
1047
|
+
const vBy_at = lvB[1] + avB[2] * rbx - avB[0] * rbz;
|
|
1048
|
+
const vBz_at = lvB[2] + avB[0] * rby - avB[1] * rbx;
|
|
1049
|
+
const vn = (vAx_at - vBx_at) * nx + (vAy_at - vBy_at) * ny + (vAz_at - vBz_at) * nz;
|
|
1050
|
+
|
|
1051
|
+
const lambda = -m_eff_n * (vn + rest_bias);
|
|
1052
|
+
const new_j_n = (j_n_accum + lambda) > 0 ? (j_n_accum + lambda) : 0;
|
|
1053
|
+
const delta = new_j_n - j_n_accum;
|
|
1054
|
+
data[off + 10] = new_j_n;
|
|
1055
|
+
|
|
1056
|
+
if (delta !== 0) {
|
|
1057
|
+
const Px = nx * delta, Py = ny * delta, Pz = nz * delta;
|
|
1058
|
+
apply_impulse_to_body(rbA, trA, invMA, rax, ray, raz, Px, Py, Pz, +1, scratch_inertia_a);
|
|
1059
|
+
apply_impulse_to_body(rbB, trB, invMB, rbx, rby, rbz, Px, Py, Pz, -1, scratch_inertia_b);
|
|
1060
|
+
}
|
|
1061
|
+
}
|
|
1062
|
+
}
|
|
1063
|
+
|
|
1064
|
+
/**
|
|
1065
|
+
* Stage 5 (per substep) — split-impulse position correction. Normal-only
|
|
1066
|
+
* (friction in the pseudo-velocity pass is ill-defined). Reads the per-body
|
|
1067
|
+
* pseudo-velocity, applies a clamped normal impulse driven by the refreshed
|
|
1068
|
+
* `bias_position`, and writes the increment back into the pseudo buffer. The
|
|
1069
|
+
* pose integrator folds pseudo-velocity into `pos += v · dt` and discards it.
|
|
1070
|
+
*
|
|
1071
|
+
* The pseudo buffer must be zeroed by the caller before this stage each
|
|
1072
|
+
* substep (it's a per-substep correction). The position accumulator
|
|
1073
|
+
* `scratch_pos_jn` is likewise reset here per substep.
|
|
1074
|
+
*
|
|
1075
|
+
* @param {ManifoldStore} manifolds
|
|
1076
|
+
* @param {PhysicsSystem} system
|
|
1077
|
+
* @param {number} pos_iters
|
|
1078
|
+
*/
|
|
1079
|
+
export function solve_position(manifolds, system, pos_iters) {
|
|
1080
|
+
const contact_count = g_contact_count;
|
|
1081
|
+
if (contact_count === 0) return;
|
|
1082
|
+
|
|
1083
|
+
const data = manifolds.data_buffer;
|
|
1084
|
+
const pre = scratch_pre;
|
|
1085
|
+
const idx = scratch_idx;
|
|
1086
|
+
const pos_jn = scratch_pos_jn;
|
|
1087
|
+
const pseudoVel = system.__pseudo_velocity;
|
|
1088
|
+
|
|
1089
|
+
// Reset the position-impulse accumulator for this substep.
|
|
1090
|
+
for (let ci = 0; ci < contact_count; ci++) pos_jn[ci] = 0;
|
|
1091
|
+
|
|
1092
|
+
for (let iter = 0; iter < pos_iters; iter++) {
|
|
1093
|
+
for (let ci = 0; ci < contact_count; ci++) {
|
|
1094
|
+
const pre_off = ci * PRE_STRIDE;
|
|
1095
|
+
const bias_p = pre[pre_off + 22];
|
|
1096
|
+
if (bias_p === 0) continue;
|
|
1097
|
+
|
|
1098
|
+
const slot = idx[ci * INDEX_STRIDE];
|
|
1099
|
+
const cidx = idx[ci * INDEX_STRIDE + 1];
|
|
1100
|
+
const idxA = idx[ci * INDEX_STRIDE + 2];
|
|
1101
|
+
const idxB = idx[ci * INDEX_STRIDE + 3];
|
|
1102
|
+
const rbA = system.__bodies[idxA];
|
|
1103
|
+
const rbB = system.__bodies[idxB];
|
|
1104
|
+
const trA = system.__transforms[idxA];
|
|
1105
|
+
const trB = system.__transforms[idxB];
|
|
1106
|
+
const invMA = inv_mass_of(rbA);
|
|
1107
|
+
const invMB = inv_mass_of(rbB);
|
|
1108
|
+
|
|
1109
|
+
const rax = pre[pre_off + 6], ray = pre[pre_off + 7], raz = pre[pre_off + 8];
|
|
1110
|
+
const rbx = pre[pre_off + 9], rby = pre[pre_off + 10], rbz = pre[pre_off + 11];
|
|
1111
|
+
const m_eff_n = pre[pre_off + 18];
|
|
1112
|
+
|
|
1113
|
+
const slot_off = manifolds.slot_data_offset(slot);
|
|
1114
|
+
const off = slot_off + cidx * CONTACT_STRIDE;
|
|
1115
|
+
const nx = data[off + 6], ny = data[off + 7], nz = data[off + 8];
|
|
1116
|
+
|
|
1117
|
+
const baseA = idxA * PSEUDO_STRIDE;
|
|
1118
|
+
const baseB = idxB * PSEUDO_STRIDE;
|
|
1119
|
+
|
|
1120
|
+
const pslA_x = pseudoVel[baseA], pslA_y = pseudoVel[baseA + 1], pslA_z = pseudoVel[baseA + 2];
|
|
1121
|
+
const psaA_x = pseudoVel[baseA + 3], psaA_y = pseudoVel[baseA + 4], psaA_z = pseudoVel[baseA + 5];
|
|
1122
|
+
const pslB_x = pseudoVel[baseB], pslB_y = pseudoVel[baseB + 1], pslB_z = pseudoVel[baseB + 2];
|
|
1123
|
+
const psaB_x = pseudoVel[baseB + 3], psaB_y = pseudoVel[baseB + 4], psaB_z = pseudoVel[baseB + 5];
|
|
1124
|
+
|
|
1125
|
+
const psvAx_at = pslA_x + psaA_y * raz - psaA_z * ray;
|
|
1126
|
+
const psvAy_at = pslA_y + psaA_z * rax - psaA_x * raz;
|
|
1127
|
+
const psvAz_at = pslA_z + psaA_x * ray - psaA_y * rax;
|
|
1128
|
+
const psvBx_at = pslB_x + psaB_y * rbz - psaB_z * rby;
|
|
1129
|
+
const psvBy_at = pslB_y + psaB_z * rbx - psaB_x * rbz;
|
|
1130
|
+
const psvBz_at = pslB_z + psaB_x * rby - psaB_y * rbx;
|
|
1131
|
+
|
|
1132
|
+
const psdvx = psvAx_at - psvBx_at;
|
|
1133
|
+
const psdvy = psvAy_at - psvBy_at;
|
|
1134
|
+
const psdvz = psvAz_at - psvBz_at;
|
|
1135
|
+
const psvn = psdvx * nx + psdvy * ny + psdvz * nz;
|
|
1136
|
+
|
|
1137
|
+
const jn_accum = pos_jn[ci];
|
|
1138
|
+
const lambda = -m_eff_n * (psvn + bias_p);
|
|
1139
|
+
const sum = jn_accum + lambda;
|
|
1140
|
+
const new_jn = sum > 0 ? sum : 0;
|
|
1141
|
+
const delta = new_jn - jn_accum;
|
|
1142
|
+
pos_jn[ci] = new_jn;
|
|
1143
|
+
|
|
1144
|
+
if (delta !== 0) {
|
|
1145
|
+
const Px = nx * delta;
|
|
1146
|
+
const Py = ny * delta;
|
|
1147
|
+
const Pz = nz * delta;
|
|
1148
|
+
apply_impulse_to_pseudo(pseudoVel, baseA, rbA, trA, invMA, rax, ray, raz, Px, Py, Pz, +1, scratch_inertia_a);
|
|
1149
|
+
apply_impulse_to_pseudo(pseudoVel, baseB, rbB, trB, invMB, rbx, rby, rbz, Px, Py, Pz, -1, scratch_inertia_b);
|
|
1150
|
+
}
|
|
1151
|
+
}
|
|
1152
|
+
}
|
|
1153
|
+
}
|
|
1154
|
+
|
|
1155
|
+
/**
|
|
1156
|
+
* Convenience single-step driver: prepare → refresh → velocity →
|
|
1157
|
+
* restitution → position, all at the full `dt` (one substep). Equivalent to
|
|
1158
|
+
* the Phase-2 solver. The substepped path in `PhysicsSystem.fixedUpdate`
|
|
1159
|
+
* calls the stages directly; this entry point exists for callers/tests that
|
|
1160
|
+
* want a one-shot solve.
|
|
1161
|
+
*
|
|
1162
|
+
* The position pass writes `system.__pseudo_velocity`; the caller must zero
|
|
1163
|
+
* that buffer before this call and fold it into the pose afterwards.
|
|
1164
|
+
*
|
|
1165
|
+
* @param {ManifoldStore} manifolds
|
|
1166
|
+
* @param {PhysicsSystem} system
|
|
1167
|
+
* @param {number} dt
|
|
1168
|
+
* @param {number} [iters]
|
|
1169
|
+
* @param {number} [pos_iters]
|
|
1170
|
+
*/
|
|
1171
|
+
export function solve_contacts(manifolds, system, dt,
|
|
1172
|
+
iters = DEFAULT_VELOCITY_ITERATIONS,
|
|
1173
|
+
pos_iters = DEFAULT_POSITION_ITERATIONS) {
|
|
1174
|
+
if (dt <= 0) return;
|
|
1175
|
+
if (prepare_contacts(manifolds, system, dt) === 0) return;
|
|
1176
|
+
redetect_concave_contacts(manifolds, system);
|
|
1177
|
+
refresh_contacts(manifolds, system);
|
|
1178
|
+
warm_start_contacts(manifolds, system);
|
|
1179
|
+
solve_velocity(manifolds, system, iters);
|
|
1180
|
+
apply_restitution(manifolds, system);
|
|
1181
|
+
solve_position(manifolds, system, pos_iters);
|
|
1182
|
+
}
|
|
1183
|
+
|
|
1184
|
+
export { DEFAULT_VELOCITY_ITERATIONS, DEFAULT_POSITION_ITERATIONS };
|