Beispiel #1
0
    public void WarmStart()
    {
        // Warm start.
        for (int i = 0; i < m_count; ++i)
        {
            b2ContactVelocityConstraint vc = m_velocityConstraints[i];

            int   indexA     = vc.indexA;
            int   indexB     = vc.indexB;
            float mA         = vc.invMassA;
            float iA         = vc.invIA;
            float mB         = vc.invMassB;
            float iB         = vc.invIB;
            int   pointCount = vc.pointCount;

            b2Vec2 vA = m_velocities[indexA].v;
            float  wA = m_velocities[indexA].w;
            b2Vec2 vB = m_velocities[indexB].v;
            float  wB = m_velocities[indexB].w;



            b2Vec2 normal  = new b2Vec2(vc.normal);
            b2Vec2 tangent = Utils.b2Cross(normal, 1.0f);

            for (int j = 0; j < pointCount; ++j)
            {
                b2VelocityConstraintPoint vcp = vc.points[j];
                b2Vec2 P = vcp.normalImpulse * normal + vcp.tangentImpulse * tangent;
                wA -= iA * Utils.b2Cross(vcp.rA, P);
                vA -= mA * P;
                wB += iB * Utils.b2Cross(vcp.rB, P);
                vB += mB * P;
            }



            m_velocities[indexA].v = vA;
            m_velocities[indexA].w = wA;


            m_velocities[indexB].v = vB;
            m_velocities[indexB].w = wB;
        }
    }
Beispiel #2
0
    public b2ContactSolver(b2ContactSolverDef def)
    {
        m_step  = def.step;
        m_count = def.count;
        m_positionConstraints = Arrays.InitializeWithDefaultInstances <b2ContactPositionConstraint>(m_count);
        m_velocityConstraints = Arrays.InitializeWithDefaultInstances <b2ContactVelocityConstraint>(m_count);
        m_positions           = def.positions;
        m_velocities          = def.velocities;
        m_contacts            = def.contacts;

        // Initialize position independent portions of the constraints.
        for (int i = 0; i < m_count; ++i)
        {
            b2Contact contact = m_contacts[i];

            b2Fixture  fixtureA = contact.m_fixtureA;
            b2Fixture  fixtureB = contact.m_fixtureB;
            b2Shape    shapeA   = fixtureA.GetShape();
            b2Shape    shapeB   = fixtureB.GetShape();
            float      radiusA  = shapeA.m_radius;
            float      radiusB  = shapeB.m_radius;
            b2Body     bodyA    = fixtureA.GetBody();
            b2Body     bodyB    = fixtureB.GetBody();
            b2Manifold manifold = contact.GetManifold();

            int pointCount = manifold.pointCount;
            Debug.Assert(pointCount > 0);

            b2ContactVelocityConstraint vc = m_velocityConstraints[i];
            vc.friction     = contact.m_friction;
            vc.restitution  = contact.m_restitution;
            vc.tangentSpeed = contact.m_tangentSpeed;
            vc.indexA       = bodyA.m_islandIndex;
            vc.indexB       = bodyB.m_islandIndex;
            vc.invMassA     = bodyA.m_invMass;
            vc.invMassB     = bodyB.m_invMass;
            vc.invIA        = bodyA.m_invI;
            vc.invIB        = bodyB.m_invI;
            vc.contactIndex = i;
            vc.pointCount   = pointCount;
            vc.K.SetZero();
            vc.normalMass.SetZero();

            b2ContactPositionConstraint pc = m_positionConstraints[i];
            pc.indexA       = bodyA.m_islandIndex;
            pc.indexB       = bodyB.m_islandIndex;
            pc.invMassA     = bodyA.m_invMass;
            pc.invMassB     = bodyB.m_invMass;
            pc.localCenterA = bodyA.m_sweep.localCenter;
            pc.localCenterB = bodyB.m_sweep.localCenter;
            pc.invIA        = bodyA.m_invI;
            pc.invIB        = bodyB.m_invI;
            pc.localNormal  = manifold.localNormal;
            pc.localPoint   = manifold.localPoint;
            pc.pointCount   = pointCount;
            pc.radiusA      = radiusA;
            pc.radiusB      = radiusB;
            pc.type         = manifold.type;

            for (int j = 0; j < pointCount; ++j)
            {
                b2ManifoldPoint           cp  = manifold.points[j];
                b2VelocityConstraintPoint vcp = vc.points[j];

                if (m_step.warmStarting)
                {
                    vcp.normalImpulse  = m_step.dtRatio * cp.normalImpulse;
                    vcp.tangentImpulse = m_step.dtRatio * cp.tangentImpulse;
                }
                else
                {
                    vcp.normalImpulse  = 0.0f;
                    vcp.tangentImpulse = 0.0f;
                }

                vcp.rA.SetZero();
                vcp.rB.SetZero();
                vcp.normalMass   = 0.0f;
                vcp.tangentMass  = 0.0f;
                vcp.velocityBias = 0.0f;

                pc.localPoints[j] = cp.localPoint;
            }
        }
    }
Beispiel #3
0
    public void SolveVelocityConstraints()
    {
        for (int i = 0; i < m_count; ++i)
        {
            b2ContactVelocityConstraint vc = m_velocityConstraints[i];

            int   indexA     = vc.indexA;
            int   indexB     = vc.indexB;
            float mA         = vc.invMassA;
            float iA         = vc.invIA;
            float mB         = vc.invMassB;
            float iB         = vc.invIB;
            int   pointCount = vc.pointCount;

            b2Vec2 vA = m_velocities[indexA].v;
            float  wA = m_velocities[indexA].w;
            b2Vec2 vB = m_velocities[indexB].v;
            float  wB = m_velocities[indexB].w;



            b2Vec2 normal   = new b2Vec2(vc.normal);
            b2Vec2 tangent  = Utils.b2Cross(normal, 1.0f);
            float  friction = vc.friction;

            Debug.Assert(pointCount == 1 || pointCount == 2);

            // Solve tangent constraints first because non-penetration is more important
            // than friction.
            for (int j = 0; j < pointCount; ++j)
            {
                b2VelocityConstraintPoint vcp = vc.points[j];

                // Relative velocity at contact
                b2Vec2 dv = vB + Utils.b2Cross(wB, vcp.rB) - vA - Utils.b2Cross(wA, vcp.rA);

                // Compute tangent force
                float vt     = Utils.b2Dot(dv, tangent) - vc.tangentSpeed;
                float lambda = vcp.tangentMass * (-vt);

                // b2Clamp the accumulated force
                float maxFriction = friction * vcp.normalImpulse;
                float newImpulse  = Utils.b2Clamp(vcp.tangentImpulse + lambda, -maxFriction, maxFriction);
                lambda             = newImpulse - vcp.tangentImpulse;
                vcp.tangentImpulse = newImpulse;

                // Apply contact impulse
                b2Vec2 P = lambda * tangent;

                vA -= mA * P;
                wA -= iA * Utils.b2Cross(vcp.rA, P);

                vB += mB * P;
                wB += iB * Utils.b2Cross(vcp.rB, P);
            }

            // Solve normal constraints
            if (pointCount == 1 || Utils.g_blockSolve == false)
            {
                for (int j = 0; j < pointCount; ++j)
                {
                    b2VelocityConstraintPoint vcp = vc.points[j];

                    // Relative velocity at contact
                    b2Vec2 dv = vB + Utils.b2Cross(wB, vcp.rB) - vA - Utils.b2Cross(wA, vcp.rA);

                    // Compute normal impulse
                    float vn     = Utils.b2Dot(dv, normal);
                    float lambda = -vcp.normalMass * (vn - vcp.velocityBias);

                    // b2Clamp the accumulated impulse
                    float newImpulse = Utils.b2Max(vcp.normalImpulse + lambda, 0.0f);
                    lambda            = newImpulse - vcp.normalImpulse;
                    vcp.normalImpulse = newImpulse;

                    // Apply contact impulse
                    b2Vec2 P = lambda * normal;
                    vA -= mA * P;
                    wA -= iA * Utils.b2Cross(vcp.rA, P);

                    vB += mB * P;
                    wB += iB * Utils.b2Cross(vcp.rB, P);
                }
            }
            else
            {
                // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
                // Build the mini LCP for this contact patch
                //
                // vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
                //
                // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
                // b = vn0 - velocityBias
                //
                // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
                // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
                // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
                // solution that satisfies the problem is chosen.
                //
                // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
                // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
                //
                // Substitute:
                //
                // x = a + d
                //
                // a := old total impulse
                // x := new total impulse
                // d := incremental impulse
                //
                // For the current iteration we extend the formula for the incremental impulse
                // to compute the new total impulse:
                //
                // vn = A * d + b
                //    = A * (x - a) + b
                //    = A * x + b - A * a
                //    = A * x + b'
                // b' = b - A * a;

                b2VelocityConstraintPoint cp1 = vc.points[0];
                b2VelocityConstraintPoint cp2 = vc.points[1];

                b2Vec2 a = new b2Vec2(cp1.normalImpulse, cp2.normalImpulse);
                Debug.Assert(a.x >= 0.0f && a.y >= 0.0f);

                // Relative velocity at contact
                b2Vec2 dv1 = vB + Utils.b2Cross(wB, cp1.rB) - vA - Utils.b2Cross(wA, cp1.rA);
                b2Vec2 dv2 = vB + Utils.b2Cross(wB, cp2.rB) - vA - Utils.b2Cross(wA, cp2.rA);

                // Compute normal velocity
                float vn1 = Utils.b2Dot(dv1, normal);
                float vn2 = Utils.b2Dot(dv2, normal);

                b2Vec2 b = new b2Vec2();
                b.x = vn1 - cp1.velocityBias;
                b.y = vn2 - cp2.velocityBias;

                // Compute b'
                b -= Utils.b2Mul(vc.K, a);

                //const float k_errorTol = 1e-3f;

                for (;;)
                {
                    //
                    // Case 1: vn = 0
                    //
                    // 0 = A * x + b'
                    //
                    // Solve for x:
                    //
                    // x = - inv(A) * b'
                    //
                    b2Vec2 x = -Utils.b2Mul(vc.normalMass, b);

                    if (x.x >= 0.0f && x.y >= 0.0f)
                    {
                        // Get the incremental impulse
                        b2Vec2 d = x - a;

                        // Apply incremental impulse
                        b2Vec2 P1 = d.x * normal;
                        b2Vec2 P2 = d.y * normal;
                        vA -= mA * (P1 + P2);
                        wA -= iA * (Utils.b2Cross(cp1.rA, P1) + Utils.b2Cross(cp2.rA, P2));

                        vB += mB * (P1 + P2);
                        wB += iB * (Utils.b2Cross(cp1.rB, P1) + Utils.b2Cross(cp2.rB, P2));

                        // Accumulate
                        cp1.normalImpulse = x.x;
                        cp2.normalImpulse = x.y;


#if B2_DEBUG_SOLVER
                        // Postconditions
                        dv1 = vB + Utils.b2Cross(wB, cp1.rB) - vA - Utils.b2Cross(wA, cp1.rA);
                        dv2 = vB + Utils.b2Cross(wB, cp2.rB) - vA - Utils.b2Cross(wA, cp2.rA);

                        // Compute normal velocity
                        vn1 = Utils.b2Dot(dv1, normal);
                        vn2 = Utils.b2Dot(dv2, normal);

                        Debug.Assert(Utils.b2Abs(vn1 - cp1.velocityBias) < k_errorTol);
                        Debug.Assert(Utils.b2Abs(vn2 - cp2.velocityBias) < k_errorTol);
#endif
                        break;
                    }

                    //
                    // Case 2: vn1 = 0 and x2 = 0
                    //
                    //   0 = a11 * x1 + a12 * 0 + b1'
                    // vn2 = a21 * x1 + a22 * 0 + b2'
                    //
                    x.x = -cp1.normalMass * b.x;
                    x.y = 0.0f;
                    vn1 = 0.0f;
                    vn2 = vc.K.ex.y * x.x + b.y;
                    if (x.x >= 0.0f && vn2 >= 0.0f)
                    {
                        // Get the incremental impulse
                        b2Vec2 d = x - a;

                        // Apply incremental impulse
                        b2Vec2 P1 = d.x * normal;
                        b2Vec2 P2 = d.y * normal;
                        vA -= mA * (P1 + P2);
                        wA -= iA * (Utils.b2Cross(cp1.rA, P1) + Utils.b2Cross(cp2.rA, P2));

                        vB += mB * (P1 + P2);
                        wB += iB * (Utils.b2Cross(cp1.rB, P1) + Utils.b2Cross(cp2.rB, P2));

                        // Accumulate
                        cp1.normalImpulse = x.x;
                        cp2.normalImpulse = x.y;

#if B2_DEBUG_SOLVER
                        // Postconditions
                        dv1 = vB + Utils.b2Cross(wB, cp1.rB) - vA - Utils.b2Cross(wA, cp1.rA);

                        // Compute normal velocity
                        vn1 = Utils.b2Dot(dv1, normal);

                        Debug.Assert(Utils.b2Abs(vn1 - cp1.velocityBias) < k_errorTol);
#endif
                        break;
                    }


                    //
                    // Case 3: vn2 = 0 and x1 = 0
                    //
                    // vn1 = a11 * 0 + a12 * x2 + b1'
                    //   0 = a21 * 0 + a22 * x2 + b2'
                    //
                    x.x = 0.0f;
                    x.y = -cp2.normalMass * b.y;
                    vn1 = vc.K.ey.x * x.y + b.x;
                    vn2 = 0.0f;

                    if (x.y >= 0.0f && vn1 >= 0.0f)
                    {
                        // Resubstitute for the incremental impulse
                        b2Vec2 d = x - a;

                        // Apply incremental impulse
                        b2Vec2 P1 = d.x * normal;
                        b2Vec2 P2 = d.y * normal;
                        vA -= mA * (P1 + P2);
                        wA -= iA * (Utils.b2Cross(cp1.rA, P1) + Utils.b2Cross(cp2.rA, P2));

                        vB += mB * (P1 + P2);
                        wB += iB * (Utils.b2Cross(cp1.rB, P1) + Utils.b2Cross(cp2.rB, P2));

                        // Accumulate
                        cp1.normalImpulse = x.x;
                        cp2.normalImpulse = x.y;

#if B2_DEBUG_SOLVER
                        // Postconditions
                        dv2 = vB + Utils.b2Cross(wB, cp2.rB) - vA - Utils.b2Cross(wA, cp2.rA);

                        // Compute normal velocity
                        vn2 = Utils.b2Dot(dv2, normal);

                        Debug.Assert(Utils.b2Abs(vn2 - cp2.velocityBias) < k_errorTol);
#endif
                        break;
                    }

                    //
                    // Case 4: x1 = 0 and x2 = 0
                    //
                    // vn1 = b1
                    // vn2 = b2;
                    x.x = 0.0f;
                    x.y = 0.0f;
                    vn1 = b.x;
                    vn2 = b.y;

                    if (vn1 >= 0.0f && vn2 >= 0.0f)
                    {
                        // Resubstitute for the incremental impulse
                        b2Vec2 d = x - a;

                        // Apply incremental impulse
                        b2Vec2 P1 = d.x * normal;
                        b2Vec2 P2 = d.y * normal;
                        vA -= mA * (P1 + P2);
                        wA -= iA * (Utils.b2Cross(cp1.rA, P1) + Utils.b2Cross(cp2.rA, P2));

                        vB += mB * (P1 + P2);
                        wB += iB * (Utils.b2Cross(cp1.rB, P1) + Utils.b2Cross(cp2.rB, P2));

                        // Accumulate
                        cp1.normalImpulse = x.x;
                        cp2.normalImpulse = x.y;

                        break;
                    }

                    // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
                    break;
                }
            }

            m_velocities[indexA].v = vA;
            m_velocities[indexA].w = wA;
            m_velocities[indexB].v = vB;
            m_velocities[indexB].w = wB;
        }
    }
Beispiel #4
0
    // Initialize position dependent portions of the velocity constraints.
    public void InitializeVelocityConstraints()
    {
        for (int i = 0; i < m_count; ++i)
        {
            b2ContactVelocityConstraint vc = m_velocityConstraints[i];
            b2ContactPositionConstraint pc = m_positionConstraints[i];

            float      radiusA  = pc.radiusA;
            float      radiusB  = pc.radiusB;
            b2Manifold manifold = m_contacts[vc.contactIndex].GetManifold();

            int indexA = vc.indexA;
            int indexB = vc.indexB;

            float  mA           = vc.invMassA;
            float  mB           = vc.invMassB;
            float  iA           = vc.invIA;
            float  iB           = vc.invIB;
            b2Vec2 localCenterA = new b2Vec2(pc.localCenterA);
            b2Vec2 localCenterB = new b2Vec2(pc.localCenterB);

            b2Vec2 cA = m_positions[indexA].c;
            float  aA = m_positions[indexA].a;
            b2Vec2 vA = m_velocities[indexA].v;
            float  wA = m_velocities[indexA].w;

            b2Vec2 cB = m_positions[indexB].c;
            float  aB = m_positions[indexB].a;
            b2Vec2 vB = m_velocities[indexB].v;
            float  wB = m_velocities[indexB].w;

            Debug.Assert(manifold.pointCount > 0);

            b2Transform xfA = new b2Transform();
            b2Transform xfB = new b2Transform();
            xfA.q.Set(aA);
            xfB.q.Set(aB);
            xfA.p = cA - Utils.b2Mul(xfA.q, localCenterA);
            xfB.p = cB - Utils.b2Mul(xfB.q, localCenterB);

            b2WorldManifold worldManifold = new b2WorldManifold();
            worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);

            vc.normal = worldManifold.normal;

            int pointCount = vc.pointCount;
            for (int j = 0; j < pointCount; ++j)
            {
                b2VelocityConstraintPoint vcp = vc.points[j];

                vcp.rA = worldManifold.points[j] - cA;
                vcp.rB = worldManifold.points[j] - cB;

                float rnA = Utils.b2Cross(vcp.rA, vc.normal);
                float rnB = Utils.b2Cross(vcp.rB, vc.normal);

                float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;

                vcp.normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;

                b2Vec2 tangent = Utils.b2Cross(vc.normal, 1.0f);

                float rtA = Utils.b2Cross(vcp.rA, tangent);
                float rtB = Utils.b2Cross(vcp.rB, tangent);

                float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;

                vcp.tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;

                // Setup a velocity bias for restitution.
                vcp.velocityBias = 0.0f;
                float vRel = Utils.b2Dot(vc.normal, vB + Utils.b2Cross(wB, vcp.rB) - vA - Utils.b2Cross(wA, vcp.rA));
                if (vRel < -Settings.b2_velocityThreshold)
                {
                    vcp.velocityBias = -vc.restitution * vRel;
                }
            }

            // If we have two points, then prepare the block solver.
            if (vc.pointCount == 2 && Utils.g_blockSolve)
            {
                b2VelocityConstraintPoint vcp1 = vc.points[0];
                b2VelocityConstraintPoint vcp2 = vc.points[1];

                float rn1A = Utils.b2Cross(vcp1.rA, vc.normal);
                float rn1B = Utils.b2Cross(vcp1.rB, vc.normal);
                float rn2A = Utils.b2Cross(vcp2.rA, vc.normal);
                float rn2B = Utils.b2Cross(vcp2.rB, vc.normal);

                float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
                float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
                float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;

                // Ensure a reasonable condition number.
                const float k_maxConditionNumber = 1000.0f;
                if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
                {
                    // K is safe to invert.
                    vc.K.ex.Set(k11, k12);
                    vc.K.ey.Set(k12, k22);
                    vc.normalMass = vc.K.GetInverse();
                }
                else
                {
                    // The constraints are redundant, just use one.
                    // TODO_ERIN use deepest?
                    vc.pointCount = 1;
                }
            }
        }
    }