Example #1
0
        // Find islands, integrate and solveraints, solve positionraints
        public void Solve(b2TimeStep step)
        {
            m_profile.solveInit     = 0.0f;
            m_profile.solveVelocity = 0.0f;
            m_profile.solvePosition = 0.0f;

            // Size the island for the worst case.
            b2Island island = new b2Island(m_bodyCount,
                                           m_contactManager.ContactCount,
                                           m_jointCount,
                                           m_contactManager.ContactListener);

            // Clear all the island flags.
            for (b2Body b = m_bodyList; b != null; b = b.Next)
            {
                b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
            }
            for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
            {
                c.ContactFlags &= ~b2ContactFlags.e_islandFlag;
            }
            for (b2Joint j = m_jointList; j; j = j.Next)
            {
                j.m_islandFlag = false;
            }

            // Build and simulate all awake islands.
            int stackSize = m_bodyCount;

            b2Body[] stack = new b2Body[stackSize];
            for (b2Body seed = m_bodyList; seed != null; seed = seed.Next)
            {
                if (seed.BodyFlags & b2BodyFlags.e_islandFlag)
                {
                    continue;
                }

                if (seed.IsAwake() == false || seed.IsActive() == false)
                {
                    continue;
                }

                // The seed can be dynamic or kinematic.
                if (seed.BodyType == b2BodyType.b2_staticBody)
                {
                    continue;
                }

                // Reset island and stack.
                island.Clear();
                int stackCount = 0;
                stack[stackCount++] = seed;
                seed.BodyFlags     |= b2BodyFlags.e_islandFlag;

                // Perform a depth first search (DFS) on theraint graph.
                while (stackCount > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    b2Body b = stack[--stackCount];
                    island.Add(b);

                    // Make sure the body is awake.
                    b.SetAwake(true);

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (b2ContactEdge ce = b.ContactList; ce != null; ce = ce.next)
                    {
                        b2Contact contact = ce.contact;

                        // Has this contact already been added to an island?
                        if (contact.ContactFlags & b2ContactFlags.e_islandFlag)
                        {
                            continue;
                        }

                        // Is this contact solid and touching?
                        if (contact.IsEnabled() == false ||
                            contact.IsTouching() == false)
                        {
                            continue;
                        }

                        // Skip sensors.
                        bool sensorA = contact.m_fixtureA.m_isSensor;
                        bool sensorB = contact.m_fixtureB.m_isSensor;
                        if (sensorA || sensorB)
                        {
                            continue;
                        }

                        island.Add(contact);
                        contact.ContactFlags |= b2ContactType.e_islandFlag;

                        b2Body other = ce.other;

                        // Was the other body already added to this island?
                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }

                    // Search all joints connect to this body.
                    for (b2JointEdge je = b.JointList; je; je = je.next)
                    {
                        if (je.joint.IslandFlag == true)
                        {
                            continue;
                        }

                        b2Body other = je.other;

                        // Don't simulate joints connected to inactive bodies.
                        if (other.IsActive() == false)
                        {
                            continue;
                        }

                        island.Add(je.joint);
                        je.joint.m_islandFlag = true;

                        if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                        {
                            continue;
                        }

                        stack[stackCount++] = other;
                        other.BodyFlags    |= b2BodyFlags.e_islandFlag;
                    }
                }

                b2Profile profile = island.Solve(step, m_gravity, m_allowSleep);
                m_profile.solveInit     += profile.solveInit;
                m_profile.solveVelocity += profile.solveVelocity;
                m_profile.solvePosition += profile.solvePosition;

                // Post solve cleanup.
                for (int i = 0; i < island.m_bodyCount; ++i)
                {
                    // Allow static bodies to participate in other islands.
                    b2Body b = island.m_bodies[i];
                    if (b.BodyType == b2BodyType.b2_staticBody)
                    {
                        b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
                    }
                }
            }

            {
                b2Timer timer;
                // Synchronize fixtures, check for out of range bodies.
                for (b2Body b = m_bodyList; b != null; b = b.Next)
                {
                    // If a body was not in an island then it did not move.
                    if ((b.BodyFlags & b2BodyType.e_islandFlag) == 0)
                    {
                        continue;
                    }

                    if (b.GetBodyType() == b2BodyType.b2_staticBody)
                    {
                        continue;
                    }

                    // Update fixtures (for broad-phase).
                    b.SynchronizeFixtures();
                }

                // Look for new contacts.
                m_contactManager.FindNewContacts();
                m_profile.broadphase = timer.GetMilliseconds();
            }
        }
Example #2
0
        // Find TOI contacts and solve them.
        public void SolveTOI(b2TimeStep step)
        {
            b2Island island = new b2Island(2 * b2Settings.b2_maxTOIContacts, b2Settings.b2_maxTOIContacts, 0, m_contactManager.ContactListener);

            if (m_stepComplete)
            {
                for (b2Body b = m_bodyList; b; b = b.Next)
                {
                    b.BodyFlags     &= ~b2Body.e_islandFlag;
                    b.m_sweep.alpha0 = 0.0f;
                }

                for (b2Contact c = m_contactManager.ContactList; c; c = c.Next)
                {
                    // Invalidate TOI
                    c.ContactFlags &= ~(b2ContactType.e_toiFlag | b2ContactType.e_islandFlag);
                    c.m_toiCount    = 0;
                    c.m_toi         = 1.0f;
                }
            }

            // Find TOI events and solve them.
            for (; ;)
            {
                // Find the first TOI.
                b2Contact minContact = null;
                float     minAlpha   = 1.0f;

                for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
                {
                    // Is this contact disabled?
                    if (c.IsEnabled() == false)
                    {
                        continue;
                    }

                    // Prevent excessive sub-stepping.
                    if (c.m_toiCount > b2Settings.b2_maxSubSteps)
                    {
                        continue;
                    }

                    float alpha = 1.0f;
                    if (c.ContactFlags.HasFlag(b2ContactFlags.e_toiFlag))
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.m_toi;
                    }
                    else
                    {
                        b2Fixture fA = c.GetFixtureA();
                        b2Fixture fB = c.GetFixtureB();

                        // Is there a sensor?
                        if (fA.IsSensor || fB.IsSensor)
                        {
                            continue;
                        }

                        b2Body bA = fA.Body;
                        b2Body bB = fB.Body;

                        b2BodyType typeA = bA.BodyType;
                        b2BodyType typeB = bB.BodyType;

                        bool activeA = bA.IsAwake() && typeA != b2BodyType.b2_staticBody;
                        bool activeB = bB.IsAwake() && typeB != b2BodyType.b2_staticBody;

                        // Is at least one body active (awake and dynamic or kinematic)?
                        if (activeA == false && activeB == false)
                        {
                            continue;
                        }

                        bool collideA = bA.IsBullet() || typeA != b2BodyType.b2_dynamicBody;
                        bool collideB = bB.IsBullet() || typeB != b2BodyType.b2_dynamicBody;

                        // Are these two non-bullet dynamic bodies?
                        if (collideA == false && collideB == false)
                        {
                            continue;
                        }

                        // Compute the TOI for this contact.
                        // Put the sweeps onto the same time interval.
                        float alpha0 = bA.Sweep.alpha0;

                        if (bA.Sweep.alpha0 < bB.Sweep.alpha0)
                        {
                            alpha0 = bB.Sweep.alpha0;
                            bA.Sweep.Advance(alpha0);
                        }
                        else if (bB.Sweep.alpha0 < bA.Sweep.alpha0)
                        {
                            alpha0 = bA.Sweep.alpha0;
                            bB.Sweep.Advance(alpha0);
                        }

                        int indexA = c.GetChildIndexA();
                        int indexB = c.GetChildIndexB();

                        // Compute the time of impact in interval [0, minTOI]
                        b2TOIInput input = new b2TOIInput();
                        input.proxyA.Set(fA.Shape, indexA);
                        input.proxyB.Set(fB.Shape, indexB);
                        input.sweepA = bA.Sweep;
                        input.sweepB = bB.Sweep;
                        input.tMax   = 1.0f;

                        b2TOIOutput output = b2TimeOfImpact(input);

                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.t;
                        if (output.state == b2TOIOutputType.e_touching)
                        {
                            alpha = b2Math.b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }

                        c.m_toi         = alpha;
                        c.ContactFlags |= b2ContactFlags.e_toiFlag;
                    }

                    if (alpha < minAlpha)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minAlpha   = alpha;
                    }
                }

                if (minContact == null || 1.0f - 10.0f * b2Settings.b2_epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    m_stepComplete = true;
                    break;
                }
                {
                    // Advance the bodies to the TOI.
                    b2Fixture fA = minContact.GetFixtureA();
                    b2Fixture fB = minContact.GetFixtureB();
                    b2Body    bA = fA.Body;
                    b2Body    bB = fB.Body;

                    b2Sweep backup1 = bA.Sweep;
                    b2Sweep backup2 = bB.Sweep;

                    bA.Advance(minAlpha);
                    bB.Advance(minAlpha);

                    // The TOI contact likely has some new contact points.
                    minContact.Update(m_contactManager.ContactListener);
                    minContact.ContactFlags &= ~b2ContactFlags.e_toiFlag;
                    ++minContact.m_toiCount;

                    // Is the contact solid?
                    if (minContact.IsEnabled() == false || minContact.IsTouching() == false)
                    {
                        // Restore the sweeps.
                        minContact.SetEnabled(false);
                        bA.Sweep = backup1;
                        bB.Sweep = backup2;
                        bA.SynchronizeTransform();
                        bB.SynchronizeTransform();
                        continue;
                    }

                    bA.SetAwake(true);
                    bB.SetAwake(true);

                    // Build the island
                    island.Clear();
                    island.Add(bA);
                    island.Add(bB);
                    island.Add(minContact);

                    bA.BodyFlags           |= b2BodyFlags.e_islandFlag;
                    bB.BodyFlags           |= b2BodyFlags.e_islandFlag;
                    minContact.ContentType |= b2ContactFlags.e_islandFlag;

                    // Get contacts on bodyA and bodyB.
                    b2Body[] bodies = new b2Body[] { bA, bB };
                    for (int i = 0; i < 2; ++i)
                    {
                        b2Body body = bodies[i];
                        if (body.BodyType == b2BodyType.b2_dynamicBody)
                        {
                            for (b2ContactEdge ce = body.ContactList; ce != null; ce = ce.next)
                            {
                                if (island.BodyCount == island.BodyCapacity)
                                {
                                    break;
                                }

                                if (island.ContactCount == island.ContactCapacity)
                                {
                                    break;
                                }

                                b2Contact contact = ce.contact;

                                // Has this contact already been added to the island?
                                if (contact.ContactType & b2ContactType.e_islandFlag)
                                {
                                    continue;
                                }

                                // Only add static, kinematic, or bullet bodies.
                                b2Body other = ce.other;
                                if (other.BodyType == b2BodyType.b2_dynamicBody &&
                                    body.IsBullet() == false && other.IsBullet() == false)
                                {
                                    continue;
                                }

                                // Skip sensors.
                                bool sensorA = contact.m_fixtureA.m_isSensor;
                                bool sensorB = contact.m_fixtureB.m_isSensor;
                                if (sensorA || sensorB)
                                {
                                    continue;
                                }

                                // Tentatively advance the body to the TOI.
                                b2Sweep backup = other.Sweep;
                                if (other.BodyFlags.HasFlag(b2BodyFlags.e_islandFlag))
                                {
                                    other.Advance(minAlpha);
                                }

                                // Update the contact points
                                contact.Update(m_contactManager.ContactListener);

                                // Was the contact disabled by the user?
                                if (contact.IsEnabled() == false)
                                {
                                    other.Sweep = backup;
                                    other.SynchronizeTransform();
                                    continue;
                                }

                                // Are there contact points?
                                if (contact.IsTouching() == false)
                                {
                                    other.Sweep = backup;
                                    other.SynchronizeTransform();
                                    continue;
                                }

                                // Add the contact to the island
                                contact.ContactFlags |= b2ContactFlags.e_islandFlag;
                                island.Add(contact);

                                // Has the other body already been added to the island?
                                if (other.BodyFlags.HasFlag(b2BodyFlags.e_islandFlag))
                                {
                                    continue;
                                }

                                // Add the other body to the island.
                                other.BodyFlags |= b2BodyFlags.e_islandFlag;

                                if (other.BodyType != b2BodyType.b2_staticBody)
                                {
                                    other.SetAwake(true);
                                }

                                island.Add(other);
                            }
                        }
                    }

                    b2TimeStep subStep;
                    subStep.dt                 = (1.0f - minAlpha) * step.dt;
                    subStep.inv_dt             = 1.0f / subStep.dt;
                    subStep.dtRatio            = 1.0f;
                    subStep.positionIterations = 20;
                    subStep.velocityIterations = step.velocityIterations;
                    subStep.warmStarting       = false;
                    island.SolveTOI(subStep, bA.m_islandIndex, bB.m_islandIndex);

                    // Reset island flags and synchronize broad-phase proxies.
                    for (int i = 0; i < island.m_bodyCount; ++i)
                    {
                        b2Body body = island.m_bodies[i];
                        body.BodyFlags &= ~b2BodyFlags.e_islandFlag;

                        if (body.BodyType != b2BodyType.b2_dynamicBody)
                        {
                            continue;
                        }

                        body.SynchronizeFixtures();

                        // Invalidate all contact TOIs on this displaced body.
                        for (b2ContactEdge ce = body.ContactList; ce != null; ce = ce.next)
                        {
                            ce.Contact.ContactFlags &= ~(b2ContactFlags.e_toiFlag | b2ContactFlags.e_islandFlag);
                        }
                    }

                    // Commit fixture proxy movements to the broad-phase so that new contacts are created.
                    // Also, some contacts can be destroyed.
                    m_contactManager.FindNewContacts();

                    if (m_subStepping)
                    {
                        m_stepComplete = false;
                        break;
                    }
                }
            }
        }
Example #3
0
        // Find islands, integrate and solveraints, solve positionraints
        public void Solve(b2TimeStep step)
{
    m_profile.solveInit = 0.0f;
    m_profile.solveVelocity = 0.0f;
    m_profile.solvePosition = 0.0f;

    // Size the island for the worst case.
    b2Island island = new b2Island(m_bodyCount,
                    m_contactManager.ContactCount,
                    m_jointCount,
                    m_contactManager.ContactListener);

    // Clear all the island flags.
    for (b2Body b = m_bodyList; b != null; b = b.Next)
    {
        b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
    }
    for (b2Contact c = m_contactManager.ContactList; c != null; c = c.Next)
    {
        c.ContactFlags &= ~b2ContactFlags.e_islandFlag;
    }
    for (b2Joint j = m_jointList; j; j = j.Next)
    {
        j.m_islandFlag = false;
    }

    // Build and simulate all awake islands.
    int stackSize = m_bodyCount;
    b2Body[] stack = new b2Body[stackSize];
    for (b2Body seed = m_bodyList; seed != null; seed = seed.Next)
    {
        if (seed.BodyFlags & b2BodyFlags.e_islandFlag)
        {
            continue;
        }

        if (seed.IsAwake() == false || seed.IsActive() == false)
        {
            continue;
        }

        // The seed can be dynamic or kinematic.
        if (seed.BodyType == b2BodyType.b2_staticBody)
        {
            continue;
        }

        // Reset island and stack.
        island.Clear();
        int stackCount = 0;
        stack[stackCount++] = seed;
        seed.BodyFlags |= b2BodyFlags.e_islandFlag;

        // Perform a depth first search (DFS) on theraint graph.
        while (stackCount > 0)
        {
            // Grab the next body off the stack and add it to the island.
            b2Body b = stack[--stackCount];
            island.Add(b);

            // Make sure the body is awake.
            b.SetAwake(true);

            // To keep islands as small as possible, we don't
            // propagate islands across static bodies.
            if (b.BodyType == b2BodyType.b2_staticBody)
            {
                continue;
            }

            // Search all contacts connected to this body.
            for (b2ContactEdge ce = b.ContactList; ce != null; ce = ce.next)
            {
                b2Contact contact = ce.contact;

                // Has this contact already been added to an island?
                if (contact.ContactFlags & b2ContactFlags.e_islandFlag)
                {
                    continue;
                }

                // Is this contact solid and touching?
                if (contact.IsEnabled() == false ||
                    contact.IsTouching() == false)
                {
                    continue;
                }

                // Skip sensors.
                bool sensorA = contact.m_fixtureA.m_isSensor;
                bool sensorB = contact.m_fixtureB.m_isSensor;
                if (sensorA || sensorB)
                {
                    continue;
                }

                island.Add(contact);
                contact.ContactFlags |= b2ContactType.e_islandFlag;

                b2Body other = ce.other;

                // Was the other body already added to this island?
                if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                {
                    continue;
                }

                stack[stackCount++] = other;
                other.BodyFlags |= b2BodyFlags.e_islandFlag;
            }

            // Search all joints connect to this body.
            for (b2JointEdge je = b.JointList; je; je = je.next)
            {
                if (je.joint.IslandFlag == true)
                {
                    continue;
                }

                b2Body other = je.other;

                // Don't simulate joints connected to inactive bodies.
                if (other.IsActive() == false)
                {
                    continue;
                }

                island.Add(je.joint);
                je.joint.m_islandFlag = true;

                if ((other.BodyFlags & b2BodyFlags.e_islandFlag) > 0)
                {
                    continue;
                }

                stack[stackCount++] = other;
                other.BodyFlags |= b2BodyFlags.e_islandFlag;
            }
        }

        b2Profile profile = island.Solve(step, m_gravity, m_allowSleep);
        m_profile.solveInit += profile.solveInit;
        m_profile.solveVelocity += profile.solveVelocity;
        m_profile.solvePosition += profile.solvePosition;

        // Post solve cleanup.
        for (int i = 0; i < island.m_bodyCount; ++i)
        {
            // Allow static bodies to participate in other islands.
            b2Body b = island.m_bodies[i];
            if (b.BodyType == b2BodyType.b2_staticBody)
            {
                b.BodyFlags &= ~b2BodyFlags.e_islandFlag;
            }
        }
    }

    {
        b2Timer timer;
        // Synchronize fixtures, check for out of range bodies.
        for (b2Body b = m_bodyList; b != null; b = b.Next)
        {
            // If a body was not in an island then it did not move.
            if ((b.BodyFlags & b2BodyType.e_islandFlag) == 0)
            {
                continue;
            }

            if (b.GetBodyType() == b2BodyType.b2_staticBody)
            {
                continue;
            }

            // Update fixtures (for broad-phase).
            b.SynchronizeFixtures();
        }

        // Look for new contacts.
        m_contactManager.FindNewContacts();
        m_profile.broadphase = timer.GetMilliseconds();
    }
}