예제 #1
0
 public void Add(Body body)
 {
     Debug.Assert(BodyCount < BodyCapacity);
     body.IslandIndex    = BodyCount;
     Bodies[BodyCount++] = body;
 }
예제 #2
0
        public void Solve(ref TimeStep step, ref Vector2 gravity)
        {
            float h = step.dt;

            // Integrate velocities and apply damping. Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];

                Vector2 c = b._sweep.C;
                float   a = b._sweep.A;
                Vector2 v = b._linearVelocity;
                float   w = b._angularVelocity;

                // Store positions for continuous collision.
                b._sweep.C0 = b._sweep.C;
                b._sweep.A0 = b._sweep.A;

                if (b.BodyType == BodyType.Dynamic)
                {
                    // Integrate velocities.

                    // FPE: Only apply gravity if the body wants it.
                    if (b.IgnoreGravity)
                    {
                        v += h * (b._invMass * b._force);
                    }
                    else
                    {
                        v += h * (b.GravityScale * gravity + b._invMass * b._force);
                    }

                    w += h * b._invI * b._torque;

                    // Apply damping.
                    // ODE: dv/dt + c * v = 0
                    // Solution: v(t) = v0 * exp(-c * t)
                    // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
                    // v2 = exp(-c * dt) * v1
                    // Taylor expansion:
                    // v2 = (1.0f - c * dt) * v1
                    v *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f);
                    w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f);
                }

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }


            // Solver data
            SolverData solverData = new SolverData();

            solverData.step       = step;
            solverData.positions  = _positions;
            solverData.velocities = _velocities;

            _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities);
            _contactSolver.InitializeVelocityConstraints();

            if (Settings.EnableWarmstarting)
            {
                _contactSolver.WarmStart();
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Start();
            }

            for (int i = 0; i < JointCount; ++i)
            {
                if (_joints[i].Enabled)
                {
                    _joints[i].InitVelocityConstraints(ref solverData);
                }
            }

            if (Settings.EnableDiagnostics)
            {
                _watch.Stop();
            }

            // Solve velocity constraints.
            for (int i = 0; i < Settings.VelocityIterations; ++i)
            {
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    joint.SolveVelocityConstraints(ref solverData);
                    joint.Validate(step.inv_dt);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }
                }

                _contactSolver.SolveVelocityConstraints();
            }

            // Store impulses for warm starting.
            _contactSolver.StoreImpulses();

            // Integrate positions
            for (int i = 0; i < BodyCount; ++i)
            {
                Vector2 c = _positions[i].c;
                float   a = _positions[i].a;
                Vector2 v = _velocities[i].v;
                float   w = _velocities[i].w;

                // Check for large velocities
                Vector2 translation = h * v;
                if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;
            }


            // Solve position constraints
            bool positionSolved = false;

            for (int i = 0; i < Settings.PositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolvePositionConstraints();

                bool jointsOkay = true;
                for (int j = 0; j < JointCount; ++j)
                {
                    Joint joint = _joints[j];

                    if (!joint.Enabled)
                    {
                        continue;
                    }

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Start();
                    }

                    bool jointOkay = joint.SolvePositionConstraints(ref solverData);

                    if (Settings.EnableDiagnostics)
                    {
                        _watch.Stop();
                    }

                    jointsOkay = jointsOkay && jointOkay;
                }

                if (contactsOkay && jointsOkay)
                {
                    // Exit early if the position errors are small.
                    positionSolved = true;
                    break;
                }
            }

            if (Settings.EnableDiagnostics)
            {
                JointUpdateTime = _watch.ElapsedTicks;
                _watch.Reset();
            }

            // Copy state buffers back to the bodies
            for (int i = 0; i < BodyCount; ++i)
            {
                Body body = Bodies[i];
                body._sweep.C         = _positions[i].c;
                body._sweep.A         = _positions[i].a;
                body._linearVelocity  = _velocities[i].v;
                body._angularVelocity = _velocities[i].w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);

            if (Settings.AllowSleep)
            {
                float minSleepTime = Settings.MaxFloat;

                for (int i = 0; i < BodyCount; ++i)
                {
                    Body b = Bodies[i];

                    if (b.BodyType == BodyType.Static)
                    {
                        continue;
                    }

                    if (!b.SleepingAllowed || b._angularVelocity * b._angularVelocity > AngTolSqr || Vector2.Dot(b._linearVelocity, b._linearVelocity) > LinTolSqr)
                    {
                        b._sleepTime = 0.0f;
                        minSleepTime = 0.0f;
                    }
                    else
                    {
                        b._sleepTime += h;
                        minSleepTime  = Math.Min(minSleepTime, b._sleepTime);
                    }
                }

                if (minSleepTime >= Settings.TimeToSleep && positionSolved)
                {
                    for (int i = 0; i < BodyCount; ++i)
                    {
                        Body b = Bodies[i];
                        b.Awake = false;
                    }
                }
            }
        }
예제 #3
0
        internal void SolveTOI(ref TimeStep subStep, int toiIndexA, int toiIndexB, bool warmstarting)
        {
            Debug.Assert(toiIndexA < BodyCount);
            Debug.Assert(toiIndexB < BodyCount);

            // Initialize the body state.
            for (int i = 0; i < BodyCount; ++i)
            {
                Body b = Bodies[i];
                _positions[i].c  = b._sweep.C;
                _positions[i].a  = b._sweep.A;
                _velocities[i].v = b._linearVelocity;
                _velocities[i].w = b._angularVelocity;
            }

            _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities, warmstarting);

            // Solve position constraints.
            for (int i = 0; i < Settings.TOIPositionIterations; ++i)
            {
                bool contactsOkay = _contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
                if (contactsOkay)
                {
                    break;
                }
            }

            // Leap of faith to new safe state.
            Bodies[toiIndexA]._sweep.C0 = _positions[toiIndexA].c;
            Bodies[toiIndexA]._sweep.A0 = _positions[toiIndexA].a;
            Bodies[toiIndexB]._sweep.C0 = _positions[toiIndexB].c;
            Bodies[toiIndexB]._sweep.A0 = _positions[toiIndexB].a;

            // No warm starting is needed for TOI events because warm
            // starting impulses were applied in the discrete solver.
            _contactSolver.InitializeVelocityConstraints();

            // Solve velocity constraints.
            for (int i = 0; i < Settings.TOIVelocityIterations; ++i)
            {
                _contactSolver.SolveVelocityConstraints();
            }

            // Don't store the TOI contact forces for warm starting
            // because they can be quite large.

            float h = subStep.dt;

            // Integrate positions.
            for (int i = 0; i < BodyCount; ++i)
            {
                Vector2 c = _positions[i].c;
                float   a = _positions[i].a;
                Vector2 v = _velocities[i].v;
                float   w = _velocities[i].w;

                // Check for large velocities
                Vector2 translation = h * v;
                if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared)
                {
                    float ratio = Settings.MaxTranslation / translation.Length();
                    v *= ratio;
                }

                float rotation = h * w;
                if (rotation * rotation > Settings.MaxRotationSquared)
                {
                    float ratio = Settings.MaxRotation / Math.Abs(rotation);
                    w *= ratio;
                }

                // Integrate
                c += h * v;
                a += h * w;

                _positions[i].c  = c;
                _positions[i].a  = a;
                _velocities[i].v = v;
                _velocities[i].w = w;

                // Sync bodies
                Body body = Bodies[i];
                body._sweep.C         = c;
                body._sweep.A         = a;
                body._linearVelocity  = v;
                body._angularVelocity = w;
                body.SynchronizeTransform();
            }

            Report(_contactSolver._velocityConstraints);
        }