Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-03 15:39:32 -04:00
parent b3434997bf
commit 915e3e9d86
126 changed files with 8581 additions and 3772 deletions
+2 -1
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@@ -47,8 +47,9 @@ namespace physics
{"pulley", Joint::JOINT_PULLEY},
{"gear", Joint::JOINT_GEAR},
{"friction", Joint::JOINT_FRICTION},
{"line", Joint::JOINT_LINE},
{"weld", Joint::JOINT_WELD},
{"wheel", Joint::JOINT_WHEEL},
{"rope", Joint::JOINT_ROPE},
};
StringMap<Joint::Type, Joint::JOINT_MAX_ENUM> Joint::types(Joint::typeEntries, sizeof(Joint::typeEntries));
+2 -1
View File
@@ -43,8 +43,9 @@ namespace physics
JOINT_PULLEY,
JOINT_GEAR,
JOINT_FRICTION,
JOINT_LINE,
JOINT_WELD,
JOINT_WHEEL,
JOINT_ROPE,
JOINT_MAX_ENUM
};
+9 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -32,8 +32,12 @@ For discussion please visit http://box2d.org/forum
// These include files constitute the main Box2D API
#include <Box2D/Common/b2Settings.h>
#include <Box2D/Common/b2Draw.h>
#include <Box2D/Common/b2Timer.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <Box2D/Collision/b2BroadPhase.h>
@@ -52,11 +56,14 @@ For discussion please visit http://box2d.org/forum
#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
#include <Box2D/Dynamics/Joints/b2GearJoint.h>
#include <Box2D/Dynamics/Joints/b2LineJoint.h>
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
#include <Box2D/Rope/b2Rope.h>
#endif
@@ -0,0 +1,171 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
#include <cstring>
using namespace std;
b2ChainShape::~b2ChainShape()
{
b2Free(m_vertices);
m_vertices = NULL;
m_count = 0;
}
void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
{
b2Assert(m_vertices == NULL && m_count == 0);
b2Assert(count >= 3);
m_count = count + 1;
m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
m_vertices[count] = m_vertices[0];
m_prevVertex = m_vertices[m_count - 2];
m_nextVertex = m_vertices[1];
m_hasPrevVertex = true;
m_hasNextVertex = true;
}
void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
{
b2Assert(m_vertices == NULL && m_count == 0);
b2Assert(count >= 2);
m_count = count;
m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
m_hasPrevVertex = false;
m_hasNextVertex = false;
}
void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
{
m_prevVertex = prevVertex;
m_hasPrevVertex = true;
}
void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
{
m_nextVertex = nextVertex;
m_hasNextVertex = true;
}
b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
{
void* mem = allocator->Allocate(sizeof(b2ChainShape));
b2ChainShape* clone = new (mem) b2ChainShape;
clone->CreateChain(m_vertices, m_count);
clone->m_prevVertex = m_prevVertex;
clone->m_nextVertex = m_nextVertex;
clone->m_hasPrevVertex = m_hasPrevVertex;
clone->m_hasNextVertex = m_hasNextVertex;
return clone;
}
int32 b2ChainShape::GetChildCount() const
{
// edge count = vertex count - 1
return m_count - 1;
}
void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
{
b2Assert(0 <= index && index < m_count - 1);
edge->m_type = b2Shape::e_edge;
edge->m_radius = m_radius;
edge->m_vertex1 = m_vertices[index + 0];
edge->m_vertex2 = m_vertices[index + 1];
if (index > 0)
{
edge->m_vertex0 = m_vertices[index - 1];
edge->m_hasVertex0 = true;
}
else
{
edge->m_vertex0 = m_prevVertex;
edge->m_hasVertex0 = m_hasPrevVertex;
}
if (index < m_count - 2)
{
edge->m_vertex3 = m_vertices[index + 2];
edge->m_hasVertex3 = true;
}
else
{
edge->m_vertex3 = m_nextVertex;
edge->m_hasVertex3 = m_hasNextVertex;
}
}
bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
B2_NOT_USED(xf);
B2_NOT_USED(p);
return false;
}
bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& xf, int32 childIndex) const
{
b2Assert(childIndex < m_count);
b2EdgeShape edgeShape;
int32 i1 = childIndex;
int32 i2 = childIndex + 1;
if (i2 == m_count)
{
i2 = 0;
}
edgeShape.m_vertex1 = m_vertices[i1];
edgeShape.m_vertex2 = m_vertices[i2];
return edgeShape.RayCast(output, input, xf, 0);
}
void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
{
b2Assert(childIndex < m_count);
int32 i1 = childIndex;
int32 i2 = childIndex + 1;
if (i2 == m_count)
{
i2 = 0;
}
b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
aabb->lowerBound = b2Min(v1, v2);
aabb->upperBound = b2Max(v1, v2);
}
void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
{
B2_NOT_USED(density);
massData->mass = 0.0f;
massData->center.SetZero();
massData->I = 0.0f;
}
@@ -0,0 +1,117 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_SHAPE_H
#define B2_CHAIN_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
class b2EdgeShape;
/// A chain shape is a free form sequence of line segments.
/// The chain has two-sided collision, so you can use inside and outside collision.
/// Therefore, you may use any winding order.
/// Since there may be many vertices, they are allocated using b2Alloc.
/// Connectivity information is used to create smooth collisions.
/// WARNING: The chain will not collide properly if there are self-intersections.
class b2ChainShape : public b2Shape
{
public:
b2ChainShape();
/// The destructor frees the vertices using b2Free.
~b2ChainShape();
/// Create a loop. This automatically adjusts connectivity.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateLoop(const b2Vec2* vertices, int32 count);
/// Create a chain with isolated end vertices.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateChain(const b2Vec2* vertices, int32 count);
/// Establish connectivity to a vertex that precedes the first vertex.
/// Don't call this for loops.
void SetPrevVertex(const b2Vec2& prevVertex);
/// Establish connectivity to a vertex that follows the last vertex.
/// Don't call this for loops.
void SetNextVertex(const b2Vec2& nextVertex);
/// Implement b2Shape. Vertices are cloned using b2Alloc.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Get a child edge.
void GetChildEdge(b2EdgeShape* edge, int32 index) const;
/// This always return false.
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// Chains have zero mass.
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the number of vertices.
int32 GetVertexCount() const { return m_count; }
/// Get the vertices (read-only).
const b2Vec2& GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_count);
return m_vertices[index];
}
/// Get the vertices (read-only).
const b2Vec2* GetVertices() const { return m_vertices; }
protected:
/// The vertices. Owned by this class.
b2Vec2* m_vertices;
/// The vertex count.
int32 m_count;
b2Vec2 m_prevVertex, m_nextVertex;
bool m_hasPrevVertex, m_hasNextVertex;
};
inline b2ChainShape::b2ChainShape()
{
m_type = e_chain;
m_radius = b2_polygonRadius;
m_vertices = NULL;
m_count = 0;
m_hasPrevVertex = NULL;
m_hasNextVertex = NULL;
}
#endif
+17 -6
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@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,6 +18,7 @@
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <new>
using namespace std;
b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
{
@@ -27,9 +28,14 @@ b2Shape* b2CircleShape::Clone(b2BlockAllocator* allocator) const
return clone;
}
int32 b2CircleShape::GetChildCount() const
{
return 1;
}
bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) const
{
b2Vec2 center = transform.position + b2Mul(transform.R, m_p);
b2Vec2 center = transform.p + b2Mul(transform.q, m_p);
b2Vec2 d = p - center;
return b2Dot(d, d) <= m_radius * m_radius;
}
@@ -38,9 +44,12 @@ bool b2CircleShape::TestPoint(const b2Transform& transform, const b2Vec2& p) con
// From Section 3.1.2
// x = s + a * r
// norm(x) = radius
bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const
bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const
{
b2Vec2 position = transform.position + b2Mul(transform.R, m_p);
B2_NOT_USED(childIndex);
b2Vec2 position = transform.p + b2Mul(transform.q, m_p);
b2Vec2 s = input.p1 - position;
float32 b = b2Dot(s, s) - m_radius * m_radius;
@@ -72,9 +81,11 @@ bool b2CircleShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input
return false;
}
void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform) const
void b2CircleShape::ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const
{
b2Vec2 p = transform.position + b2Mul(transform.R, m_p);
B2_NOT_USED(childIndex);
b2Vec2 p = transform.p + b2Mul(transform.q, m_p);
aabb->lowerBound.Set(p.x - m_radius, p.y - m_radius);
aabb->upperBound.Set(p.x + m_radius, p.y + m_radius);
}
+7 -3
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@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -30,14 +30,18 @@ public:
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Implement b2Shape.
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
@@ -0,0 +1,139 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
{
m_vertex1 = v1;
m_vertex2 = v2;
m_hasVertex0 = false;
m_hasVertex3 = false;
}
b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
{
void* mem = allocator->Allocate(sizeof(b2EdgeShape));
b2EdgeShape* clone = new (mem) b2EdgeShape;
*clone = *this;
return clone;
}
int32 b2EdgeShape::GetChildCount() const
{
return 1;
}
bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
B2_NOT_USED(xf);
B2_NOT_USED(p);
return false;
}
// p = p1 + t * d
// v = v1 + s * e
// p1 + t * d = v1 + s * e
// s * e - t * d = p1 - v1
bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
// Put the ray into the edge's frame of reference.
b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
b2Vec2 d = p2 - p1;
b2Vec2 v1 = m_vertex1;
b2Vec2 v2 = m_vertex2;
b2Vec2 e = v2 - v1;
b2Vec2 normal(e.y, -e.x);
normal.Normalize();
// q = p1 + t * d
// dot(normal, q - v1) = 0
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
float32 numerator = b2Dot(normal, v1 - p1);
float32 denominator = b2Dot(normal, d);
if (denominator == 0.0f)
{
return false;
}
float32 t = numerator / denominator;
if (t < 0.0f || input.maxFraction < t)
{
return false;
}
b2Vec2 q = p1 + t * d;
// q = v1 + s * r
// s = dot(q - v1, r) / dot(r, r)
b2Vec2 r = v2 - v1;
float32 rr = b2Dot(r, r);
if (rr == 0.0f)
{
return false;
}
float32 s = b2Dot(q - v1, r) / rr;
if (s < 0.0f || 1.0f < s)
{
return false;
}
output->fraction = t;
if (numerator > 0.0f)
{
output->normal = -normal;
}
else
{
output->normal = normal;
}
return true;
}
void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
b2Vec2 v1 = b2Mul(xf, m_vertex1);
b2Vec2 v2 = b2Mul(xf, m_vertex2);
b2Vec2 lower = b2Min(v1, v2);
b2Vec2 upper = b2Max(v1, v2);
b2Vec2 r(m_radius, m_radius);
aabb->lowerBound = lower - r;
aabb->upperBound = upper + r;
}
void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
{
B2_NOT_USED(density);
massData->mass = 0.0f;
massData->center = 0.5f * (m_vertex1 + m_vertex2);
massData->I = 0.0f;
}
@@ -0,0 +1,70 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_SHAPE_H
#define B2_EDGE_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A line segment (edge) shape. These can be connected in chains or loops
/// to other edge shapes. The connectivity information is used to ensure
/// correct contact normals.
class b2EdgeShape : public b2Shape
{
public:
b2EdgeShape();
/// Set this as an isolated edge.
void Set(const b2Vec2& v1, const b2Vec2& v2);
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// These are the edge vertices
b2Vec2 m_vertex1, m_vertex2;
/// Optional adjacent vertices. These are used for smooth collision.
b2Vec2 m_vertex0, m_vertex3;
bool m_hasVertex0, m_hasVertex3;
};
inline b2EdgeShape::b2EdgeShape()
{
m_type = e_edge;
m_radius = b2_polygonRadius;
m_hasVertex0 = false;
m_hasVertex3 = false;
}
#endif
+86 -159
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@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -55,41 +55,29 @@ void b2PolygonShape::SetAsBox(float32 hx, float32 hy, const b2Vec2& center, floa
m_centroid = center;
b2Transform xf;
xf.position = center;
xf.R.Set(angle);
xf.p = center;
xf.q.Set(angle);
// Transform vertices and normals.
for (int32 i = 0; i < m_vertexCount; ++i)
{
m_vertices[i] = b2Mul(xf, m_vertices[i]);
m_normals[i] = b2Mul(xf.R, m_normals[i]);
m_normals[i] = b2Mul(xf.q, m_normals[i]);
}
}
void b2PolygonShape::SetAsEdge(const b2Vec2& v1, const b2Vec2& v2)
int32 b2PolygonShape::GetChildCount() const
{
m_vertexCount = 2;
m_vertices[0] = v1;
m_vertices[1] = v2;
m_centroid = 0.5f * (v1 + v2);
m_normals[0] = b2Cross(v2 - v1, 1.0f);
m_normals[0].Normalize();
m_normals[1] = -m_normals[0];
return 1;
}
static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
{
b2Assert(count >= 2);
b2Assert(count >= 3);
b2Vec2 c; c.Set(0.0f, 0.0f);
float32 area = 0.0f;
if (count == 2)
{
c = 0.5f * (vs[0] + vs[1]);
return c;
}
// pRef is the reference point for forming triangles.
// It's location doesn't change the result (except for rounding error).
b2Vec2 pRef(0.0f, 0.0f);
@@ -131,7 +119,7 @@ static b2Vec2 ComputeCentroid(const b2Vec2* vs, int32 count)
void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
{
b2Assert(2 <= count && count <= b2_maxPolygonVertices);
b2Assert(3 <= count && count <= b2_maxPolygonVertices);
m_vertexCount = count;
// Copy vertices.
@@ -170,10 +158,10 @@ void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
b2Vec2 r = m_vertices[j] - m_vertices[i1];
// Your polygon is non-convex (it has an indentation) or
// has colinear edges.
// If this crashes, your polygon is non-convex, has colinear edges,
// or the winding order is wrong.
float32 s = b2Cross(edge, r);
b2Assert(s > 0.0f);
b2Assert(s > 0.0f && "ERROR: Please ensure your polygon is convex and has a CCW winding order");
}
}
#endif
@@ -184,7 +172,7 @@ void b2PolygonShape::Set(const b2Vec2* vertices, int32 count)
bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
b2Vec2 pLocal = b2MulT(xf.R, p - xf.position);
b2Vec2 pLocal = b2MulT(xf.q, p - xf.p);
for (int32 i = 0; i < m_vertexCount; ++i)
{
@@ -198,131 +186,82 @@ bool b2PolygonShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
return true;
}
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& xf) const
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
// Put the ray into the polygon's frame of reference.
b2Vec2 p1 = b2MulT(xf.R, input.p1 - xf.position);
b2Vec2 p2 = b2MulT(xf.R, input.p2 - xf.position);
b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
b2Vec2 d = p2 - p1;
if (m_vertexCount == 2)
{
b2Vec2 v1 = m_vertices[0];
b2Vec2 v2 = m_vertices[1];
b2Vec2 normal = m_normals[0];
float32 lower = 0.0f, upper = input.maxFraction;
// q = p1 + t * d
// dot(normal, q - v1) = 0
// dot(normal, p1 - v1) + t * dot(normal, d) = 0
float32 numerator = b2Dot(normal, v1 - p1);
float32 denominator = b2Dot(normal, d);
int32 index = -1;
for (int32 i = 0; i < m_vertexCount; ++i)
{
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0
float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
float32 denominator = b2Dot(m_normals[i], d);
if (denominator == 0.0f)
{
return false;
}
float32 t = numerator / denominator;
if (t < 0.0f || 1.0f < t)
{
return false;
}
b2Vec2 q = p1 + t * d;
// q = v1 + s * r
// s = dot(q - v1, r) / dot(r, r)
b2Vec2 r = v2 - v1;
float32 rr = b2Dot(r, r);
if (rr == 0.0f)
{
return false;
}
float32 s = b2Dot(q - v1, r) / rr;
if (s < 0.0f || 1.0f < s)
{
return false;
}
output->fraction = t;
if (numerator > 0.0f)
{
output->normal = -normal;
}
else
{
output->normal = normal;
}
return true;
}
else
{
float32 lower = 0.0f, upper = input.maxFraction;
int32 index = -1;
for (int32 i = 0; i < m_vertexCount; ++i)
{
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0
float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
float32 denominator = b2Dot(m_normals[i], d);
if (denominator == 0.0f)
{
if (numerator < 0.0f)
{
return false;
}
}
else
{
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower > numerator.
if (denominator < 0.0f && numerator < lower * denominator)
{
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator;
index = i;
}
else if (denominator > 0.0f && numerator < upper * denominator)
{
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator;
}
}
// The use of epsilon here causes the assert on lower to trip
// in some cases. Apparently the use of epsilon was to make edge
// shapes work, but now those are handled separately.
//if (upper < lower - b2_epsilon)
if (upper < lower)
{
if (numerator < 0.0f)
{
return false;
}
}
b2Assert(0.0f <= lower && lower <= input.maxFraction);
if (index >= 0)
else
{
output->fraction = lower;
output->normal = b2Mul(xf.R, m_normals[index]);
return true;
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower > numerator.
if (denominator < 0.0f && numerator < lower * denominator)
{
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator;
index = i;
}
else if (denominator > 0.0f && numerator < upper * denominator)
{
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator;
}
}
// The use of epsilon here causes the assert on lower to trip
// in some cases. Apparently the use of epsilon was to make edge
// shapes work, but now those are handled separately.
//if (upper < lower - b2_epsilon)
if (upper < lower)
{
return false;
}
}
b2Assert(0.0f <= lower && lower <= input.maxFraction);
if (index >= 0)
{
output->fraction = lower;
output->normal = b2Mul(xf.q, m_normals[index]);
return true;
}
return false;
}
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf) const
void b2PolygonShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
b2Vec2 lower = b2Mul(xf, m_vertices[0]);
b2Vec2 upper = lower;
@@ -364,44 +303,30 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
//
// The rest of the derivation is handled by computer algebra.
b2Assert(m_vertexCount >= 2);
// A line segment has zero mass.
if (m_vertexCount == 2)
{
massData->center = 0.5f * (m_vertices[0] + m_vertices[1]);
massData->mass = 0.0f;
massData->I = 0.0f;
return;
}
b2Assert(m_vertexCount >= 3);
b2Vec2 center; center.Set(0.0f, 0.0f);
float32 area = 0.0f;
float32 I = 0.0f;
// pRef is the reference point for forming triangles.
// s is the reference point for forming triangles.
// It's location doesn't change the result (except for rounding error).
b2Vec2 pRef(0.0f, 0.0f);
#if 0
b2Vec2 s(0.0f, 0.0f);
// This code would put the reference point inside the polygon.
for (int32 i = 0; i < m_vertexCount; ++i)
{
pRef += m_vertices[i];
s += m_vertices[i];
}
pRef *= 1.0f / count;
#endif
s *= 1.0f / m_vertexCount;
const float32 k_inv3 = 1.0f / 3.0f;
for (int32 i = 0; i < m_vertexCount; ++i)
{
// Triangle vertices.
b2Vec2 p1 = pRef;
b2Vec2 p2 = m_vertices[i];
b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] : m_vertices[0];
b2Vec2 e1 = p2 - p1;
b2Vec2 e2 = p3 - p1;
b2Vec2 e1 = m_vertices[i] - s;
b2Vec2 e2 = i + 1 < m_vertexCount ? m_vertices[i+1] - s : m_vertices[0] - s;
float32 D = b2Cross(e1, e2);
@@ -409,16 +334,15 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
area += triangleArea;
// Area weighted centroid
center += triangleArea * k_inv3 * (p1 + p2 + p3);
center += triangleArea * k_inv3 * (e1 + e2);
float32 px = p1.x, py = p1.y;
float32 ex1 = e1.x, ey1 = e1.y;
float32 ex2 = e2.x, ey2 = e2.y;
float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px;
float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py;
float32 intx2 = ex1*ex1 + ex2*ex1 + ex2*ex2;
float32 inty2 = ey1*ey1 + ey2*ey1 + ey2*ey2;
I += D * (intx2 + inty2);
I += (0.25f * k_inv3 * D) * (intx2 + inty2);
}
// Total mass
@@ -427,8 +351,11 @@ void b2PolygonShape::ComputeMass(b2MassData* massData, float32 density) const
// Center of mass
b2Assert(area > b2_epsilon);
center *= 1.0f / area;
massData->center = center;
massData->center = center + s;
// Inertia tensor relative to the local origin.
// Inertia tensor relative to the local origin (point s).
massData->I = density * I;
// Shift to center of mass then to original body origin.
massData->I += massData->mass * (b2Dot(massData->center, massData->center) - b2Dot(center, center));
}
+10 -46
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -23,6 +23,8 @@
/// A convex polygon. It is assumed that the interior of the polygon is to
/// the left of each edge.
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
/// In most cases you should not need many vertices for a convex polygon.
class b2PolygonShape : public b2Shape
{
public:
@@ -31,8 +33,12 @@ public:
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Copy vertices. This assumes the vertices define a convex polygon.
/// It is assumed that the exterior is the the right of each edge.
/// The count must be in the range [3, b2_maxPolygonVertices].
void Set(const b2Vec2* vertices, int32 vertexCount);
/// Build vertices to represent an axis-aligned box.
@@ -47,27 +53,19 @@ public:
/// @param angle the rotation of the box in local coordinates.
void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
/// Set this as a single edge.
void SetAsEdge(const b2Vec2& v1, const b2Vec2& v2);
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const;
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform) const;
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the supporting vertex index in the given direction.
int32 GetSupport(const b2Vec2& d) const;
/// Get the supporting vertex in the given direction.
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
/// Get the vertex count.
int32 GetVertexCount() const { return m_vertexCount; }
@@ -88,40 +86,6 @@ inline b2PolygonShape::b2PolygonShape()
m_centroid.SetZero();
}
inline int32 b2PolygonShape::GetSupport(const b2Vec2& d) const
{
int32 bestIndex = 0;
float32 bestValue = b2Dot(m_vertices[0], d);
for (int32 i = 1; i < m_vertexCount; ++i)
{
float32 value = b2Dot(m_vertices[i], d);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}
inline const b2Vec2& b2PolygonShape::GetSupportVertex(const b2Vec2& d) const
{
int32 bestIndex = 0;
float32 bestValue = b2Dot(m_vertices[0], d);
for (int32 i = 1; i < m_vertexCount; ++i)
{
float32 value = b2Dot(m_vertices[i], d);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return m_vertices[bestIndex];
}
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_vertexCount);
+16 -10
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -38,20 +38,20 @@ struct b2MassData
/// A shape is used for collision detection. You can create a shape however you like.
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
/// is created.
/// is created. Shapes may encapsulate a one or more child shapes.
class b2Shape
{
public:
enum Type
{
e_unknown= -1,
e_circle = 0,
e_polygon = 1,
e_typeCount = 2,
e_edge = 1,
e_polygon = 2,
e_chain = 3,
e_typeCount = 4
};
b2Shape() { m_type = e_unknown; }
virtual ~b2Shape() {}
/// Clone the concrete shape using the provided allocator.
@@ -61,21 +61,27 @@ public:
/// @return the shape type.
Type GetType() const;
/// Get the number of child primitives.
virtual int32 GetChildCount() const = 0;
/// Test a point for containment in this shape. This only works for convex shapes.
/// @param xf the shape world transform.
/// @param p a point in world coordinates.
virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
/// Cast a ray against this shape.
/// Cast a ray against a child shape.
/// @param output the ray-cast results.
/// @param input the ray-cast input parameters.
/// @param transform the transform to be applied to the shape.
virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, const b2Transform& transform) const = 0;
/// @param childIndex the child shape index
virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const = 0;
/// Given a transform, compute the associated axis aligned bounding box for this shape.
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
/// @param aabb returns the axis aligned box.
/// @param xf the world transform of the shape.
virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf) const = 0;
/// @param childIndex the child shape
virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
/// Compute the mass properties of this shape using its dimensions and density.
/// The inertia tensor is computed about the local origin.
+7 -1
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,6 +18,7 @@
#include <Box2D/Collision/b2BroadPhase.h>
#include <cstring>
using namespace std;
b2BroadPhase::b2BroadPhase()
{
@@ -62,6 +63,11 @@ void b2BroadPhase::MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& di
}
}
void b2BroadPhase::TouchProxy(int32 proxyId)
{
BufferMove(proxyId);
}
void b2BroadPhase::BufferMove(int32 proxyId)
{
if (m_moveCount == m_moveCapacity)
+26 -7
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -40,7 +40,7 @@ public:
enum
{
e_nullProxy = -1,
e_nullProxy = -1
};
b2BroadPhase();
@@ -57,6 +57,9 @@ public:
/// call UpdatePairs to finalized the proxy pairs (for your time step).
void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
void TouchProxy(int32 proxyId);
/// Get the fat AABB for a proxy.
const b2AABB& GetFatAABB(int32 proxyId) const;
@@ -88,8 +91,14 @@ public:
template <typename T>
void RayCast(T* callback, const b2RayCastInput& input) const;
/// Compute the height of the embedded tree.
int32 ComputeHeight() const;
/// Get the height of the embedded tree.
int32 GetTreeHeight() const;
/// Get the balance of the embedded tree.
int32 GetTreeBalance() const;
/// Get the quality metric of the embedded tree.
float32 GetTreeQuality() const;
private:
@@ -153,9 +162,19 @@ inline int32 b2BroadPhase::GetProxyCount() const
return m_proxyCount;
}
inline int32 b2BroadPhase::ComputeHeight() const
inline int32 b2BroadPhase::GetTreeHeight() const
{
return m_tree.ComputeHeight();
return m_tree.GetHeight();
}
inline int32 b2BroadPhase::GetTreeBalance() const
{
return m_tree.GetMaxBalance();
}
inline float32 b2BroadPhase::GetTreeQuality() const
{
return m_tree.GetAreaRatio();
}
template <typename T>
@@ -211,7 +230,7 @@ void b2BroadPhase::UpdatePairs(T* callback)
}
// Try to keep the tree balanced.
m_tree.Rebalance(4);
//m_tree.Rebalance(4);
}
template <typename T>
+1 -1
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
+698
View File
@@ -0,0 +1,698 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
// Compute contact points for edge versus circle.
// This accounts for edge connectivity.
void b2CollideEdgeAndCircle(b2Manifold* manifold,
const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB)
{
manifold->pointCount = 0;
// Compute circle in frame of edge
b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
b2Vec2 e = B - A;
// Barycentric coordinates
float32 u = b2Dot(e, B - Q);
float32 v = b2Dot(e, Q - A);
float32 radius = edgeA->m_radius + circleB->m_radius;
b2ContactFeature cf;
cf.indexB = 0;
cf.typeB = b2ContactFeature::e_vertex;
// Region A
if (v <= 0.0f)
{
b2Vec2 P = A;
b2Vec2 d = Q - P;
float32 dd = b2Dot(d, d);
if (dd > radius * radius)
{
return;
}
// Is there an edge connected to A?
if (edgeA->m_hasVertex0)
{
b2Vec2 A1 = edgeA->m_vertex0;
b2Vec2 B1 = A;
b2Vec2 e1 = B1 - A1;
float32 u1 = b2Dot(e1, B1 - Q);
// Is the circle in Region AB of the previous edge?
if (u1 > 0.0f)
{
return;
}
}
cf.indexA = 0;
cf.typeA = b2ContactFeature::e_vertex;
manifold->pointCount = 1;
manifold->type = b2Manifold::e_circles;
manifold->localNormal.SetZero();
manifold->localPoint = P;
manifold->points[0].id.key = 0;
manifold->points[0].id.cf = cf;
manifold->points[0].localPoint = circleB->m_p;
return;
}
// Region B
if (u <= 0.0f)
{
b2Vec2 P = B;
b2Vec2 d = Q - P;
float32 dd = b2Dot(d, d);
if (dd > radius * radius)
{
return;
}
// Is there an edge connected to B?
if (edgeA->m_hasVertex3)
{
b2Vec2 B2 = edgeA->m_vertex3;
b2Vec2 A2 = B;
b2Vec2 e2 = B2 - A2;
float32 v2 = b2Dot(e2, Q - A2);
// Is the circle in Region AB of the next edge?
if (v2 > 0.0f)
{
return;
}
}
cf.indexA = 1;
cf.typeA = b2ContactFeature::e_vertex;
manifold->pointCount = 1;
manifold->type = b2Manifold::e_circles;
manifold->localNormal.SetZero();
manifold->localPoint = P;
manifold->points[0].id.key = 0;
manifold->points[0].id.cf = cf;
manifold->points[0].localPoint = circleB->m_p;
return;
}
// Region AB
float32 den = b2Dot(e, e);
b2Assert(den > 0.0f);
b2Vec2 P = (1.0f / den) * (u * A + v * B);
b2Vec2 d = Q - P;
float32 dd = b2Dot(d, d);
if (dd > radius * radius)
{
return;
}
b2Vec2 n(-e.y, e.x);
if (b2Dot(n, Q - A) < 0.0f)
{
n.Set(-n.x, -n.y);
}
n.Normalize();
cf.indexA = 0;
cf.typeA = b2ContactFeature::e_face;
manifold->pointCount = 1;
manifold->type = b2Manifold::e_faceA;
manifold->localNormal = n;
manifold->localPoint = A;
manifold->points[0].id.key = 0;
manifold->points[0].id.cf = cf;
manifold->points[0].localPoint = circleB->m_p;
}
// This structure is used to keep track of the best separating axis.
struct b2EPAxis
{
enum Type
{
e_unknown,
e_edgeA,
e_edgeB
};
Type type;
int32 index;
float32 separation;
};
// This holds polygon B expressed in frame A.
struct b2TempPolygon
{
b2Vec2 vertices[b2_maxPolygonVertices];
b2Vec2 normals[b2_maxPolygonVertices];
int32 count;
};
// Reference face used for clipping
struct b2ReferenceFace
{
int32 i1, i2;
b2Vec2 v1, v2;
b2Vec2 normal;
b2Vec2 sideNormal1;
float32 sideOffset1;
b2Vec2 sideNormal2;
float32 sideOffset2;
};
// This class collides and edge and a polygon, taking into account edge adjacency.
struct b2EPCollider
{
void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB);
b2EPAxis ComputeEdgeSeparation();
b2EPAxis ComputePolygonSeparation();
enum VertexType
{
e_isolated,
e_concave,
e_convex
};
b2TempPolygon m_polygonB;
b2Transform m_xf;
b2Vec2 m_centroidB;
b2Vec2 m_v0, m_v1, m_v2, m_v3;
b2Vec2 m_normal0, m_normal1, m_normal2;
b2Vec2 m_normal;
VertexType m_type1, m_type2;
b2Vec2 m_lowerLimit, m_upperLimit;
float32 m_radius;
bool m_front;
};
// Algorithm:
// 1. Classify v1 and v2
// 2. Classify polygon centroid as front or back
// 3. Flip normal if necessary
// 4. Initialize normal range to [-pi, pi] about face normal
// 5. Adjust normal range according to adjacent edges
// 6. Visit each separating axes, only accept axes within the range
// 7. Return if _any_ axis indicates separation
// 8. Clip
void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB)
{
m_xf = b2MulT(xfA, xfB);
m_centroidB = b2Mul(m_xf, polygonB->m_centroid);
m_v0 = edgeA->m_vertex0;
m_v1 = edgeA->m_vertex1;
m_v2 = edgeA->m_vertex2;
m_v3 = edgeA->m_vertex3;
bool hasVertex0 = edgeA->m_hasVertex0;
bool hasVertex3 = edgeA->m_hasVertex3;
b2Vec2 edge1 = m_v2 - m_v1;
edge1.Normalize();
m_normal1.Set(edge1.y, -edge1.x);
float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1);
float32 offset0 = 0.0f, offset2 = 0.0f;
bool convex1 = false, convex2 = false;
// Is there a preceding edge?
if (hasVertex0)
{
b2Vec2 edge0 = m_v1 - m_v0;
edge0.Normalize();
m_normal0.Set(edge0.y, -edge0.x);
convex1 = b2Cross(edge0, edge1) >= 0.0f;
offset0 = b2Dot(m_normal0, m_centroidB - m_v0);
}
// Is there a following edge?
if (hasVertex3)
{
b2Vec2 edge2 = m_v3 - m_v2;
edge2.Normalize();
m_normal2.Set(edge2.y, -edge2.x);
convex2 = b2Cross(edge1, edge2) > 0.0f;
offset2 = b2Dot(m_normal2, m_centroidB - m_v2);
}
// Determine front or back collision. Determine collision normal limits.
if (hasVertex0 && hasVertex3)
{
if (convex1 && convex2)
{
m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal0;
m_upperLimit = m_normal2;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = -m_normal1;
}
}
else if (convex1)
{
m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal0;
m_upperLimit = m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal2;
m_upperLimit = -m_normal1;
}
}
else if (convex2)
{
m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = m_normal2;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = -m_normal0;
}
}
else
{
m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal2;
m_upperLimit = -m_normal0;
}
}
}
else if (hasVertex0)
{
if (convex1)
{
m_front = offset0 >= 0.0f || offset1 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal0;
m_upperLimit = -m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = -m_normal1;
}
}
else
{
m_front = offset0 >= 0.0f && offset1 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = -m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = -m_normal0;
}
}
}
else if (hasVertex3)
{
if (convex2)
{
m_front = offset1 >= 0.0f || offset2 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = m_normal2;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = m_normal1;
}
}
else
{
m_front = offset1 >= 0.0f && offset2 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = -m_normal2;
m_upperLimit = m_normal1;
}
}
}
else
{
m_front = offset1 >= 0.0f;
if (m_front)
{
m_normal = m_normal1;
m_lowerLimit = -m_normal1;
m_upperLimit = -m_normal1;
}
else
{
m_normal = -m_normal1;
m_lowerLimit = m_normal1;
m_upperLimit = m_normal1;
}
}
// Get polygonB in frameA
m_polygonB.count = polygonB->m_vertexCount;
for (int32 i = 0; i < polygonB->m_vertexCount; ++i)
{
m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]);
m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]);
}
m_radius = 2.0f * b2_polygonRadius;
manifold->pointCount = 0;
b2EPAxis edgeAxis = ComputeEdgeSeparation();
// If no valid normal can be found than this edge should not collide.
if (edgeAxis.type == b2EPAxis::e_unknown)
{
return;
}
if (edgeAxis.separation > m_radius)
{
return;
}
b2EPAxis polygonAxis = ComputePolygonSeparation();
if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
{
return;
}
// Use hysteresis for jitter reduction.
const float32 k_relativeTol = 0.98f;
const float32 k_absoluteTol = 0.001f;
b2EPAxis primaryAxis;
if (polygonAxis.type == b2EPAxis::e_unknown)
{
primaryAxis = edgeAxis;
}
else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
{
primaryAxis = polygonAxis;
}
else
{
primaryAxis = edgeAxis;
}
b2ClipVertex ie[2];
b2ReferenceFace rf;
if (primaryAxis.type == b2EPAxis::e_edgeA)
{
manifold->type = b2Manifold::e_faceA;
// Search for the polygon normal that is most anti-parallel to the edge normal.
int32 bestIndex = 0;
float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]);
for (int32 i = 1; i < m_polygonB.count; ++i)
{
float32 value = b2Dot(m_normal, m_polygonB.normals[i]);
if (value < bestValue)
{
bestValue = value;
bestIndex = i;
}
}
int32 i1 = bestIndex;
int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0;
ie[0].v = m_polygonB.vertices[i1];
ie[0].id.cf.indexA = 0;
ie[0].id.cf.indexB = i1;
ie[0].id.cf.typeA = b2ContactFeature::e_face;
ie[0].id.cf.typeB = b2ContactFeature::e_vertex;
ie[1].v = m_polygonB.vertices[i2];
ie[1].id.cf.indexA = 0;
ie[1].id.cf.indexB = i2;
ie[1].id.cf.typeA = b2ContactFeature::e_face;
ie[1].id.cf.typeB = b2ContactFeature::e_vertex;
if (m_front)
{
rf.i1 = 0;
rf.i2 = 1;
rf.v1 = m_v1;
rf.v2 = m_v2;
rf.normal = m_normal1;
}
else
{
rf.i1 = 1;
rf.i2 = 0;
rf.v1 = m_v2;
rf.v2 = m_v1;
rf.normal = -m_normal1;
}
}
else
{
manifold->type = b2Manifold::e_faceB;
ie[0].v = m_v1;
ie[0].id.cf.indexA = 0;
ie[0].id.cf.indexB = primaryAxis.index;
ie[0].id.cf.typeA = b2ContactFeature::e_vertex;
ie[0].id.cf.typeB = b2ContactFeature::e_face;
ie[1].v = m_v2;
ie[1].id.cf.indexA = 0;
ie[1].id.cf.indexB = primaryAxis.index;
ie[1].id.cf.typeA = b2ContactFeature::e_vertex;
ie[1].id.cf.typeB = b2ContactFeature::e_face;
rf.i1 = primaryAxis.index;
rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0;
rf.v1 = m_polygonB.vertices[rf.i1];
rf.v2 = m_polygonB.vertices[rf.i2];
rf.normal = m_polygonB.normals[rf.i1];
}
rf.sideNormal1.Set(rf.normal.y, -rf.normal.x);
rf.sideNormal2 = -rf.sideNormal1;
rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1);
rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2);
// Clip incident edge against extruded edge1 side edges.
b2ClipVertex clipPoints1[2];
b2ClipVertex clipPoints2[2];
int32 np;
// Clip to box side 1
np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
if (np < b2_maxManifoldPoints)
{
return;
}
// Clip to negative box side 1
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
if (np < b2_maxManifoldPoints)
{
return;
}
// Now clipPoints2 contains the clipped points.
if (primaryAxis.type == b2EPAxis::e_edgeA)
{
manifold->localNormal = rf.normal;
manifold->localPoint = rf.v1;
}
else
{
manifold->localNormal = polygonB->m_normals[rf.i1];
manifold->localPoint = polygonB->m_vertices[rf.i1];
}
int32 pointCount = 0;
for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
{
float32 separation;
separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1);
if (separation <= m_radius)
{
b2ManifoldPoint* cp = manifold->points + pointCount;
if (primaryAxis.type == b2EPAxis::e_edgeA)
{
cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
cp->id = clipPoints2[i].id;
}
else
{
cp->localPoint = clipPoints2[i].v;
cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
}
++pointCount;
}
}
manifold->pointCount = pointCount;
}
b2EPAxis b2EPCollider::ComputeEdgeSeparation()
{
b2EPAxis axis;
axis.type = b2EPAxis::e_edgeA;
axis.index = m_front ? 0 : 1;
axis.separation = FLT_MAX;
for (int32 i = 0; i < m_polygonB.count; ++i)
{
float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1);
if (s < axis.separation)
{
axis.separation = s;
}
}
return axis;
}
b2EPAxis b2EPCollider::ComputePolygonSeparation()
{
b2EPAxis axis;
axis.type = b2EPAxis::e_unknown;
axis.index = -1;
axis.separation = -FLT_MAX;
b2Vec2 perp(-m_normal.y, m_normal.x);
for (int32 i = 0; i < m_polygonB.count; ++i)
{
b2Vec2 n = -m_polygonB.normals[i];
float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1);
float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2);
float32 s = b2Min(s1, s2);
if (s > m_radius)
{
// No collision
axis.type = b2EPAxis::e_edgeB;
axis.index = i;
axis.separation = s;
return axis;
}
// Adjacency
if (b2Dot(n, perp) >= 0.0f)
{
if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop)
{
continue;
}
}
else
{
if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop)
{
continue;
}
}
if (s > axis.separation)
{
axis.type = b2EPAxis::e_edgeB;
axis.index = i;
axis.separation = s;
}
}
return axis;
}
void b2CollideEdgeAndPolygon( b2Manifold* manifold,
const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB)
{
b2EPCollider collider;
collider.Collide(manifold, edgeA, xfA, polygonB, xfB);
}
+32 -21
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -23,18 +23,17 @@
static float32 b2EdgeSeparation(const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
const b2PolygonShape* poly2, const b2Transform& xf2)
{
int32 count1 = poly1->m_vertexCount;
const b2Vec2* vertices1 = poly1->m_vertices;
const b2Vec2* normals1 = poly1->m_normals;
int32 count2 = poly2->m_vertexCount;
const b2Vec2* vertices2 = poly2->m_vertices;
b2Assert(0 <= edge1 && edge1 < count1);
b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
// Convert normal from poly1's frame into poly2's frame.
b2Vec2 normal1World = b2Mul(xf1.R, normals1[edge1]);
b2Vec2 normal1 = b2MulT(xf2.R, normal1World);
b2Vec2 normal1World = b2Mul(xf1.q, normals1[edge1]);
b2Vec2 normal1 = b2MulT(xf2.q, normal1World);
// Find support vertex on poly2 for -normal.
int32 index = 0;
@@ -66,7 +65,7 @@ static float32 b2FindMaxSeparation(int32* edgeIndex,
// Vector pointing from the centroid of poly1 to the centroid of poly2.
b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
b2Vec2 dLocal1 = b2MulT(xf1.R, d);
b2Vec2 dLocal1 = b2MulT(xf1.q, d);
// Find edge normal on poly1 that has the largest projection onto d.
int32 edge = 0;
@@ -143,17 +142,16 @@ static void b2FindIncidentEdge(b2ClipVertex c[2],
const b2PolygonShape* poly1, const b2Transform& xf1, int32 edge1,
const b2PolygonShape* poly2, const b2Transform& xf2)
{
int32 count1 = poly1->m_vertexCount;
const b2Vec2* normals1 = poly1->m_normals;
int32 count2 = poly2->m_vertexCount;
const b2Vec2* vertices2 = poly2->m_vertices;
const b2Vec2* normals2 = poly2->m_normals;
b2Assert(0 <= edge1 && edge1 < count1);
b2Assert(0 <= edge1 && edge1 < poly1->m_vertexCount);
// Get the normal of the reference edge in poly2's frame.
b2Vec2 normal1 = b2MulT(xf2.R, b2Mul(xf1.R, normals1[edge1]));
b2Vec2 normal1 = b2MulT(xf2.q, b2Mul(xf1.q, normals1[edge1]));
// Find the incident edge on poly2.
int32 index = 0;
@@ -173,14 +171,16 @@ static void b2FindIncidentEdge(b2ClipVertex c[2],
int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
c[0].v = b2Mul(xf2, vertices2[i1]);
c[0].id.features.referenceEdge = (uint8)edge1;
c[0].id.features.incidentEdge = (uint8)i1;
c[0].id.features.incidentVertex = 0;
c[0].id.cf.indexA = (uint8)edge1;
c[0].id.cf.indexB = (uint8)i1;
c[0].id.cf.typeA = b2ContactFeature::e_face;
c[0].id.cf.typeB = b2ContactFeature::e_vertex;
c[1].v = b2Mul(xf2, vertices2[i2]);
c[1].id.features.referenceEdge = (uint8)edge1;
c[1].id.features.incidentEdge = (uint8)i2;
c[1].id.features.incidentVertex = 1;
c[1].id.cf.indexA = (uint8)edge1;
c[1].id.cf.indexB = (uint8)i2;
c[1].id.cf.typeA = b2ContactFeature::e_face;
c[1].id.cf.typeB = b2ContactFeature::e_vertex;
}
// Find edge normal of max separation on A - return if separating axis is found
@@ -242,8 +242,11 @@ void b2CollidePolygons(b2Manifold* manifold,
int32 count1 = poly1->m_vertexCount;
const b2Vec2* vertices1 = poly1->m_vertices;
b2Vec2 v11 = vertices1[edge1];
b2Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];
int32 iv1 = edge1;
int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
b2Vec2 v11 = vertices1[iv1];
b2Vec2 v12 = vertices1[iv2];
b2Vec2 localTangent = v12 - v11;
localTangent.Normalize();
@@ -251,7 +254,7 @@ void b2CollidePolygons(b2Manifold* manifold,
b2Vec2 localNormal = b2Cross(localTangent, 1.0f);
b2Vec2 planePoint = 0.5f * (v11 + v12);
b2Vec2 tangent = b2Mul(xf1.R, localTangent);
b2Vec2 tangent = b2Mul(xf1.q, localTangent);
b2Vec2 normal = b2Cross(tangent, 1.0f);
v11 = b2Mul(xf1, v11);
@@ -270,13 +273,13 @@ void b2CollidePolygons(b2Manifold* manifold,
int np;
// Clip to box side 1
np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1);
np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
if (np < 2)
return;
// Clip to negative box side 1
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2);
np = b2ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2, iv2);
if (np < 2)
{
@@ -297,7 +300,15 @@ void b2CollidePolygons(b2Manifold* manifold,
b2ManifoldPoint* cp = manifold->points + pointCount;
cp->localPoint = b2MulT(xf2, clipPoints2[i].v);
cp->id = clipPoints2[i].id;
cp->id.features.flip = flip;
if (flip)
{
// Swap features
b2ContactFeature cf = cp->id.cf;
cp->id.cf.indexA = cf.indexB;
cp->id.cf.indexB = cf.indexA;
cp->id.cf.typeA = cf.typeB;
cp->id.cf.typeB = cf.typeA;
}
++pointCount;
}
}
+15 -16
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -49,7 +49,7 @@ void b2WorldManifold::Initialize(const b2Manifold* manifold,
case b2Manifold::e_faceA:
{
normal = b2Mul(xfA.R, manifold->localNormal);
normal = b2Mul(xfA.q, manifold->localNormal);
b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint);
for (int32 i = 0; i < manifold->pointCount; ++i)
@@ -64,7 +64,7 @@ void b2WorldManifold::Initialize(const b2Manifold* manifold,
case b2Manifold::e_faceB:
{
normal = b2Mul(xfB.R, manifold->localNormal);
normal = b2Mul(xfB.q, manifold->localNormal);
b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint);
for (int32 i = 0; i < manifold->pointCount; ++i)
@@ -196,7 +196,7 @@ bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
// Sutherland-Hodgman clipping.
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
const b2Vec2& normal, float32 offset)
const b2Vec2& normal, float32 offset, int32 vertexIndexA)
{
// Start with no output points
int32 numOut = 0;
@@ -215,26 +215,25 @@ int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
// Find intersection point of edge and plane
float32 interp = distance0 / (distance0 - distance1);
vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
if (distance0 > 0.0f)
{
vOut[numOut].id = vIn[0].id;
}
else
{
vOut[numOut].id = vIn[1].id;
}
// VertexA is hitting edgeB.
vOut[numOut].id.cf.indexA = vertexIndexA;
vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB;
vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex;
vOut[numOut].id.cf.typeB = b2ContactFeature::e_face;
++numOut;
}
return numOut;
}
bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB,
const b2Transform& xfA, const b2Transform& xfB)
bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
const b2Shape* shapeB, int32 indexB,
const b2Transform& xfA, const b2Transform& xfB)
{
b2DistanceInput input;
input.proxyA.Set(shapeA);
input.proxyB.Set(shapeB);
input.proxyA.Set(shapeA, indexA);
input.proxyB.Set(shapeB, indexB);
input.transformA = xfA;
input.transformB = xfB;
input.useRadii = true;
+55 -19
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -28,21 +28,31 @@
class b2Shape;
class b2CircleShape;
class b2EdgeShape;
class b2PolygonShape;
const uint8 b2_nullFeature = UCHAR_MAX;
/// The features that intersect to form the contact point
/// This must be 4 bytes or less.
struct b2ContactFeature
{
enum Type
{
e_vertex = 0,
e_face = 1
};
uint8 indexA; ///< Feature index on shapeA
uint8 indexB; ///< Feature index on shapeB
uint8 typeA; ///< The feature type on shapeA
uint8 typeB; ///< The feature type on shapeB
};
/// Contact ids to facilitate warm starting.
union b2ContactID
{
/// The features that intersect to form the contact point
struct Features
{
uint8 referenceEdge; ///< The edge that defines the outward contact normal.
uint8 incidentEdge; ///< The edge most anti-parallel to the reference edge.
uint8 incidentVertex; ///< The vertex (0 or 1) on the incident edge that was clipped.
uint8 flip; ///< A value of 1 indicates that the reference edge is on shape2.
} features;
b2ContactFeature cf;
uint32 key; ///< Used to quickly compare contact ids.
};
@@ -107,7 +117,7 @@ struct b2WorldManifold
const b2Transform& xfA, float32 radiusA,
const b2Transform& xfB, float32 radiusB);
b2Vec2 normal; ///< world vector pointing from A to B
b2Vec2 normal; ///< world vector pointing from A to B
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
};
@@ -165,6 +175,21 @@ struct b2AABB
return 0.5f * (upperBound - lowerBound);
}
/// Get the perimeter length
float32 GetPerimeter() const
{
float32 wx = upperBound.x - lowerBound.x;
float32 wy = upperBound.y - lowerBound.y;
return 2.0f * (wx + wy);
}
/// Combine an AABB into this one.
void Combine(const b2AABB& aabb)
{
lowerBound = b2Min(lowerBound, aabb.lowerBound);
upperBound = b2Max(upperBound, aabb.upperBound);
}
/// Combine two AABBs into this one.
void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
{
@@ -191,26 +216,37 @@ struct b2AABB
/// Compute the collision manifold between two circles.
void b2CollideCircles(b2Manifold* manifold,
const b2CircleShape* circle1, const b2Transform& xf1,
const b2CircleShape* circle2, const b2Transform& xf2);
const b2CircleShape* circleA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between a polygon and a circle.
void b2CollidePolygonAndCircle(b2Manifold* manifold,
const b2PolygonShape* polygon, const b2Transform& xf1,
const b2CircleShape* circle, const b2Transform& xf2);
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between two polygons.
void b2CollidePolygons(b2Manifold* manifold,
const b2PolygonShape* polygon1, const b2Transform& xf1,
const b2PolygonShape* polygon2, const b2Transform& xf2);
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a circle.
void b2CollideEdgeAndCircle(b2Manifold* manifold,
const b2EdgeShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a circle.
void b2CollideEdgeAndPolygon(b2Manifold* manifold,
const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* circleB, const b2Transform& xfB);
/// Clipping for contact manifolds.
int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
const b2Vec2& normal, float32 offset);
const b2Vec2& normal, float32 offset, int32 vertexIndexA);
/// Determine if two generic shapes overlap.
bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB,
const b2Transform& xfA, const b2Transform& xfB);
bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
const b2Shape* shapeB, int32 indexB,
const b2Transform& xfA, const b2Transform& xfB);
// ---------------- Inline Functions ------------------------------------------
+36 -4
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,12 +18,14 @@
#include <Box2D/Collision/b2Distance.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
void b2DistanceProxy::Set(const b2Shape* shape)
void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
{
switch (shape->GetType())
{
@@ -45,6 +47,36 @@ void b2DistanceProxy::Set(const b2Shape* shape)
}
break;
case b2Shape::e_chain:
{
const b2ChainShape* chain = (b2ChainShape*)shape;
b2Assert(0 <= index && index < chain->GetVertexCount());
m_buffer[0] = chain->GetVertex(index);
if (index + 1 < chain->GetVertexCount())
{
m_buffer[1] = chain->GetVertex(index + 1);
}
else
{
m_buffer[1] = chain->GetVertex(0);
}
m_vertices = m_buffer;
m_count = 2;
m_radius = chain->m_radius;
}
break;
case b2Shape::e_edge:
{
const b2EdgeShape* edge = (b2EdgeShape*)shape;
m_vertices = &edge->m_vertex1;
m_count = 2;
m_radius = edge->m_radius;
}
break;
default:
b2Assert(false);
}
@@ -500,10 +532,10 @@ void b2Distance(b2DistanceOutput* output,
// Compute a tentative new simplex vertex using support points.
b2SimplexVertex* vertex = vertices + simplex.m_count;
vertex->indexA = proxyA->GetSupport(b2MulT(transformA.R, -d));
vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
b2Vec2 wBLocal;
vertex->indexB = proxyB->GetSupport(b2MulT(transformB.R, d));
vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
vertex->w = vertex->wB - vertex->wA;
+3 -3
View File
@@ -1,6 +1,6 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,7 +21,6 @@
#define B2_DISTANCE_H
#include <Box2D/Common/b2Math.h>
#include <climits>
class b2Shape;
@@ -33,7 +32,7 @@ struct b2DistanceProxy
/// Initialize the proxy using the given shape. The shape
/// must remain in scope while the proxy is in use.
void Set(const b2Shape* shape);
void Set(const b2Shape* shape, int32 index);
/// Get the supporting vertex index in the given direction.
int32 GetSupport(const b2Vec2& d) const;
@@ -47,6 +46,7 @@ struct b2DistanceProxy
/// Get a vertex by index. Used by b2Distance.
const b2Vec2& GetVertex(int32 index) const;
b2Vec2 m_buffer[2];
const b2Vec2* m_vertices;
int32 m_count;
float32 m_radius;
+524 -118
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -19,6 +19,8 @@
#include <Box2D/Collision/b2DynamicTree.h>
#include <cstring>
#include <cfloat>
using namespace std;
b2DynamicTree::b2DynamicTree()
{
@@ -26,15 +28,17 @@ b2DynamicTree::b2DynamicTree()
m_nodeCapacity = 16;
m_nodeCount = 0;
m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));
memset(m_nodes, 0, m_nodeCapacity * sizeof(b2DynamicTreeNode));
m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
memset(m_nodes, 0, m_nodeCapacity * sizeof(b2TreeNode));
// Build a linked list for the free list.
for (int32 i = 0; i < m_nodeCapacity - 1; ++i)
{
m_nodes[i].next = i + 1;
m_nodes[i].height = -1;
}
m_nodes[m_nodeCapacity-1].next = b2_nullNode;
m_nodes[m_nodeCapacity-1].height = -1;
m_freeList = 0;
m_path = 0;
@@ -57,10 +61,10 @@ int32 b2DynamicTree::AllocateNode()
b2Assert(m_nodeCount == m_nodeCapacity);
// The free list is empty. Rebuild a bigger pool.
b2DynamicTreeNode* oldNodes = m_nodes;
b2TreeNode* oldNodes = m_nodes;
m_nodeCapacity *= 2;
m_nodes = (b2DynamicTreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2DynamicTreeNode));
memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2DynamicTreeNode));
m_nodes = (b2TreeNode*)b2Alloc(m_nodeCapacity * sizeof(b2TreeNode));
memcpy(m_nodes, oldNodes, m_nodeCount * sizeof(b2TreeNode));
b2Free(oldNodes);
// Build a linked list for the free list. The parent
@@ -68,8 +72,10 @@ int32 b2DynamicTree::AllocateNode()
for (int32 i = m_nodeCount; i < m_nodeCapacity - 1; ++i)
{
m_nodes[i].next = i + 1;
m_nodes[i].height = -1;
}
m_nodes[m_nodeCapacity-1].next = b2_nullNode;
m_nodes[m_nodeCapacity-1].height = -1;
m_freeList = m_nodeCount;
}
@@ -79,6 +85,8 @@ int32 b2DynamicTree::AllocateNode()
m_nodes[nodeId].parent = b2_nullNode;
m_nodes[nodeId].child1 = b2_nullNode;
m_nodes[nodeId].child2 = b2_nullNode;
m_nodes[nodeId].height = 0;
m_nodes[nodeId].userData = NULL;
++m_nodeCount;
return nodeId;
}
@@ -89,6 +97,7 @@ void b2DynamicTree::FreeNode(int32 nodeId)
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
b2Assert(0 < m_nodeCount);
m_nodes[nodeId].next = m_freeList;
m_nodes[nodeId].height = -1;
m_freeList = nodeId;
--m_nodeCount;
}
@@ -105,20 +114,10 @@ int32 b2DynamicTree::CreateProxy(const b2AABB& aabb, void* userData)
m_nodes[proxyId].aabb.lowerBound = aabb.lowerBound - r;
m_nodes[proxyId].aabb.upperBound = aabb.upperBound + r;
m_nodes[proxyId].userData = userData;
m_nodes[proxyId].height = 0;
InsertLeaf(proxyId);
// Rebalance if necessary.
int32 iterationCount = m_nodeCount >> 4;
int32 tryCount = 0;
int32 height = ComputeHeight();
while (height > 64 && tryCount < 10)
{
Rebalance(iterationCount);
height = ComputeHeight();
++tryCount;
}
return proxyId;
}
@@ -188,79 +187,133 @@ void b2DynamicTree::InsertLeaf(int32 leaf)
return;
}
// Find the best sibling for this node.
b2Vec2 center = m_nodes[leaf].aabb.GetCenter();
int32 sibling = m_root;
if (m_nodes[sibling].IsLeaf() == false)
// Find the best sibling for this node
b2AABB leafAABB = m_nodes[leaf].aabb;
int32 index = m_root;
while (m_nodes[index].IsLeaf() == false)
{
do
int32 child1 = m_nodes[index].child1;
int32 child2 = m_nodes[index].child2;
float32 area = m_nodes[index].aabb.GetPerimeter();
b2AABB combinedAABB;
combinedAABB.Combine(m_nodes[index].aabb, leafAABB);
float32 combinedArea = combinedAABB.GetPerimeter();
// Cost of creating a new parent for this node and the new leaf
float32 cost = 2.0f * combinedArea;
// Minimum cost of pushing the leaf further down the tree
float32 inheritanceCost = 2.0f * (combinedArea - area);
// Cost of descending into child1
float32 cost1;
if (m_nodes[child1].IsLeaf())
{
int32 child1 = m_nodes[sibling].child1;
int32 child2 = m_nodes[sibling].child2;
b2Vec2 delta1 = b2Abs(m_nodes[child1].aabb.GetCenter() - center);
b2Vec2 delta2 = b2Abs(m_nodes[child2].aabb.GetCenter() - center);
float32 norm1 = delta1.x + delta1.y;
float32 norm2 = delta2.x + delta2.y;
if (norm1 < norm2)
{
sibling = child1;
}
else
{
sibling = child2;
}
}
while(m_nodes[sibling].IsLeaf() == false);
}
// Create a parent for the siblings.
int32 node1 = m_nodes[sibling].parent;
int32 node2 = AllocateNode();
m_nodes[node2].parent = node1;
m_nodes[node2].userData = NULL;
m_nodes[node2].aabb.Combine(m_nodes[leaf].aabb, m_nodes[sibling].aabb);
if (node1 != b2_nullNode)
{
if (m_nodes[m_nodes[sibling].parent].child1 == sibling)
{
m_nodes[node1].child1 = node2;
b2AABB aabb;
aabb.Combine(leafAABB, m_nodes[child1].aabb);
cost1 = aabb.GetPerimeter() + inheritanceCost;
}
else
{
m_nodes[node1].child2 = node2;
b2AABB aabb;
aabb.Combine(leafAABB, m_nodes[child1].aabb);
float32 oldArea = m_nodes[child1].aabb.GetPerimeter();
float32 newArea = aabb.GetPerimeter();
cost1 = (newArea - oldArea) + inheritanceCost;
}
m_nodes[node2].child1 = sibling;
m_nodes[node2].child2 = leaf;
m_nodes[sibling].parent = node2;
m_nodes[leaf].parent = node2;
do
// Cost of descending into child2
float32 cost2;
if (m_nodes[child2].IsLeaf())
{
if (m_nodes[node1].aabb.Contains(m_nodes[node2].aabb))
{
break;
}
m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);
node2 = node1;
node1 = m_nodes[node1].parent;
b2AABB aabb;
aabb.Combine(leafAABB, m_nodes[child2].aabb);
cost2 = aabb.GetPerimeter() + inheritanceCost;
}
while(node1 != b2_nullNode);
else
{
b2AABB aabb;
aabb.Combine(leafAABB, m_nodes[child2].aabb);
float32 oldArea = m_nodes[child2].aabb.GetPerimeter();
float32 newArea = aabb.GetPerimeter();
cost2 = newArea - oldArea + inheritanceCost;
}
// Descend according to the minimum cost.
if (cost < cost1 && cost < cost2)
{
break;
}
// Descend
if (cost1 < cost2)
{
index = child1;
}
else
{
index = child2;
}
}
int32 sibling = index;
// Create a new parent.
int32 oldParent = m_nodes[sibling].parent;
int32 newParent = AllocateNode();
m_nodes[newParent].parent = oldParent;
m_nodes[newParent].userData = NULL;
m_nodes[newParent].aabb.Combine(leafAABB, m_nodes[sibling].aabb);
m_nodes[newParent].height = m_nodes[sibling].height + 1;
if (oldParent != b2_nullNode)
{
// The sibling was not the root.
if (m_nodes[oldParent].child1 == sibling)
{
m_nodes[oldParent].child1 = newParent;
}
else
{
m_nodes[oldParent].child2 = newParent;
}
m_nodes[newParent].child1 = sibling;
m_nodes[newParent].child2 = leaf;
m_nodes[sibling].parent = newParent;
m_nodes[leaf].parent = newParent;
}
else
{
m_nodes[node2].child1 = sibling;
m_nodes[node2].child2 = leaf;
m_nodes[sibling].parent = node2;
m_nodes[leaf].parent = node2;
m_root = node2;
// The sibling was the root.
m_nodes[newParent].child1 = sibling;
m_nodes[newParent].child2 = leaf;
m_nodes[sibling].parent = newParent;
m_nodes[leaf].parent = newParent;
m_root = newParent;
}
// Walk back up the tree fixing heights and AABBs
index = m_nodes[leaf].parent;
while (index != b2_nullNode)
{
index = Balance(index);
int32 child1 = m_nodes[index].child1;
int32 child2 = m_nodes[index].child2;
b2Assert(child1 != b2_nullNode);
b2Assert(child2 != b2_nullNode);
m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
index = m_nodes[index].parent;
}
//Validate();
}
void b2DynamicTree::RemoveLeaf(int32 leaf)
@@ -271,89 +324,250 @@ void b2DynamicTree::RemoveLeaf(int32 leaf)
return;
}
int32 node2 = m_nodes[leaf].parent;
int32 node1 = m_nodes[node2].parent;
int32 parent = m_nodes[leaf].parent;
int32 grandParent = m_nodes[parent].parent;
int32 sibling;
if (m_nodes[node2].child1 == leaf)
if (m_nodes[parent].child1 == leaf)
{
sibling = m_nodes[node2].child2;
sibling = m_nodes[parent].child2;
}
else
{
sibling = m_nodes[node2].child1;
sibling = m_nodes[parent].child1;
}
if (node1 != b2_nullNode)
if (grandParent != b2_nullNode)
{
// Destroy node2 and connect node1 to sibling.
if (m_nodes[node1].child1 == node2)
// Destroy parent and connect sibling to grandParent.
if (m_nodes[grandParent].child1 == parent)
{
m_nodes[node1].child1 = sibling;
m_nodes[grandParent].child1 = sibling;
}
else
{
m_nodes[node1].child2 = sibling;
m_nodes[grandParent].child2 = sibling;
}
m_nodes[sibling].parent = node1;
FreeNode(node2);
m_nodes[sibling].parent = grandParent;
FreeNode(parent);
// Adjust ancestor bounds.
while (node1 != b2_nullNode)
int32 index = grandParent;
while (index != b2_nullNode)
{
b2AABB oldAABB = m_nodes[node1].aabb;
m_nodes[node1].aabb.Combine(m_nodes[m_nodes[node1].child1].aabb, m_nodes[m_nodes[node1].child2].aabb);
index = Balance(index);
if (oldAABB.Contains(m_nodes[node1].aabb))
{
break;
}
int32 child1 = m_nodes[index].child1;
int32 child2 = m_nodes[index].child2;
node1 = m_nodes[node1].parent;
m_nodes[index].aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
m_nodes[index].height = 1 + b2Max(m_nodes[child1].height, m_nodes[child2].height);
index = m_nodes[index].parent;
}
}
else
{
m_root = sibling;
m_nodes[sibling].parent = b2_nullNode;
FreeNode(node2);
FreeNode(parent);
}
//Validate();
}
void b2DynamicTree::Rebalance(int32 iterations)
// Perform a left or right rotation if node A is imbalanced.
// Returns the new root index.
int32 b2DynamicTree::Balance(int32 iA)
{
b2Assert(iA != b2_nullNode);
b2TreeNode* A = m_nodes + iA;
if (A->IsLeaf() || A->height < 2)
{
return iA;
}
int32 iB = A->child1;
int32 iC = A->child2;
b2Assert(0 <= iB && iB < m_nodeCapacity);
b2Assert(0 <= iC && iC < m_nodeCapacity);
b2TreeNode* B = m_nodes + iB;
b2TreeNode* C = m_nodes + iC;
int32 balance = C->height - B->height;
// Rotate C up
if (balance > 1)
{
int32 iF = C->child1;
int32 iG = C->child2;
b2TreeNode* F = m_nodes + iF;
b2TreeNode* G = m_nodes + iG;
b2Assert(0 <= iF && iF < m_nodeCapacity);
b2Assert(0 <= iG && iG < m_nodeCapacity);
// Swap A and C
C->child1 = iA;
C->parent = A->parent;
A->parent = iC;
// A's old parent should point to C
if (C->parent != b2_nullNode)
{
if (m_nodes[C->parent].child1 == iA)
{
m_nodes[C->parent].child1 = iC;
}
else
{
b2Assert(m_nodes[C->parent].child2 == iA);
m_nodes[C->parent].child2 = iC;
}
}
else
{
m_root = iC;
}
// Rotate
if (F->height > G->height)
{
C->child2 = iF;
A->child2 = iG;
G->parent = iA;
A->aabb.Combine(B->aabb, G->aabb);
C->aabb.Combine(A->aabb, F->aabb);
A->height = 1 + b2Max(B->height, G->height);
C->height = 1 + b2Max(A->height, F->height);
}
else
{
C->child2 = iG;
A->child2 = iF;
F->parent = iA;
A->aabb.Combine(B->aabb, F->aabb);
C->aabb.Combine(A->aabb, G->aabb);
A->height = 1 + b2Max(B->height, F->height);
C->height = 1 + b2Max(A->height, G->height);
}
return iC;
}
// Rotate B up
if (balance < -1)
{
int32 iD = B->child1;
int32 iE = B->child2;
b2TreeNode* D = m_nodes + iD;
b2TreeNode* E = m_nodes + iE;
b2Assert(0 <= iD && iD < m_nodeCapacity);
b2Assert(0 <= iE && iE < m_nodeCapacity);
// Swap A and B
B->child1 = iA;
B->parent = A->parent;
A->parent = iB;
// A's old parent should point to B
if (B->parent != b2_nullNode)
{
if (m_nodes[B->parent].child1 == iA)
{
m_nodes[B->parent].child1 = iB;
}
else
{
b2Assert(m_nodes[B->parent].child2 == iA);
m_nodes[B->parent].child2 = iB;
}
}
else
{
m_root = iB;
}
// Rotate
if (D->height > E->height)
{
B->child2 = iD;
A->child1 = iE;
E->parent = iA;
A->aabb.Combine(C->aabb, E->aabb);
B->aabb.Combine(A->aabb, D->aabb);
A->height = 1 + b2Max(C->height, E->height);
B->height = 1 + b2Max(A->height, D->height);
}
else
{
B->child2 = iE;
A->child1 = iD;
D->parent = iA;
A->aabb.Combine(C->aabb, D->aabb);
B->aabb.Combine(A->aabb, E->aabb);
A->height = 1 + b2Max(C->height, D->height);
B->height = 1 + b2Max(A->height, E->height);
}
return iB;
}
return iA;
}
int32 b2DynamicTree::GetHeight() const
{
if (m_root == b2_nullNode)
{
return;
return 0;
}
for (int32 i = 0; i < iterations; ++i)
return m_nodes[m_root].height;
}
//
float32 b2DynamicTree::GetAreaRatio() const
{
if (m_root == b2_nullNode)
{
int32 node = m_root;
uint32 bit = 0;
while (m_nodes[node].IsLeaf() == false)
{
int32* children = &m_nodes[node].child1;
node = children[(m_path >> bit) & 1];
bit = (bit + 1) & (8* sizeof(uint32) - 1);
}
++m_path;
RemoveLeaf(node);
InsertLeaf(node);
return 0.0f;
}
const b2TreeNode* root = m_nodes + m_root;
float32 rootArea = root->aabb.GetPerimeter();
float32 totalArea = 0.0f;
for (int32 i = 0; i < m_nodeCapacity; ++i)
{
const b2TreeNode* node = m_nodes + i;
if (node->height < 0)
{
// Free node in pool
continue;
}
totalArea += node->aabb.GetPerimeter();
}
return totalArea / rootArea;
}
// Compute the height of a sub-tree.
int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
{
if (nodeId == b2_nullNode)
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
b2TreeNode* node = m_nodes + nodeId;
if (node->IsLeaf())
{
return 0;
}
b2Assert(0 <= nodeId && nodeId < m_nodeCapacity);
b2DynamicTreeNode* node = m_nodes + nodeId;
int32 height1 = ComputeHeight(node->child1);
int32 height2 = ComputeHeight(node->child2);
return 1 + b2Max(height1, height2);
@@ -361,5 +575,197 @@ int32 b2DynamicTree::ComputeHeight(int32 nodeId) const
int32 b2DynamicTree::ComputeHeight() const
{
return ComputeHeight(m_root);
int32 height = ComputeHeight(m_root);
return height;
}
void b2DynamicTree::ValidateStructure(int32 index) const
{
if (index == b2_nullNode)
{
return;
}
if (index == m_root)
{
b2Assert(m_nodes[index].parent == b2_nullNode);
}
const b2TreeNode* node = m_nodes + index;
int32 child1 = node->child1;
int32 child2 = node->child2;
if (node->IsLeaf())
{
b2Assert(child1 == b2_nullNode);
b2Assert(child2 == b2_nullNode);
b2Assert(node->height == 0);
return;
}
b2Assert(0 <= child1 && child1 < m_nodeCapacity);
b2Assert(0 <= child2 && child2 < m_nodeCapacity);
b2Assert(m_nodes[child1].parent == index);
b2Assert(m_nodes[child2].parent == index);
ValidateStructure(child1);
ValidateStructure(child2);
}
void b2DynamicTree::ValidateMetrics(int32 index) const
{
if (index == b2_nullNode)
{
return;
}
const b2TreeNode* node = m_nodes + index;
int32 child1 = node->child1;
int32 child2 = node->child2;
if (node->IsLeaf())
{
b2Assert(child1 == b2_nullNode);
b2Assert(child2 == b2_nullNode);
b2Assert(node->height == 0);
return;
}
b2Assert(0 <= child1 && child1 < m_nodeCapacity);
b2Assert(0 <= child2 && child2 < m_nodeCapacity);
int32 height1 = m_nodes[child1].height;
int32 height2 = m_nodes[child2].height;
int32 height;
height = 1 + b2Max(height1, height2);
b2Assert(node->height == height);
b2AABB aabb;
aabb.Combine(m_nodes[child1].aabb, m_nodes[child2].aabb);
b2Assert(aabb.lowerBound == node->aabb.lowerBound);
b2Assert(aabb.upperBound == node->aabb.upperBound);
ValidateMetrics(child1);
ValidateMetrics(child2);
}
void b2DynamicTree::Validate() const
{
ValidateStructure(m_root);
ValidateMetrics(m_root);
int32 freeCount = 0;
int32 freeIndex = m_freeList;
while (freeIndex != b2_nullNode)
{
b2Assert(0 <= freeIndex && freeIndex < m_nodeCapacity);
freeIndex = m_nodes[freeIndex].next;
++freeCount;
}
b2Assert(GetHeight() == ComputeHeight());
b2Assert(m_nodeCount + freeCount == m_nodeCapacity);
}
int32 b2DynamicTree::GetMaxBalance() const
{
int32 maxBalance = 0;
for (int32 i = 0; i < m_nodeCapacity; ++i)
{
const b2TreeNode* node = m_nodes + i;
if (node->height <= 1)
{
continue;
}
b2Assert(node->IsLeaf() == false);
int32 child1 = node->child1;
int32 child2 = node->child2;
int32 balance = b2Abs(m_nodes[child2].height - m_nodes[child1].height);
maxBalance = b2Max(maxBalance, balance);
}
return maxBalance;
}
void b2DynamicTree::RebuildBottomUp()
{
int32* nodes = (int32*)b2Alloc(m_nodeCount * sizeof(int32));
int32 count = 0;
// Build array of leaves. Free the rest.
for (int32 i = 0; i < m_nodeCapacity; ++i)
{
if (m_nodes[i].height < 0)
{
// free node in pool
continue;
}
if (m_nodes[i].IsLeaf())
{
m_nodes[i].parent = b2_nullNode;
nodes[count] = i;
++count;
}
else
{
FreeNode(i);
}
}
while (count > 1)
{
float32 minCost = b2_maxFloat;
int32 iMin = -1, jMin = -1;
for (int32 i = 0; i < count; ++i)
{
b2AABB aabbi = m_nodes[nodes[i]].aabb;
for (int32 j = i + 1; j < count; ++j)
{
b2AABB aabbj = m_nodes[nodes[j]].aabb;
b2AABB b;
b.Combine(aabbi, aabbj);
float32 cost = b.GetPerimeter();
if (cost < minCost)
{
iMin = i;
jMin = j;
minCost = cost;
}
}
}
int32 index1 = nodes[iMin];
int32 index2 = nodes[jMin];
b2TreeNode* child1 = m_nodes + index1;
b2TreeNode* child2 = m_nodes + index2;
int32 parentIndex = AllocateNode();
b2TreeNode* parent = m_nodes + parentIndex;
parent->child1 = index1;
parent->child2 = index2;
parent->height = 1 + b2Max(child1->height, child2->height);
parent->aabb.Combine(child1->aabb, child2->aabb);
parent->parent = b2_nullNode;
child1->parent = parentIndex;
child2->parent = parentIndex;
nodes[jMin] = nodes[count-1];
nodes[iMin] = parentIndex;
--count;
}
m_root = nodes[0];
b2Free(nodes);
Validate();
}
+47 -49
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -20,23 +20,21 @@
#define B2_DYNAMIC_TREE_H
#include <Box2D/Collision/b2Collision.h>
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
#include <Box2D/Common/b2GrowableStack.h>
#define b2_nullNode (-1)
/// A node in the dynamic tree. The client does not interact with this directly.
struct b2DynamicTreeNode
struct b2TreeNode
{
bool IsLeaf() const
{
return child1 == b2_nullNode;
}
/// This is the fattened AABB.
/// Enlarged AABB
b2AABB aabb;
//int32 userData;
void* userData;
union
@@ -47,8 +45,12 @@ struct b2DynamicTreeNode
int32 child1;
int32 child2;
// leaf = 0, free node = -1
int32 height;
};
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
/// A dynamic tree arranges data in a binary tree to accelerate
/// queries such as volume queries and ray casts. Leafs are proxies
/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
@@ -59,7 +61,6 @@ struct b2DynamicTreeNode
class b2DynamicTree
{
public:
/// Constructing the tree initializes the node pool.
b2DynamicTree();
@@ -78,9 +79,6 @@ public:
/// @return true if the proxy was re-inserted.
bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
/// Perform some iterations to re-balance the tree.
void Rebalance(int32 iterations);
/// Get proxy user data.
/// @return the proxy user data or 0 if the id is invalid.
void* GetUserData(int32 proxyId) const;
@@ -88,9 +86,6 @@ public:
/// Get the fat AABB for a proxy.
const b2AABB& GetFatAABB(int32 proxyId) const;
/// Compute the height of the tree.
int32 ComputeHeight() const;
/// Query an AABB for overlapping proxies. The callback class
/// is called for each proxy that overlaps the supplied AABB.
template <typename T>
@@ -106,6 +101,23 @@ public:
template <typename T>
void RayCast(T* callback, const b2RayCastInput& input) const;
/// Validate this tree. For testing.
void Validate() const;
/// Compute the height of the binary tree in O(N) time. Should not be
/// called often.
int32 GetHeight() const;
/// Get the maximum balance of an node in the tree. The balance is the difference
/// in height of the two children of a node.
int32 GetMaxBalance() const;
/// Get the ratio of the sum of the node areas to the root area.
float32 GetAreaRatio() const;
/// Build an optimal tree. Very expensive. For testing.
void RebuildBottomUp();
private:
int32 AllocateNode();
@@ -114,17 +126,23 @@ private:
void InsertLeaf(int32 node);
void RemoveLeaf(int32 node);
int32 Balance(int32 index);
int32 ComputeHeight() const;
int32 ComputeHeight(int32 nodeId) const;
void ValidateStructure(int32 index) const;
void ValidateMetrics(int32 index) const;
int32 m_root;
b2DynamicTreeNode* m_nodes;
b2TreeNode* m_nodes;
int32 m_nodeCount;
int32 m_nodeCapacity;
int32 m_freeList;
/// This is used incrementally traverse the tree for re-balancing.
/// This is used to incrementally traverse the tree for re-balancing.
uint32 m_path;
int32 m_insertionCount;
@@ -145,21 +163,18 @@ inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
template <typename T>
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
{
const int32 k_stackSize = 128;
int32 stack[k_stackSize];
b2GrowableStack<int32, 256> stack;
stack.Push(m_root);
int32 count = 0;
stack[count++] = m_root;
while (count > 0)
while (stack.GetCount() > 0)
{
int32 nodeId = stack[--count];
int32 nodeId = stack.Pop();
if (nodeId == b2_nullNode)
{
continue;
}
const b2DynamicTreeNode* node = m_nodes + nodeId;
const b2TreeNode* node = m_nodes + nodeId;
if (b2TestOverlap(node->aabb, aabb))
{
@@ -173,15 +188,8 @@ inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
}
else
{
if (count < k_stackSize)
{
stack[count++] = node->child1;
}
if (count < k_stackSize)
{
stack[count++] = node->child2;
}
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
@@ -213,21 +221,18 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
segmentAABB.upperBound = b2Max(p1, t);
}
const int32 k_stackSize = 128;
int32 stack[k_stackSize];
b2GrowableStack<int32, 256> stack;
stack.Push(m_root);
int32 count = 0;
stack[count++] = m_root;
while (count > 0)
while (stack.GetCount() > 0)
{
int32 nodeId = stack[--count];
int32 nodeId = stack.Pop();
if (nodeId == b2_nullNode)
{
continue;
}
const b2DynamicTreeNode* node = m_nodes + nodeId;
const b2TreeNode* node = m_nodes + nodeId;
if (b2TestOverlap(node->aabb, segmentAABB) == false)
{
@@ -270,15 +275,8 @@ inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) con
}
else
{
if (count < k_stackSize)
{
stack[count++] = node->child1;
}
if (count < k_stackSize)
{
stack[count++] = node->child2;
}
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
+21 -21
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -23,12 +23,11 @@
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <cstdio>
using namespace std;
int32 b2_toiCalls, b2_toiIters, b2_toiMaxIters;
int32 b2_toiRootIters, b2_toiMaxRootIters;
int32 b2_toiMaxOptIters;
struct b2SeparationFunction
{
enum Type
@@ -42,7 +41,8 @@ struct b2SeparationFunction
float32 Initialize(const b2SimplexCache* cache,
const b2DistanceProxy* proxyA, const b2Sweep& sweepA,
const b2DistanceProxy* proxyB, const b2Sweep& sweepB)
const b2DistanceProxy* proxyB, const b2Sweep& sweepB,
float32 t1)
{
m_proxyA = proxyA;
m_proxyB = proxyB;
@@ -53,8 +53,8 @@ struct b2SeparationFunction
m_sweepB = sweepB;
b2Transform xfA, xfB;
m_sweepA.GetTransform(&xfA, 0.0f);
m_sweepB.GetTransform(&xfB, 0.0f);
m_sweepA.GetTransform(&xfA, t1);
m_sweepB.GetTransform(&xfB, t1);
if (count == 1)
{
@@ -76,7 +76,7 @@ struct b2SeparationFunction
m_axis = b2Cross(localPointB2 - localPointB1, 1.0f);
m_axis.Normalize();
b2Vec2 normal = b2Mul(xfB.R, m_axis);
b2Vec2 normal = b2Mul(xfB.q, m_axis);
m_localPoint = 0.5f * (localPointB1 + localPointB2);
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
@@ -101,7 +101,7 @@ struct b2SeparationFunction
m_axis = b2Cross(localPointA2 - localPointA1, 1.0f);
m_axis.Normalize();
b2Vec2 normal = b2Mul(xfA.R, m_axis);
b2Vec2 normal = b2Mul(xfA.q, m_axis);
m_localPoint = 0.5f * (localPointA1 + localPointA2);
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
@@ -129,8 +129,8 @@ struct b2SeparationFunction
{
case e_points:
{
b2Vec2 axisA = b2MulT(xfA.R, m_axis);
b2Vec2 axisB = b2MulT(xfB.R, -m_axis);
b2Vec2 axisA = b2MulT(xfA.q, m_axis);
b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
*indexA = m_proxyA->GetSupport(axisA);
*indexB = m_proxyB->GetSupport(axisB);
@@ -147,10 +147,10 @@ struct b2SeparationFunction
case e_faceA:
{
b2Vec2 normal = b2Mul(xfA.R, m_axis);
b2Vec2 normal = b2Mul(xfA.q, m_axis);
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
b2Vec2 axisB = b2MulT(xfB.R, -normal);
b2Vec2 axisB = b2MulT(xfB.q, -normal);
*indexA = -1;
*indexB = m_proxyB->GetSupport(axisB);
@@ -164,10 +164,10 @@ struct b2SeparationFunction
case e_faceB:
{
b2Vec2 normal = b2Mul(xfB.R, m_axis);
b2Vec2 normal = b2Mul(xfB.q, m_axis);
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
b2Vec2 axisA = b2MulT(xfA.R, -normal);
b2Vec2 axisA = b2MulT(xfA.q, -normal);
*indexB = -1;
*indexA = m_proxyA->GetSupport(axisA);
@@ -197,8 +197,8 @@ struct b2SeparationFunction
{
case e_points:
{
b2Vec2 axisA = b2MulT(xfA.R, m_axis);
b2Vec2 axisB = b2MulT(xfB.R, -m_axis);
b2Vec2 axisA = b2MulT(xfA.q, m_axis);
b2Vec2 axisB = b2MulT(xfB.q, -m_axis);
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
@@ -212,10 +212,10 @@ struct b2SeparationFunction
case e_faceA:
{
b2Vec2 normal = b2Mul(xfA.R, m_axis);
b2Vec2 normal = b2Mul(xfA.q, m_axis);
b2Vec2 pointA = b2Mul(xfA, m_localPoint);
b2Vec2 axisB = b2MulT(xfB.R, -normal);
b2Vec2 axisB = b2MulT(xfB.q, -normal);
b2Vec2 localPointB = m_proxyB->GetVertex(indexB);
b2Vec2 pointB = b2Mul(xfB, localPointB);
@@ -226,10 +226,10 @@ struct b2SeparationFunction
case e_faceB:
{
b2Vec2 normal = b2Mul(xfB.R, m_axis);
b2Vec2 normal = b2Mul(xfB.q, m_axis);
b2Vec2 pointB = b2Mul(xfB, m_localPoint);
b2Vec2 axisA = b2MulT(xfA.R, -normal);
b2Vec2 axisA = b2MulT(xfA.q, -normal);
b2Vec2 localPointA = m_proxyA->GetVertex(indexA);
b2Vec2 pointA = b2Mul(xfA, localPointA);
@@ -325,7 +325,7 @@ void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input)
// Initialize the separating axis.
b2SeparationFunction fcn;
fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB);
fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
#if 0
// Dump the curve seen by the root finder
{
+1 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,7 +21,6 @@
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Distance.h>
#include <climits>
/// Input parameters for b2TimeOfImpact
struct b2TOIInput
+15 -3
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,6 +21,7 @@
#include <climits>
#include <cstring>
#include <memory>
using namespace std;
int32 b2BlockAllocator::s_blockSizes[b2_blockSizes] =
{
@@ -100,7 +101,12 @@ void* b2BlockAllocator::Allocate(int32 size)
if (size == 0)
return NULL;
b2Assert(0 < size && size <= b2_maxBlockSize);
b2Assert(0 < size);
if (size > b2_maxBlockSize)
{
return b2Alloc(size);
}
int32 index = s_blockSizeLookup[size];
b2Assert(0 <= index && index < b2_blockSizes);
@@ -155,7 +161,13 @@ void b2BlockAllocator::Free(void* p, int32 size)
return;
}
b2Assert(0 < size && size <= b2_maxBlockSize);
b2Assert(0 < size);
if (size > b2_maxBlockSize)
{
b2Free(p);
return;
}
int32 index = s_blockSizeLookup[size];
b2Assert(0 <= index && index < b2_blockSizes);
+8 -5
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,7 +21,7 @@
#include <Box2D/Common/b2Settings.h>
const int32 b2_chunkSize = 4096;
const int32 b2_chunkSize = 16 * 1024;
const int32 b2_maxBlockSize = 640;
const int32 b2_blockSizes = 14;
const int32 b2_chunkArrayIncrement = 128;
@@ -29,16 +29,19 @@ const int32 b2_chunkArrayIncrement = 128;
struct b2Block;
struct b2Chunk;
// This is a small object allocator used for allocating small
// objects that persist for more than one time step.
// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
/// This is a small object allocator used for allocating small
/// objects that persist for more than one time step.
/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
class b2BlockAllocator
{
public:
b2BlockAllocator();
~b2BlockAllocator();
/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
void* Allocate(int32 size);
/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
void Free(void* p, int32 size);
void Clear();
+44
View File
@@ -0,0 +1,44 @@
/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Common/b2Draw.h>
b2Draw::b2Draw()
{
m_drawFlags = 0;
}
void b2Draw::SetFlags(uint32 flags)
{
m_drawFlags = flags;
}
uint32 b2Draw::GetFlags() const
{
return m_drawFlags;
}
void b2Draw::AppendFlags(uint32 flags)
{
m_drawFlags |= flags;
}
void b2Draw::ClearFlags(uint32 flags)
{
m_drawFlags &= ~flags;
}
+81
View File
@@ -0,0 +1,81 @@
/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Common/b2Math.h>
/// Color for debug drawing. Each value has the range [0,1].
struct b2Color
{
b2Color() {}
b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
float32 r, g, b;
};
/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class b2Draw
{
public:
b2Draw();
virtual ~b2Draw() {}
enum
{
e_shapeBit = 0x0001, ///< draw shapes
e_jointBit = 0x0002, ///< draw joint connections
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
e_pairBit = 0x0008, ///< draw broad-phase pairs
e_centerOfMassBit = 0x0010 ///< draw center of mass frame
};
/// Set the drawing flags.
void SetFlags(uint32 flags);
/// Get the drawing flags.
uint32 GetFlags() const;
/// Append flags to the current flags.
void AppendFlags(uint32 flags);
/// Clear flags from the current flags.
void ClearFlags(uint32 flags);
/// Draw a closed polygon provided in CCW order.
virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a solid closed polygon provided in CCW order.
virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a circle.
virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
/// Draw a solid circle.
virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
/// Draw a line segment.
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
/// Draw a transform. Choose your own length scale.
/// @param xf a transform.
virtual void DrawTransform(const b2Transform& xf) = 0;
protected:
uint32 m_drawFlags;
};
+85
View File
@@ -0,0 +1,85 @@
/*
* Copyright (c) 2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_GROWABLE_STACK_H
#define B2_GROWABLE_STACK_H
#include <Box2D/Common/b2Settings.h>
#include <cstring>
/// This is a growable LIFO stack with an initial capacity of N.
/// If the stack size exceeds the initial capacity, the heap is used
/// to increase the size of the stack.
template <typename T, int32 N>
class b2GrowableStack
{
public:
b2GrowableStack()
{
m_stack = m_array;
m_count = 0;
m_capacity = N;
}
~b2GrowableStack()
{
if (m_stack != m_array)
{
b2Free(m_stack);
m_stack = NULL;
}
}
void Push(const T& element)
{
if (m_count == m_capacity)
{
T* old = m_stack;
m_capacity *= 2;
m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
std::memcpy(m_stack, old, m_count * sizeof(T));
if (old != m_array)
{
b2Free(old);
}
}
m_stack[m_count] = element;
++m_count;
}
T Pop()
{
b2Assert(m_count > 0);
--m_count;
return m_stack[m_count];
}
int32 GetCount()
{
return m_count;
}
private:
T* m_stack;
T m_array[N];
int32 m_count;
int32 m_capacity;
};
#endif
+6 -8
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -19,22 +19,20 @@
#include <Box2D/Common/b2Math.h>
const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
const b2Mat22 b2Mat22_identity(1.0f, 0.0f, 0.0f, 1.0f);
const b2Transform b2Transform_identity(b2Vec2_zero, b2Mat22_identity);
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
{
float32 det = b2Dot(col1, b2Cross(col2, col3));
float32 det = b2Dot(ex, b2Cross(ey, ez));
if (det != 0.0f)
{
det = 1.0f / det;
}
b2Vec3 x;
x.x = det * b2Dot(b, b2Cross(col2, col3));
x.y = det * b2Dot(col1, b2Cross(b, col3));
x.z = det * b2Dot(col1, b2Cross(col2, b));
x.x = det * b2Dot(b, b2Cross(ey, ez));
x.y = det * b2Dot(ex, b2Cross(b, ez));
x.z = det * b2Dot(ex, b2Cross(ey, b));
return x;
}
@@ -42,7 +40,7 @@ b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
/// than computing the inverse in one-shot cases.
b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
{
float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
float32 det = a11 * a22 - a12 * a21;
if (det != 0.0f)
{
+191 -98
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -57,13 +57,8 @@ inline float32 b2InvSqrt(float32 x)
return x;
}
#define b2Sqrt(x) sqrtf(x)
#define b2Atan2(y, x) atan2f(y, x)
inline float32 b2Abs(float32 a)
{
return a > 0.0f ? a : -a;
}
#define b2Sqrt(x) std::sqrt(x)
#define b2Atan2(y, x) std::atan2(y, x)
/// A 2D column vector.
struct b2Vec2
@@ -147,6 +142,12 @@ struct b2Vec2
return b2IsValid(x) && b2IsValid(y);
}
/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
b2Vec2 Skew() const
{
return b2Vec2(-y, x);
}
float32 x, y;
};
@@ -198,75 +199,49 @@ struct b2Mat22
/// Construct this matrix using columns.
b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
{
col1 = c1;
col2 = c2;
ex = c1;
ey = c2;
}
/// Construct this matrix using scalars.
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
{
col1.x = a11; col1.y = a21;
col2.x = a12; col2.y = a22;
}
/// Construct this matrix using an angle. This matrix becomes
/// an orthonormal rotation matrix.
explicit b2Mat22(float32 angle)
{
// TODO_ERIN compute sin+cos together.
float32 c = cosf(angle), s = sinf(angle);
col1.x = c; col2.x = -s;
col1.y = s; col2.y = c;
ex.x = a11; ex.y = a21;
ey.x = a12; ey.y = a22;
}
/// Initialize this matrix using columns.
void Set(const b2Vec2& c1, const b2Vec2& c2)
{
col1 = c1;
col2 = c2;
}
/// Initialize this matrix using an angle. This matrix becomes
/// an orthonormal rotation matrix.
void Set(float32 angle)
{
float32 c = cosf(angle), s = sinf(angle);
col1.x = c; col2.x = -s;
col1.y = s; col2.y = c;
ex = c1;
ey = c2;
}
/// Set this to the identity matrix.
void SetIdentity()
{
col1.x = 1.0f; col2.x = 0.0f;
col1.y = 0.0f; col2.y = 1.0f;
ex.x = 1.0f; ey.x = 0.0f;
ex.y = 0.0f; ey.y = 1.0f;
}
/// Set this matrix to all zeros.
void SetZero()
{
col1.x = 0.0f; col2.x = 0.0f;
col1.y = 0.0f; col2.y = 0.0f;
}
/// Extract the angle from this matrix (assumed to be
/// a rotation matrix).
float32 GetAngle() const
{
return b2Atan2(col1.y, col1.x);
ex.x = 0.0f; ey.x = 0.0f;
ex.y = 0.0f; ey.y = 0.0f;
}
b2Mat22 GetInverse() const
{
float32 a = col1.x, b = col2.x, c = col1.y, d = col2.y;
float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
b2Mat22 B;
float32 det = a * d - b * c;
if (det != 0.0f)
{
det = 1.0f / det;
}
B.col1.x = det * d; B.col2.x = -det * b;
B.col1.y = -det * c; B.col2.y = det * a;
B.ex.x = det * d; B.ey.x = -det * b;
B.ex.y = -det * c; B.ey.y = det * a;
return B;
}
@@ -274,7 +249,7 @@ struct b2Mat22
/// than computing the inverse in one-shot cases.
b2Vec2 Solve(const b2Vec2& b) const
{
float32 a11 = col1.x, a12 = col2.x, a21 = col1.y, a22 = col2.y;
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
float32 det = a11 * a22 - a12 * a21;
if (det != 0.0f)
{
@@ -286,7 +261,7 @@ struct b2Mat22
return x;
}
b2Vec2 col1, col2;
b2Vec2 ex, ey;
};
/// A 3-by-3 matrix. Stored in column-major order.
@@ -298,17 +273,17 @@ struct b2Mat33
/// Construct this matrix using columns.
b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
{
col1 = c1;
col2 = c2;
col3 = c3;
ex = c1;
ey = c2;
ez = c3;
}
/// Set this matrix to all zeros.
void SetZero()
{
col1.SetZero();
col2.SetZero();
col3.SetZero();
ex.SetZero();
ey.SetZero();
ez.SetZero();
}
/// Solve A * x = b, where b is a column vector. This is more efficient
@@ -320,41 +295,85 @@ struct b2Mat33
/// 2-by-2 matrix equation.
b2Vec2 Solve22(const b2Vec2& b) const;
b2Vec3 col1, col2, col3;
b2Vec3 ex, ey, ez;
};
/// Rotation
struct b2Rot
{
b2Rot() {}
/// Initialize from an angle in radians
explicit b2Rot(float32 angle)
{
/// TODO_ERIN optimize
s = sinf(angle);
c = cosf(angle);
}
/// Set using an angle in radians.
void Set(float32 angle)
{
/// TODO_ERIN optimize
s = sinf(angle);
c = cosf(angle);
}
/// Set to the identity rotation
void SetIdentity()
{
s = 0.0f;
c = 1.0f;
}
/// Get the angle in radians
float32 GetAngle() const
{
return b2Atan2(s, c);
}
/// Get the x-axis
b2Vec2 GetXAxis() const
{
return b2Vec2(c, s);
}
/// Get the u-axis
b2Vec2 GetYAxis() const
{
return b2Vec2(-s, c);
}
/// Sine and cosine
float32 s, c;
};
/// A transform contains translation and rotation. It is used to represent
/// the position and orientation of rigid frames.
struct b2Transform
{
/// The default constructor does nothing (for performance).
/// The default constructor does nothing.
b2Transform() {}
/// Initialize using a position vector and a rotation matrix.
b2Transform(const b2Vec2& position, const b2Mat22& R) : position(position), R(R) {}
/// Initialize using a position vector and a rotation.
b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
/// Set this to the identity transform.
void SetIdentity()
{
position.SetZero();
R.SetIdentity();
p.SetZero();
q.SetIdentity();
}
/// Set this based on the position and angle.
void Set(const b2Vec2& p, float32 angle)
void Set(const b2Vec2& position, float32 angle)
{
position = p;
R.Set(angle);
p = position;
q.Set(angle);
}
/// Calculate the angle that the rotation matrix represents.
float32 GetAngle() const
{
return b2Atan2(R.col1.y, R.col1.x);
}
b2Vec2 position;
b2Mat22 R;
b2Vec2 p;
b2Rot q;
};
/// This describes the motion of a body/shape for TOI computation.
@@ -364,12 +383,12 @@ struct b2Transform
struct b2Sweep
{
/// Get the interpolated transform at a specific time.
/// @param alpha is a factor in [0,1], where 0 indicates t0.
void GetTransform(b2Transform* xf, float32 alpha) const;
/// @param beta is a factor in [0,1], where 0 indicates alpha0.
void GetTransform(b2Transform* xfb, float32 beta) const;
/// Advance the sweep forward, yielding a new initial state.
/// @param t the new initial time.
void Advance(float32 t);
/// @param alpha the new initial time.
void Advance(float32 alpha);
/// Normalize the angles.
void Normalize();
@@ -377,12 +396,14 @@ struct b2Sweep
b2Vec2 localCenter; ///< local center of mass position
b2Vec2 c0, c; ///< center world positions
float32 a0, a; ///< world angles
/// Fraction of the current time step in the range [0,1]
/// c0 and a0 are the positions at alpha0.
float32 alpha0;
};
/// Useful constant
extern const b2Vec2 b2Vec2_zero;
extern const b2Mat22 b2Mat22_identity;
extern const b2Transform b2Transform_identity;
/// Perform the dot product on two vectors.
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
@@ -414,14 +435,14 @@ inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
/// then this transforms the vector from one frame to another.
inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
{
return b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y);
return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
}
/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
/// then this transforms the vector from one frame to another (inverse transform).
inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
{
return b2Vec2(b2Dot(v, A.col1), b2Dot(v, A.col2));
return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
}
/// Add two vectors component-wise.
@@ -489,40 +510,109 @@ inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
{
return b2Mat22(A.col1 + B.col1, A.col2 + B.col2);
return b2Mat22(A.ex + B.ex, A.ey + B.ey);
}
// A * B
inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
{
return b2Mat22(b2Mul(A, B.col1), b2Mul(A, B.col2));
return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
}
// A^T * B
inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
{
b2Vec2 c1(b2Dot(A.col1, B.col1), b2Dot(A.col2, B.col1));
b2Vec2 c2(b2Dot(A.col1, B.col2), b2Dot(A.col2, B.col2));
b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
return b2Mat22(c1, c2);
}
/// Multiply a matrix times a vector.
inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
{
return v.x * A.col1 + v.y * A.col2 + v.z * A.col3;
return v.x * A.ex + v.y * A.ey + v.z * A.ez;
}
/// Multiply two rotations: q * r
inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
{
// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
// [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc]
// s = qs * rc + qc * rs
// c = qc * rc - qs * rs
b2Rot qr;
qr.s = q.s * r.c + q.c * r.s;
qr.c = q.c * r.c - q.s * r.s;
return qr;
}
/// Transpose multiply two rotations: qT * r
inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
{
// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
// s = qc * rs - qs * rc
// c = qc * rc + qs * rs
b2Rot qr;
qr.s = q.c * r.s - q.s * r.c;
qr.c = q.c * r.c + q.s * r.s;
return qr;
}
/// Rotate a vector
inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
{
return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
}
/// Inverse rotate a vector
inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
{
return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
}
inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
{
float32 x = T.position.x + T.R.col1.x * v.x + T.R.col2.x * v.y;
float32 y = T.position.y + T.R.col1.y * v.x + T.R.col2.y * v.y;
float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
return b2Vec2(x, y);
}
inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
{
return b2MulT(T.R, v - T.position);
float32 px = v.x - T.p.x;
float32 py = v.y - T.p.y;
float32 x = (T.q.c * px + T.q.s * py);
float32 y = (-T.q.s * px + T.q.c * py);
return b2Vec2(x, y);
}
// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
// = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
{
b2Transform C;
C.q = b2Mul(A.q, B.q);
C.p = b2Mul(A.q, B.p) + A.p;
return C;
}
// v2 = A.q' * (B.q * v1 + B.p - A.p)
// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
{
b2Transform C;
C.q = b2MulT(A.q, B.q);
C.p = b2MulT(A.q, B.p - A.p);
return C;
}
template <typename T>
inline T b2Abs(T a)
{
return a > T(0) ? a : -a;
}
inline b2Vec2 b2Abs(const b2Vec2& a)
@@ -532,7 +622,7 @@ inline b2Vec2 b2Abs(const b2Vec2& a)
inline b2Mat22 b2Abs(const b2Mat22& A)
{
return b2Mat22(b2Abs(A.col1), b2Abs(A.col2));
return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
}
template <typename T>
@@ -596,20 +686,23 @@ inline bool b2IsPowerOfTwo(uint32 x)
return result;
}
inline void b2Sweep::GetTransform(b2Transform* xf, float32 alpha) const
inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
{
xf->position = (1.0f - alpha) * c0 + alpha * c;
float32 angle = (1.0f - alpha) * a0 + alpha * a;
xf->R.Set(angle);
xf->p = (1.0f - beta) * c0 + beta * c;
float32 angle = (1.0f - beta) * a0 + beta * a;
xf->q.Set(angle);
// Shift to origin
xf->position -= b2Mul(xf->R, localCenter);
xf->p -= b2Mul(xf->q, localCenter);
}
inline void b2Sweep::Advance(float32 t)
inline void b2Sweep::Advance(float32 alpha)
{
c0 = (1.0f - t) * c0 + t * c;
a0 = (1.0f - t) * a0 + t * a;
b2Assert(alpha0 < 1.0f);
float32 beta = (alpha - alpha0) / (1.0f - alpha0);
c0 = (1.0f - beta) * c0 + beta * c;
a0 = (1.0f - beta) * a0 + beta * a;
alpha0 = alpha;
}
/// Normalize an angle in radians to be between -pi and pi
+2 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -19,7 +19,7 @@
#include <Box2D/Common/b2Settings.h>
#include <cstdlib>
b2Version b2_version = {2, 1, 2};
b2Version b2_version = {2, 2, 0};
// Memory allocators. Modify these to use your own allocator.
void* b2Alloc(int32 size)
+12 -16
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -32,6 +32,7 @@ typedef unsigned char uint8;
typedef unsigned short uint16;
typedef unsigned int uint32;
typedef float float32;
typedef double float64;
#define b2_maxFloat FLT_MAX
#define b2_epsilon FLT_EPSILON
@@ -43,10 +44,12 @@ typedef float float32;
// Collision
/// The maximum number of contact points between two convex shapes.
/// The maximum number of contact points between two convex shapes. Do
/// not change this value.
#define b2_maxManifoldPoints 2
/// The maximum number of vertices on a convex polygon.
/// The maximum number of vertices on a convex polygon. You cannot increase
/// this too much because b2BlockAllocator has a maximum object size.
#define b2_maxPolygonVertices 8
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
@@ -72,6 +75,9 @@ typedef float float32;
/// Making it larger may create artifacts for vertex collision.
#define b2_polygonRadius (2.0f * b2_linearSlop)
/// Maximum number of sub-steps per contact in continuous physics simulation.
#define b2_maxSubSteps 8
// Dynamics
@@ -103,7 +109,9 @@ typedef float float32;
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
/// that overlap is removed in one time step. However using values close to 1 often lead
/// to overshoot.
#define b2_contactBaumgarte 0.2f
#define b2_baumgarte 0.2f
#define b2_toiBaugarte 0.75f
// Sleep
@@ -136,16 +144,4 @@ struct b2Version
/// Current version.
extern b2Version b2_version;
/// Friction mixing law. Feel free to customize this.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return sqrtf(friction1 * friction2);
}
/// Restitution mixing law. Feel free to customize this.
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
{
return restitution1 > restitution2 ? restitution1 : restitution2;
}
#endif
+1 -1
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
+1 -1
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
+100
View File
@@ -0,0 +1,100 @@
/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Common/b2Timer.h>
#if defined(WIN32)
float64 b2Timer::s_invFrequency = 0.0f;
#include <Windows.h>
b2Timer::b2Timer()
{
LARGE_INTEGER largeInteger;
if (s_invFrequency == 0.0f)
{
QueryPerformanceFrequency(&largeInteger);
s_invFrequency = float64(largeInteger.QuadPart);
if (s_invFrequency > 0.0f)
{
s_invFrequency = 1000.0f / s_invFrequency;
}
}
QueryPerformanceCounter(&largeInteger);
m_start = float64(largeInteger.QuadPart);
}
void b2Timer::Reset()
{
LARGE_INTEGER largeInteger;
QueryPerformanceCounter(&largeInteger);
m_start = float64(largeInteger.QuadPart);
}
float32 b2Timer::GetMilliseconds() const
{
LARGE_INTEGER largeInteger;
QueryPerformanceCounter(&largeInteger);
float64 count = float64(largeInteger.QuadPart);
float32 ms = float32(s_invFrequency * (count - m_start));
return ms;
}
#elif defined(__linux__) || defined (__APPLE__)
#include <sys/time.h>
b2Timer::b2Timer()
{
Reset();
}
void b2Timer::Reset()
{
timeval t;
gettimeofday(&t, 0);
m_start_sec = t.tv_sec;
m_start_msec = t.tv_usec * 0.001f;
}
float32 b2Timer::GetMilliseconds() const
{
timeval t;
gettimeofday(&t, 0);
return (t.tv_sec - m_start_sec) * 1000 + t.tv_usec * 0.001f - m_start_msec;
}
#else
b2Timer::b2Timer()
{
}
void b2Timer::Reset()
{
}
float32 b2Timer::GetMilliseconds() const
{
return 0.0f;
}
#endif
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -16,36 +16,30 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_TOI_SOLVER_H
#define B2_TOI_SOLVER_H
#include <Box2D/Common/b2Settings.h>
#include <Box2D/Common/b2Math.h>
class b2Contact;
class b2Body;
struct b2TOIConstraint;
class b2StackAllocator;
/// This is a pure position solver for a single movable body in contact with
/// multiple non-moving bodies.
class b2TOISolver
/// Timer for profiling. This has platform specific code and may
/// not work on every platform.
class b2Timer
{
public:
b2TOISolver(b2StackAllocator* allocator);
~b2TOISolver();
void Initialize(b2Contact** contacts, int32 contactCount, b2Body* toiBody);
void Clear();
/// Constructor
b2Timer();
// Perform one solver iteration. Returns true if converged.
bool Solve(float32 baumgarte);
/// Reset the timer.
void Reset();
/// Get the time since construction or the last reset.
float32 GetMilliseconds() const;
private:
b2TOIConstraint* m_constraints;
int32 m_count;
b2Body* m_toiBody;
b2StackAllocator* m_allocator;
};
#if defined(WIN32)
float64 m_start;
static float64 s_invFrequency;
#elif defined(__linux__) || defined (__APPLE__)
unsigned long m_start_sec;
unsigned long m_start_msec;
#endif
};
@@ -0,0 +1,54 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
b2Contact* b2ChainAndCircleContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2ChainAndCircleContact));
return new (mem) b2ChainAndCircleContact(fixtureA, indexA, fixtureB, indexB);
}
void b2ChainAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
((b2ChainAndCircleContact*)contact)->~b2ChainAndCircleContact();
allocator->Free(contact, sizeof(b2ChainAndCircleContact));
}
b2ChainAndCircleContact::b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
: b2Contact(fixtureA, indexA, fixtureB, indexB)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
}
void b2ChainAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
{
b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
b2EdgeShape edge;
chain->GetChildEdge(&edge, m_indexA);
b2CollideEdgeAndCircle( manifold, &edge, xfA,
(b2CircleShape*)m_fixtureB->GetShape(), xfB);
}
@@ -0,0 +1,39 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
#define B2_CHAIN_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2ChainAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif
@@ -0,0 +1,54 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <new>
using namespace std;
b2Contact* b2ChainAndPolygonContact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2ChainAndPolygonContact));
return new (mem) b2ChainAndPolygonContact(fixtureA, indexA, fixtureB, indexB);
}
void b2ChainAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
((b2ChainAndPolygonContact*)contact)->~b2ChainAndPolygonContact();
allocator->Free(contact, sizeof(b2ChainAndPolygonContact));
}
b2ChainAndPolygonContact::b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB)
: b2Contact(fixtureA, indexA, fixtureB, indexB)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_chain);
b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
}
void b2ChainAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
{
b2ChainShape* chain = (b2ChainShape*)m_fixtureA->GetShape();
b2EdgeShape edge;
chain->GetChildEdge(&edge, m_indexA);
b2CollideEdgeAndPolygon( manifold, &edge, xfA,
(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
}
@@ -0,0 +1,39 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
#define B2_CHAIN_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2ChainAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif
+4 -3
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,8 +24,9 @@
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <new>
using namespace std;
b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)
b2Contact* b2CircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2CircleContact));
return new (mem) b2CircleContact(fixtureA, fixtureB);
@@ -38,7 +39,7 @@ void b2CircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
}
b2CircleContact::b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_circle);
b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+3 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -26,7 +26,8 @@ class b2BlockAllocator;
class b2CircleContact : public b2Contact
{
public:
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+26 -12
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -20,6 +20,10 @@
#include <Box2D/Dynamics/Contacts/b2CircleContact.h>
#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
#include <Box2D/Dynamics/Contacts/b2PolygonContact.h>
#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
#include <Box2D/Dynamics/Contacts/b2ChainAndCircleContact.h>
#include <Box2D/Dynamics/Contacts/b2ChainAndPolygonContact.h>
#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
#include <Box2D/Collision/b2Collision.h>
@@ -38,13 +42,17 @@ void b2Contact::InitializeRegisters()
AddType(b2CircleContact::Create, b2CircleContact::Destroy, b2Shape::e_circle, b2Shape::e_circle);
AddType(b2PolygonAndCircleContact::Create, b2PolygonAndCircleContact::Destroy, b2Shape::e_polygon, b2Shape::e_circle);
AddType(b2PolygonContact::Create, b2PolygonContact::Destroy, b2Shape::e_polygon, b2Shape::e_polygon);
AddType(b2EdgeAndCircleContact::Create, b2EdgeAndCircleContact::Destroy, b2Shape::e_edge, b2Shape::e_circle);
AddType(b2EdgeAndPolygonContact::Create, b2EdgeAndPolygonContact::Destroy, b2Shape::e_edge, b2Shape::e_polygon);
AddType(b2ChainAndCircleContact::Create, b2ChainAndCircleContact::Destroy, b2Shape::e_chain, b2Shape::e_circle);
AddType(b2ChainAndPolygonContact::Create, b2ChainAndPolygonContact::Destroy, b2Shape::e_chain, b2Shape::e_polygon);
}
void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destoryFcn,
b2Shape::Type type1, b2Shape::Type type2)
{
b2Assert(b2Shape::e_unknown < type1 && type1 < b2Shape::e_typeCount);
b2Assert(b2Shape::e_unknown < type2 && type2 < b2Shape::e_typeCount);
b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
s_registers[type1][type2].createFcn = createFcn;
s_registers[type1][type2].destroyFcn = destoryFcn;
@@ -58,7 +66,7 @@ void b2Contact::AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* dest
}
}
b2Contact* b2Contact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)
b2Contact* b2Contact::Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator)
{
if (s_initialized == false)
{
@@ -69,19 +77,19 @@ b2Contact* b2Contact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAl
b2Shape::Type type1 = fixtureA->GetType();
b2Shape::Type type2 = fixtureB->GetType();
b2Assert(b2Shape::e_unknown < type1 && type1 < b2Shape::e_typeCount);
b2Assert(b2Shape::e_unknown < type2 && type2 < b2Shape::e_typeCount);
b2Assert(0 <= type1 && type1 < b2Shape::e_typeCount);
b2Assert(0 <= type2 && type2 < b2Shape::e_typeCount);
b2ContactCreateFcn* createFcn = s_registers[type1][type2].createFcn;
if (createFcn)
{
if (s_registers[type1][type2].primary)
{
return createFcn(fixtureA, fixtureB, allocator);
return createFcn(fixtureA, indexA, fixtureB, indexB, allocator);
}
else
{
return createFcn(fixtureB, fixtureA, allocator);
return createFcn(fixtureB, indexB, fixtureA, indexA, allocator);
}
}
else
@@ -103,20 +111,23 @@ void b2Contact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
b2Shape::Type typeA = contact->GetFixtureA()->GetType();
b2Shape::Type typeB = contact->GetFixtureB()->GetType();
b2Assert(b2Shape::e_unknown < typeA && typeB < b2Shape::e_typeCount);
b2Assert(b2Shape::e_unknown < typeA && typeB < b2Shape::e_typeCount);
b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
b2Assert(0 <= typeA && typeB < b2Shape::e_typeCount);
b2ContactDestroyFcn* destroyFcn = s_registers[typeA][typeB].destroyFcn;
destroyFcn(contact, allocator);
}
b2Contact::b2Contact(b2Fixture* fA, b2Fixture* fB)
b2Contact::b2Contact(b2Fixture* fA, int32 indexA, b2Fixture* fB, int32 indexB)
{
m_flags = e_enabledFlag;
m_fixtureA = fA;
m_fixtureB = fB;
m_indexA = indexA;
m_indexB = indexB;
m_manifold.pointCount = 0;
m_prev = NULL;
@@ -133,6 +144,9 @@ b2Contact::b2Contact(b2Fixture* fA, b2Fixture* fB)
m_nodeB.other = NULL;
m_toiCount = 0;
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
// Update the contact manifold and touching status.
@@ -161,7 +175,7 @@ void b2Contact::Update(b2ContactListener* listener)
{
const b2Shape* shapeA = m_fixtureA->GetShape();
const b2Shape* shapeB = m_fixtureB->GetShape();
touching = b2TestOverlap(shapeA, shapeB, xfA, xfB);
touching = b2TestOverlap(shapeA, m_indexA, shapeB, m_indexB, xfA, xfB);
// Sensors don't generate manifolds.
m_manifold.pointCount = 0;
+97 -8
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -22,7 +22,6 @@
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/b2Fixture.h>
class b2Body;
@@ -33,7 +32,23 @@ class b2BlockAllocator;
class b2StackAllocator;
class b2ContactListener;
typedef b2Contact* b2ContactCreateFcn(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
/// For example, anything slides on ice.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return std::sqrt(friction1 * friction2);
}
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
/// For example, a superball bounces on anything.
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
{
return restitution1 > restitution2 ? restitution1 : restitution2;
}
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB,
b2BlockAllocator* allocator);
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
struct b2ContactRegister
@@ -86,14 +101,40 @@ public:
b2Contact* GetNext();
const b2Contact* GetNext() const;
/// Get the first fixture in this contact.
/// Get fixture A in this contact.
b2Fixture* GetFixtureA();
const b2Fixture* GetFixtureA() const;
/// Get the second fixture in this contact.
/// Get the child primitive index for fixture A.
int32 GetChildIndexA() const;
/// Get fixture B in this contact.
b2Fixture* GetFixtureB();
const b2Fixture* GetFixtureB() const;
/// Get the child primitive index for fixture B.
int32 GetChildIndexB() const;
/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
/// This value persists until set or reset.
void SetFriction(float32 friction);
/// Get the friction.
float32 GetFriction() const;
/// Reset the friction mixture to the default value.
void ResetFriction();
/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
/// The value persists until you set or reset.
void SetRestitution(float32 restitution);
/// Get the restitution.
float32 GetRestitution() const;
/// Reset the restitution to the default value.
void ResetRestitution();
/// Evaluate this contact with your own manifold and transforms.
virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
@@ -122,6 +163,8 @@ protected:
// This bullet contact had a TOI event
e_bulletHitFlag = 0x0010,
// This contact has a valid TOI in m_toi
e_toiFlag = 0x0020
};
/// Flag this contact for filtering. Filtering will occur the next time step.
@@ -130,12 +173,12 @@ protected:
static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
b2Shape::Type typeA, b2Shape::Type typeB);
static void InitializeRegisters();
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
b2Contact(b2Fixture* fixtureA, b2Fixture* fixtureB);
b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
virtual ~b2Contact() {}
void Update(b2ContactListener* listener);
@@ -156,10 +199,16 @@ protected:
b2Fixture* m_fixtureA;
b2Fixture* m_fixtureB;
int32 m_indexA;
int32 m_indexB;
b2Manifold m_manifold;
int32 m_toiCount;
// float32 m_toi;
float32 m_toi;
float32 m_friction;
float32 m_restitution;
};
inline b2Manifold* b2Contact::GetManifold()
@@ -229,14 +278,54 @@ inline b2Fixture* b2Contact::GetFixtureB()
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexA() const
{
return m_indexA;
}
inline const b2Fixture* b2Contact::GetFixtureB() const
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexB() const
{
return m_indexB;
}
inline void b2Contact::FlagForFiltering()
{
m_flags |= e_filterFlag;
}
inline void b2Contact::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Contact::GetFriction() const
{
return m_friction;
}
inline void b2Contact::ResetFriction()
{
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
}
inline void b2Contact::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline float32 b2Contact::GetRestitution() const
{
return m_restitution;
}
inline void b2Contact::ResetRestitution()
{
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
#endif
+462 -253
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -17,6 +17,7 @@
*/
#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
@@ -25,17 +26,36 @@
#define B2_DEBUG_SOLVER 0
b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
b2StackAllocator* allocator, float32 impulseRatio)
struct b2ContactPositionConstraint
{
m_allocator = allocator;
b2Vec2 localPoints[b2_maxManifoldPoints];
b2Vec2 localNormal;
b2Vec2 localPoint;
int32 indexA;
int32 indexB;
float32 invMassA, invMassB;
b2Vec2 localCenterA, localCenterB;
float32 invIA, invIB;
b2Manifold::Type type;
float32 radiusA, radiusB;
int32 pointCount;
};
m_constraintCount = contactCount;
m_constraints = (b2ContactConstraint*)m_allocator->Allocate(m_constraintCount * sizeof(b2ContactConstraint));
b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
{
m_step = def->step;
m_allocator = def->allocator;
m_count = def->count;
m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
m_positions = def->positions;
m_velocities = def->velocities;
m_contacts = def->contacts;
for (int32 i = 0; i < m_constraintCount; ++i)
// Initialize position independent portions of the constraints.
for (int32 i = 0; i < m_count; ++i)
{
b2Contact* contact = contacts[i];
b2Contact* contact = m_contacts[i];
b2Fixture* fixtureA = contact->m_fixtureA;
b2Fixture* fixtureB = contact->m_fixtureB;
@@ -47,222 +67,302 @@ b2ContactSolver::b2ContactSolver(b2Contact** contacts, int32 contactCount,
b2Body* bodyB = fixtureB->GetBody();
b2Manifold* manifold = contact->GetManifold();
float32 friction = b2MixFriction(fixtureA->GetFriction(), fixtureB->GetFriction());
float32 restitution = b2MixRestitution(fixtureA->GetRestitution(), fixtureB->GetRestitution());
int32 pointCount = manifold->pointCount;
b2Assert(pointCount > 0);
b2Vec2 vA = bodyA->m_linearVelocity;
b2Vec2 vB = bodyB->m_linearVelocity;
float32 wA = bodyA->m_angularVelocity;
float32 wB = bodyB->m_angularVelocity;
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
vc->friction = contact->m_friction;
vc->restitution = contact->m_restitution;
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();
b2Assert(manifold->pointCount > 0);
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;
b2WorldManifold worldManifold;
worldManifold.Initialize(manifold, bodyA->m_xf, radiusA, bodyB->m_xf, radiusB);
b2ContactConstraint* cc = m_constraints + i;
cc->bodyA = bodyA;
cc->bodyB = bodyB;
cc->manifold = manifold;
cc->normal = worldManifold.normal;
cc->pointCount = manifold->pointCount;
cc->friction = friction;
cc->localNormal = manifold->localNormal;
cc->localPoint = manifold->localPoint;
cc->radius = radiusA + radiusB;
cc->type = manifold->type;
for (int32 j = 0; j < cc->pointCount; ++j)
for (int32 j = 0; j < pointCount; ++j)
{
b2ManifoldPoint* cp = manifold->points + j;
b2ContactConstraintPoint* ccp = cc->points + j;
ccp->normalImpulse = impulseRatio * cp->normalImpulse;
ccp->tangentImpulse = impulseRatio * cp->tangentImpulse;
ccp->localPoint = cp->localPoint;
ccp->rA = worldManifold.points[j] - bodyA->m_sweep.c;
ccp->rB = worldManifold.points[j] - bodyB->m_sweep.c;
float32 rnA = b2Cross(ccp->rA, cc->normal);
float32 rnB = b2Cross(ccp->rB, cc->normal);
rnA *= rnA;
rnB *= rnB;
float32 kNormal = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rnA + bodyB->m_invI * rnB;
b2Assert(kNormal > b2_epsilon);
ccp->normalMass = 1.0f / kNormal;
b2Vec2 tangent = b2Cross(cc->normal, 1.0f);
float32 rtA = b2Cross(ccp->rA, tangent);
float32 rtB = b2Cross(ccp->rB, tangent);
rtA *= rtA;
rtB *= rtB;
float32 kTangent = bodyA->m_invMass + bodyB->m_invMass + bodyA->m_invI * rtA + bodyB->m_invI * rtB;
b2Assert(kTangent > b2_epsilon);
ccp->tangentMass = 1.0f / kTangent;
// Setup a velocity bias for restitution.
ccp->velocityBias = 0.0f;
float32 vRel = b2Dot(cc->normal, vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA));
if (vRel < -b2_velocityThreshold)
b2VelocityConstraintPoint* vcp = vc->points + j;
if (m_step.warmStarting)
{
ccp->velocityBias = -restitution * vRel;
}
}
// If we have two points, then prepare the block solver.
if (cc->pointCount == 2)
{
b2ContactConstraintPoint* ccp1 = cc->points + 0;
b2ContactConstraintPoint* ccp2 = cc->points + 1;
float32 invMassA = bodyA->m_invMass;
float32 invIA = bodyA->m_invI;
float32 invMassB = bodyB->m_invMass;
float32 invIB = bodyB->m_invI;
float32 rn1A = b2Cross(ccp1->rA, cc->normal);
float32 rn1B = b2Cross(ccp1->rB, cc->normal);
float32 rn2A = b2Cross(ccp2->rA, cc->normal);
float32 rn2B = b2Cross(ccp2->rB, cc->normal);
float32 k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B;
float32 k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B;
float32 k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * rn1B * rn2B;
// Ensure a reasonable condition number.
const float32 k_maxConditionNumber = 100.0f;
if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
{
// K is safe to invert.
cc->K.col1.Set(k11, k12);
cc->K.col2.Set(k12, k22);
cc->normalMass = cc->K.GetInverse();
vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
}
else
{
// The constraints are redundant, just use one.
// TODO_ERIN use deepest?
cc->pointCount = 1;
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;
}
}
}
b2ContactSolver::~b2ContactSolver()
{
m_allocator->Free(m_constraints);
m_allocator->Free(m_velocityConstraints);
m_allocator->Free(m_positionConstraints);
}
// Initialize position dependent portions of the velocity constraints.
void b2ContactSolver::InitializeVelocityConstraints()
{
for (int32 i = 0; i < m_count; ++i)
{
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
b2ContactPositionConstraint* pc = m_positionConstraints + i;
float32 radiusA = pc->radiusA;
float32 radiusB = pc->radiusB;
b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
int32 indexA = vc->indexA;
int32 indexB = vc->indexB;
float32 mA = vc->invMassA;
float32 mB = vc->invMassB;
float32 iA = vc->invIA;
float32 iB = vc->invIB;
b2Vec2 localCenterA = pc->localCenterA;
b2Vec2 localCenterB = pc->localCenterB;
b2Vec2 cA = m_positions[indexA].c;
float32 aA = m_positions[indexA].a;
b2Vec2 vA = m_velocities[indexA].v;
float32 wA = m_velocities[indexA].w;
b2Vec2 cB = m_positions[indexB].c;
float32 aB = m_positions[indexB].a;
b2Vec2 vB = m_velocities[indexB].v;
float32 wB = m_velocities[indexB].w;
b2Assert(manifold->pointCount > 0);
b2Transform xfA, xfB;
xfA.q.Set(aA);
xfB.q.Set(aB);
xfA.p = cA - b2Mul(xfA.q, localCenterA);
xfB.p = cB - b2Mul(xfB.q, localCenterB);
b2WorldManifold worldManifold;
worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
vc->normal = worldManifold.normal;
int32 pointCount = vc->pointCount;
for (int32 j = 0; j < pointCount; ++j)
{
b2VelocityConstraintPoint* vcp = vc->points + j;
vcp->rA = worldManifold.points[j] - cA;
vcp->rB = worldManifold.points[j] - cB;
float32 rnA = b2Cross(vcp->rA, vc->normal);
float32 rnB = b2Cross(vcp->rB, vc->normal);
float32 kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
float32 rtA = b2Cross(vcp->rA, tangent);
float32 rtB = b2Cross(vcp->rB, tangent);
float32 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;
float32 vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
if (vRel < -b2_velocityThreshold)
{
vcp->velocityBias = -vc->restitution * vRel;
}
}
// If we have two points, then prepare the block solver.
if (vc->pointCount == 2)
{
b2VelocityConstraintPoint* vcp1 = vc->points + 0;
b2VelocityConstraintPoint* vcp2 = vc->points + 1;
float32 rn1A = b2Cross(vcp1->rA, vc->normal);
float32 rn1B = b2Cross(vcp1->rB, vc->normal);
float32 rn2A = b2Cross(vcp2->rA, vc->normal);
float32 rn2B = b2Cross(vcp2->rB, vc->normal);
float32 k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
float32 k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
float32 k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
// Ensure a reasonable condition number.
const float32 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;
}
}
}
}
void b2ContactSolver::WarmStart()
{
// Warm start.
for (int32 i = 0; i < m_constraintCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
b2ContactConstraint* c = m_constraints + i;
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
b2Body* bodyA = c->bodyA;
b2Body* bodyB = c->bodyB;
float32 invMassA = bodyA->m_invMass;
float32 invIA = bodyA->m_invI;
float32 invMassB = bodyB->m_invMass;
float32 invIB = bodyB->m_invI;
b2Vec2 normal = c->normal;
int32 indexA = vc->indexA;
int32 indexB = vc->indexB;
float32 mA = vc->invMassA;
float32 iA = vc->invIA;
float32 mB = vc->invMassB;
float32 iB = vc->invIB;
int32 pointCount = vc->pointCount;
b2Vec2 vA = m_velocities[indexA].v;
float32 wA = m_velocities[indexA].w;
b2Vec2 vB = m_velocities[indexB].v;
float32 wB = m_velocities[indexB].w;
b2Vec2 normal = vc->normal;
b2Vec2 tangent = b2Cross(normal, 1.0f);
for (int32 j = 0; j < c->pointCount; ++j)
for (int32 j = 0; j < pointCount; ++j)
{
b2ContactConstraintPoint* ccp = c->points + j;
b2Vec2 P = ccp->normalImpulse * normal + ccp->tangentImpulse * tangent;
bodyA->m_angularVelocity -= invIA * b2Cross(ccp->rA, P);
bodyA->m_linearVelocity -= invMassA * P;
bodyB->m_angularVelocity += invIB * b2Cross(ccp->rB, P);
bodyB->m_linearVelocity += invMassB * P;
b2VelocityConstraintPoint* vcp = vc->points + j;
b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
wA -= iA * b2Cross(vcp->rA, P);
vA -= mA * P;
wB += iB * 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;
}
}
void b2ContactSolver::SolveVelocityConstraints()
{
for (int32 i = 0; i < m_constraintCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
b2ContactConstraint* c = m_constraints + i;
b2Body* bodyA = c->bodyA;
b2Body* bodyB = c->bodyB;
float32 wA = bodyA->m_angularVelocity;
float32 wB = bodyB->m_angularVelocity;
b2Vec2 vA = bodyA->m_linearVelocity;
b2Vec2 vB = bodyB->m_linearVelocity;
float32 invMassA = bodyA->m_invMass;
float32 invIA = bodyA->m_invI;
float32 invMassB = bodyB->m_invMass;
float32 invIB = bodyB->m_invI;
b2Vec2 normal = c->normal;
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
int32 indexA = vc->indexA;
int32 indexB = vc->indexB;
float32 mA = vc->invMassA;
float32 iA = vc->invIA;
float32 mB = vc->invMassB;
float32 iB = vc->invIB;
int32 pointCount = vc->pointCount;
b2Vec2 vA = m_velocities[indexA].v;
float32 wA = m_velocities[indexA].w;
b2Vec2 vB = m_velocities[indexB].v;
float32 wB = m_velocities[indexB].w;
b2Vec2 normal = vc->normal;
b2Vec2 tangent = b2Cross(normal, 1.0f);
float32 friction = c->friction;
float32 friction = vc->friction;
b2Assert(c->pointCount == 1 || c->pointCount == 2);
b2Assert(pointCount == 1 || pointCount == 2);
// Solve tangent constraints
for (int32 j = 0; j < c->pointCount; ++j)
// Solve tangent constraints first because non-penetration is more important
// than friction.
for (int32 j = 0; j < pointCount; ++j)
{
b2ContactConstraintPoint* ccp = c->points + j;
b2VelocityConstraintPoint* vcp = vc->points + j;
// Relative velocity at contact
b2Vec2 dv = vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA);
b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
// Compute tangent force
float32 vt = b2Dot(dv, tangent);
float32 lambda = ccp->tangentMass * (-vt);
float32 lambda = vcp->tangentMass * (-vt);
// b2Clamp the accumulated force
float32 maxFriction = friction * ccp->normalImpulse;
float32 newImpulse = b2Clamp(ccp->tangentImpulse + lambda, -maxFriction, maxFriction);
lambda = newImpulse - ccp->tangentImpulse;
float32 maxFriction = friction * vcp->normalImpulse;
float32 newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
lambda = newImpulse - vcp->tangentImpulse;
vcp->tangentImpulse = newImpulse;
// Apply contact impulse
b2Vec2 P = lambda * tangent;
vA -= invMassA * P;
wA -= invIA * b2Cross(ccp->rA, P);
vA -= mA * P;
wA -= iA * b2Cross(vcp->rA, P);
vB += invMassB * P;
wB += invIB * b2Cross(ccp->rB, P);
ccp->tangentImpulse = newImpulse;
vB += mB * P;
wB += iB * b2Cross(vcp->rB, P);
}
// Solve normal constraints
if (c->pointCount == 1)
if (vc->pointCount == 1)
{
b2ContactConstraintPoint* ccp = c->points + 0;
b2VelocityConstraintPoint* vcp = vc->points + 0;
// Relative velocity at contact
b2Vec2 dv = vB + b2Cross(wB, ccp->rB) - vA - b2Cross(wA, ccp->rA);
b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
// Compute normal impulse
float32 vn = b2Dot(dv, normal);
float32 lambda = -ccp->normalMass * (vn - ccp->velocityBias);
float32 lambda = -vcp->normalMass * (vn - vcp->velocityBias);
// b2Clamp the accumulated impulse
float32 newImpulse = b2Max(ccp->normalImpulse + lambda, 0.0f);
lambda = newImpulse - ccp->normalImpulse;
float32 newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
lambda = newImpulse - vcp->normalImpulse;
vcp->normalImpulse = newImpulse;
// Apply contact impulse
b2Vec2 P = lambda * normal;
vA -= invMassA * P;
wA -= invIA * b2Cross(ccp->rA, P);
vA -= mA * P;
wA -= iA * b2Cross(vcp->rA, P);
vB += invMassB * P;
wB += invIB * b2Cross(ccp->rB, P);
ccp->normalImpulse = newImpulse;
vB += mB * P;
wB += iB * b2Cross(vcp->rB, P);
}
else
{
@@ -272,7 +372,7 @@ void b2ContactSolver::SolveVelocityConstraints()
// vn = A * x + b, vn >= 0, , 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 = vn_0 - velocityBias
// 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
@@ -284,18 +384,23 @@ void b2ContactSolver::SolveVelocityConstraints()
//
// Substitute:
//
// x = x' - a
// x = a + d
//
// Plug into above equation:
// a := old total impulse
// x := new total impulse
// d := incremental impulse
//
// vn = A * x + b
// = A * (x' - a) + b
// = A * x' + b - A * a
// = A * x' + b'
// 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;
b2ContactConstraintPoint* cp1 = c->points + 0;
b2ContactConstraintPoint* cp2 = c->points + 1;
b2VelocityConstraintPoint* cp1 = vc->points + 0;
b2VelocityConstraintPoint* cp2 = vc->points + 1;
b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
b2Assert(a.x >= 0.0f && a.y >= 0.0f);
@@ -311,7 +416,9 @@ void b2ContactSolver::SolveVelocityConstraints()
b2Vec2 b;
b.x = vn1 - cp1->velocityBias;
b.y = vn2 - cp2->velocityBias;
b -= b2Mul(c->K, a);
// Compute b'
b -= b2Mul(vc->K, a);
const float32 k_errorTol = 1e-3f;
B2_NOT_USED(k_errorTol);
@@ -321,27 +428,27 @@ void b2ContactSolver::SolveVelocityConstraints()
//
// Case 1: vn = 0
//
// 0 = A * x' + b'
// 0 = A * x + b'
//
// Solve for x':
// Solve for x:
//
// x' = - inv(A) * b'
// x = - inv(A) * b'
//
b2Vec2 x = - b2Mul(c->normalMass, b);
b2Vec2 x = - b2Mul(vc->normalMass, b);
if (x.x >= 0.0f && x.y >= 0.0f)
{
// Resubstitute for the incremental impulse
// Get the incremental impulse
b2Vec2 d = x - a;
// Apply incremental impulse
b2Vec2 P1 = d.x * normal;
b2Vec2 P2 = d.y * normal;
vA -= invMassA * (P1 + P2);
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vA -= mA * (P1 + P2);
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vB += invMassB * (P1 + P2);
wB += invIB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
vB += mB * (P1 + P2);
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
// Accumulate
cp1->normalImpulse = x.x;
@@ -365,27 +472,27 @@ void b2ContactSolver::SolveVelocityConstraints()
//
// Case 2: vn1 = 0 and x2 = 0
//
// 0 = a11 * x1' + a12 * 0 + b1'
// vn2 = a21 * x1' + a22 * 0 + b2'
// 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 = c->K.col1.y * x.x + b.y;
vn2 = vc->K.ex.y * x.x + b.y;
if (x.x >= 0.0f && vn2 >= 0.0f)
{
// Resubstitute for the incremental impulse
// Get the incremental impulse
b2Vec2 d = x - a;
// Apply incremental impulse
b2Vec2 P1 = d.x * normal;
b2Vec2 P2 = d.y * normal;
vA -= invMassA * (P1 + P2);
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vA -= mA * (P1 + P2);
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vB += invMassB * (P1 + P2);
wB += invIB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
vB += mB * (P1 + P2);
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
// Accumulate
cp1->normalImpulse = x.x;
@@ -407,12 +514,12 @@ void b2ContactSolver::SolveVelocityConstraints()
//
// Case 3: vn2 = 0 and x1 = 0
//
// vn1 = a11 * 0 + a12 * x2' + b1'
// 0 = a21 * 0 + a22 * x2' + b2'
// vn1 = a11 * 0 + a12 * x2 + b1'
// 0 = a21 * 0 + a22 * x2 + b2'
//
x.x = 0.0f;
x.y = - cp2->normalMass * b.y;
vn1 = c->K.col2.x * x.y + b.x;
vn1 = vc->K.ey.x * x.y + b.x;
vn2 = 0.0f;
if (x.y >= 0.0f && vn1 >= 0.0f)
@@ -423,11 +530,11 @@ void b2ContactSolver::SolveVelocityConstraints()
// Apply incremental impulse
b2Vec2 P1 = d.x * normal;
b2Vec2 P2 = d.y * normal;
vA -= invMassA * (P1 + P2);
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vA -= mA * (P1 + P2);
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vB += invMassB * (P1 + P2);
wB += invIB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
vB += mB * (P1 + P2);
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
// Accumulate
cp1->normalImpulse = x.x;
@@ -463,11 +570,11 @@ void b2ContactSolver::SolveVelocityConstraints()
// Apply incremental impulse
b2Vec2 P1 = d.x * normal;
b2Vec2 P2 = d.y * normal;
vA -= invMassA * (P1 + P2);
wA -= invIA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vA -= mA * (P1 + P2);
wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
vB += invMassB * (P1 + P2);
wB += invIB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
vB += mB * (P1 + P2);
wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
// Accumulate
cp1->normalImpulse = x.x;
@@ -481,73 +588,65 @@ void b2ContactSolver::SolveVelocityConstraints()
}
}
bodyA->m_linearVelocity = vA;
bodyA->m_angularVelocity = wA;
bodyB->m_linearVelocity = vB;
bodyB->m_angularVelocity = wB;
m_velocities[indexA].v = vA;
m_velocities[indexA].w = wA;
m_velocities[indexB].v = vB;
m_velocities[indexB].w = wB;
}
}
void b2ContactSolver::StoreImpulses()
{
for (int32 i = 0; i < m_constraintCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
b2ContactConstraint* c = m_constraints + i;
b2Manifold* m = c->manifold;
b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
for (int32 j = 0; j < c->pointCount; ++j)
for (int32 j = 0; j < vc->pointCount; ++j)
{
m->points[j].normalImpulse = c->points[j].normalImpulse;
m->points[j].tangentImpulse = c->points[j].tangentImpulse;
manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
}
}
}
struct b2PositionSolverManifold
{
void Initialize(b2ContactConstraint* cc, int32 index)
void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
{
b2Assert(cc->pointCount > 0);
b2Assert(pc->pointCount > 0);
switch (cc->type)
switch (pc->type)
{
case b2Manifold::e_circles:
{
b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);
b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->points[0].localPoint);
if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
{
normal = pointB - pointA;
normal.Normalize();
}
else
{
normal.Set(1.0f, 0.0f);
}
b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
normal = pointB - pointA;
normal.Normalize();
point = 0.5f * (pointA + pointB);
separation = b2Dot(pointB - pointA, normal) - cc->radius;
separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
}
break;
case b2Manifold::e_faceA:
{
normal = cc->bodyA->GetWorldVector(cc->localNormal);
b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);
normal = b2Mul(xfA.q, pc->localNormal);
b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->points[index].localPoint);
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
point = clipPoint;
}
break;
case b2Manifold::e_faceB:
{
normal = cc->bodyB->GetWorldVector(cc->localNormal);
b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);
normal = b2Mul(xfB.q, pc->localNormal);
b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->points[index].localPoint);
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
point = clipPoint;
// Ensure normal points from A to B
@@ -563,58 +662,168 @@ struct b2PositionSolverManifold
};
// Sequential solver.
bool b2ContactSolver::SolvePositionConstraints(float32 baumgarte)
bool b2ContactSolver::SolvePositionConstraints()
{
float32 minSeparation = 0.0f;
for (int32 i = 0; i < m_constraintCount; ++i)
for (int32 i = 0; i < m_count; ++i)
{
b2ContactConstraint* c = m_constraints + i;
b2Body* bodyA = c->bodyA;
b2Body* bodyB = c->bodyB;
b2ContactPositionConstraint* pc = m_positionConstraints + i;
float32 invMassA = bodyA->m_mass * bodyA->m_invMass;
float32 invIA = bodyA->m_mass * bodyA->m_invI;
float32 invMassB = bodyB->m_mass * bodyB->m_invMass;
float32 invIB = bodyB->m_mass * bodyB->m_invI;
int32 indexA = pc->indexA;
int32 indexB = pc->indexB;
b2Vec2 localCenterA = pc->localCenterA;
float32 mA = pc->invMassA;
float32 iA = pc->invIA;
b2Vec2 localCenterB = pc->localCenterB;
float32 mB = pc->invMassB;
float32 iB = pc->invIB;
int32 pointCount = pc->pointCount;
b2Vec2 cA = m_positions[indexA].c;
float32 aA = m_positions[indexA].a;
b2Vec2 cB = m_positions[indexB].c;
float32 aB = m_positions[indexB].a;
// Solve normal constraints
for (int32 j = 0; j < c->pointCount; ++j)
for (int32 j = 0; j < pointCount; ++j)
{
b2Transform xfA, xfB;
xfA.q.Set(aA);
xfB.q.Set(aB);
xfA.p = cA - b2Mul(xfA.q, localCenterA);
xfB.p = cB - b2Mul(xfB.q, localCenterB);
b2PositionSolverManifold psm;
psm.Initialize(c, j);
psm.Initialize(pc, xfA, xfB, j);
b2Vec2 normal = psm.normal;
b2Vec2 point = psm.point;
float32 separation = psm.separation;
b2Vec2 rA = point - bodyA->m_sweep.c;
b2Vec2 rB = point - bodyB->m_sweep.c;
b2Vec2 rA = point - cA;
b2Vec2 rB = point - cB;
// Track max constraint error.
minSeparation = b2Min(minSeparation, separation);
// Prevent large corrections and allow slop.
float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
float32 C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
// Compute the effective mass.
float32 rnA = b2Cross(rA, normal);
float32 rnB = b2Cross(rB, normal);
float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
// Compute normal impulse
float32 impulse = K > 0.0f ? - C / K : 0.0f;
b2Vec2 P = impulse * normal;
bodyA->m_sweep.c -= invMassA * P;
bodyA->m_sweep.a -= invIA * b2Cross(rA, P);
bodyA->SynchronizeTransform();
cA -= mA * P;
aA -= iA * b2Cross(rA, P);
bodyB->m_sweep.c += invMassB * P;
bodyB->m_sweep.a += invIB * b2Cross(rB, P);
bodyB->SynchronizeTransform();
cB += mB * P;
aB += iB * b2Cross(rB, P);
}
m_positions[indexA].c = cA;
m_positions[indexA].a = aA;
m_positions[indexB].c = cB;
m_positions[indexB].a = aB;
}
// We can't expect minSpeparation >= -b2_linearSlop because we don't
// push the separation above -b2_linearSlop.
return minSeparation >= -3.0f * b2_linearSlop;
}
// Sequential position solver for position constraints.
bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
{
float32 minSeparation = 0.0f;
for (int32 i = 0; i < m_count; ++i)
{
b2ContactPositionConstraint* pc = m_positionConstraints + i;
int32 indexA = pc->indexA;
int32 indexB = pc->indexB;
b2Vec2 localCenterA = pc->localCenterA;
b2Vec2 localCenterB = pc->localCenterB;
int32 pointCount = pc->pointCount;
float32 mA = 0.0f;
float32 iA = 0.0f;
if (indexA == toiIndexA || indexA == toiIndexB)
{
mA = pc->invMassA;
iA = pc->invIA;
}
float32 mB = pc->invMassB;
float32 iB = pc->invIB;
if (indexB == toiIndexA || indexB == toiIndexB)
{
mB = pc->invMassB;
iB = pc->invIB;
}
b2Vec2 cA = m_positions[indexA].c;
float32 aA = m_positions[indexA].a;
b2Vec2 cB = m_positions[indexB].c;
float32 aB = m_positions[indexB].a;
// Solve normal constraints
for (int32 j = 0; j < pointCount; ++j)
{
b2Transform xfA, xfB;
xfA.q.Set(aA);
xfB.q.Set(aB);
xfA.p = cA - b2Mul(xfA.q, localCenterA);
xfB.p = cB - b2Mul(xfB.q, localCenterB);
b2PositionSolverManifold psm;
psm.Initialize(pc, xfA, xfB, j);
b2Vec2 normal = psm.normal;
b2Vec2 point = psm.point;
float32 separation = psm.separation;
b2Vec2 rA = point - cA;
b2Vec2 rB = point - cB;
// Track max constraint error.
minSeparation = b2Min(minSeparation, separation);
// Prevent large corrections and allow slop.
float32 C = b2Clamp(b2_toiBaugarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
// Compute the effective mass.
float32 rnA = b2Cross(rA, normal);
float32 rnB = b2Cross(rB, normal);
float32 K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
// Compute normal impulse
float32 impulse = K > 0.0f ? - C / K : 0.0f;
b2Vec2 P = impulse * normal;
cA -= mA * P;
aA -= iA * b2Cross(rA, P);
cB += mB * P;
aB += iB * b2Cross(rB, P);
}
m_positions[indexA].c = cA;
m_positions[indexA].a = aA;
m_positions[indexB].c = cB;
m_positions[indexB].a = aB;
}
// We can't expect minSpeparation >= -b2_linearSlop because we don't
+35 -19
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,15 +21,15 @@
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Dynamics/b2Island.h>
#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Body;
class b2StackAllocator;
struct b2ContactPositionConstraint;
struct b2ContactConstraintPoint
struct b2VelocityConstraintPoint
{
b2Vec2 localPoint;
b2Vec2 rA;
b2Vec2 rB;
float32 normalImpulse;
@@ -39,40 +39,56 @@ struct b2ContactConstraintPoint
float32 velocityBias;
};
struct b2ContactConstraint
struct b2ContactVelocityConstraint
{
b2ContactConstraintPoint points[b2_maxManifoldPoints];
b2Vec2 localNormal;
b2Vec2 localPoint;
b2VelocityConstraintPoint points[b2_maxManifoldPoints];
b2Vec2 normal;
b2Mat22 normalMass;
b2Mat22 K;
b2Body* bodyA;
b2Body* bodyB;
b2Manifold::Type type;
float32 radius;
int32 indexA;
int32 indexB;
float32 invMassA, invMassB;
float32 invIA, invIB;
float32 friction;
float32 restitution;
int32 pointCount;
b2Manifold* manifold;
int32 contactIndex;
};
struct b2ContactSolverDef
{
b2TimeStep step;
b2Contact** contacts;
int32 count;
b2Position* positions;
b2Velocity* velocities;
b2StackAllocator* allocator;
};
class b2ContactSolver
{
public:
b2ContactSolver(b2Contact** contacts, int32 contactCount,
b2StackAllocator* allocator, float32 impulseRatio);
b2ContactSolver(b2ContactSolverDef* def);
~b2ContactSolver();
void InitializeVelocityConstraints();
void WarmStart();
void SolveVelocityConstraints();
void StoreImpulses();
bool SolvePositionConstraints(float32 baumgarte);
bool SolvePositionConstraints();
bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
b2TimeStep m_step;
b2Position* m_positions;
b2Velocity* m_velocities;
b2StackAllocator* m_allocator;
b2ContactConstraint* m_constraints;
int m_constraintCount;
b2ContactPositionConstraint* m_positionConstraints;
b2ContactVelocityConstraint* m_velocityConstraints;
b2Contact** m_contacts;
int m_count;
};
#endif
@@ -0,0 +1,50 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Contacts/b2EdgeAndCircleContact.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <new>
using namespace std;
b2Contact* b2EdgeAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2EdgeAndCircleContact));
return new (mem) b2EdgeAndCircleContact(fixtureA, fixtureB);
}
void b2EdgeAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
((b2EdgeAndCircleContact*)contact)->~b2EdgeAndCircleContact();
allocator->Free(contact, sizeof(b2EdgeAndCircleContact));
}
b2EdgeAndCircleContact::b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
}
void b2EdgeAndCircleContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
{
b2CollideEdgeAndCircle( manifold,
(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
(b2CircleShape*)m_fixtureB->GetShape(), xfB);
}
@@ -0,0 +1,39 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
#define B2_EDGE_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2EdgeAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif
@@ -0,0 +1,50 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Contacts/b2EdgeAndPolygonContact.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <new>
using namespace std;
b2Contact* b2EdgeAndPolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2EdgeAndPolygonContact));
return new (mem) b2EdgeAndPolygonContact(fixtureA, fixtureB);
}
void b2EdgeAndPolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
{
((b2EdgeAndPolygonContact*)contact)->~b2EdgeAndPolygonContact();
allocator->Free(contact, sizeof(b2EdgeAndPolygonContact));
}
b2EdgeAndPolygonContact::b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_edge);
b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
}
void b2EdgeAndPolygonContact::Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB)
{
b2CollideEdgeAndPolygon( manifold,
(b2EdgeShape*)m_fixtureA->GetShape(), xfA,
(b2PolygonShape*)m_fixtureB->GetShape(), xfB);
}
@@ -0,0 +1,39 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
#define B2_EDGE_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class b2EdgeAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif
+4 -6
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,14 +18,12 @@
#include <Box2D/Dynamics/Contacts/b2PolygonAndCircleContact.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <new>
using namespace std;
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)
b2Contact* b2PolygonAndCircleContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2PolygonAndCircleContact));
return new (mem) b2PolygonAndCircleContact(fixtureA, fixtureB);
@@ -38,7 +36,7 @@ void b2PolygonAndCircleContact::Destroy(b2Contact* contact, b2BlockAllocator* al
}
b2PolygonAndCircleContact::b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
b2Assert(m_fixtureB->GetType() == b2Shape::e_circle);
+2 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -26,7 +26,7 @@ class b2BlockAllocator;
class b2PolygonAndCircleContact : public b2Contact
{
public:
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
+4 -3
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,8 +24,9 @@
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <new>
using namespace std;
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator)
b2Contact* b2PolygonContact::Create(b2Fixture* fixtureA, int32, b2Fixture* fixtureB, int32, b2BlockAllocator* allocator)
{
void* mem = allocator->Allocate(sizeof(b2PolygonContact));
return new (mem) b2PolygonContact(fixtureA, fixtureB);
@@ -38,7 +39,7 @@ void b2PolygonContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
}
b2PolygonContact::b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB)
: b2Contact(fixtureA, fixtureB)
: b2Contact(fixtureA, 0, fixtureB, 0)
{
b2Assert(m_fixtureA->GetType() == b2Shape::e_polygon);
b2Assert(m_fixtureB->GetType() == b2Shape::e_polygon);
+3 -2
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -26,7 +26,8 @@ class b2BlockAllocator;
class b2PolygonContact : public b2Contact
{
public:
static b2Contact* Create(b2Fixture* fixtureA, b2Fixture* fixtureB, b2BlockAllocator* allocator);
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
@@ -1,231 +0,0 @@
/*
* Copyright (c) 2006-2010 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Contacts/b2TOISolver.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Common/b2StackAllocator.h>
struct b2TOIConstraint
{
b2Vec2 localPoints[b2_maxManifoldPoints];
b2Vec2 localNormal;
b2Vec2 localPoint;
b2Manifold::Type type;
float32 radius;
int32 pointCount;
b2Body* bodyA;
b2Body* bodyB;
};
b2TOISolver::b2TOISolver(b2StackAllocator* allocator)
{
m_allocator = allocator;
m_constraints = NULL;
m_count = NULL;
m_toiBody = NULL;
}
b2TOISolver::~b2TOISolver()
{
Clear();
}
void b2TOISolver::Clear()
{
if (m_allocator && m_constraints)
{
m_allocator->Free(m_constraints);
m_constraints = NULL;
}
}
void b2TOISolver::Initialize(b2Contact** contacts, int32 count, b2Body* toiBody)
{
Clear();
m_count = count;
m_toiBody = toiBody;
m_constraints = (b2TOIConstraint*) m_allocator->Allocate(m_count * sizeof(b2TOIConstraint));
for (int32 i = 0; i < m_count; ++i)
{
b2Contact* contact = contacts[i];
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
b2Shape* shapeA = fixtureA->GetShape();
b2Shape* shapeB = fixtureB->GetShape();
float32 radiusA = shapeA->m_radius;
float32 radiusB = shapeB->m_radius;
b2Body* bodyA = fixtureA->GetBody();
b2Body* bodyB = fixtureB->GetBody();
b2Manifold* manifold = contact->GetManifold();
b2Assert(manifold->pointCount > 0);
b2TOIConstraint* constraint = m_constraints + i;
constraint->bodyA = bodyA;
constraint->bodyB = bodyB;
constraint->localNormal = manifold->localNormal;
constraint->localPoint = manifold->localPoint;
constraint->type = manifold->type;
constraint->pointCount = manifold->pointCount;
constraint->radius = radiusA + radiusB;
for (int32 j = 0; j < constraint->pointCount; ++j)
{
b2ManifoldPoint* cp = manifold->points + j;
constraint->localPoints[j] = cp->localPoint;
}
}
}
struct b2TOISolverManifold
{
void Initialize(b2TOIConstraint* cc, int32 index)
{
b2Assert(cc->pointCount > 0);
switch (cc->type)
{
case b2Manifold::e_circles:
{
b2Vec2 pointA = cc->bodyA->GetWorldPoint(cc->localPoint);
b2Vec2 pointB = cc->bodyB->GetWorldPoint(cc->localPoints[0]);
if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon)
{
normal = pointB - pointA;
normal.Normalize();
}
else
{
normal.Set(1.0f, 0.0f);
}
point = 0.5f * (pointA + pointB);
separation = b2Dot(pointB - pointA, normal) - cc->radius;
}
break;
case b2Manifold::e_faceA:
{
normal = cc->bodyA->GetWorldVector(cc->localNormal);
b2Vec2 planePoint = cc->bodyA->GetWorldPoint(cc->localPoint);
b2Vec2 clipPoint = cc->bodyB->GetWorldPoint(cc->localPoints[index]);
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
point = clipPoint;
}
break;
case b2Manifold::e_faceB:
{
normal = cc->bodyB->GetWorldVector(cc->localNormal);
b2Vec2 planePoint = cc->bodyB->GetWorldPoint(cc->localPoint);
b2Vec2 clipPoint = cc->bodyA->GetWorldPoint(cc->localPoints[index]);
separation = b2Dot(clipPoint - planePoint, normal) - cc->radius;
point = clipPoint;
// Ensure normal points from A to B
normal = -normal;
}
break;
}
}
b2Vec2 normal;
b2Vec2 point;
float32 separation;
};
// Push out the toi body to provide clearance for further simulation.
bool b2TOISolver::Solve(float32 baumgarte)
{
float32 minSeparation = 0.0f;
for (int32 i = 0; i < m_count; ++i)
{
b2TOIConstraint* c = m_constraints + i;
b2Body* bodyA = c->bodyA;
b2Body* bodyB = c->bodyB;
float32 massA = bodyA->m_mass;
float32 massB = bodyB->m_mass;
// Only the TOI body should move.
if (bodyA == m_toiBody)
{
massB = 0.0f;
}
else
{
massA = 0.0f;
}
float32 invMassA = massA * bodyA->m_invMass;
float32 invIA = massA * bodyA->m_invI;
float32 invMassB = massB * bodyB->m_invMass;
float32 invIB = massB * bodyB->m_invI;
// Solve normal constraints
for (int32 j = 0; j < c->pointCount; ++j)
{
b2TOISolverManifold psm;
psm.Initialize(c, j);
b2Vec2 normal = psm.normal;
b2Vec2 point = psm.point;
float32 separation = psm.separation;
b2Vec2 rA = point - bodyA->m_sweep.c;
b2Vec2 rB = point - bodyB->m_sweep.c;
// Track max constraint error.
minSeparation = b2Min(minSeparation, separation);
// Prevent large corrections and allow slop.
float32 C = b2Clamp(baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
// Compute the effective mass.
float32 rnA = b2Cross(rA, normal);
float32 rnB = b2Cross(rB, normal);
float32 K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
// Compute normal impulse
float32 impulse = K > 0.0f ? - C / K : 0.0f;
b2Vec2 P = impulse * normal;
bodyA->m_sweep.c -= invMassA * P;
bodyA->m_sweep.a -= invIA * b2Cross(rA, P);
bodyA->SynchronizeTransform();
bodyB->m_sweep.c += invMassB * P;
bodyB->m_sweep.a += invIB * b2Cross(rB, P);
bodyB->SynchronizeTransform();
}
}
// We can't expect minSpeparation >= -b2_linearSlop because we don't
// push the separation above -b2_linearSlop.
return minSeparation >= -1.5f * b2_linearSlop;
}
+83 -56
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -46,12 +46,11 @@ void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
length = d.Length();
}
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
: b2Joint(def)
{
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_length = def->length;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
@@ -60,15 +59,32 @@ b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
m_bias = 0.0f;
}
void b2DistanceJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
// Compute the effective mass matrix.
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
m_u = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
// Handle singularity.
float32 length = m_u.Length();
@@ -81,10 +97,11 @@ void b2DistanceJoint::InitVelocityConstraints(const b2TimeStep& step)
m_u.Set(0.0f, 0.0f);
}
float32 cr1u = b2Cross(r1, m_u);
float32 cr2u = b2Cross(r2, m_u);
float32 invMass = b1->m_invMass + b1->m_invI * cr1u * cr1u + b2->m_invMass + b2->m_invI * cr2u * cr2u;
float32 crAu = b2Cross(m_rA, m_u);
float32 crBu = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
// Compute the effective mass matrix.
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (m_frequencyHz > 0.0f)
@@ -101,101 +118,111 @@ void b2DistanceJoint::InitVelocityConstraints(const b2TimeStep& step)
float32 k = m_mass * omega * omega;
// magic formulas
m_gamma = step.dt * (d + step.dt * k);
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * step.dt * k * m_gamma;
m_bias = C * h * k * m_gamma;
m_mass = invMass + m_gamma;
m_mass = m_mass != 0.0f ? 1.0f / m_mass : 0.0f;
}
if (step.warmStarting)
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= step.dtRatio;
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
b1->m_linearVelocity -= b1->m_invMass * P;
b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P);
b2->m_linearVelocity += b2->m_invMass * P;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P);
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2DistanceJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
float32 Cdot = b2Dot(m_u, v2 - v1);
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 Cdot = b2Dot(m_u, vpB - vpA);
float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
b2Vec2 P = impulse * m_u;
b1->m_linearVelocity -= b1->m_invMass * P;
b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P);
b2->m_linearVelocity += b2->m_invMass * P;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P);
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2DistanceJoint::SolvePositionConstraints(float32 baumgarte)
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
if (m_frequencyHz > 0.0f)
{
// There is no position correction for soft distance constraints.
return true;
}
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Rot qA(aA), qB(aB);
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = d.Normalize();
float32 length = u.Normalize();
float32 C = length - m_length;
C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
m_u = d;
b2Vec2 P = impulse * m_u;
b2Vec2 P = impulse * u;
b1->m_sweep.c -= b1->m_invMass * P;
b1->m_sweep.a -= b1->m_invI * b2Cross(r1, P);
b2->m_sweep.c += b2->m_invMass * P;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P);
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
b1->SynchronizeTransform();
b2->SynchronizeTransform();
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) < b2_linearSlop;
}
b2Vec2 b2DistanceJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2DistanceJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
+28 -9
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -70,7 +70,12 @@ public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// Set/get the natural length.
@@ -91,20 +96,34 @@ protected:
friend class b2Joint;
b2DistanceJoint(const b2DistanceJointDef* data);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Vec2 m_u;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_gamma;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_gamma;
float32 m_impulse;
float32 m_mass;
float32 m_length;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
inline void b2DistanceJoint::SetLength(float32 length)
+60 -54
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -53,14 +53,30 @@ b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
m_maxTorque = def->maxTorque;
}
void b2FrictionJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective mass matrix.
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
@@ -71,22 +87,15 @@ void b2FrictionJoint::InitVelocityConstraints(const b2TimeStep& step)
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float32 mA = bA->m_invMass, mB = bB->m_invMass;
float32 iA = bA->m_invI, iB = bB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat22 K1;
K1.col1.x = mA + mB; K1.col2.x = 0.0f;
K1.col1.y = 0.0f; K1.col2.y = mA + mB;
b2Mat22 K;
K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
b2Mat22 K2;
K2.col1.x = iA * rA.y * rA.y; K2.col2.x = -iA * rA.x * rA.y;
K2.col1.y = -iA * rA.x * rA.y; K2.col2.y = iA * rA.x * rA.x;
b2Mat22 K3;
K3.col1.x = iB * rB.y * rB.y; K3.col2.x = -iB * rB.x * rB.y;
K3.col1.y = -iB * rB.x * rB.y; K3.col2.y = iB * rB.x * rB.x;
b2Mat22 K = K1 + K2 + K3;
m_linearMass = K.GetInverse();
m_angularMass = iA + iB;
@@ -95,44 +104,41 @@ void b2FrictionJoint::InitVelocityConstraints(const b2TimeStep& step)
m_angularMass = 1.0f / m_angularMass;
}
if (step.warmStarting)
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_linearImpulse *= step.dtRatio;
m_angularImpulse *= step.dtRatio;
m_linearImpulse *= data.step.dtRatio;
m_angularImpulse *= data.step.dtRatio;
b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
bA->m_linearVelocity -= mA * P;
bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_angularImpulse);
bB->m_linearVelocity += mB * P;
bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_angularImpulse);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
}
else
{
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 vA = bA->m_linearVelocity;
float32 wA = bA->m_angularVelocity;
b2Vec2 vB = bB->m_linearVelocity;
float32 wB = bB->m_angularVelocity;
float32 mA = bA->m_invMass, mB = bB->m_invMass;
float32 iA = bA->m_invI, iB = bB->m_invI;
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
float32 h = data.step.dt;
// Solve angular friction
{
@@ -140,7 +146,7 @@ void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
float32 impulse = -m_angularMass * Cdot;
float32 oldImpulse = m_angularImpulse;
float32 maxImpulse = step.dt * m_maxTorque;
float32 maxImpulse = h * m_maxTorque;
m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_angularImpulse - oldImpulse;
@@ -150,13 +156,13 @@ void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
// Solve linear friction
{
b2Vec2 Cdot = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
b2Vec2 oldImpulse = m_linearImpulse;
m_linearImpulse += impulse;
float32 maxImpulse = step.dt * m_maxForce;
float32 maxImpulse = h * m_maxForce;
if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
@@ -167,21 +173,21 @@ void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
impulse = m_linearImpulse - oldImpulse;
vA -= mA * impulse;
wA -= iA * b2Cross(rA, impulse);
wA -= iA * b2Cross(m_rA, impulse);
vB += mB * impulse;
wB += iB * b2Cross(rB, impulse);
wB += iB * b2Cross(m_rB, impulse);
}
bA->m_linearVelocity = vA;
bA->m_angularVelocity = wA;
bB->m_linearVelocity = vB;
bB->m_angularVelocity = wB;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2FrictionJoint::SolvePositionConstraints(float32 baumgarte)
bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
B2_NOT_USED(data);
return true;
}
+19 -8
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -79,21 +79,32 @@ protected:
b2FrictionJoint(const b2FrictionJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Mat22 m_linearMass;
float32 m_angularMass;
// Solver shared
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif
+250 -109
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,9 +24,8 @@
// Gear Joint:
// C0 = (coordinate1 + ratio * coordinate2)_initial
// C = C0 - (cordinate1 + ratio * coordinate2) = 0
// Cdot = -(Cdot1 + ratio * Cdot2)
// J = -[J1 ratio * J2]
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
// J = [J1 ratio * J2]
// K = J * invM * JT
// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
//
@@ -45,177 +44,323 @@
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
: b2Joint(def)
{
b2JointType type1 = def->joint1->GetType();
b2JointType type2 = def->joint2->GetType();
m_typeA = def->joint1->GetType();
m_typeB = def->joint2->GetType();
b2Assert(type1 == e_revoluteJoint || type1 == e_prismaticJoint);
b2Assert(type2 == e_revoluteJoint || type2 == e_prismaticJoint);
b2Assert(def->joint1->GetBodyA()->GetType() == b2_staticBody);
b2Assert(def->joint2->GetBodyA()->GetType() == b2_staticBody);
b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
m_revolute1 = NULL;
m_prismatic1 = NULL;
m_revolute2 = NULL;
m_prismatic2 = NULL;
float32 coordinateA, coordinateB;
float32 coordinate1, coordinate2;
m_ground1 = def->joint1->GetBodyA();
m_bodyC = def->joint1->GetBodyA();
m_bodyA = def->joint1->GetBodyB();
if (type1 == e_revoluteJoint)
// Get geometry of joint1
b2Transform xfA = m_bodyA->m_xf;
float32 aA = m_bodyA->m_sweep.a;
b2Transform xfC = m_bodyC->m_xf;
float32 aC = m_bodyC->m_sweep.a;
if (m_typeA == e_revoluteJoint)
{
m_revolute1 = (b2RevoluteJoint*)def->joint1;
m_groundAnchor1 = m_revolute1->m_localAnchor1;
m_localAnchor1 = m_revolute1->m_localAnchor2;
coordinate1 = m_revolute1->GetJointAngle();
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
m_localAnchorC = revolute->m_localAnchorA;
m_localAnchorA = revolute->m_localAnchorB;
m_referenceAngleA = revolute->m_referenceAngle;
m_localAxisC.SetZero();
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
m_prismatic1 = (b2PrismaticJoint*)def->joint1;
m_groundAnchor1 = m_prismatic1->m_localAnchor1;
m_localAnchor1 = m_prismatic1->m_localAnchor2;
coordinate1 = m_prismatic1->GetJointTranslation();
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
m_localAnchorC = prismatic->m_localAnchorA;
m_localAnchorA = prismatic->m_localAnchorB;
m_referenceAngleA = prismatic->m_refAngle;
m_localAxisC = prismatic->m_localXAxisA;
b2Vec2 pC = m_localAnchorC;
b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
m_ground2 = def->joint2->GetBodyA();
m_bodyD = def->joint2->GetBodyA();
m_bodyB = def->joint2->GetBodyB();
if (type2 == e_revoluteJoint)
// Get geometry of joint2
b2Transform xfB = m_bodyB->m_xf;
float32 aB = m_bodyB->m_sweep.a;
b2Transform xfD = m_bodyD->m_xf;
float32 aD = m_bodyD->m_sweep.a;
if (m_typeB == e_revoluteJoint)
{
m_revolute2 = (b2RevoluteJoint*)def->joint2;
m_groundAnchor2 = m_revolute2->m_localAnchor1;
m_localAnchor2 = m_revolute2->m_localAnchor2;
coordinate2 = m_revolute2->GetJointAngle();
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
m_localAnchorD = revolute->m_localAnchorA;
m_localAnchorB = revolute->m_localAnchorB;
m_referenceAngleB = revolute->m_referenceAngle;
m_localAxisD.SetZero();
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
m_prismatic2 = (b2PrismaticJoint*)def->joint2;
m_groundAnchor2 = m_prismatic2->m_localAnchor1;
m_localAnchor2 = m_prismatic2->m_localAnchor2;
coordinate2 = m_prismatic2->GetJointTranslation();
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
m_localAnchorD = prismatic->m_localAnchorA;
m_localAnchorB = prismatic->m_localAnchorB;
m_referenceAngleB = prismatic->m_refAngle;
m_localAxisD = prismatic->m_localXAxisA;
b2Vec2 pD = m_localAnchorD;
b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
m_ratio = def->ratio;
m_constant = coordinate1 + m_ratio * coordinate2;
m_constant = coordinateA + m_ratio * coordinateB;
m_impulse = 0.0f;
}
void b2GearJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* g1 = m_ground1;
b2Body* g2 = m_ground2;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_indexC = m_bodyC->m_islandIndex;
m_indexD = m_bodyD->m_islandIndex;
m_lcA = m_bodyA->m_sweep.localCenter;
m_lcB = m_bodyB->m_sweep.localCenter;
m_lcC = m_bodyC->m_sweep.localCenter;
m_lcD = m_bodyD->m_sweep.localCenter;
m_mA = m_bodyA->m_invMass;
m_mB = m_bodyB->m_invMass;
m_mC = m_bodyC->m_invMass;
m_mD = m_bodyD->m_invMass;
m_iA = m_bodyA->m_invI;
m_iB = m_bodyB->m_invI;
m_iC = m_bodyC->m_invI;
m_iD = m_bodyD->m_invI;
float32 K = 0.0f;
m_J.SetZero();
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
if (m_revolute1)
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
m_mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
m_J.angularA = -1.0f;
K += b1->m_invI;
m_JvAC.SetZero();
m_JwA = 1.0f;
m_JwC = 1.0f;
m_mass += m_iA + m_iC;
}
else
{
b2Vec2 ug = b2Mul(g1->GetTransform().R, m_prismatic1->m_localXAxis1);
b2Vec2 r = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
float32 crug = b2Cross(r, ug);
m_J.linearA = -ug;
m_J.angularA = -crug;
K += b1->m_invMass + b1->m_invI * crug * crug;
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
m_JvAC = u;
m_JwC = b2Cross(rC, u);
m_JwA = b2Cross(rA, u);
m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
}
if (m_revolute2)
if (m_typeB == e_revoluteJoint)
{
m_J.angularB = -m_ratio;
K += m_ratio * m_ratio * b2->m_invI;
m_JvBD.SetZero();
m_JwB = m_ratio;
m_JwD = m_ratio;
m_mass += m_ratio * m_ratio * (m_iB + m_iD);
}
else
{
b2Vec2 ug = b2Mul(g2->GetTransform().R, m_prismatic2->m_localXAxis1);
b2Vec2 r = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
float32 crug = b2Cross(r, ug);
m_J.linearB = -m_ratio * ug;
m_J.angularB = -m_ratio * crug;
K += m_ratio * m_ratio * (b2->m_invMass + b2->m_invI * crug * crug);
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
m_JvBD = m_ratio * u;
m_JwD = m_ratio * b2Cross(rD, u);
m_JwB = m_ratio * b2Cross(rB, u);
m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
}
// Compute effective mass.
m_mass = K > 0.0f ? 1.0f / K : 0.0f;
m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
if (step.warmStarting)
if (data.step.warmStarting)
{
// Warm starting.
b1->m_linearVelocity += b1->m_invMass * m_impulse * m_J.linearA;
b1->m_angularVelocity += b1->m_invI * m_impulse * m_J.angularA;
b2->m_linearVelocity += b2->m_invMass * m_impulse * m_J.linearB;
b2->m_angularVelocity += b2->m_invI * m_impulse * m_J.angularB;
vA += (m_mA * m_impulse) * m_JvAC;
wA += m_iA * m_impulse * m_JwA;
vB += (m_mB * m_impulse) * m_JvBD;
wB += m_iB * m_impulse * m_JwB;
vC -= (m_mC * m_impulse) * m_JvAC;
wC -= m_iC * m_impulse * m_JwC;
vD -= (m_mD * m_impulse) * m_JvBD;
wD -= m_iD * m_impulse * m_JwD;
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
void b2GearJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
float32 Cdot = m_J.Compute( b1->m_linearVelocity, b1->m_angularVelocity,
b2->m_linearVelocity, b2->m_angularVelocity);
float32 impulse = m_mass * (-Cdot);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b1->m_linearVelocity += b1->m_invMass * impulse * m_J.linearA;
b1->m_angularVelocity += b1->m_invI * impulse * m_J.angularA;
b2->m_linearVelocity += b2->m_invMass * impulse * m_J.linearB;
b2->m_angularVelocity += b2->m_invI * impulse * m_J.angularB;
vA += (m_mA * impulse) * m_JvAC;
wA += m_iA * impulse * m_JwA;
vB += (m_mB * impulse) * m_JvBD;
wB += m_iB * impulse * m_JwB;
vC -= (m_mC * impulse) * m_JvAC;
wC -= m_iC * impulse * m_JwC;
vD -= (m_mD * impulse) * m_JvBD;
wD -= m_iD * impulse * m_JwD;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
bool b2GearJoint::SolvePositionConstraints(float32 baumgarte)
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
float32 linearError = 0.0f;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
float32 coordinateA, coordinateB;
float32 coordinate1, coordinate2;
if (m_revolute1)
b2Vec2 JvAC, JvBD;
float32 JwA, JwB, JwC, JwD;
float32 mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
coordinate1 = m_revolute1->GetJointAngle();
JvAC.SetZero();
JwA = 1.0f;
JwC = 1.0f;
mass += m_iA + m_iC;
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
coordinate1 = m_prismatic1->GetJointTranslation();
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
JvAC = u;
JwC = b2Cross(rC, u);
JwA = b2Cross(rA, u);
mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
b2Vec2 pC = m_localAnchorC - m_lcC;
b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
if (m_revolute2)
if (m_typeB == e_revoluteJoint)
{
coordinate2 = m_revolute2->GetJointAngle();
JvBD.SetZero();
JwB = 1.0f;
JwD = 1.0f;
mass += m_iB + m_iD;
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
coordinate2 = m_prismatic2->GetJointTranslation();
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
JvBD = m_ratio * u;
JwD = m_ratio * b2Cross(rD, u);
JwB = m_ratio * b2Cross(rB, u);
mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
b2Vec2 pD = m_localAnchorD - m_lcD;
b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
float32 C = m_constant - (coordinate1 + m_ratio * coordinate2);
float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
float32 impulse = m_mass * (-C);
float32 impulse = 0.0f;
if (mass > 0.0f)
{
impulse = -C / mass;
}
b1->m_sweep.c += b1->m_invMass * impulse * m_J.linearA;
b1->m_sweep.a += b1->m_invI * impulse * m_J.angularA;
b2->m_sweep.c += b2->m_invMass * impulse * m_J.linearB;
b2->m_sweep.a += b2->m_invI * impulse * m_J.angularB;
cA += m_mA * impulse * JvAC;
aA += m_iA * impulse * JwA;
cB += m_mB * impulse * JvBD;
aB += m_iB * impulse * JwB;
cC -= m_mC * impulse * JvAC;
aC -= m_iC * impulse * JwC;
cD -= m_mD * impulse * JvBD;
aD -= m_iD * impulse * JwD;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
data.positions[m_indexC].c = cC;
data.positions[m_indexC].a = aC;
data.positions[m_indexD].c = cD;
data.positions[m_indexD].a = aD;
// TODO_ERIN not implemented
return linearError < b2_linearSlop;
@@ -223,27 +368,23 @@ bool b2GearJoint::SolvePositionConstraints(float32 baumgarte)
b2Vec2 b2GearJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2GearJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
{
// TODO_ERIN not tested
b2Vec2 P = m_impulse * m_J.linearB;
b2Vec2 P = m_impulse * m_JvAC;
return inv_dt * P;
}
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
{
// TODO_ERIN not tested
b2Vec2 r = b2Mul(m_bodyB->GetTransform().R, m_localAnchor2 - m_bodyB->GetLocalCenter());
b2Vec2 P = m_impulse * m_J.linearB;
float32 L = m_impulse * m_J.angularB - b2Cross(r, P);
float32 L = m_impulse * m_JwA;
return inv_dt * L;
}
+30 -28
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -21,12 +21,8 @@
#include <Box2D/Dynamics/Joints/b2Joint.h>
class b2RevoluteJoint;
class b2PrismaticJoint;
/// Gear joint definition. This definition requires two existing
/// revolute or prismatic joints (any combination will work).
/// The provided joints must attach a dynamic body to a static body.
struct b2GearJointDef : public b2JointDef
{
b2GearJointDef()
@@ -55,8 +51,8 @@ struct b2GearJointDef : public b2JointDef
/// The ratio can be negative or positive. If one joint is a revolute joint
/// and the other joint is a prismatic joint, then the ratio will have units
/// of length or units of 1/length.
/// @warning The revolute and prismatic joints must be attached to
/// fixed bodies (which must be body1 on those joints).
/// @warning You have to manually destroy the gear joint if joint1 or joint2
/// is destroyed.
class b2GearJoint : public b2Joint
{
public:
@@ -75,37 +71,43 @@ protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Body* m_ground1;
b2Body* m_ground2;
b2JointType m_typeA;
b2JointType m_typeB;
// One of these is NULL.
b2RevoluteJoint* m_revolute1;
b2PrismaticJoint* m_prismatic1;
// Body A is connected to body C
// Body B is connected to body D
b2Body* m_bodyC;
b2Body* m_bodyD;
// One of these is NULL.
b2RevoluteJoint* m_revolute2;
b2PrismaticJoint* m_prismatic2;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_groundAnchor1;
b2Vec2 m_groundAnchor2;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Jacobian m_J;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
// Effective mass
float32 m_mass;
// Impulse for accumulation/warm starting.
float32 m_impulse;
// Solver temp
int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif
+19 -7
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,7 +18,7 @@
#include <Box2D/Dynamics/Joints/b2Joint.h>
#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
#include <Box2D/Dynamics/Joints/b2LineJoint.h>
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
@@ -26,6 +26,7 @@
#include <Box2D/Dynamics/Joints/b2GearJoint.h>
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2World.h>
#include <Box2D/Common/b2BlockAllocator.h>
@@ -80,10 +81,10 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
}
break;
case e_lineJoint:
case e_wheelJoint:
{
void* mem = allocator->Allocate(sizeof(b2LineJoint));
joint = new (mem) b2LineJoint((b2LineJointDef*)def);
void* mem = allocator->Allocate(sizeof(b2WheelJoint));
joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
}
break;
@@ -101,6 +102,13 @@ b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
}
break;
case e_ropeJoint:
{
void* mem = allocator->Allocate(sizeof(b2RopeJoint));
joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
}
break;
default:
b2Assert(false);
break;
@@ -138,8 +146,8 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
allocator->Free(joint, sizeof(b2GearJoint));
break;
case e_lineJoint:
allocator->Free(joint, sizeof(b2LineJoint));
case e_wheelJoint:
allocator->Free(joint, sizeof(b2WheelJoint));
break;
case e_weldJoint:
@@ -150,6 +158,10 @@ void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
allocator->Free(joint, sizeof(b2FrictionJoint));
break;
case e_ropeJoint:
allocator->Free(joint, sizeof(b2RopeJoint));
break;
default:
b2Assert(false);
break;
+24 -34
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -23,7 +23,7 @@
class b2Body;
class b2Joint;
struct b2TimeStep;
struct b2SolverData;
class b2BlockAllocator;
enum b2JointType
@@ -35,9 +35,10 @@ enum b2JointType
e_pulleyJoint,
e_mouseJoint,
e_gearJoint,
e_lineJoint,
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint
};
enum b2LimitState
@@ -50,14 +51,9 @@ enum b2LimitState
struct b2Jacobian
{
b2Vec2 linearA;
b2Vec2 linear;
float32 angularA;
b2Vec2 linearB;
float32 angularB;
void SetZero();
void Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
float32 Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2);
};
/// A joint edge is used to connect bodies and joints together
@@ -130,6 +126,7 @@ public:
/// Get the next joint the world joint list.
b2Joint* GetNext();
const b2Joint* GetNext() const;
/// Get the user data pointer.
void* GetUserData() const;
@@ -140,6 +137,11 @@ public:
/// Short-cut function to determine if either body is inactive.
bool IsActive() const;
/// Get collide connected.
/// Note: modifying the collide connect flag won't work correctly because
/// the flag is only checked when fixture AABBs begin to overlap.
bool GetCollideConnected() const;
protected:
friend class b2World;
friend class b2Body;
@@ -151,11 +153,11 @@ protected:
b2Joint(const b2JointDef* def);
virtual ~b2Joint() {}
virtual void InitVelocityConstraints(const b2TimeStep& step) = 0;
virtual void SolveVelocityConstraints(const b2TimeStep& step) = 0;
virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
// This returns true if the position errors are within tolerance.
virtual bool SolvePositionConstraints(float32 baumgarte) = 0;
virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
b2JointType m_type;
b2Joint* m_prev;
@@ -169,30 +171,8 @@ protected:
bool m_collideConnected;
void* m_userData;
// Cache here per time step to reduce cache misses.
b2Vec2 m_localCenterA, m_localCenterB;
float32 m_invMassA, m_invIA;
float32 m_invMassB, m_invIB;
};
inline void b2Jacobian::SetZero()
{
linearA.SetZero(); angularA = 0.0f;
linearB.SetZero(); angularB = 0.0f;
}
inline void b2Jacobian::Set(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
{
linearA = x1; angularA = a1;
linearB = x2; angularB = a2;
}
inline float32 b2Jacobian::Compute(const b2Vec2& x1, float32 a1, const b2Vec2& x2, float32 a2)
{
return b2Dot(linearA, x1) + angularA * a1 + b2Dot(linearB, x2) + angularB * a2;
}
inline b2JointType b2Joint::GetType() const
{
return m_type;
@@ -213,6 +193,11 @@ inline b2Joint* b2Joint::GetNext()
return m_next;
}
inline const b2Joint* b2Joint::GetNext() const
{
return m_next;
}
inline void* b2Joint::GetUserData() const
{
return m_userData;
@@ -223,4 +208,9 @@ inline void b2Joint::SetUserData(void* data)
m_userData = data;
}
inline bool b2Joint::GetCollideConnected() const
{
return m_collideConnected;
}
#endif
@@ -1,591 +0,0 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Joints/b2LineJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
// Linear constraint (point-to-line)
// d = p2 - p1 = x2 + r2 - x1 - r1
// C = dot(perp, d)
// Cdot = dot(d, cross(w1, perp)) + dot(perp, v2 + cross(w2, r2) - v1 - cross(w1, r1))
// = -dot(perp, v1) - dot(cross(d + r1, perp), w1) + dot(perp, v2) + dot(cross(r2, perp), v2)
// J = [-perp, -cross(d + r1, perp), perp, cross(r2,perp)]
//
// K = J * invM * JT
//
// J = [-a -s1 a s2]
// a = perp
// s1 = cross(d + r1, a) = cross(p2 - x1, a)
// s2 = cross(r2, a) = cross(p2 - x2, a)
// Motor/Limit linear constraint
// C = dot(ax1, d)
// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
// Block Solver
// We develop a block solver that includes the joint limit. This makes the limit stiff (inelastic) even
// when the mass has poor distribution (leading to large torques about the joint anchor points).
//
// The Jacobian has 3 rows:
// J = [-uT -s1 uT s2] // linear
// [-vT -a1 vT a2] // limit
//
// u = perp
// v = axis
// s1 = cross(d + r1, u), s2 = cross(r2, u)
// a1 = cross(d + r1, v), a2 = cross(r2, v)
// M * (v2 - v1) = JT * df
// J * v2 = bias
//
// v2 = v1 + invM * JT * df
// J * (v1 + invM * JT * df) = bias
// K * df = bias - J * v1 = -Cdot
// K = J * invM * JT
// Cdot = J * v1 - bias
//
// Now solve for f2.
// df = f2 - f1
// K * (f2 - f1) = -Cdot
// f2 = invK * (-Cdot) + f1
//
// Clamp accumulated limit impulse.
// lower: f2(2) = max(f2(2), 0)
// upper: f2(2) = min(f2(2), 0)
//
// Solve for correct f2(1)
// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * f2(2) + K(1,1:2) * f1
// = -Cdot(1) - K(1,2) * f2(2) + K(1,1) * f1(1) + K(1,2) * f1(2)
// K(1,1) * f2(1) = -Cdot(1) - K(1,2) * (f2(2) - f1(2)) + K(1,1) * f1(1)
// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)
//
// Now compute impulse to be applied:
// df = f2 - f1
void b2LineJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor, const b2Vec2& axis)
{
bodyA = b1;
bodyB = b2;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
localAxisA = bodyA->GetLocalVector(axis);
}
b2LineJoint::b2LineJoint(const b2LineJointDef* def)
: b2Joint(def)
{
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
m_localXAxis1 = def->localAxisA;
m_localYAxis1 = b2Cross(1.0f, m_localXAxis1);
m_impulse.SetZero();
m_motorMass = 0.0;
m_motorImpulse = 0.0f;
m_lowerTranslation = def->lowerTranslation;
m_upperTranslation = def->upperTranslation;
m_maxMotorForce = def->maxMotorForce;
m_motorSpeed = def->motorSpeed;
m_enableLimit = def->enableLimit;
m_enableMotor = def->enableMotor;
m_limitState = e_inactiveLimit;
m_axis.SetZero();
m_perp.SetZero();
}
void b2LineJoint::InitVelocityConstraints(const b2TimeStep& step)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_localCenterA = b1->GetLocalCenter();
m_localCenterB = b2->GetLocalCenter();
b2Transform xf1 = b1->GetTransform();
b2Transform xf2 = b2->GetTransform();
// Compute the effective masses.
b2Vec2 r1 = b2Mul(xf1.R, m_localAnchor1 - m_localCenterA);
b2Vec2 r2 = b2Mul(xf2.R, m_localAnchor2 - m_localCenterB);
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
m_invMassA = b1->m_invMass;
m_invIA = b1->m_invI;
m_invMassB = b2->m_invMass;
m_invIB = b2->m_invI;
// Compute motor Jacobian and effective mass.
{
m_axis = b2Mul(xf1.R, m_localXAxis1);
m_a1 = b2Cross(d + r1, m_axis);
m_a2 = b2Cross(r2, m_axis);
m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;
if (m_motorMass > b2_epsilon)
{
m_motorMass = 1.0f / m_motorMass;
}
else
{
m_motorMass = 0.0f;
}
}
// Prismatic constraint.
{
m_perp = b2Mul(xf1.R, m_localYAxis1);
m_s1 = b2Cross(d + r1, m_perp);
m_s2 = b2Cross(r2, m_perp);
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.Set(k11, k12);
m_K.col2.Set(k12, k22);
}
// Compute motor and limit terms.
if (m_enableLimit)
{
float32 jointTranslation = b2Dot(m_axis, d);
if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
{
m_limitState = e_equalLimits;
}
else if (jointTranslation <= m_lowerTranslation)
{
if (m_limitState != e_atLowerLimit)
{
m_limitState = e_atLowerLimit;
m_impulse.y = 0.0f;
}
}
else if (jointTranslation >= m_upperTranslation)
{
if (m_limitState != e_atUpperLimit)
{
m_limitState = e_atUpperLimit;
m_impulse.y = 0.0f;
}
}
else
{
m_limitState = e_inactiveLimit;
m_impulse.y = 0.0f;
}
}
else
{
m_limitState = e_inactiveLimit;
}
if (m_enableMotor == false)
{
m_motorImpulse = 0.0f;
}
if (step.warmStarting)
{
// Account for variable time step.
m_impulse *= step.dtRatio;
m_motorImpulse *= step.dtRatio;
b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis;
float32 L1 = m_impulse.x * m_s1 + (m_motorImpulse + m_impulse.y) * m_a1;
float32 L2 = m_impulse.x * m_s2 + (m_motorImpulse + m_impulse.y) * m_a2;
b1->m_linearVelocity -= m_invMassA * P;
b1->m_angularVelocity -= m_invIA * L1;
b2->m_linearVelocity += m_invMassB * P;
b2->m_angularVelocity += m_invIB * L2;
}
else
{
m_impulse.SetZero();
m_motorImpulse = 0.0f;
}
}
void b2LineJoint::SolveVelocityConstraints(const b2TimeStep& step)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 v1 = b1->m_linearVelocity;
float32 w1 = b1->m_angularVelocity;
b2Vec2 v2 = b2->m_linearVelocity;
float32 w2 = b2->m_angularVelocity;
// Solve linear motor constraint.
if (m_enableMotor && m_limitState != e_equalLimits)
{
float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = step.dt * m_maxMotorForce;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
b2Vec2 P = impulse * m_axis;
float32 L1 = impulse * m_a1;
float32 L2 = impulse * m_a2;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
}
float32 Cdot1 = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;
if (m_enableLimit && m_limitState != e_inactiveLimit)
{
// Solve prismatic and limit constraint in block form.
float32 Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
b2Vec2 Cdot(Cdot1, Cdot2);
b2Vec2 f1 = m_impulse;
b2Vec2 df = m_K.Solve(-Cdot);
m_impulse += df;
if (m_limitState == e_atLowerLimit)
{
m_impulse.y = b2Max(m_impulse.y, 0.0f);
}
else if (m_limitState == e_atUpperLimit)
{
m_impulse.y = b2Min(m_impulse.y, 0.0f);
}
// f2(1) = invK(1,1) * (-Cdot(1) - K(1,2) * (f2(2) - f1(2))) + f1(1)
float32 b = -Cdot1 - (m_impulse.y - f1.y) * m_K.col2.x;
float32 f2r;
if (m_K.col1.x != 0.0f)
{
f2r = b / m_K.col1.x + f1.x;
}
else
{
f2r = f1.x;
}
m_impulse.x = f2r;
df = m_impulse - f1;
b2Vec2 P = df.x * m_perp + df.y * m_axis;
float32 L1 = df.x * m_s1 + df.y * m_a1;
float32 L2 = df.x * m_s2 + df.y * m_a2;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
}
else
{
// Limit is inactive, just solve the prismatic constraint in block form.
float32 df;
if (m_K.col1.x != 0.0f)
{
df = - Cdot1 / m_K.col1.x;
}
else
{
df = 0.0f;
}
m_impulse.x += df;
b2Vec2 P = df * m_perp;
float32 L1 = df * m_s1;
float32 L2 = df * m_s2;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
}
b1->m_linearVelocity = v1;
b1->m_angularVelocity = w1;
b2->m_linearVelocity = v2;
b2->m_angularVelocity = w2;
}
bool b2LineJoint::SolvePositionConstraints(float32 baumgarte)
{
B2_NOT_USED(baumgarte);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 c1 = b1->m_sweep.c;
float32 a1 = b1->m_sweep.a;
b2Vec2 c2 = b2->m_sweep.c;
float32 a2 = b2->m_sweep.a;
// Solve linear limit constraint.
float32 linearError = 0.0f, angularError = 0.0f;
bool active = false;
float32 C2 = 0.0f;
b2Mat22 R1(a1), R2(a2);
b2Vec2 r1 = b2Mul(R1, m_localAnchor1 - m_localCenterA);
b2Vec2 r2 = b2Mul(R2, m_localAnchor2 - m_localCenterB);
b2Vec2 d = c2 + r2 - c1 - r1;
if (m_enableLimit)
{
m_axis = b2Mul(R1, m_localXAxis1);
m_a1 = b2Cross(d + r1, m_axis);
m_a2 = b2Cross(r2, m_axis);
float32 translation = b2Dot(m_axis, d);
if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
{
// Prevent large angular corrections
C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
linearError = b2Abs(translation);
active = true;
}
else if (translation <= m_lowerTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
linearError = m_lowerTranslation - translation;
active = true;
}
else if (translation >= m_upperTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
linearError = translation - m_upperTranslation;
active = true;
}
}
m_perp = b2Mul(R1, m_localYAxis1);
m_s1 = b2Cross(d + r1, m_perp);
m_s2 = b2Cross(r2, m_perp);
b2Vec2 impulse;
float32 C1;
C1 = b2Dot(m_perp, d);
linearError = b2Max(linearError, b2Abs(C1));
angularError = 0.0f;
if (active)
{
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 k12 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float32 k22 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.Set(k11, k12);
m_K.col2.Set(k12, k22);
b2Vec2 C;
C.x = C1;
C.y = C2;
impulse = m_K.Solve(-C);
}
else
{
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 impulse1;
if (k11 != 0.0f)
{
impulse1 = - C1 / k11;
}
else
{
impulse1 = 0.0f;
}
impulse.x = impulse1;
impulse.y = 0.0f;
}
b2Vec2 P = impulse.x * m_perp + impulse.y * m_axis;
float32 L1 = impulse.x * m_s1 + impulse.y * m_a1;
float32 L2 = impulse.x * m_s2 + impulse.y * m_a2;
c1 -= m_invMassA * P;
a1 -= m_invIA * L1;
c2 += m_invMassB * P;
a2 += m_invIB * L2;
// TODO_ERIN remove need for this.
b1->m_sweep.c = c1;
b1->m_sweep.a = a1;
b2->m_sweep.c = c2;
b2->m_sweep.a = a2;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
}
b2Vec2 b2LineJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
}
b2Vec2 b2LineJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
}
b2Vec2 b2LineJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * (m_impulse.x * m_perp + (m_motorImpulse + m_impulse.y) * m_axis);
}
float32 b2LineJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
float32 b2LineJoint::GetJointTranslation() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 p1 = b1->GetWorldPoint(m_localAnchor1);
b2Vec2 p2 = b2->GetWorldPoint(m_localAnchor2);
b2Vec2 d = p2 - p1;
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
float32 translation = b2Dot(d, axis);
return translation;
}
float32 b2LineJoint::GetJointSpeed() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
b2Vec2 d = p2 - p1;
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
b2Vec2 v1 = b1->m_linearVelocity;
b2Vec2 v2 = b2->m_linearVelocity;
float32 w1 = b1->m_angularVelocity;
float32 w2 = b2->m_angularVelocity;
float32 speed = b2Dot(d, b2Cross(w1, axis)) + b2Dot(axis, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1));
return speed;
}
bool b2LineJoint::IsLimitEnabled() const
{
return m_enableLimit;
}
void b2LineJoint::EnableLimit(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableLimit = flag;
}
float32 b2LineJoint::GetLowerLimit() const
{
return m_lowerTranslation;
}
float32 b2LineJoint::GetUpperLimit() const
{
return m_upperTranslation;
}
void b2LineJoint::SetLimits(float32 lower, float32 upper)
{
b2Assert(lower <= upper);
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_lowerTranslation = lower;
m_upperTranslation = upper;
}
bool b2LineJoint::IsMotorEnabled() const
{
return m_enableMotor;
}
void b2LineJoint::EnableMotor(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableMotor = flag;
}
void b2LineJoint::SetMotorSpeed(float32 speed)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_motorSpeed = speed;
}
void b2LineJoint::SetMaxMotorForce(float32 force)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_maxMotorForce = force;
}
float32 b2LineJoint::GetMotorForce() const
{
return m_motorImpulse;
}
@@ -1,170 +0,0 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_LINE_JOINT_H
#define B2_LINE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Line joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2LineJointDef : public b2JointDef
{
b2LineJointDef()
{
type = e_lineJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to body1's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to body2's origin.
b2Vec2 localAnchorB;
/// The local translation axis in body1.
b2Vec2 localAxisA;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A line joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in body1 and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the motion or to model joint friction.
class b2LineJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
float32 GetMaxMotorForce() const;
/// Get the current motor force, usually in N.
float32 GetMotorForce() const;
protected:
friend class b2Joint;
b2LineJoint(const b2LineJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Vec2 m_localXAxis1;
b2Vec2 m_localYAxis1;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat22 m_K;
b2Vec2 m_impulse;
float32 m_motorMass; // effective mass for motor/limit translational constraint.
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
};
inline float32 b2LineJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif
+63 -43
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -36,8 +36,8 @@ b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
m_target = def->target;
m_localAnchor = b2MulT(m_bodyB->GetTransform(), m_target);
m_targetA = def->target;
m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
m_maxForce = def->maxForce;
m_impulse.SetZero();
@@ -55,12 +55,12 @@ void b2MouseJoint::SetTarget(const b2Vec2& target)
{
m_bodyB->SetAwake(true);
}
m_target = target;
m_targetA = target;
}
const b2Vec2& b2MouseJoint::GetTarget() const
{
return m_target;
return m_targetA;
}
void b2MouseJoint::SetMaxForce(float32 force)
@@ -93,11 +93,21 @@ float32 b2MouseJoint::GetDampingRatio() const
return m_dampingRatio;
}
void b2MouseJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* b = m_bodyB;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassB = m_bodyB->m_invMass;
m_invIB = m_bodyB->m_invI;
float32 mass = b->GetMass();
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qB(aB);
float32 mass = m_bodyB->GetMass();
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
@@ -111,79 +121,89 @@ void b2MouseJoint::InitVelocityConstraints(const b2TimeStep& step)
// magic formulas
// gamma has units of inverse mass.
// beta has units of inverse time.
b2Assert(d + step.dt * k > b2_epsilon);
m_gamma = step.dt * (d + step.dt * k);
float32 h = data.step.dt;
b2Assert(d + h * k > b2_epsilon);
m_gamma = h * (d + h * k);
if (m_gamma != 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_beta = step.dt * k * m_gamma;
m_beta = h * k * m_gamma;
// Compute the effective mass matrix.
b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
// = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
// [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x]
float32 invMass = b->m_invMass;
float32 invI = b->m_invI;
b2Mat22 K1;
K1.col1.x = invMass; K1.col2.x = 0.0f;
K1.col1.y = 0.0f; K1.col2.y = invMass;
b2Mat22 K2;
K2.col1.x = invI * r.y * r.y; K2.col2.x = -invI * r.x * r.y;
K2.col1.y = -invI * r.x * r.y; K2.col2.y = invI * r.x * r.x;
b2Mat22 K = K1 + K2;
K.col1.x += m_gamma;
K.col2.y += m_gamma;
b2Mat22 K;
K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
K.ex.y = -m_invIB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
m_mass = K.GetInverse();
m_C = b->m_sweep.c + r - m_target;
m_C = cB + m_rB - m_targetA;
m_C *= m_beta;
// Cheat with some damping
b->m_angularVelocity *= 0.98f;
wB *= 0.98f;
// Warm starting.
m_impulse *= step.dtRatio;
b->m_linearVelocity += invMass * m_impulse;
b->m_angularVelocity += invI * b2Cross(r, m_impulse);
if (data.step.warmStarting)
{
m_impulse *= data.step.dtRatio;
vB += m_invMassB * m_impulse;
wB += m_invIB * b2Cross(m_rB, m_impulse);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2MouseJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Body* b = m_bodyB;
b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = v + cross(w, r)
b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r);
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_beta * m_C + m_gamma * m_impulse));
b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
b2Vec2 oldImpulse = m_impulse;
m_impulse += impulse;
float32 maxImpulse = step.dt * m_maxForce;
float32 maxImpulse = data.step.dt * m_maxForce;
if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_impulse *= maxImpulse / m_impulse.Length();
}
impulse = m_impulse - oldImpulse;
b->m_linearVelocity += b->m_invMass * impulse;
b->m_angularVelocity += b->m_invI * b2Cross(r, impulse);
vB += m_invMassB * impulse;
wB += m_invIB * b2Cross(m_rB, impulse);
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2MouseJoint::GetAnchorA() const
{
return m_target;
return m_targetA;
}
b2Vec2 b2MouseJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
+20 -11
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -94,21 +94,30 @@ protected:
b2MouseJoint(const b2MouseJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte) { B2_NOT_USED(baumgarte); return true; }
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchor;
b2Vec2 m_target;
b2Vec2 m_impulse;
b2Mat22 m_mass; // effective mass for point-to-point constraint.
b2Vec2 m_C; // position error
float32 m_maxForce;
b2Vec2 m_localAnchorB;
b2Vec2 m_targetA;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_beta;
// Solver shared
b2Vec2 m_impulse;
float32 m_maxForce;
float32 m_gamma;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rB;
b2Vec2 m_localCenterB;
float32 m_invMassB;
float32 m_invIB;
b2Mat22 m_mass;
b2Vec2 m_C;
};
#endif
+206 -191
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -87,23 +87,23 @@
// Now compute impulse to be applied:
// df = f2 - f1
void b2PrismaticJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor, const b2Vec2& axis)
void b2PrismaticJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
{
bodyA = b1;
bodyB = b2;
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
localAxis1 = bodyA->GetLocalVector(axis);
localAxisA = bodyA->GetLocalVector(axis);
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
}
b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
: b2Joint(def)
{
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
m_localXAxis1 = def->localAxis1;
m_localYAxis1 = b2Cross(1.0f, m_localXAxis1);
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_localXAxisA = def->localAxisA;
m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
m_refAngle = def->referenceAngle;
m_impulse.SetZero();
@@ -122,35 +122,45 @@ b2PrismaticJoint::b2PrismaticJoint(const b2PrismaticJointDef* def)
m_perp.SetZero();
}
void b2PrismaticJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2PrismaticJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
m_localCenterA = b1->GetLocalCenter();
m_localCenterB = b2->GetLocalCenter();
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Transform xf1 = b1->GetTransform();
b2Transform xf2 = b2->GetTransform();
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective masses.
b2Vec2 r1 = b2Mul(xf1.R, m_localAnchor1 - m_localCenterA);
b2Vec2 r2 = b2Mul(xf2.R, m_localAnchor2 - m_localCenterB);
b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = (cB - cA) + rB - rA;
m_invMassA = b1->m_invMass;
m_invIA = b1->m_invI;
m_invMassB = b2->m_invMass;
m_invIB = b2->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
// Compute motor Jacobian and effective mass.
{
m_axis = b2Mul(xf1.R, m_localXAxis1);
m_a1 = b2Cross(d + r1, m_axis);
m_a2 = b2Cross(r2, m_axis);
m_axis = b2Mul(qA, m_localXAxisA);
m_a1 = b2Cross(d + rA, m_axis);
m_a2 = b2Cross(rB, m_axis);
m_motorMass = m_invMassA + m_invMassB + m_invIA * m_a1 * m_a1 + m_invIB * m_a2 * m_a2;
if (m_motorMass > b2_epsilon)
m_motorMass = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
if (m_motorMass > 0.0f)
{
m_motorMass = 1.0f / m_motorMass;
}
@@ -158,24 +168,26 @@ void b2PrismaticJoint::InitVelocityConstraints(const b2TimeStep& step)
// Prismatic constraint.
{
m_perp = b2Mul(xf1.R, m_localYAxis1);
m_perp = b2Mul(qA, m_localYAxisA);
m_s1 = b2Cross(d + r1, m_perp);
m_s2 = b2Cross(r2, m_perp);
m_s1 = b2Cross(d + rA, m_perp);
m_s2 = b2Cross(rB, m_perp);
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
float32 k12 = iA * m_s1 + iB * m_s2;
float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
float32 k22 = iA + iB;
if (k22 == 0.0f)
{
// For bodies with fixed rotation.
k22 = 1.0f;
}
float32 k23 = iA * m_a1 + iB * m_a2;
float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 k12 = i1 * m_s1 + i2 * m_s2;
float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float32 k22 = i1 + i2;
float32 k23 = i1 * m_a1 + i2 * m_a2;
float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.Set(k11, k12, k13);
m_K.col2.Set(k12, k22, k23);
m_K.col3.Set(k13, k23, k33);
m_K.ex.Set(k11, k12, k13);
m_K.ey.Set(k12, k22, k23);
m_K.ez.Set(k13, k23, k33);
}
// Compute motor and limit terms.
@@ -219,69 +231,74 @@ void b2PrismaticJoint::InitVelocityConstraints(const b2TimeStep& step)
m_motorImpulse = 0.0f;
}
if (step.warmStarting)
if (data.step.warmStarting)
{
// Account for variable time step.
m_impulse *= step.dtRatio;
m_motorImpulse *= step.dtRatio;
m_impulse *= data.step.dtRatio;
m_motorImpulse *= data.step.dtRatio;
b2Vec2 P = m_impulse.x * m_perp + (m_motorImpulse + m_impulse.z) * m_axis;
float32 L1 = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
float32 L2 = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
float32 LA = m_impulse.x * m_s1 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a1;
float32 LB = m_impulse.x * m_s2 + m_impulse.y + (m_motorImpulse + m_impulse.z) * m_a2;
b1->m_linearVelocity -= m_invMassA * P;
b1->m_angularVelocity -= m_invIA * L1;
vA -= mA * P;
wA -= iA * LA;
b2->m_linearVelocity += m_invMassB * P;
b2->m_angularVelocity += m_invIB * L2;
vB += mB * P;
wB += iB * LB;
}
else
{
m_impulse.SetZero();
m_motorImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2PrismaticJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 v1 = b1->m_linearVelocity;
float32 w1 = b1->m_angularVelocity;
b2Vec2 v2 = b2->m_linearVelocity;
float32 w2 = b2->m_angularVelocity;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
// Solve linear motor constraint.
if (m_enableMotor && m_limitState != e_equalLimits)
{
float32 Cdot = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
float32 Cdot = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
float32 impulse = m_motorMass * (m_motorSpeed - Cdot);
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = step.dt * m_maxMotorForce;
float32 maxImpulse = data.step.dt * m_maxMotorForce;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
b2Vec2 P = impulse * m_axis;
float32 L1 = impulse * m_a1;
float32 L2 = impulse * m_a2;
float32 LA = impulse * m_a1;
float32 LB = impulse * m_a2;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
vA -= mA * P;
wA -= iA * LA;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
vB += mB * P;
wB += iB * LB;
}
b2Vec2 Cdot1;
Cdot1.x = b2Dot(m_perp, v2 - v1) + m_s2 * w2 - m_s1 * w1;
Cdot1.y = w2 - w1;
Cdot1.x = b2Dot(m_perp, vB - vA) + m_s2 * wB - m_s1 * wA;
Cdot1.y = wB - wA;
if (m_enableLimit && m_limitState != e_inactiveLimit)
{
// Solve prismatic and limit constraint in block form.
float32 Cdot2;
Cdot2 = b2Dot(m_axis, v2 - v1) + m_a2 * w2 - m_a1 * w1;
Cdot2 = b2Dot(m_axis, vB - vA) + m_a2 * wB - m_a1 * wA;
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
b2Vec3 f1 = m_impulse;
@@ -298,7 +315,7 @@ void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
}
// f2(1:2) = invK(1:2,1:2) * (-Cdot(1:2) - K(1:2,3) * (f2(3) - f1(3))) + f1(1:2)
b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.col3.x, m_K.col3.y);
b2Vec2 b = -Cdot1 - (m_impulse.z - f1.z) * b2Vec2(m_K.ez.x, m_K.ez.y);
b2Vec2 f2r = m_K.Solve22(b) + b2Vec2(f1.x, f1.y);
m_impulse.x = f2r.x;
m_impulse.y = f2r.y;
@@ -306,14 +323,14 @@ void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
df = m_impulse - f1;
b2Vec2 P = df.x * m_perp + df.z * m_axis;
float32 L1 = df.x * m_s1 + df.y + df.z * m_a1;
float32 L2 = df.x * m_s2 + df.y + df.z * m_a2;
float32 LA = df.x * m_s1 + df.y + df.z * m_a1;
float32 LB = df.x * m_s2 + df.y + df.z * m_a2;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
vA -= mA * P;
wA -= iA * LA;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
vB += mB * P;
wB += iB * LB;
}
else
{
@@ -323,105 +340,100 @@ void b2PrismaticJoint::SolveVelocityConstraints(const b2TimeStep& step)
m_impulse.y += df.y;
b2Vec2 P = df.x * m_perp;
float32 L1 = df.x * m_s1 + df.y;
float32 L2 = df.x * m_s2 + df.y;
float32 LA = df.x * m_s1 + df.y;
float32 LB = df.x * m_s2 + df.y;
v1 -= m_invMassA * P;
w1 -= m_invIA * L1;
vA -= mA * P;
wA -= iA * LA;
v2 += m_invMassB * P;
w2 += m_invIB * L2;
vB += mB * P;
wB += iB * LB;
}
b1->m_linearVelocity = v1;
b1->m_angularVelocity = w1;
b2->m_linearVelocity = v2;
b2->m_angularVelocity = w2;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
bool b2PrismaticJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Rot qA(aA), qB(aB);
b2Vec2 c1 = b1->m_sweep.c;
float32 a1 = b1->m_sweep.a;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 c2 = b2->m_sweep.c;
float32 a2 = b2->m_sweep.a;
// Compute fresh Jacobians
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = cB + rB - cA - rA;
b2Vec2 axis = b2Mul(qA, m_localXAxisA);
float32 a1 = b2Cross(d + rA, axis);
float32 a2 = b2Cross(rB, axis);
b2Vec2 perp = b2Mul(qA, m_localYAxisA);
float32 s1 = b2Cross(d + rA, perp);
float32 s2 = b2Cross(rB, perp);
b2Vec3 impulse;
b2Vec2 C1;
C1.x = b2Dot(perp, d);
C1.y = aB - aA - m_refAngle;
float32 linearError = b2Abs(C1.x);
float32 angularError = b2Abs(C1.y);
// Solve linear limit constraint.
float32 linearError = 0.0f, angularError = 0.0f;
bool active = false;
float32 C2 = 0.0f;
b2Mat22 R1(a1), R2(a2);
b2Vec2 r1 = b2Mul(R1, m_localAnchor1 - m_localCenterA);
b2Vec2 r2 = b2Mul(R2, m_localAnchor2 - m_localCenterB);
b2Vec2 d = c2 + r2 - c1 - r1;
if (m_enableLimit)
{
m_axis = b2Mul(R1, m_localXAxis1);
m_a1 = b2Cross(d + r1, m_axis);
m_a2 = b2Cross(r2, m_axis);
float32 translation = b2Dot(m_axis, d);
float32 translation = b2Dot(axis, d);
if (b2Abs(m_upperTranslation - m_lowerTranslation) < 2.0f * b2_linearSlop)
{
// Prevent large angular corrections
C2 = b2Clamp(translation, -b2_maxLinearCorrection, b2_maxLinearCorrection);
linearError = b2Abs(translation);
linearError = b2Max(linearError, b2Abs(translation));
active = true;
}
else if (translation <= m_lowerTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = b2Clamp(translation - m_lowerTranslation + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
linearError = m_lowerTranslation - translation;
linearError = b2Max(linearError, m_lowerTranslation - translation);
active = true;
}
else if (translation >= m_upperTranslation)
{
// Prevent large linear corrections and allow some slop.
C2 = b2Clamp(translation - m_upperTranslation - b2_linearSlop, 0.0f, b2_maxLinearCorrection);
linearError = translation - m_upperTranslation;
linearError = b2Max(linearError, translation - m_upperTranslation);
active = true;
}
}
m_perp = b2Mul(R1, m_localYAxis1);
m_s1 = b2Cross(d + r1, m_perp);
m_s2 = b2Cross(r2, m_perp);
b2Vec3 impulse;
b2Vec2 C1;
C1.x = b2Dot(m_perp, d);
C1.y = a2 - a1 - m_refAngle;
linearError = b2Max(linearError, b2Abs(C1.x));
angularError = b2Abs(C1.y);
if (active)
{
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
float32 k12 = iA * m_s1 + iB * m_s2;
float32 k13 = iA * m_s1 * m_a1 + iB * m_s2 * m_a2;
float32 k22 = iA + iB;
if (k22 == 0.0f)
{
// For fixed rotation
k22 = 1.0f;
}
float32 k23 = iA * m_a1 + iB * m_a2;
float32 k33 = mA + mB + iA * m_a1 * m_a1 + iB * m_a2 * m_a2;
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 k12 = i1 * m_s1 + i2 * m_s2;
float32 k13 = i1 * m_s1 * m_a1 + i2 * m_s2 * m_a2;
float32 k22 = i1 + i2;
float32 k23 = i1 * m_a1 + i2 * m_a2;
float32 k33 = m1 + m2 + i1 * m_a1 * m_a1 + i2 * m_a2 * m_a2;
m_K.col1.Set(k11, k12, k13);
m_K.col2.Set(k12, k22, k23);
m_K.col3.Set(k13, k23, k33);
m_K.ex.Set(k11, k12, k13);
m_K.ey.Set(k12, k22, k23);
m_K.ez.Set(k13, k23, k33);
b2Vec3 C;
C.x = C1.x;
@@ -432,15 +444,16 @@ bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
}
else
{
float32 m1 = m_invMassA, m2 = m_invMassB;
float32 i1 = m_invIA, i2 = m_invIB;
float32 k11 = mA + mB + iA * m_s1 * m_s1 + iB * m_s2 * m_s2;
float32 k12 = iA * m_s1 + iB * m_s2;
float32 k22 = iA + iB;
if (k22 == 0.0f)
{
k22 = 1.0f;
}
float32 k11 = m1 + m2 + i1 * m_s1 * m_s1 + i2 * m_s2 * m_s2;
float32 k12 = i1 * m_s1 + i2 * m_s2;
float32 k22 = i1 + i2;
m_K.col1.Set(k11, k12, 0.0f);
m_K.col2.Set(k12, k22, 0.0f);
m_K.ex.Set(k11, k12, 0.0f);
m_K.ey.Set(k12, k22, 0.0f);
b2Vec2 impulse1 = m_K.Solve22(-C1);
impulse.x = impulse1.x;
@@ -448,34 +461,31 @@ bool b2PrismaticJoint::SolvePositionConstraints(float32 baumgarte)
impulse.z = 0.0f;
}
b2Vec2 P = impulse.x * m_perp + impulse.z * m_axis;
float32 L1 = impulse.x * m_s1 + impulse.y + impulse.z * m_a1;
float32 L2 = impulse.x * m_s2 + impulse.y + impulse.z * m_a2;
b2Vec2 P = impulse.x * perp + impulse.z * axis;
float32 LA = impulse.x * s1 + impulse.y + impulse.z * a1;
float32 LB = impulse.x * s2 + impulse.y + impulse.z * a2;
c1 -= m_invMassA * P;
a1 -= m_invIA * L1;
c2 += m_invMassB * P;
a2 += m_invIB * L2;
cA -= mA * P;
aA -= iA * LA;
cB += mB * P;
aB += iB * LB;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
// TODO_ERIN remove need for this.
b1->m_sweep.c = c1;
b1->m_sweep.a = a1;
b2->m_sweep.c = c2;
b2->m_sweep.a = a2;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
return linearError <= b2_linearSlop && angularError <= b2_angularSlop;
}
b2Vec2 b2PrismaticJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2PrismaticJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2PrismaticJoint::GetReactionForce(float32 inv_dt) const
@@ -490,13 +500,10 @@ float32 b2PrismaticJoint::GetReactionTorque(float32 inv_dt) const
float32 b2PrismaticJoint::GetJointTranslation() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 p1 = b1->GetWorldPoint(m_localAnchor1);
b2Vec2 p2 = b2->GetWorldPoint(m_localAnchor2);
b2Vec2 d = p2 - p1;
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
b2Vec2 pA = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 pB = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 d = pB - pA;
b2Vec2 axis = m_bodyA->GetWorldVector(m_localXAxisA);
float32 translation = b2Dot(d, axis);
return translation;
@@ -504,22 +511,22 @@ float32 b2PrismaticJoint::GetJointTranslation() const
float32 b2PrismaticJoint::GetJointSpeed() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
b2Vec2 rA = b2Mul(bA->m_xf.q, m_localAnchorA - bA->m_sweep.localCenter);
b2Vec2 rB = b2Mul(bB->m_xf.q, m_localAnchorB - bB->m_sweep.localCenter);
b2Vec2 p1 = bA->m_sweep.c + rA;
b2Vec2 p2 = bB->m_sweep.c + rB;
b2Vec2 d = p2 - p1;
b2Vec2 axis = b1->GetWorldVector(m_localXAxis1);
b2Vec2 axis = b2Mul(bA->m_xf.q, m_localXAxisA);
b2Vec2 v1 = b1->m_linearVelocity;
b2Vec2 v2 = b2->m_linearVelocity;
float32 w1 = b1->m_angularVelocity;
float32 w2 = b2->m_angularVelocity;
b2Vec2 vA = bA->m_linearVelocity;
b2Vec2 vB = bB->m_linearVelocity;
float32 wA = bA->m_angularVelocity;
float32 wB = bB->m_angularVelocity;
float32 speed = b2Dot(d, b2Cross(w1, axis)) + b2Dot(axis, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1));
float32 speed = b2Dot(d, b2Cross(wA, axis)) + b2Dot(axis, vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA));
return speed;
}
@@ -530,9 +537,13 @@ bool b2PrismaticJoint::IsLimitEnabled() const
void b2PrismaticJoint::EnableLimit(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableLimit = flag;
if (flag != m_enableLimit)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableLimit = flag;
m_impulse.z = 0.0f;
}
}
float32 b2PrismaticJoint::GetLowerLimit() const
@@ -548,10 +559,14 @@ float32 b2PrismaticJoint::GetUpperLimit() const
void b2PrismaticJoint::SetLimits(float32 lower, float32 upper)
{
b2Assert(lower <= upper);
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_lowerTranslation = lower;
m_upperTranslation = upper;
if (lower != m_lowerTranslation || upper != m_upperTranslation)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_lowerTranslation = lower;
m_upperTranslation = upper;
m_impulse.z = 0.0f;
}
}
bool b2PrismaticJoint::IsMotorEnabled() const
@@ -580,7 +595,7 @@ void b2PrismaticJoint::SetMaxMotorForce(float32 force)
m_maxMotorForce = force;
}
float32 b2PrismaticJoint::GetMotorForce() const
float32 b2PrismaticJoint::GetMotorForce(float32 inv_dt) const
{
return m_motorImpulse;
return inv_dt * m_motorImpulse;
}
+30 -25
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -27,7 +27,6 @@
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
/// @warning at least one body should by dynamic with a non-fixed rotation.
struct b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
@@ -35,7 +34,7 @@ struct b2PrismaticJointDef : public b2JointDef
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxis1.Set(1.0f, 0.0f);
localAxisA.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
@@ -56,9 +55,9 @@ struct b2PrismaticJointDef : public b2JointDef
b2Vec2 localAnchorB;
/// The local translation axis in body1.
b2Vec2 localAxis1;
b2Vec2 localAxisA;
/// The constrained angle between the bodies: body2_angle - body1_angle.
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
@@ -81,7 +80,7 @@ struct b2PrismaticJointDef : public b2JointDef
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in body1. Relative rotation is prevented. You can
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class b2PrismaticJoint : public b2Joint
@@ -129,42 +128,48 @@ public:
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
/// Get the current motor force, usually in N.
float32 GetMotorForce() const;
/// Get the current motor force given the inverse time step, usually in N.
float32 GetMotorForce(float32 inv_dt) const;
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Vec2 m_localXAxis1;
b2Vec2 m_localYAxis1;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_refAngle;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
b2Vec3 m_impulse;
float32 m_motorMass; // effective mass for motor/limit translational constraint.
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
float32 m_motorMass;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
+161 -278
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,368 +24,251 @@
// length1 = norm(p1 - s1)
// length2 = norm(p2 - s2)
// C0 = (length1 + ratio * length2)_initial
// C = C0 - (length1 + ratio * length2) >= 0
// C = C0 - (length1 + ratio * length2)
// u1 = (p1 - s1) / norm(p1 - s1)
// u2 = (p2 - s2) / norm(p2 - s2)
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
//
// Limit:
// C = maxLength - length
// u = (p - s) / norm(p - s)
// Cdot = -dot(u, v + cross(w, r))
// K = invMass + invI * cross(r, u)^2
// 0 <= impulse
void b2PulleyJointDef::Initialize(b2Body* b1, b2Body* b2,
const b2Vec2& ga1, const b2Vec2& ga2,
const b2Vec2& anchor1, const b2Vec2& anchor2,
void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
const b2Vec2& groundA, const b2Vec2& groundB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 r)
{
bodyA = b1;
bodyB = b2;
groundAnchorA = ga1;
groundAnchorB = ga2;
localAnchorA = bodyA->GetLocalPoint(anchor1);
localAnchorB = bodyB->GetLocalPoint(anchor2);
b2Vec2 d1 = anchor1 - ga1;
lengthA = d1.Length();
b2Vec2 d2 = anchor2 - ga2;
lengthB = d2.Length();
bodyA = bA;
bodyB = bB;
groundAnchorA = groundA;
groundAnchorB = groundB;
localAnchorA = bodyA->GetLocalPoint(anchorA);
localAnchorB = bodyB->GetLocalPoint(anchorB);
b2Vec2 dA = anchorA - groundA;
lengthA = dA.Length();
b2Vec2 dB = anchorB - groundB;
lengthB = dB.Length();
ratio = r;
b2Assert(ratio > b2_epsilon);
float32 C = lengthA + ratio * lengthB;
maxLengthA = C - ratio * b2_minPulleyLength;
maxLengthB = (C - b2_minPulleyLength) / ratio;
}
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
: b2Joint(def)
{
m_groundAnchor1 = def->groundAnchorA;
m_groundAnchor2 = def->groundAnchorB;
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
m_groundAnchorA = def->groundAnchorA;
m_groundAnchorB = def->groundAnchorB;
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
b2Assert(def->ratio != 0.0f);
m_ratio = def->ratio;
m_constant = def->lengthA + m_ratio * def->lengthB;
m_maxLength1 = b2Min(def->maxLengthA, m_constant - m_ratio * b2_minPulleyLength);
m_maxLength2 = b2Min(def->maxLengthB, (m_constant - b2_minPulleyLength) / m_ratio);
m_impulse = 0.0f;
m_limitImpulse1 = 0.0f;
m_limitImpulse2 = 0.0f;
}
void b2PulleyJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 s1 = m_groundAnchor1;
b2Vec2 s2 = m_groundAnchor2;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// Get the pulley axes.
m_u1 = p1 - s1;
m_u2 = p2 - s2;
m_uA = cA + m_rA - m_groundAnchorA;
m_uB = cB + m_rB - m_groundAnchorB;
float32 length1 = m_u1.Length();
float32 length2 = m_u2.Length();
float32 lengthA = m_uA.Length();
float32 lengthB = m_uB.Length();
if (length1 > b2_linearSlop)
if (lengthA > 10.0f * b2_linearSlop)
{
m_u1 *= 1.0f / length1;
m_uA *= 1.0f / lengthA;
}
else
{
m_u1.SetZero();
m_uA.SetZero();
}
if (length2 > b2_linearSlop)
if (lengthB > 10.0f * b2_linearSlop)
{
m_u2 *= 1.0f / length2;
m_uB *= 1.0f / lengthB;
}
else
{
m_u2.SetZero();
}
float32 C = m_constant - length1 - m_ratio * length2;
if (C > 0.0f)
{
m_state = e_inactiveLimit;
m_impulse = 0.0f;
}
else
{
m_state = e_atUpperLimit;
}
if (length1 < m_maxLength1)
{
m_limitState1 = e_inactiveLimit;
m_limitImpulse1 = 0.0f;
}
else
{
m_limitState1 = e_atUpperLimit;
}
if (length2 < m_maxLength2)
{
m_limitState2 = e_inactiveLimit;
m_limitImpulse2 = 0.0f;
}
else
{
m_limitState2 = e_atUpperLimit;
m_uB.SetZero();
}
// Compute effective mass.
float32 cr1u1 = b2Cross(r1, m_u1);
float32 cr2u2 = b2Cross(r2, m_u2);
float32 ruA = b2Cross(m_rA, m_uA);
float32 ruB = b2Cross(m_rB, m_uB);
m_limitMass1 = b1->m_invMass + b1->m_invI * cr1u1 * cr1u1;
m_limitMass2 = b2->m_invMass + b2->m_invI * cr2u2 * cr2u2;
m_pulleyMass = m_limitMass1 + m_ratio * m_ratio * m_limitMass2;
b2Assert(m_limitMass1 > b2_epsilon);
b2Assert(m_limitMass2 > b2_epsilon);
b2Assert(m_pulleyMass > b2_epsilon);
m_limitMass1 = 1.0f / m_limitMass1;
m_limitMass2 = 1.0f / m_limitMass2;
m_pulleyMass = 1.0f / m_pulleyMass;
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
if (step.warmStarting)
m_mass = mA + m_ratio * m_ratio * mB;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
if (data.step.warmStarting)
{
// Scale impulses to support variable time steps.
m_impulse *= step.dtRatio;
m_limitImpulse1 *= step.dtRatio;
m_limitImpulse2 *= step.dtRatio;
m_impulse *= data.step.dtRatio;
// Warm starting.
b2Vec2 P1 = -(m_impulse + m_limitImpulse1) * m_u1;
b2Vec2 P2 = (-m_ratio * m_impulse - m_limitImpulse2) * m_u2;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
b2Vec2 PA = -(m_impulse) * m_uA;
b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
}
else
{
m_impulse = 0.0f;
m_limitImpulse1 = 0.0f;
m_limitImpulse2 = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2PulleyJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
if (m_state == e_atUpperLimit)
{
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
b2Vec2 PA = -impulse * m_uA;
b2Vec2 PB = -m_ratio * impulse * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
float32 Cdot = -b2Dot(m_u1, v1) - m_ratio * b2Dot(m_u2, v2);
float32 impulse = m_pulleyMass * (-Cdot);
float32 oldImpulse = m_impulse;
m_impulse = b2Max(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
b2Vec2 P1 = -impulse * m_u1;
b2Vec2 P2 = -m_ratio * impulse * m_u2;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
}
if (m_limitState1 == e_atUpperLimit)
{
b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1);
float32 Cdot = -b2Dot(m_u1, v1);
float32 impulse = -m_limitMass1 * Cdot;
float32 oldImpulse = m_limitImpulse1;
m_limitImpulse1 = b2Max(0.0f, m_limitImpulse1 + impulse);
impulse = m_limitImpulse1 - oldImpulse;
b2Vec2 P1 = -impulse * m_u1;
b1->m_linearVelocity += b1->m_invMass * P1;
b1->m_angularVelocity += b1->m_invI * b2Cross(r1, P1);
}
if (m_limitState2 == e_atUpperLimit)
{
b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2);
float32 Cdot = -b2Dot(m_u2, v2);
float32 impulse = -m_limitMass2 * Cdot;
float32 oldImpulse = m_limitImpulse2;
m_limitImpulse2 = b2Max(0.0f, m_limitImpulse2 + impulse);
impulse = m_limitImpulse2 - oldImpulse;
b2Vec2 P2 = -impulse * m_u2;
b2->m_linearVelocity += b2->m_invMass * P2;
b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P2);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2PulleyJoint::SolvePositionConstraints(float32 baumgarte)
bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Rot qA(aA), qB(aB);
b2Vec2 s1 = m_groundAnchor1;
b2Vec2 s2 = m_groundAnchor2;
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
float32 linearError = 0.0f;
// Get the pulley axes.
b2Vec2 uA = cA + rA - m_groundAnchorA;
b2Vec2 uB = cB + rB - m_groundAnchorB;
if (m_state == e_atUpperLimit)
float32 lengthA = uA.Length();
float32 lengthB = uB.Length();
if (lengthA > 10.0f * b2_linearSlop)
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
b2Vec2 p2 = b2->m_sweep.c + r2;
// Get the pulley axes.
m_u1 = p1 - s1;
m_u2 = p2 - s2;
float32 length1 = m_u1.Length();
float32 length2 = m_u2.Length();
if (length1 > b2_linearSlop)
{
m_u1 *= 1.0f / length1;
}
else
{
m_u1.SetZero();
}
if (length2 > b2_linearSlop)
{
m_u2 *= 1.0f / length2;
}
else
{
m_u2.SetZero();
}
float32 C = m_constant - length1 - m_ratio * length2;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_pulleyMass * C;
b2Vec2 P1 = -impulse * m_u1;
b2Vec2 P2 = -m_ratio * impulse * m_u2;
b1->m_sweep.c += b1->m_invMass * P1;
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
b2->m_sweep.c += b2->m_invMass * P2;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
b1->SynchronizeTransform();
b2->SynchronizeTransform();
uA *= 1.0f / lengthA;
}
else
{
uA.SetZero();
}
if (m_limitState1 == e_atUpperLimit)
if (lengthB > 10.0f * b2_linearSlop)
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 p1 = b1->m_sweep.c + r1;
m_u1 = p1 - s1;
float32 length1 = m_u1.Length();
if (length1 > b2_linearSlop)
{
m_u1 *= 1.0f / length1;
}
else
{
m_u1.SetZero();
}
float32 C = m_maxLength1 - length1;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_limitMass1 * C;
b2Vec2 P1 = -impulse * m_u1;
b1->m_sweep.c += b1->m_invMass * P1;
b1->m_sweep.a += b1->m_invI * b2Cross(r1, P1);
b1->SynchronizeTransform();
uB *= 1.0f / lengthB;
}
else
{
uB.SetZero();
}
if (m_limitState2 == e_atUpperLimit)
// Compute effective mass.
float32 ruA = b2Cross(rA, uA);
float32 ruB = b2Cross(rB, uB);
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
float32 mass = mA + m_ratio * m_ratio * mB;
if (mass > 0.0f)
{
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 p2 = b2->m_sweep.c + r2;
m_u2 = p2 - s2;
float32 length2 = m_u2.Length();
if (length2 > b2_linearSlop)
{
m_u2 *= 1.0f / length2;
}
else
{
m_u2.SetZero();
}
float32 C = m_maxLength2 - length2;
linearError = b2Max(linearError, -C);
C = b2Clamp(C + b2_linearSlop, -b2_maxLinearCorrection, 0.0f);
float32 impulse = -m_limitMass2 * C;
b2Vec2 P2 = -impulse * m_u2;
b2->m_sweep.c += b2->m_invMass * P2;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, P2);
b2->SynchronizeTransform();
mass = 1.0f / mass;
}
float32 C = m_constant - lengthA - m_ratio * lengthB;
float32 linearError = b2Abs(C);
float32 impulse = -mass * C;
b2Vec2 PA = -impulse * uA;
b2Vec2 PB = -m_ratio * impulse * uB;
cA += m_invMassA * PA;
aA += m_invIA * b2Cross(rA, PA);
cB += m_invMassB * PB;
aB += m_invIB * b2Cross(rB, PB);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return linearError < b2_linearSlop;
}
b2Vec2 b2PulleyJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2PulleyJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_u2;
b2Vec2 P = m_impulse * m_uB;
return inv_dt * P;
}
@@ -397,26 +280,26 @@ float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
{
return m_groundAnchor1;
return m_groundAnchorA;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
{
return m_groundAnchor2;
return m_groundAnchorB;
}
float32 b2PulleyJoint::GetLength1() const
float32 b2PulleyJoint::GetLengthA() const
{
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchor1);
b2Vec2 s = m_groundAnchor1;
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 s = m_groundAnchorA;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetLength2() const
float32 b2PulleyJoint::GetLengthB() const
{
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchor2);
b2Vec2 s = m_groundAnchor2;
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 s = m_groundAnchorB;
b2Vec2 d = p - s;
return d.Length();
}
+32 -42
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,8 +24,7 @@
const float32 b2_minPulleyLength = 2.0f;
/// Pulley joint definition. This requires two ground anchors,
/// two dynamic body anchor points, max lengths for each side,
/// and a pulley ratio.
/// two dynamic body anchor points, and a pulley ratio.
struct b2PulleyJointDef : public b2JointDef
{
b2PulleyJointDef()
@@ -36,9 +35,7 @@ struct b2PulleyJointDef : public b2JointDef
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
lengthA = 0.0f;
maxLengthA = 0.0f;
lengthB = 0.0f;
maxLengthB = 0.0f;
ratio = 1.0f;
collideConnected = true;
}
@@ -64,15 +61,9 @@ struct b2PulleyJointDef : public b2JointDef
/// The a reference length for the segment attached to bodyA.
float32 lengthA;
/// The maximum length of the segment attached to bodyA.
float32 maxLengthA;
/// The a reference length for the segment attached to bodyB.
float32 lengthB;
/// The maximum length of the segment attached to bodyB.
float32 maxLengthB;
/// The pulley ratio, used to simulate a block-and-tackle.
float32 ratio;
};
@@ -81,8 +72,10 @@ struct b2PulleyJointDef : public b2JointDef
/// The pulley supports a ratio such that:
/// length1 + ratio * length2 <= constant
/// Yes, the force transmitted is scaled by the ratio.
/// The pulley also enforces a maximum length limit on both sides. This is
/// useful to prevent one side of the pulley hitting the top.
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to
/// zero length.
class b2PulleyJoint : public b2Joint
{
public:
@@ -98,11 +91,11 @@ public:
/// Get the second ground anchor.
b2Vec2 GetGroundAnchorB() const;
/// Get the current length of the segment attached to body1.
float32 GetLength1() const;
/// Get the current length of the segment attached to bodyA.
float32 GetLengthA() const;
/// Get the current length of the segment attached to body2.
float32 GetLength2() const;
/// Get the current length of the segment attached to bodyB.
float32 GetLengthB() const;
/// Get the pulley ratio.
float32 GetRatio() const;
@@ -112,37 +105,34 @@ protected:
friend class b2Joint;
b2PulleyJoint(const b2PulleyJointDef* data);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_groundAnchor1;
b2Vec2 m_groundAnchor2;
b2Vec2 m_localAnchor1;
b2Vec2 m_localAnchor2;
b2Vec2 m_u1;
b2Vec2 m_u2;
b2Vec2 m_groundAnchorA;
b2Vec2 m_groundAnchorB;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_constant;
float32 m_ratio;
float32 m_maxLength1;
float32 m_maxLength2;
// Effective masses
float32 m_pulleyMass;
float32 m_limitMass1;
float32 m_limitMass2;
// Impulses for accumulation/warm starting.
float32 m_impulse;
float32 m_limitImpulse1;
float32 m_limitImpulse2;
b2LimitState m_state;
b2LimitState m_limitState1;
b2LimitState m_limitState2;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_uA;
b2Vec2 m_uB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
#endif
+163 -158
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -33,10 +33,10 @@
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
void b2RevoluteJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor)
void b2RevoluteJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
{
bodyA = b1;
bodyB = b2;
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
@@ -45,8 +45,8 @@ void b2RevoluteJointDef::Initialize(b2Body* b1, b2Body* b2, const b2Vec2& anchor
b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
: b2Joint(def)
{
m_localAnchor1 = def->localAnchorA;
m_localAnchor2 = def->localAnchorB;
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_referenceAngle = def->referenceAngle;
m_impulse.SetZero();
@@ -61,58 +61,70 @@ b2RevoluteJoint::b2RevoluteJoint(const b2RevoluteJointDef* def)
m_limitState = e_inactiveLimit;
}
void b2RevoluteJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2RevoluteJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
if (m_enableMotor || m_enableLimit)
{
// You cannot create a rotation limit between bodies that
// both have fixed rotation.
b2Assert(b1->m_invI > 0.0f || b2->m_invI > 0.0f);
}
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
// Compute the effective mass matrix.
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
// r_skew = [-ry; rx]
// Matlab
// K = [ m1+r1y^2*i1+m2+r2y^2*i2, -r1y*i1*r1x-r2y*i2*r2x, -r1y*i1-r2y*i2]
// [ -r1y*i1*r1x-r2y*i2*r2x, m1+r1x^2*i1+m2+r2x^2*i2, r1x*i1+r2x*i2]
// [ -r1y*i1-r2y*i2, r1x*i1+r2x*i2, i1+i2]
// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float32 m1 = b1->m_invMass, m2 = b2->m_invMass;
float32 i1 = b1->m_invI, i2 = b2->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
m_mass.col1.x = m1 + m2 + r1.y * r1.y * i1 + r2.y * r2.y * i2;
m_mass.col2.x = -r1.y * r1.x * i1 - r2.y * r2.x * i2;
m_mass.col3.x = -r1.y * i1 - r2.y * i2;
m_mass.col1.y = m_mass.col2.x;
m_mass.col2.y = m1 + m2 + r1.x * r1.x * i1 + r2.x * r2.x * i2;
m_mass.col3.y = r1.x * i1 + r2.x * i2;
m_mass.col1.z = m_mass.col3.x;
m_mass.col2.z = m_mass.col3.y;
m_mass.col3.z = i1 + i2;
bool fixedRotation = (iA + iB == 0.0f);
m_motorMass = i1 + i2;
m_mass.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
m_mass.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
m_mass.ez.x = -m_rA.y * iA - m_rB.y * iB;
m_mass.ex.y = m_mass.ey.x;
m_mass.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
m_mass.ez.y = m_rA.x * iA + m_rB.x * iB;
m_mass.ex.z = m_mass.ez.x;
m_mass.ey.z = m_mass.ez.y;
m_mass.ez.z = iA + iB;
m_motorMass = iA + iB;
if (m_motorMass > 0.0f)
{
m_motorMass = 1.0f / m_motorMass;
}
if (m_enableMotor == false)
if (m_enableMotor == false || fixedRotation)
{
m_motorImpulse = 0.0f;
}
if (m_enableLimit)
if (m_enableLimit && fixedRotation == false)
{
float32 jointAngle = b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
float32 jointAngle = aB - aA - m_referenceAngle;
if (b2Abs(m_upperAngle - m_lowerAngle) < 2.0f * b2_angularSlop)
{
m_limitState = e_equalLimits;
@@ -144,66 +156,66 @@ void b2RevoluteJoint::InitVelocityConstraints(const b2TimeStep& step)
m_limitState = e_inactiveLimit;
}
if (step.warmStarting)
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_impulse *= step.dtRatio;
m_motorImpulse *= step.dtRatio;
m_impulse *= data.step.dtRatio;
m_motorImpulse *= data.step.dtRatio;
b2Vec2 P(m_impulse.x, m_impulse.y);
b1->m_linearVelocity -= m1 * P;
b1->m_angularVelocity -= i1 * (b2Cross(r1, P) + m_motorImpulse + m_impulse.z);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_motorImpulse + m_impulse.z);
b2->m_linearVelocity += m2 * P;
b2->m_angularVelocity += i2 * (b2Cross(r2, P) + m_motorImpulse + m_impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_motorImpulse + m_impulse.z);
}
else
{
m_impulse.SetZero();
m_motorImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2RevoluteJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 v1 = b1->m_linearVelocity;
float32 w1 = b1->m_angularVelocity;
b2Vec2 v2 = b2->m_linearVelocity;
float32 w2 = b2->m_angularVelocity;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
float32 m1 = b1->m_invMass, m2 = b2->m_invMass;
float32 i1 = b1->m_invI, i2 = b2->m_invI;
bool fixedRotation = (iA + iB == 0.0f);
// Solve motor constraint.
if (m_enableMotor && m_limitState != e_equalLimits)
if (m_enableMotor && m_limitState != e_equalLimits && fixedRotation == false)
{
float32 Cdot = w2 - w1 - m_motorSpeed;
float32 impulse = m_motorMass * (-Cdot);
float32 Cdot = wB - wA - m_motorSpeed;
float32 impulse = -m_motorMass * Cdot;
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = step.dt * m_maxMotorTorque;
float32 maxImpulse = data.step.dt * m_maxMotorTorque;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
w1 -= i1 * impulse;
w2 += i2 * impulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve limit constraint.
if (m_enableLimit && m_limitState != e_inactiveLimit)
if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false)
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
// Solve point-to-point constraint
b2Vec2 Cdot1 = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
float32 Cdot2 = w2 - w1;
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
float32 Cdot2 = wB - wA;
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
b2Vec3 impulse = m_mass.Solve33(-Cdot);
b2Vec3 impulse = -m_mass.Solve33(Cdot);
if (m_limitState == e_equalLimits)
{
@@ -214,7 +226,8 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
float32 newImpulse = m_impulse.z + impulse.z;
if (newImpulse < 0.0f)
{
b2Vec2 reduced = m_mass.Solve22(-Cdot1);
b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
b2Vec2 reduced = m_mass.Solve22(rhs);
impulse.x = reduced.x;
impulse.y = reduced.y;
impulse.z = -m_impulse.z;
@@ -222,13 +235,18 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
m_impulse.y += reduced.y;
m_impulse.z = 0.0f;
}
else
{
m_impulse += impulse;
}
}
else if (m_limitState == e_atUpperLimit)
{
float32 newImpulse = m_impulse.z + impulse.z;
if (newImpulse > 0.0f)
{
b2Vec2 reduced = m_mass.Solve22(-Cdot1);
b2Vec2 rhs = -Cdot1 + m_impulse.z * b2Vec2(m_mass.ez.x, m_mass.ez.y);
b2Vec2 reduced = m_mass.Solve22(rhs);
impulse.x = reduced.x;
impulse.y = reduced.y;
impulse.z = -m_impulse.z;
@@ -236,57 +254,60 @@ void b2RevoluteJoint::SolveVelocityConstraints(const b2TimeStep& step)
m_impulse.y += reduced.y;
m_impulse.z = 0.0f;
}
else
{
m_impulse += impulse;
}
}
b2Vec2 P(impulse.x, impulse.y);
v1 -= m1 * P;
w1 -= i1 * (b2Cross(r1, P) + impulse.z);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + impulse.z);
v2 += m2 * P;
w2 += i2 * (b2Cross(r2, P) + impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + impulse.z);
}
else
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
// Solve point-to-point constraint
b2Vec2 Cdot = v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1);
b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse = m_mass.Solve22(-Cdot);
m_impulse.x += impulse.x;
m_impulse.y += impulse.y;
v1 -= m1 * impulse;
w1 -= i1 * b2Cross(r1, impulse);
vA -= mA * impulse;
wA -= iA * b2Cross(m_rA, impulse);
v2 += m2 * impulse;
w2 += i2 * b2Cross(r2, impulse);
vB += mB * impulse;
wB += iB * b2Cross(m_rB, impulse);
}
b1->m_linearVelocity = v1;
b1->m_angularVelocity = w1;
b2->m_linearVelocity = v2;
b2->m_angularVelocity = w2;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2RevoluteJoint::SolvePositionConstraints(float32 baumgarte)
bool b2RevoluteJoint::SolvePositionConstraints(const b2SolverData& data)
{
// TODO_ERIN block solve with limit.
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
B2_NOT_USED(baumgarte);
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
b2Rot qA(aA), qB(aB);
float32 angularError = 0.0f;
float32 positionError = 0.0f;
bool fixedRotation = (m_invIA + m_invIB == 0.0f);
// Solve angular limit constraint.
if (m_enableLimit && m_limitState != e_inactiveLimit)
if (m_enableLimit && m_limitState != e_inactiveLimit && fixedRotation == false)
{
float32 angle = b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
float32 angle = aB - aA - m_referenceAngle;
float32 limitImpulse = 0.0f;
if (m_limitState == e_equalLimits)
@@ -315,79 +336,54 @@ bool b2RevoluteJoint::SolvePositionConstraints(float32 baumgarte)
limitImpulse = -m_motorMass * C;
}
b1->m_sweep.a -= b1->m_invI * limitImpulse;
b2->m_sweep.a += b2->m_invI * limitImpulse;
b1->SynchronizeTransform();
b2->SynchronizeTransform();
aA -= m_invIA * limitImpulse;
aB += m_invIB * limitImpulse;
}
// Solve point-to-point constraint.
{
b2Vec2 r1 = b2Mul(b1->GetTransform().R, m_localAnchor1 - b1->GetLocalCenter());
b2Vec2 r2 = b2Mul(b2->GetTransform().R, m_localAnchor2 - b2->GetLocalCenter());
qA.Set(aA);
qB.Set(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
b2Vec2 C = cB + rB - cA - rA;
positionError = C.Length();
float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
// Handle large detachment.
const float32 k_allowedStretch = 10.0f * b2_linearSlop;
if (C.LengthSquared() > k_allowedStretch * k_allowedStretch)
{
// Use a particle solution (no rotation).
b2Vec2 u = C; u.Normalize();
float32 m = invMass1 + invMass2;
if (m > 0.0f)
{
m = 1.0f / m;
}
b2Vec2 impulse = m * (-C);
const float32 k_beta = 0.5f;
b1->m_sweep.c -= k_beta * invMass1 * impulse;
b2->m_sweep.c += k_beta * invMass2 * impulse;
b2Mat22 K;
K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;
C = b2->m_sweep.c + r2 - b1->m_sweep.c - r1;
}
b2Vec2 impulse = -K.Solve(C);
b2Mat22 K1;
K1.col1.x = invMass1 + invMass2; K1.col2.x = 0.0f;
K1.col1.y = 0.0f; K1.col2.y = invMass1 + invMass2;
cA -= mA * impulse;
aA -= iA * b2Cross(rA, impulse);
b2Mat22 K2;
K2.col1.x = invI1 * r1.y * r1.y; K2.col2.x = -invI1 * r1.x * r1.y;
K2.col1.y = -invI1 * r1.x * r1.y; K2.col2.y = invI1 * r1.x * r1.x;
b2Mat22 K3;
K3.col1.x = invI2 * r2.y * r2.y; K3.col2.x = -invI2 * r2.x * r2.y;
K3.col1.y = -invI2 * r2.x * r2.y; K3.col2.y = invI2 * r2.x * r2.x;
b2Mat22 K = K1 + K2 + K3;
b2Vec2 impulse = K.Solve(-C);
b1->m_sweep.c -= b1->m_invMass * impulse;
b1->m_sweep.a -= b1->m_invI * b2Cross(r1, impulse);
b2->m_sweep.c += b2->m_invMass * impulse;
b2->m_sweep.a += b2->m_invI * b2Cross(r2, impulse);
b1->SynchronizeTransform();
b2->SynchronizeTransform();
cB += mB * impulse;
aB += iB * b2Cross(rB, impulse);
}
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
}
b2Vec2 b2RevoluteJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchor1);
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2RevoluteJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchor2);
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2RevoluteJoint::GetReactionForce(float32 inv_dt) const
@@ -403,16 +399,16 @@ float32 b2RevoluteJoint::GetReactionTorque(float32 inv_dt) const
float32 b2RevoluteJoint::GetJointAngle() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
return b2->m_sweep.a - b1->m_sweep.a - m_referenceAngle;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
return bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
}
float32 b2RevoluteJoint::GetJointSpeed() const
{
b2Body* b1 = m_bodyA;
b2Body* b2 = m_bodyB;
return b2->m_angularVelocity - b1->m_angularVelocity;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
return bB->m_angularVelocity - bA->m_angularVelocity;
}
bool b2RevoluteJoint::IsMotorEnabled() const
@@ -427,9 +423,9 @@ void b2RevoluteJoint::EnableMotor(bool flag)
m_enableMotor = flag;
}
float32 b2RevoluteJoint::GetMotorTorque() const
float32 b2RevoluteJoint::GetMotorTorque(float32 inv_dt) const
{
return m_motorImpulse;
return inv_dt * m_motorImpulse;
}
void b2RevoluteJoint::SetMotorSpeed(float32 speed)
@@ -453,9 +449,13 @@ bool b2RevoluteJoint::IsLimitEnabled() const
void b2RevoluteJoint::EnableLimit(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableLimit = flag;
if (flag != m_enableLimit)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableLimit = flag;
m_impulse.z = 0.0f;
}
}
float32 b2RevoluteJoint::GetLowerLimit() const
@@ -471,8 +471,13 @@ float32 b2RevoluteJoint::GetUpperLimit() const
void b2RevoluteJoint::SetLimits(float32 lower, float32 upper)
{
b2Assert(lower <= upper);
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_lowerAngle = lower;
m_upperAngle = upper;
if (lower != m_lowerAngle || upper != m_upperAngle)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_impulse.z = 0.0f;
m_lowerAngle = lower;
m_upperAngle = upper;
}
}
+32 -15
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -93,9 +93,6 @@ public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
@@ -132,8 +129,17 @@ public:
/// Set the maximum motor torque, usually in N-m.
void SetMaxMotorTorque(float32 torque);
/// Get the current motor torque, usually in N-m.
float32 GetMotorTorque() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque due to the joint limit given the inverse time step.
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current motor torque given the inverse time step.
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
protected:
@@ -142,19 +148,16 @@ protected:
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
bool SolvePositionConstraints(float32 baumgarte);
b2Vec2 m_localAnchor1; // relative
b2Vec2 m_localAnchor2;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
@@ -163,6 +166,20 @@ protected:
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
@@ -0,0 +1,226 @@
/*
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
// Limit:
// C = norm(pB - pA) - L
// u = (pB - pA) / norm(pB - pA)
// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
// J = [-u -cross(rA, u) u cross(rB, u)]
// K = J * invM * JT
// = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_maxLength = def->maxLength;
m_mass = 0.0f;
m_impulse = 0.0f;
m_state = e_inactiveLimit;
m_length = 0.0f;
}
void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
m_length = m_u.Length();
float32 C = m_length - m_maxLength;
if (C > 0.0f)
{
m_state = e_atUpperLimit;
}
else
{
m_state = e_inactiveLimit;
}
if (m_length > b2_linearSlop)
{
m_u *= 1.0f / m_length;
}
else
{
m_u.SetZero();
m_mass = 0.0f;
m_impulse = 0.0f;
return;
}
// Compute effective mass.
float32 crA = b2Cross(m_rA, m_u);
float32 crB = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 C = m_length - m_maxLength;
float32 Cdot = b2Dot(m_u, vpB - vpA);
// Predictive constraint.
if (C < 0.0f)
{
Cdot += data.step.inv_dt * C;
}
float32 impulse = -m_mass * Cdot;
float32 oldImpulse = m_impulse;
m_impulse = b2Min(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = u.Normalize();
float32 C = length - m_maxLength;
C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return length - m_maxLength < b2_linearSlop;
}
b2Vec2 b2RopeJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2RopeJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 F = (inv_dt * m_impulse) * m_u;
return F;
}
float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
float32 b2RopeJoint::GetMaxLength() const
{
return m_maxLength;
}
b2LimitState b2RopeJoint::GetLimitState() const
{
return m_state;
}
@@ -0,0 +1,104 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_ROPE_JOINT_H
#define B2_ROPE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Rope joint definition. This requires two body anchor points and
/// a maximum lengths.
/// Note: by default the connected objects will not collide.
/// see collideConnected in b2JointDef.
struct b2RopeJointDef : public b2JointDef
{
b2RopeJointDef()
{
type = e_ropeJoint;
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
maxLength = 0.0f;
}
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum length of the rope.
/// Warning: this must be larger than b2_linearSlop or
/// the joint will have no effect.
float32 maxLength;
};
/// A rope joint enforces a maximum distance between two points
/// on two bodies. It has no other effect.
/// Warning: if you attempt to change the maximum length during
/// the simulation you will get some non-physical behavior.
/// A model that would allow you to dynamically modify the length
/// would have some sponginess, so I chose not to implement it
/// that way. See b2DistanceJoint if you want to dynamically
/// control length.
class b2RopeJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the maximum length of the rope.
float32 GetMaxLength() const;
b2LimitState GetLimitState() const;
protected:
friend class b2Joint;
b2RopeJoint(const b2RopeJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_maxLength;
float32 m_length;
float32 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
b2LimitState m_state;
};
#endif
+91 -81
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -53,14 +53,31 @@ b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
m_impulse.SetZero();
}
void b2WeldJoint::InitVelocityConstraints(const b2TimeStep& step)
void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
{
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
// Compute the effective mass matrix.
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// J = [-I -r1_skew I r2_skew]
// [ 0 -1 0 1]
@@ -71,128 +88,121 @@ void b2WeldJoint::InitVelocityConstraints(const b2TimeStep& step)
// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
float32 mA = bA->m_invMass, mB = bB->m_invMass;
float32 iA = bA->m_invI, iB = bB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
m_mass.col3.x = -rA.y * iA - rB.y * iB;
m_mass.col1.y = m_mass.col2.x;
m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
m_mass.col3.y = rA.x * iA + rB.x * iB;
m_mass.col1.z = m_mass.col3.x;
m_mass.col2.z = m_mass.col3.y;
m_mass.col3.z = iA + iB;
m_mass.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
m_mass.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
m_mass.ez.x = -m_rA.y * iA - m_rB.y * iB;
m_mass.ex.y = m_mass.ey.x;
m_mass.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
m_mass.ez.y = m_rA.x * iA + m_rB.x * iB;
m_mass.ex.z = m_mass.ez.x;
m_mass.ey.z = m_mass.ez.y;
m_mass.ez.z = iA + iB;
if (step.warmStarting)
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_impulse *= step.dtRatio;
m_impulse *= data.step.dtRatio;
b2Vec2 P(m_impulse.x, m_impulse.y);
bA->m_linearVelocity -= mA * P;
bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_impulse.z);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
bB->m_linearVelocity += mB * P;
bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WeldJoint::SolveVelocityConstraints(const b2TimeStep& step)
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
{
B2_NOT_USED(step);
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 vA = bA->m_linearVelocity;
float32 wA = bA->m_angularVelocity;
b2Vec2 vB = bB->m_linearVelocity;
float32 wB = bB->m_angularVelocity;
float32 mA = bA->m_invMass, mB = bB->m_invMass;
float32 iA = bA->m_invI, iB = bB->m_invI;
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
// Solve point-to-point constraint
b2Vec2 Cdot1 = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
float32 Cdot2 = wB - wA;
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
b2Vec3 impulse = m_mass.Solve33(-Cdot);
b2Vec3 impulse = -m_mass.Solve33(Cdot);
m_impulse += impulse;
b2Vec2 P(impulse.x, impulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(rA, P) + impulse.z);
wA -= iA * (b2Cross(m_rA, P) + impulse.z);
vB += mB * P;
wB += iB * (b2Cross(rB, P) + impulse.z);
wB += iB * (b2Cross(m_rB, P) + impulse.z);
bA->m_linearVelocity = vA;
bA->m_angularVelocity = wA;
bB->m_linearVelocity = vB;
bB->m_angularVelocity = wB;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WeldJoint::SolvePositionConstraints(float32 baumgarte)
bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(baumgarte);
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
b2Rot qA(aA), qB(aB);
float32 mA = bA->m_invMass, mB = bB->m_invMass;
float32 iA = bA->m_invI, iB = bB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 C1 = bB->m_sweep.c + rB - bA->m_sweep.c - rA;
float32 C2 = bB->m_sweep.a - bA->m_sweep.a - m_referenceAngle;
b2Vec2 C1 = cB + rB - cA - rA;
float32 C2 = aB - aA - m_referenceAngle;
// Handle large detachment.
const float32 k_allowedStretch = 10.0f * b2_linearSlop;
float32 positionError = C1.Length();
float32 angularError = b2Abs(C2);
if (positionError > k_allowedStretch)
{
iA *= 1.0f;
iB *= 1.0f;
}
m_mass.col1.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
m_mass.col2.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
m_mass.col3.x = -rA.y * iA - rB.y * iB;
m_mass.col1.y = m_mass.col2.x;
m_mass.col2.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
m_mass.col3.y = rA.x * iA + rB.x * iB;
m_mass.col1.z = m_mass.col3.x;
m_mass.col2.z = m_mass.col3.y;
m_mass.col3.z = iA + iB;
m_mass.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
m_mass.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
m_mass.ez.x = -rA.y * iA - rB.y * iB;
m_mass.ex.y = m_mass.ey.x;
m_mass.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
m_mass.ez.y = rA.x * iA + rB.x * iB;
m_mass.ex.z = m_mass.ez.x;
m_mass.ey.z = m_mass.ez.y;
m_mass.ez.z = iA + iB;
b2Vec3 C(C1.x, C1.y, C2);
b2Vec3 impulse = m_mass.Solve33(-C);
b2Vec3 impulse = -m_mass.Solve33(C);
b2Vec2 P(impulse.x, impulse.y);
bA->m_sweep.c -= mA * P;
bA->m_sweep.a -= iA * (b2Cross(rA, P) + impulse.z);
cA -= mA * P;
aA -= iA * (b2Cross(rA, P) + impulse.z);
bB->m_sweep.c += mB * P;
bB->m_sweep.a += iB * (b2Cross(rB, P) + impulse.z);
cB += mB * P;
aB += iB * (b2Cross(rB, P) + impulse.z);
bA->SynchronizeTransform();
bB->SynchronizeTransform();
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
}
+16 -6
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -65,17 +65,27 @@ protected:
b2WeldJoint(const b2WeldJointDef* def);
void InitVelocityConstraints(const b2TimeStep& step);
void SolveVelocityConstraints(const b2TimeStep& step);
bool SolvePositionConstraints(float32 baumgarte);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_referenceAngle;
b2Vec3 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass;
};
@@ -0,0 +1,404 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
// Linear constraint (point-to-line)
// d = pB - pA = xB + rB - xA - rA
// C = dot(ay, d)
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
// Spring linear constraint
// C = dot(ax, d)
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
// Motor rotational constraint
// Cdot = wB - wA
// J = [0 0 -1 0 0 1]
void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
localAxisA = bodyA->GetLocalVector(axis);
}
b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_localXAxisA = def->localAxisA;
m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
m_mass = 0.0f;
m_impulse = 0.0f;
m_motorMass = 0.0;
m_motorImpulse = 0.0f;
m_springMass = 0.0f;
m_springImpulse = 0.0f;
m_maxMotorTorque = def->maxMotorTorque;
m_motorSpeed = def->motorSpeed;
m_enableMotor = def->enableMotor;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_bias = 0.0f;
m_gamma = 0.0f;
m_ax.SetZero();
m_ay.SetZero();
}
void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective masses.
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = cB + rB - cA - rA;
// Point to line constraint
{
m_ay = b2Mul(qA, m_localYAxisA);
m_sAy = b2Cross(d + rA, m_ay);
m_sBy = b2Cross(rB, m_ay);
m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
}
// Spring constraint
m_springMass = 0.0f;
m_bias = 0.0f;
m_gamma = 0.0f;
if (m_frequencyHz > 0.0f)
{
m_ax = b2Mul(qA, m_localXAxisA);
m_sAx = b2Cross(d + rA, m_ax);
m_sBx = b2Cross(rB, m_ax);
float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
if (invMass > 0.0f)
{
m_springMass = 1.0f / invMass;
float32 C = b2Dot(d, m_ax);
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * m_springMass * m_dampingRatio * omega;
// Spring stiffness
float32 k = m_springMass * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
if (m_gamma > 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_bias = C * h * k * m_gamma;
m_springMass = invMass + m_gamma;
if (m_springMass > 0.0f)
{
m_springMass = 1.0f / m_springMass;
}
}
}
else
{
m_springImpulse = 0.0f;
}
// Rotational motor
if (m_enableMotor)
{
m_motorMass = iA + iB;
if (m_motorMass > 0.0f)
{
m_motorMass = 1.0f / m_motorMass;
}
}
else
{
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
}
if (data.step.warmStarting)
{
// Account for variable time step.
m_impulse *= data.step.dtRatio;
m_springImpulse *= data.step.dtRatio;
m_motorImpulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
vA -= m_invMassA * P;
wA -= m_invIA * LA;
vB += m_invMassB * P;
wB += m_invIB * LB;
}
else
{
m_impulse = 0.0f;
m_springImpulse = 0.0f;
m_motorImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
{
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Solve spring constraint
{
float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
m_springImpulse += impulse;
b2Vec2 P = impulse * m_ax;
float32 LA = impulse * m_sAx;
float32 LB = impulse * m_sBx;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
// Solve rotational motor constraint
{
float32 Cdot = wB - wA - m_motorSpeed;
float32 impulse = -m_motorMass * Cdot;
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = data.step.dt * m_maxMotorTorque;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve point to line constraint
{
float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 P = impulse * m_ay;
float32 LA = impulse * m_sAy;
float32 LB = impulse * m_sBy;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = (cB - cA) + rB - rA;
b2Vec2 ay = b2Mul(qA, m_localYAxisA);
float32 sAy = b2Cross(d + rA, ay);
float32 sBy = b2Cross(rB, ay);
float32 C = b2Dot(d, ay);
float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
float32 impulse;
if (k != 0.0f)
{
impulse = - C / k;
}
else
{
impulse = 0.0f;
}
b2Vec2 P = impulse * ay;
float32 LA = impulse * sAy;
float32 LB = impulse * sBy;
cA -= m_invMassA * P;
aA -= m_invIA * LA;
cB += m_invMassB * P;
aB += m_invIB * LB;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) <= b2_linearSlop;
}
b2Vec2 b2WheelJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2WheelJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
}
float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
float32 b2WheelJoint::GetJointTranslation() const
{
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
b2Vec2 d = pB - pA;
b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
float32 translation = b2Dot(d, axis);
return translation;
}
float32 b2WheelJoint::GetJointSpeed() const
{
float32 wA = m_bodyA->m_angularVelocity;
float32 wB = m_bodyB->m_angularVelocity;
return wB - wA;
}
bool b2WheelJoint::IsMotorEnabled() const
{
return m_enableMotor;
}
void b2WheelJoint::EnableMotor(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableMotor = flag;
}
void b2WheelJoint::SetMotorSpeed(float32 speed)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_motorSpeed = speed;
}
void b2WheelJoint::SetMaxMotorTorque(float32 torque)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_maxMotorTorque = torque;
}
float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
@@ -0,0 +1,199 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_WHEEL_JOINT_H
#define B2_WHEEL_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Wheel joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2WheelJointDef : public b2JointDef
{
b2WheelJointDef()
{
type = e_wheelJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableMotor = false;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
frequencyHz = 2.0f;
dampingRatio = 0.7f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to body1's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to body2's origin.
b2Vec2 localAnchorB;
/// The local translation axis in body1.
b2Vec2 localAxisA;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorTorque;
/// The desired motor speed in radians per second.
float32 motorSpeed;
/// Suspension frequency, zero indicates no suspension
float32 frequencyHz;
/// Suspension damping ratio, one indicates critical damping
float32 dampingRatio;
};
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in body1 and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the rotation or to model rotational friction.
/// This joint is designed for vehicle suspensions.
class b2WheelJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in radians per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const;
/// Get the current motor torque given the inverse time step, usually in N-m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
void SetSpringFrequencyHz(float32 hz);
float32 GetSpringFrequencyHz() const;
/// Set/Get the spring damping ratio
void SetSpringDampingRatio(float32 ratio);
float32 GetSpringDampingRatio() const;
protected:
friend class b2Joint;
b2WheelJoint(const b2WheelJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_impulse;
float32 m_motorImpulse;
float32 m_springImpulse;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableMotor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_ax, m_ay;
float32 m_sAx, m_sBx;
float32 m_sAy, m_sBy;
float32 m_mass;
float32 m_motorMass;
float32 m_springMass;
float32 m_bias;
float32 m_gamma;
};
inline float32 b2WheelJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
inline float32 b2WheelJoint::GetMaxMotorTorque() const
{
return m_maxMotorTorque;
}
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
{
return m_frequencyHz;
}
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2WheelJoint::GetSpringDampingRatio() const
{
return m_dampingRatio;
}
#endif
+44 -30
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -28,7 +28,6 @@ b2Body::b2Body(const b2BodyDef* bd, b2World* world)
b2Assert(bd->linearVelocity.IsValid());
b2Assert(b2IsValid(bd->angle));
b2Assert(b2IsValid(bd->angularVelocity));
b2Assert(b2IsValid(bd->inertiaScale) && bd->inertiaScale >= 0.0f);
b2Assert(b2IsValid(bd->angularDamping) && bd->angularDamping >= 0.0f);
b2Assert(b2IsValid(bd->linearDamping) && bd->linearDamping >= 0.0f);
@@ -57,12 +56,15 @@ b2Body::b2Body(const b2BodyDef* bd, b2World* world)
m_world = world;
m_xf.position = bd->position;
m_xf.R.Set(bd->angle);
m_xf.p = bd->position;
m_xf.q.Set(bd->angle);
m_sweep.localCenter.SetZero();
m_sweep.a0 = m_sweep.a = bd->angle;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
m_sweep.c0 = m_xf.p;
m_sweep.c = m_xf.p;
m_sweep.a0 = bd->angle;
m_sweep.a = bd->angle;
m_sweep.alpha0 = 0.0f;
m_jointList = NULL;
m_contactList = NULL;
@@ -74,6 +76,7 @@ b2Body::b2Body(const b2BodyDef* bd, b2World* world)
m_linearDamping = bd->linearDamping;
m_angularDamping = bd->angularDamping;
m_gravityScale = bd->gravityScale;
m_force.SetZero();
m_torque = 0.0f;
@@ -109,6 +112,12 @@ b2Body::~b2Body()
void b2Body::SetType(b2BodyType type)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked() == true)
{
return;
}
if (m_type == type)
{
return;
@@ -122,6 +131,9 @@ void b2Body::SetType(b2BodyType type)
{
m_linearVelocity.SetZero();
m_angularVelocity = 0.0f;
m_sweep.a0 = m_sweep.a;
m_sweep.c0 = m_sweep.c;
SynchronizeFixtures();
}
SetAwake(true);
@@ -130,9 +142,9 @@ void b2Body::SetType(b2BodyType type)
m_torque = 0.0f;
// Since the body type changed, we need to flag contacts for filtering.
for (b2ContactEdge* ce = m_contactList; ce; ce = ce->next)
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
ce->contact->FlagForFiltering();
f->Refilter();
}
}
@@ -153,7 +165,7 @@ b2Fixture* b2Body::CreateFixture(const b2FixtureDef* def)
if (m_flags & e_activeFlag)
{
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
fixture->CreateProxy(broadPhase, m_xf);
fixture->CreateProxies(broadPhase, m_xf);
}
fixture->m_next = m_fixtureList;
@@ -235,13 +247,8 @@ void b2Body::DestroyFixture(b2Fixture* fixture)
if (m_flags & e_activeFlag)
{
b2Assert(fixture->m_proxyId != b2BroadPhase::e_nullProxy);
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
fixture->DestroyProxy(broadPhase);
}
else
{
b2Assert(fixture->m_proxyId == b2BroadPhase::e_nullProxy);
fixture->DestroyProxies(broadPhase);
}
fixture->Destroy(allocator);
@@ -268,14 +275,16 @@ void b2Body::ResetMassData()
// Static and kinematic bodies have zero mass.
if (m_type == b2_staticBody || m_type == b2_kinematicBody)
{
m_sweep.c0 = m_sweep.c = m_xf.position;
m_sweep.c0 = m_xf.p;
m_sweep.c = m_xf.p;
m_sweep.a0 = m_sweep.a;
return;
}
b2Assert(m_type == b2_dynamicBody);
// Accumulate mass over all fixtures.
b2Vec2 center = b2Vec2_zero;
b2Vec2 localCenter = b2Vec2_zero;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
if (f->m_density == 0.0f)
@@ -286,7 +295,7 @@ void b2Body::ResetMassData()
b2MassData massData;
f->GetMassData(&massData);
m_mass += massData.mass;
center += massData.mass * massData.center;
localCenter += massData.mass * massData.center;
m_I += massData.I;
}
@@ -294,7 +303,7 @@ void b2Body::ResetMassData()
if (m_mass > 0.0f)
{
m_invMass = 1.0f / m_mass;
center *= m_invMass;
localCenter *= m_invMass;
}
else
{
@@ -306,7 +315,7 @@ void b2Body::ResetMassData()
if (m_I > 0.0f && (m_flags & e_fixedRotationFlag) == 0)
{
// Center the inertia about the center of mass.
m_I -= m_mass * b2Dot(center, center);
m_I -= m_mass * b2Dot(localCenter, localCenter);
b2Assert(m_I > 0.0f);
m_invI = 1.0f / m_I;
@@ -319,7 +328,7 @@ void b2Body::ResetMassData()
// Move center of mass.
b2Vec2 oldCenter = m_sweep.c;
m_sweep.localCenter = center;
m_sweep.localCenter = localCenter;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
// Update center of mass velocity.
@@ -360,7 +369,7 @@ void b2Body::SetMassData(const b2MassData* massData)
// Move center of mass.
b2Vec2 oldCenter = m_sweep.c;
m_sweep.localCenter = massData->center;
m_sweep.localCenter = massData->center;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
// Update center of mass velocity.
@@ -398,11 +407,14 @@ void b2Body::SetTransform(const b2Vec2& position, float32 angle)
return;
}
m_xf.R.Set(angle);
m_xf.position = position;
m_xf.q.Set(angle);
m_xf.p = position;
m_sweep.c0 = m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
m_sweep.a0 = m_sweep.a = angle;
m_sweep.c = b2Mul(m_xf, m_sweep.localCenter);
m_sweep.a = angle;
m_sweep.c0 = m_sweep.c;
m_sweep.a0 = angle;
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
@@ -416,8 +428,8 @@ void b2Body::SetTransform(const b2Vec2& position, float32 angle)
void b2Body::SynchronizeFixtures()
{
b2Transform xf1;
xf1.R.Set(m_sweep.a0);
xf1.position = m_sweep.c0 - b2Mul(xf1.R, m_sweep.localCenter);
xf1.q.Set(m_sweep.a0);
xf1.p = m_sweep.c0 - b2Mul(xf1.q, m_sweep.localCenter);
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
@@ -428,6 +440,8 @@ void b2Body::SynchronizeFixtures()
void b2Body::SetActive(bool flag)
{
b2Assert(m_world->IsLocked() == false);
if (flag == IsActive())
{
return;
@@ -441,7 +455,7 @@ void b2Body::SetActive(bool flag)
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->CreateProxy(broadPhase, m_xf);
f->CreateProxies(broadPhase, m_xf);
}
// Contacts are created the next time step.
@@ -454,7 +468,7 @@ void b2Body::SetActive(bool flag)
b2BroadPhase* broadPhase = &m_world->m_contactManager.m_broadPhase;
for (b2Fixture* f = m_fixtureList; f; f = f->m_next)
{
f->DestroyProxy(broadPhase);
f->DestroyProxies(broadPhase);
}
// Destroy the attached contacts.
+59 -18
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -40,7 +40,10 @@ enum b2BodyType
{
b2_staticBody = 0,
b2_kinematicBody,
b2_dynamicBody,
b2_dynamicBody
// TODO_ERIN
//b2_bulletBody,
};
/// A body definition holds all the data needed to construct a rigid body.
@@ -63,7 +66,7 @@ struct b2BodyDef
bullet = false;
type = b2_staticBody;
active = true;
inertiaScale = 1.0f;
gravityScale = 1.0f;
}
/// The body type: static, kinematic, or dynamic.
@@ -115,8 +118,8 @@ struct b2BodyDef
/// Use this to store application specific body data.
void* userData;
/// Experimental: scales the inertia tensor.
float32 inertiaScale;
/// Scale the gravity applied to this body.
float32 gravityScale;
};
/// A rigid body. These are created via b2World::CreateBody.
@@ -198,6 +201,10 @@ public:
/// @param point the world position of the point of application.
void ApplyForce(const b2Vec2& force, const b2Vec2& point);
/// Apply a force to the center of mass. This wakes up the body.
/// @param force the world force vector, usually in Newtons (N).
void ApplyForceToCenter(const b2Vec2& force);
/// Apply a torque. This affects the angular velocity
/// without affecting the linear velocity of the center of mass.
/// This wakes up the body.
@@ -281,6 +288,12 @@ public:
/// Set the angular damping of the body.
void SetAngularDamping(float32 angularDamping);
/// Get the gravity scale of the body.
float32 GetGravityScale() const;
/// Set the gravity scale of the body.
void SetGravityScale(float32 scale);
/// Set the type of this body. This may alter the mass and velocity.
void SetType(b2BodyType type);
@@ -368,17 +381,18 @@ private:
friend class b2Island;
friend class b2ContactManager;
friend class b2ContactSolver;
friend class b2TOISolver;
friend class b2Contact;
friend class b2DistanceJoint;
friend class b2GearJoint;
friend class b2LineJoint;
friend class b2WheelJoint;
friend class b2MouseJoint;
friend class b2PrismaticJoint;
friend class b2PulleyJoint;
friend class b2RevoluteJoint;
friend class b2WeldJoint;
friend class b2FrictionJoint;
friend class b2RopeJoint;
// m_flags
enum
@@ -389,7 +403,7 @@ private:
e_bulletFlag = 0x0008,
e_fixedRotationFlag = 0x0010,
e_activeFlag = 0x0020,
e_toiFlag = 0x0040,
e_toiFlag = 0x0040
};
b2Body(const b2BodyDef* bd, b2World* world);
@@ -436,6 +450,7 @@ private:
float32 m_linearDamping;
float32 m_angularDamping;
float32 m_gravityScale;
float32 m_sleepTime;
@@ -454,12 +469,12 @@ inline const b2Transform& b2Body::GetTransform() const
inline const b2Vec2& b2Body::GetPosition() const
{
return m_xf.position;
return m_xf.p;
}
inline float32 b2Body::GetAngle() const
{
return m_sweep.a;
return m_xf.q.GetAngle();
}
inline const b2Vec2& b2Body::GetWorldCenter() const
@@ -536,7 +551,7 @@ inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
{
return b2Mul(m_xf.R, localVector);
return b2Mul(m_xf.q, localVector);
}
inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
@@ -546,7 +561,7 @@ inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
{
return b2MulT(m_xf.R, worldVector);
return b2MulT(m_xf.q, worldVector);
}
inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
@@ -579,6 +594,16 @@ inline void b2Body::SetAngularDamping(float32 angularDamping)
m_angularDamping = angularDamping;
}
inline float32 b2Body::GetGravityScale() const
{
return m_gravityScale;
}
inline void b2Body::SetGravityScale(float32 scale)
{
m_gravityScale = scale;
}
inline void b2Body::SetBullet(bool flag)
{
if (flag)
@@ -730,6 +755,21 @@ inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point)
m_torque += b2Cross(point - m_sweep.c, force);
}
inline void b2Body::ApplyForceToCenter(const b2Vec2& force)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (IsAwake() == false)
{
SetAwake(true);
}
m_force += force;
}
inline void b2Body::ApplyTorque(float32 torque)
{
if (m_type != b2_dynamicBody)
@@ -776,17 +816,18 @@ inline void b2Body::ApplyAngularImpulse(float32 impulse)
inline void b2Body::SynchronizeTransform()
{
m_xf.R.Set(m_sweep.a);
m_xf.position = m_sweep.c - b2Mul(m_xf.R, m_sweep.localCenter);
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline void b2Body::Advance(float32 t)
inline void b2Body::Advance(float32 alpha)
{
// Advance to the new safe time.
m_sweep.Advance(t);
// Advance to the new safe time. This doesn't sync the broad-phase.
m_sweep.Advance(alpha);
m_sweep.c = m_sweep.c0;
m_sweep.a = m_sweep.a0;
SynchronizeTransform();
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline b2World* b2Body::GetWorld()
+36 -9
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -110,10 +110,16 @@ void b2ContactManager::Collide()
{
b2Fixture* fixtureA = c->GetFixtureA();
b2Fixture* fixtureB = c->GetFixtureB();
int32 indexA = c->GetChildIndexA();
int32 indexB = c->GetChildIndexB();
b2Body* bodyA = fixtureA->GetBody();
b2Body* bodyB = fixtureB->GetBody();
bool activeA = bodyA->IsAwake() && bodyA->m_type != b2_staticBody;
bool activeB = bodyB->IsAwake() && bodyB->m_type != b2_staticBody;
if (bodyA->IsAwake() == false && bodyB->IsAwake() == false)
// At least one body must be awake and it must be dynamic or kinematic.
if (activeA == false && activeB == false)
{
c = c->GetNext();
continue;
@@ -144,8 +150,8 @@ void b2ContactManager::Collide()
c->m_flags &= ~b2Contact::e_filterFlag;
}
int32 proxyIdA = fixtureA->m_proxyId;
int32 proxyIdB = fixtureB->m_proxyId;
int32 proxyIdA = fixtureA->m_proxies[indexA].proxyId;
int32 proxyIdB = fixtureB->m_proxies[indexB].proxyId;
bool overlap = m_broadPhase.TestOverlap(proxyIdA, proxyIdB);
// Here we destroy contacts that cease to overlap in the broad-phase.
@@ -170,8 +176,14 @@ void b2ContactManager::FindNewContacts()
void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
{
b2Fixture* fixtureA = (b2Fixture*)proxyUserDataA;
b2Fixture* fixtureB = (b2Fixture*)proxyUserDataB;
b2FixtureProxy* proxyA = (b2FixtureProxy*)proxyUserDataA;
b2FixtureProxy* proxyB = (b2FixtureProxy*)proxyUserDataB;
b2Fixture* fixtureA = proxyA->fixture;
b2Fixture* fixtureB = proxyB->fixture;
int32 indexA = proxyA->childIndex;
int32 indexB = proxyB->childIndex;
b2Body* bodyA = fixtureA->GetBody();
b2Body* bodyB = fixtureB->GetBody();
@@ -182,6 +194,8 @@ void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
return;
}
// TODO_ERIN use a hash table to remove a potential bottleneck when both
// bodies have a lot of contacts.
// Does a contact already exist?
b2ContactEdge* edge = bodyB->GetContactList();
while (edge)
@@ -190,13 +204,16 @@ void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
{
b2Fixture* fA = edge->contact->GetFixtureA();
b2Fixture* fB = edge->contact->GetFixtureB();
if (fA == fixtureA && fB == fixtureB)
int32 iA = edge->contact->GetChildIndexA();
int32 iB = edge->contact->GetChildIndexB();
if (fA == fixtureA && fB == fixtureB && iA == indexA && iB == indexB)
{
// A contact already exists.
return;
}
if (fA == fixtureB && fB == fixtureA)
if (fA == fixtureB && fB == fixtureA && iA == indexB && iB == indexA)
{
// A contact already exists.
return;
@@ -219,11 +236,17 @@ void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
}
// Call the factory.
b2Contact* c = b2Contact::Create(fixtureA, fixtureB, m_allocator);
b2Contact* c = b2Contact::Create(fixtureA, indexA, fixtureB, indexB, m_allocator);
if (c == NULL)
{
return;
}
// Contact creation may swap fixtures.
fixtureA = c->GetFixtureA();
fixtureB = c->GetFixtureB();
indexA = c->GetChildIndexA();
indexB = c->GetChildIndexB();
bodyA = fixtureA->GetBody();
bodyB = fixtureB->GetBody();
@@ -262,5 +285,9 @@ void b2ContactManager::AddPair(void* proxyUserDataA, void* proxyUserDataB)
}
bodyB->m_contactList = &c->m_nodeB;
// Wake up the bodies
bodyA->SetAwake(true);
bodyB->SetAwake(true);
++m_contactCount;
}
+1 -1
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
+96 -31
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -18,29 +18,26 @@
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/b2World.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/b2BroadPhase.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Common/b2BlockAllocator.h>
b2Fixture::b2Fixture()
{
m_userData = NULL;
m_body = NULL;
m_next = NULL;
m_proxyId = b2BroadPhase::e_nullProxy;
m_proxies = NULL;
m_proxyCount = 0;
m_shape = NULL;
m_density = 0.0f;
}
b2Fixture::~b2Fixture()
{
b2Assert(m_shape == NULL);
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
}
void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
{
m_userData = def->userData;
@@ -56,13 +53,28 @@ void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2Fixtur
m_shape = def->shape->Clone(allocator);
// Reserve proxy space
int32 childCount = m_shape->GetChildCount();
m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
for (int32 i = 0; i < childCount; ++i)
{
m_proxies[i].fixture = NULL;
m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
}
m_proxyCount = 0;
m_density = def->density;
}
void b2Fixture::Destroy(b2BlockAllocator* allocator)
{
// The proxy must be destroyed before calling this.
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
// The proxies must be destroyed before calling this.
b2Assert(m_proxyCount == 0);
// Free the proxy array.
int32 childCount = m_shape->GetChildCount();
allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
m_proxies = NULL;
// Free the child shape.
switch (m_shape->m_type)
@@ -75,6 +87,14 @@ void b2Fixture::Destroy(b2BlockAllocator* allocator)
}
break;
case b2Shape::e_edge:
{
b2EdgeShape* s = (b2EdgeShape*)m_shape;
s->~b2EdgeShape();
allocator->Free(s, sizeof(b2EdgeShape));
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* s = (b2PolygonShape*)m_shape;
@@ -83,6 +103,14 @@ void b2Fixture::Destroy(b2BlockAllocator* allocator)
}
break;
case b2Shape::e_chain:
{
b2ChainShape* s = (b2ChainShape*)m_shape;
s->~b2ChainShape();
allocator->Free(s, sizeof(b2ChainShape));
}
break;
default:
b2Assert(false);
break;
@@ -91,50 +119,69 @@ void b2Fixture::Destroy(b2BlockAllocator* allocator)
m_shape = NULL;
}
void b2Fixture::CreateProxy(b2BroadPhase* broadPhase, const b2Transform& xf)
void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
{
b2Assert(m_proxyId == b2BroadPhase::e_nullProxy);
b2Assert(m_proxyCount == 0);
// Create proxy in the broad-phase.
m_shape->ComputeAABB(&m_aabb, xf);
m_proxyId = broadPhase->CreateProxy(m_aabb, this);
// Create proxies in the broad-phase.
m_proxyCount = m_shape->GetChildCount();
for (int32 i = 0; i < m_proxyCount; ++i)
{
b2FixtureProxy* proxy = m_proxies + i;
m_shape->ComputeAABB(&proxy->aabb, xf, i);
proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
proxy->fixture = this;
proxy->childIndex = i;
}
}
void b2Fixture::DestroyProxy(b2BroadPhase* broadPhase)
void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
{
if (m_proxyId == b2BroadPhase::e_nullProxy)
// Destroy proxies in the broad-phase.
for (int32 i = 0; i < m_proxyCount; ++i)
{
return;
b2FixtureProxy* proxy = m_proxies + i;
broadPhase->DestroyProxy(proxy->proxyId);
proxy->proxyId = b2BroadPhase::e_nullProxy;
}
// Destroy proxy in the broad-phase.
broadPhase->DestroyProxy(m_proxyId);
m_proxyId = b2BroadPhase::e_nullProxy;
m_proxyCount = 0;
}
void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
{
if (m_proxyId == b2BroadPhase::e_nullProxy)
if (m_proxyCount == 0)
{
return;
}
// Compute an AABB that covers the swept shape (may miss some rotation effect).
b2AABB aabb1, aabb2;
m_shape->ComputeAABB(&aabb1, transform1);
m_shape->ComputeAABB(&aabb2, transform2);
for (int32 i = 0; i < m_proxyCount; ++i)
{
b2FixtureProxy* proxy = m_proxies + i;
// Compute an AABB that covers the swept shape (may miss some rotation effect).
b2AABB aabb1, aabb2;
m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
m_aabb.Combine(aabb1, aabb2);
proxy->aabb.Combine(aabb1, aabb2);
b2Vec2 displacement = transform2.position - transform1.position;
b2Vec2 displacement = transform2.p - transform1.p;
broadPhase->MoveProxy(m_proxyId, m_aabb, displacement);
broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
}
}
void b2Fixture::SetFilterData(const b2Filter& filter)
{
m_filter = filter;
Refilter();
}
void b2Fixture::Refilter()
{
if (m_body == NULL)
{
return;
@@ -154,10 +201,28 @@ void b2Fixture::SetFilterData(const b2Filter& filter)
edge = edge->next;
}
b2World* world = m_body->GetWorld();
if (world == NULL)
{
return;
}
// Touch each proxy so that new pairs may be created
b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
for (int32 i = 0; i < m_proxyCount; ++i)
{
broadPhase->TouchProxy(m_proxies[i].proxyId);
}
}
void b2Fixture::SetSensor(bool sensor)
{
m_isSensor = sensor;
if (sensor != m_isSensor)
{
m_body->SetAwake(true);
m_isSensor = sensor;
}
}
+30 -18
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -26,6 +26,7 @@
class b2BlockAllocator;
class b2Body;
class b2BroadPhase;
class b2Fixture;
/// This holds contact filtering data.
struct b2Filter
@@ -61,8 +62,6 @@ struct b2FixtureDef
isSensor = false;
}
virtual ~b2FixtureDef() {}
/// The shape, this must be set. The shape will be cloned, so you
/// can create the shape on the stack.
const b2Shape* shape;
@@ -87,6 +86,14 @@ struct b2FixtureDef
b2Filter filter;
};
/// This proxy is used internally to connect fixtures to the broad-phase.
struct b2FixtureProxy
{
b2AABB aabb;
b2Fixture* fixture;
int32 childIndex;
int32 proxyId;
};
/// A fixture is used to attach a shape to a body for collision detection. A fixture
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
@@ -115,11 +122,15 @@ public:
/// Set the contact filtering data. This will not update contacts until the next time
/// step when either parent body is active and awake.
/// This automatically calls Refilter.
void SetFilterData(const b2Filter& filter);
/// Get the contact filtering data.
const b2Filter& GetFilterData() const;
/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
void Refilter();
/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
/// @return the parent body.
b2Body* GetBody();
@@ -138,14 +149,13 @@ public:
void SetUserData(void* data);
/// Test a point for containment in this fixture.
/// @param xf the shape world transform.
/// @param p a point in world coordinates.
bool TestPoint(const b2Vec2& p) const;
/// Cast a ray against this shape.
/// @param output the ray-cast results.
/// @param input the ray-cast input parameters.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
/// Get the mass data for this fixture. The mass data is based on the density and
/// the shape. The rotational inertia is about the shape's origin. This operation
@@ -162,19 +172,21 @@ public:
/// Get the coefficient of friction.
float32 GetFriction() const;
/// Set the coefficient of friction.
/// Set the coefficient of friction. This will _not_ change the friction of
/// existing contacts.
void SetFriction(float32 friction);
/// Get the coefficient of restitution.
float32 GetRestitution() const;
/// Set the coefficient of restitution.
/// Set the coefficient of restitution. This will _not_ change the restitution of
/// existing contacts.
void SetRestitution(float32 restitution);
/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
/// If you need a more accurate AABB, compute it using the shape and
/// the body transform.
const b2AABB& GetAABB() const;
const b2AABB& GetAABB(int32 childIndex) const;
protected:
@@ -184,7 +196,6 @@ protected:
friend class b2ContactManager;
b2Fixture();
~b2Fixture();
// We need separation create/destroy functions from the constructor/destructor because
// the destructor cannot access the allocator (no destructor arguments allowed by C++).
@@ -192,13 +203,11 @@ protected:
void Destroy(b2BlockAllocator* allocator);
// These support body activation/deactivation.
void CreateProxy(b2BroadPhase* broadPhase, const b2Transform& xf);
void DestroyProxy(b2BroadPhase* broadPhase);
void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
void DestroyProxies(b2BroadPhase* broadPhase);
void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
b2AABB m_aabb;
float32 m_density;
b2Fixture* m_next;
@@ -209,7 +218,9 @@ protected:
float32 m_friction;
float32 m_restitution;
int32 m_proxyId;
b2FixtureProxy* m_proxies;
int32 m_proxyCount;
b2Filter m_filter;
bool m_isSensor;
@@ -308,9 +319,9 @@ inline bool b2Fixture::TestPoint(const b2Vec2& p) const
return m_shape->TestPoint(m_body->GetTransform(), p);
}
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
{
return m_shape->RayCast(output, input, m_body->GetTransform());
return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
}
inline void b2Fixture::GetMassData(b2MassData* massData) const
@@ -318,9 +329,10 @@ inline void b2Fixture::GetMassData(b2MassData* massData) const
m_shape->ComputeMass(massData, m_density);
}
inline const b2AABB& b2Fixture::GetAABB() const
inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
{
return m_aabb;
b2Assert(0 <= childIndex && childIndex < m_proxyCount);
return m_proxies[childIndex].aabb;
}
#endif
+273 -108
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -16,6 +16,7 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Collision/b2Distance.h>
#include <Box2D/Dynamics/b2Island.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
@@ -24,6 +25,7 @@
#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
#include <Box2D/Dynamics/Joints/b2Joint.h>
#include <Box2D/Common/b2StackAllocator.h>
#include <Box2D/Common/b2Timer.h>
/*
Position Correction Notes
@@ -178,130 +180,166 @@ b2Island::~b2Island()
m_allocator->Free(m_bodies);
}
void b2Island::Solve(const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
{
// Integrate velocities and apply damping.
b2Timer timer;
float32 h = step.dt;
// Integrate velocities and apply damping. Initialize the body state.
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Body* b = m_bodies[i];
if (b->GetType() != b2_dynamicBody)
{
continue;
}
// Integrate velocities.
b->m_linearVelocity += step.dt * (gravity + b->m_invMass * b->m_force);
b->m_angularVelocity += step.dt * b->m_invI * b->m_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
b->m_linearVelocity *= b2Clamp(1.0f - step.dt * b->m_linearDamping, 0.0f, 1.0f);
b->m_angularVelocity *= b2Clamp(1.0f - step.dt * b->m_angularDamping, 0.0f, 1.0f);
}
// Partition contacts so that contacts with static bodies are solved last.
int32 i1 = -1;
for (int32 i2 = 0; i2 < m_contactCount; ++i2)
{
b2Fixture* fixtureA = m_contacts[i2]->GetFixtureA();
b2Fixture* fixtureB = m_contacts[i2]->GetFixtureB();
b2Body* bodyA = fixtureA->GetBody();
b2Body* bodyB = fixtureB->GetBody();
bool nonStatic = bodyA->GetType() != b2_staticBody && bodyB->GetType() != b2_staticBody;
if (nonStatic)
{
++i1;
b2Swap(m_contacts[i1], m_contacts[i2]);
}
}
// Initialize velocity constraints.
b2ContactSolver contactSolver(m_contacts, m_contactCount, m_allocator, step.dtRatio);
contactSolver.WarmStart();
for (int32 i = 0; i < m_jointCount; ++i)
{
m_joints[i]->InitVelocityConstraints(step);
}
// Solve velocity constraints.
for (int32 i = 0; i < step.velocityIterations; ++i)
{
for (int32 j = 0; j < m_jointCount; ++j)
{
m_joints[j]->SolveVelocityConstraints(step);
}
contactSolver.SolveVelocityConstraints();
}
// Post-solve (store impulses for warm starting).
contactSolver.StoreImpulses();
// Integrate positions.
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Body* b = m_bodies[i];
if (b->GetType() == b2_staticBody)
{
continue;
}
// Check for large velocities.
b2Vec2 translation = step.dt * b->m_linearVelocity;
if (b2Dot(translation, translation) > b2_maxTranslationSquared)
{
float32 ratio = b2_maxTranslation / translation.Length();
b->m_linearVelocity *= ratio;
}
float32 rotation = step.dt * b->m_angularVelocity;
if (rotation * rotation > b2_maxRotationSquared)
{
float32 ratio = b2_maxRotation / b2Abs(rotation);
b->m_angularVelocity *= ratio;
}
b2Vec2 c = b->m_sweep.c;
float32 a = b->m_sweep.a;
b2Vec2 v = b->m_linearVelocity;
float32 w = b->m_angularVelocity;
// Store positions for continuous collision.
b->m_sweep.c0 = b->m_sweep.c;
b->m_sweep.a0 = b->m_sweep.a;
// Integrate
b->m_sweep.c += step.dt * b->m_linearVelocity;
b->m_sweep.a += step.dt * b->m_angularVelocity;
if (b->m_type == b2_dynamicBody)
{
// Integrate velocities.
v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force);
w += h * b->m_invI * b->m_torque;
// Compute new transform
b->SynchronizeTransform();
// 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 *= b2Clamp(1.0f - h * b->m_linearDamping, 0.0f, 1.0f);
w *= b2Clamp(1.0f - h * b->m_angularDamping, 0.0f, 1.0f);
}
// Note: shapes are synchronized later.
m_positions[i].c = c;
m_positions[i].a = a;
m_velocities[i].v = v;
m_velocities[i].w = w;
}
// Iterate over constraints.
timer.Reset();
// Solver data
b2SolverData solverData;
solverData.step = step;
solverData.positions = m_positions;
solverData.velocities = m_velocities;
// Initialize velocity constraints.
b2ContactSolverDef contactSolverDef;
contactSolverDef.step = step;
contactSolverDef.contacts = m_contacts;
contactSolverDef.count = m_contactCount;
contactSolverDef.positions = m_positions;
contactSolverDef.velocities = m_velocities;
contactSolverDef.allocator = m_allocator;
b2ContactSolver contactSolver(&contactSolverDef);
contactSolver.InitializeVelocityConstraints();
if (step.warmStarting)
{
contactSolver.WarmStart();
}
for (int32 i = 0; i < m_jointCount; ++i)
{
m_joints[i]->InitVelocityConstraints(solverData);
}
profile->solveInit = timer.GetMilliseconds();
// Solve velocity constraints
timer.Reset();
for (int32 i = 0; i < step.velocityIterations; ++i)
{
for (int32 j = 0; j < m_jointCount; ++j)
{
m_joints[j]->SolveVelocityConstraints(solverData);
}
contactSolver.SolveVelocityConstraints();
}
// Store impulses for warm starting
contactSolver.StoreImpulses();
profile->solveVelocity = timer.GetMilliseconds();
// Integrate positions
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Vec2 c = m_positions[i].c;
float32 a = m_positions[i].a;
b2Vec2 v = m_velocities[i].v;
float32 w = m_velocities[i].w;
// Check for large velocities
b2Vec2 translation = h * v;
if (b2Dot(translation, translation) > b2_maxTranslationSquared)
{
float32 ratio = b2_maxTranslation / translation.Length();
v *= ratio;
}
float32 rotation = h * w;
if (rotation * rotation > b2_maxRotationSquared)
{
float32 ratio = b2_maxRotation / b2Abs(rotation);
w *= ratio;
}
// Integrate
c += h * v;
a += h * w;
m_positions[i].c = c;
m_positions[i].a = a;
m_velocities[i].v = v;
m_velocities[i].w = w;
}
// Solve position constraints
timer.Reset();
bool positionSolved = false;
for (int32 i = 0; i < step.positionIterations; ++i)
{
bool contactsOkay = contactSolver.SolvePositionConstraints(b2_contactBaumgarte);
bool contactsOkay = contactSolver.SolvePositionConstraints();
bool jointsOkay = true;
for (int32 i = 0; i < m_jointCount; ++i)
{
bool jointOkay = m_joints[i]->SolvePositionConstraints(b2_contactBaumgarte);
bool jointOkay = m_joints[i]->SolvePositionConstraints(solverData);
jointsOkay = jointsOkay && jointOkay;
}
if (contactsOkay && jointsOkay)
{
// Exit early if the position errors are small.
positionSolved = true;
break;
}
}
Report(contactSolver.m_constraints);
// Copy state buffers back to the bodies
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Body* body = m_bodies[i];
body->m_sweep.c = m_positions[i].c;
body->m_sweep.a = m_positions[i].a;
body->m_linearVelocity = m_velocities[i].v;
body->m_angularVelocity = m_velocities[i].w;
body->SynchronizeTransform();
}
profile->solvePosition = timer.GetMilliseconds();
Report(contactSolver.m_velocityConstraints);
if (allowSleep)
{
@@ -318,12 +356,6 @@ void b2Island::Solve(const b2TimeStep& step, const b2Vec2& gravity, bool allowSl
continue;
}
if ((b->m_flags & b2Body::e_autoSleepFlag) == 0)
{
b->m_sleepTime = 0.0f;
minSleepTime = 0.0f;
}
if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
@@ -333,12 +365,12 @@ void b2Island::Solve(const b2TimeStep& step, const b2Vec2& gravity, bool allowSl
}
else
{
b->m_sleepTime += step.dt;
b->m_sleepTime += h;
minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
}
}
if (minSleepTime >= b2_timeToSleep)
if (minSleepTime >= b2_timeToSleep && positionSolved)
{
for (int32 i = 0; i < m_bodyCount; ++i)
{
@@ -349,7 +381,139 @@ void b2Island::Solve(const b2TimeStep& step, const b2Vec2& gravity, bool allowSl
}
}
void b2Island::Report(const b2ContactConstraint* constraints)
void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
{
b2Assert(toiIndexA < m_bodyCount);
b2Assert(toiIndexB < m_bodyCount);
// Initialize the body state.
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Body* b = m_bodies[i];
m_positions[i].c = b->m_sweep.c;
m_positions[i].a = b->m_sweep.a;
m_velocities[i].v = b->m_linearVelocity;
m_velocities[i].w = b->m_angularVelocity;
}
b2ContactSolverDef contactSolverDef;
contactSolverDef.contacts = m_contacts;
contactSolverDef.count = m_contactCount;
contactSolverDef.allocator = m_allocator;
contactSolverDef.step = subStep;
contactSolverDef.positions = m_positions;
contactSolverDef.velocities = m_velocities;
b2ContactSolver contactSolver(&contactSolverDef);
// Solve position constraints.
for (int32 i = 0; i < subStep.positionIterations; ++i)
{
bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
if (contactsOkay)
{
break;
}
}
#if 0
// Is the new position really safe?
for (int32 i = 0; i < m_contactCount; ++i)
{
b2Contact* c = m_contacts[i];
b2Fixture* fA = c->GetFixtureA();
b2Fixture* fB = c->GetFixtureB();
b2Body* bA = fA->GetBody();
b2Body* bB = fB->GetBody();
int32 indexA = c->GetChildIndexA();
int32 indexB = c->GetChildIndexB();
b2DistanceInput input;
input.proxyA.Set(fA->GetShape(), indexA);
input.proxyB.Set(fB->GetShape(), indexB);
input.transformA = bA->GetTransform();
input.transformB = bB->GetTransform();
input.useRadii = false;
b2DistanceOutput output;
b2SimplexCache cache;
cache.count = 0;
b2Distance(&output, &cache, &input);
if (output.distance == 0 || cache.count == 3)
{
cache.count += 0;
}
}
#endif
// Leap of faith to new safe state.
m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
m_bodies[toiIndexB]->m_sweep.a0 = m_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 (int32 i = 0; i < subStep.velocityIterations; ++i)
{
contactSolver.SolveVelocityConstraints();
}
// Don't store the TOI contact forces for warm starting
// because they can be quite large.
float32 h = subStep.dt;
// Integrate positions
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Vec2 c = m_positions[i].c;
float32 a = m_positions[i].a;
b2Vec2 v = m_velocities[i].v;
float32 w = m_velocities[i].w;
// Check for large velocities
b2Vec2 translation = h * v;
if (b2Dot(translation, translation) > b2_maxTranslationSquared)
{
float32 ratio = b2_maxTranslation / translation.Length();
v *= ratio;
}
float32 rotation = h * w;
if (rotation * rotation > b2_maxRotationSquared)
{
float32 ratio = b2_maxRotation / b2Abs(rotation);
w *= ratio;
}
// Integrate
c += h * v;
a += h * w;
m_positions[i].c = c;
m_positions[i].a = a;
m_velocities[i].v = v;
m_velocities[i].w = w;
// Sync bodies
b2Body* body = m_bodies[i];
body->m_sweep.c = c;
body->m_sweep.a = a;
body->m_linearVelocity = v;
body->m_angularVelocity = w;
body->SynchronizeTransform();
}
Report(contactSolver.m_velocityConstraints);
}
void b2Island::Report(const b2ContactVelocityConstraint* constraints)
{
if (m_listener == NULL)
{
@@ -360,13 +524,14 @@ void b2Island::Report(const b2ContactConstraint* constraints)
{
b2Contact* c = m_contacts[i];
const b2ContactConstraint* cc = constraints + i;
const b2ContactVelocityConstraint* vc = constraints + i;
b2ContactImpulse impulse;
for (int32 j = 0; j < cc->pointCount; ++j)
impulse.count = vc->pointCount;
for (int32 j = 0; j < vc->pointCount; ++j)
{
impulse.normalImpulses[j] = cc->points[j].normalImpulse;
impulse.tangentImpulses[j] = cc->points[j].tangentImpulse;
impulse.normalImpulses[j] = vc->points[j].normalImpulse;
impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
}
m_listener->PostSolve(c, &impulse);
+9 -21
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -27,21 +27,8 @@ class b2Contact;
class b2Joint;
class b2StackAllocator;
class b2ContactListener;
struct b2ContactConstraint;
/// This is an internal structure.
struct b2Position
{
b2Vec2 x;
float32 a;
};
/// This is an internal structure.
struct b2Velocity
{
b2Vec2 v;
float32 w;
};
struct b2ContactVelocityConstraint;
struct b2Profile;
/// This is an internal class.
class b2Island
@@ -58,13 +45,16 @@ public:
m_jointCount = 0;
}
void Solve(const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
void Add(b2Body* body)
{
b2Assert(m_bodyCount < m_bodyCapacity);
body->m_islandIndex = m_bodyCount;
m_bodies[m_bodyCount++] = body;
m_bodies[m_bodyCount] = body;
++m_bodyCount;
}
void Add(b2Contact* contact)
@@ -79,7 +69,7 @@ public:
m_joints[m_jointCount++] = joint;
}
void Report(const b2ContactConstraint* constraints);
void Report(const b2ContactVelocityConstraint* constraints);
b2StackAllocator* m_allocator;
b2ContactListener* m_listener;
@@ -98,8 +88,6 @@ public:
int32 m_bodyCapacity;
int32 m_contactCapacity;
int32 m_jointCapacity;
int32 m_positionIterationCount;
};
#endif
+45 -10
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -19,17 +19,52 @@
#ifndef B2_TIME_STEP_H
#define B2_TIME_STEP_H
#include <Box2D/Common/b2Settings.h>
#include <Box2D/Common/b2Math.h>
/// This is an internal structure.
struct b2TimeStep
/// Profiling data. Times are in milliseconds.
struct b2Profile
{
float32 dt; // time step
float32 inv_dt; // inverse time step (0 if dt == 0).
float32 dtRatio; // dt * inv_dt0
int32 velocityIterations;
int32 positionIterations;
bool warmStarting;
float32 step;
float32 collide;
float32 solve;
float32 solveInit;
float32 solveVelocity;
float32 solvePosition;
float32 broadphase;
float32 solveTOI;
};
/// This is an internal structure.
struct b2TimeStep
{
float32 dt; // time step
float32 inv_dt; // inverse time step (0 if dt == 0).
float32 dtRatio; // dt * inv_dt0
int32 velocityIterations;
int32 positionIterations;
bool warmStarting;
};
/// This is an internal structure.
struct b2Position
{
b2Vec2 c;
float32 a;
};
/// This is an internal structure.
struct b2Velocity
{
b2Vec2 v;
float32 w;
};
/// Solver Data
struct b2SolverData
{
b2TimeStep step;
b2Position* positions;
b2Velocity* velocities;
};
#endif
+440 -277
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -23,12 +23,15 @@
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/Contacts/b2ContactSolver.h>
#include <Box2D/Dynamics/Contacts/b2TOISolver.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/b2BroadPhase.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <Box2D/Common/b2Draw.h>
#include <Box2D/Common/b2Timer.h>
#include <new>
b2World::b2World(const b2Vec2& gravity, bool doSleep)
@@ -44,6 +47,9 @@ b2World::b2World(const b2Vec2& gravity, bool doSleep)
m_warmStarting = true;
m_continuousPhysics = true;
m_subStepping = false;
m_stepComplete = true;
m_allowSleep = doSleep;
m_gravity = gravity;
@@ -53,10 +59,29 @@ b2World::b2World(const b2Vec2& gravity, bool doSleep)
m_inv_dt0 = 0.0f;
m_contactManager.m_allocator = &m_blockAllocator;
memset(&m_profile, 0, sizeof(b2Profile));
}
b2World::~b2World()
{
// Some shapes allocate using b2Alloc.
b2Body* b = m_bodyList;
while (b)
{
b2Body* bNext = b->m_next;
b2Fixture* f = b->m_fixtureList;
while (f)
{
b2Fixture* fNext = f->m_next;
f->m_proxyCount = 0;
f->Destroy(&m_blockAllocator);
f = fNext;
}
b = bNext;
}
}
void b2World::SetDestructionListener(b2DestructionListener* listener)
@@ -74,7 +99,7 @@ void b2World::SetContactListener(b2ContactListener* listener)
m_contactManager.m_contactListener = listener;
}
void b2World::SetDebugDraw(b2DebugDraw* debugDraw)
void b2World::SetDebugDraw(b2Draw* debugDraw)
{
m_debugDraw = debugDraw;
}
@@ -125,6 +150,8 @@ void b2World::DestroyBody(b2Body* b)
}
DestroyJoint(je0->joint);
b->m_jointList = je;
}
b->m_jointList = NULL;
@@ -150,10 +177,13 @@ void b2World::DestroyBody(b2Body* b)
m_destructionListener->SayGoodbye(f0);
}
f0->DestroyProxy(&m_contactManager.m_broadPhase);
f0->DestroyProxies(&m_contactManager.m_broadPhase);
f0->Destroy(&m_blockAllocator);
f0->~b2Fixture();
m_blockAllocator.Free(f0, sizeof(b2Fixture));
b->m_fixtureList = f;
b->m_fixtureCount -= 1;
}
b->m_fixtureList = NULL;
b->m_fixtureCount = 0;
@@ -337,6 +367,10 @@ void b2World::DestroyJoint(b2Joint* j)
// Find islands, integrate and solve constraints, solve position constraints
void b2World::Solve(const 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(m_bodyCount,
m_contactManager.m_contactCount,
@@ -475,7 +509,11 @@ void b2World::Solve(const b2TimeStep& step)
}
}
island.Solve(step, m_gravity, m_allowSleep);
b2Profile profile;
island.Solve(&profile, step, m_gravity, m_allowSleep);
m_profile.solveInit += profile.solveInit;
m_profile.solveVelocity += profile.solveVelocity;
m_profile.solvePosition += profile.solvePosition;
// Post solve cleanup.
for (int32 i = 0; i < island.m_bodyCount; ++i)
@@ -491,292 +529,357 @@ void b2World::Solve(const b2TimeStep& step)
m_stackAllocator.Free(stack);
// Synchronize fixtures, check for out of range bodies.
for (b2Body* b = m_bodyList; b; b = b->GetNext())
{
// If a body was not in an island then it did not move.
if ((b->m_flags & b2Body::e_islandFlag) == 0)
b2Timer timer;
// Synchronize fixtures, check for out of range bodies.
for (b2Body* b = m_bodyList; b; b = b->GetNext())
{
continue;
}
if (b->GetType() == b2_staticBody)
{
continue;
}
// Update fixtures (for broad-phase).
b->SynchronizeFixtures();
}
// Look for new contacts.
m_contactManager.FindNewContacts();
}
// Advance a dynamic body to its first time of contact
// and adjust the position to ensure clearance.
void b2World::SolveTOI(b2Body* body)
{
// Find the minimum contact.
b2Contact* toiContact = NULL;
float32 toi = 1.0f;
b2Body* toiOther = NULL;
bool found;
int32 count;
int32 iter = 0;
bool bullet = body->IsBullet();
// Iterate until all contacts agree on the minimum TOI. We have
// to iterate because the TOI algorithm may skip some intermediate
// collisions when objects rotate through each other.
do
{
count = 0;
found = false;
for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
{
if (ce->contact == toiContact)
// If a body was not in an island then it did not move.
if ((b->m_flags & b2Body::e_islandFlag) == 0)
{
continue;
}
b2Body* other = ce->other;
b2BodyType type = other->GetType();
// Only bullets perform TOI with dynamic bodies.
if (bullet == true)
if (b->GetType() == b2_staticBody)
{
// Bullets only perform TOI with bodies that have their TOI resolved.
if ((other->m_flags & b2Body::e_toiFlag) == 0)
continue;
}
// Update fixtures (for broad-phase).
b->SynchronizeFixtures();
}
// Look for new contacts.
m_contactManager.FindNewContacts();
m_profile.broadphase = timer.GetMilliseconds();
}
}
// Find TOI contacts and solve them.
void b2World::SolveTOI(const b2TimeStep& step)
{
b2Island island(2 * b2_maxTOIContacts, b2_maxTOIContacts, 0, &m_stackAllocator, m_contactManager.m_contactListener);
if (m_stepComplete)
{
for (b2Body* b = m_bodyList; b; b = b->m_next)
{
b->m_flags &= ~b2Body::e_islandFlag;
b->m_sweep.alpha0 = 0.0f;
}
for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
{
// Invalidate TOI
c->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::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;
float32 minAlpha = 1.0f;
for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
{
// Is this contact disabled?
if (c->IsEnabled() == false)
{
continue;
}
// Prevent excessive sub-stepping.
if (c->m_toiCount > b2_maxSubSteps)
{
continue;
}
float32 alpha = 1.0f;
if (c->m_flags & b2Contact::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;
}
// No repeated hits on non-static bodies
if (type != b2_staticBody && (ce->contact->m_flags & b2Contact::e_bulletHitFlag) != 0)
b2Body* bA = fA->GetBody();
b2Body* bB = fB->GetBody();
b2BodyType typeA = bA->m_type;
b2BodyType typeB = bB->m_type;
b2Assert(typeA == b2_dynamicBody || typeB == b2_dynamicBody);
bool activeA = bA->IsAwake() && typeA != b2_staticBody;
bool activeB = bB->IsAwake() && typeB != b2_staticBody;
// Is at least one body active (awake and dynamic or kinematic)?
if (activeA == false && activeB == false)
{
continue;
continue;
}
bool collideA = bA->IsBullet() || typeA != b2_dynamicBody;
bool collideB = bB->IsBullet() || typeB != 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.
float32 alpha0 = bA->m_sweep.alpha0;
if (bA->m_sweep.alpha0 < bB->m_sweep.alpha0)
{
alpha0 = bB->m_sweep.alpha0;
bA->m_sweep.Advance(alpha0);
}
else if (bB->m_sweep.alpha0 < bA->m_sweep.alpha0)
{
alpha0 = bA->m_sweep.alpha0;
bB->m_sweep.Advance(alpha0);
}
b2Assert(alpha0 < 1.0f);
int32 indexA = c->GetChildIndexA();
int32 indexB = c->GetChildIndexB();
// Compute the time of impact in interval [0, minTOI]
b2TOIInput input;
input.proxyA.Set(fA->GetShape(), indexA);
input.proxyB.Set(fB->GetShape(), indexB);
input.sweepA = bA->m_sweep;
input.sweepB = bB->m_sweep;
input.tMax = 1.0f;
b2TOIOutput output;
b2TimeOfImpact(&output, &input);
// Beta is the fraction of the remaining portion of the .
float32 beta = output.t;
if (output.state == b2TOIOutput::e_touching)
{
alpha = b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
}
else
{
alpha = 1.0f;
}
c->m_toi = alpha;
c->m_flags |= b2Contact::e_toiFlag;
}
else if (type == b2_dynamicBody)
if (alpha < minAlpha)
{
continue;
// This is the minimum TOI found so far.
minContact = c;
minAlpha = alpha;
}
// Check for a disabled contact.
b2Contact* contact = ce->contact;
if (contact->IsEnabled() == false)
{
continue;
}
// Prevent infinite looping.
if (contact->m_toiCount > 10)
{
continue;
}
b2Fixture* fixtureA = contact->m_fixtureA;
b2Fixture* fixtureB = contact->m_fixtureB;
// Cull sensors.
if (fixtureA->IsSensor() || fixtureB->IsSensor())
{
continue;
}
b2Body* bodyA = fixtureA->m_body;
b2Body* bodyB = fixtureB->m_body;
// Compute the time of impact in interval [0, minTOI]
b2TOIInput input;
input.proxyA.Set(fixtureA->GetShape());
input.proxyB.Set(fixtureB->GetShape());
input.sweepA = bodyA->m_sweep;
input.sweepB = bodyB->m_sweep;
input.tMax = toi;
b2TOIOutput output;
b2TimeOfImpact(&output, &input);
if (output.state == b2TOIOutput::e_touching && output.t < toi)
{
toiContact = contact;
toi = output.t;
toiOther = other;
found = true;
}
++count;
}
++iter;
} while (found && count > 1 && iter < 50);
if (toiContact == NULL)
{
body->Advance(1.0f);
return;
}
b2Sweep backup = body->m_sweep;
body->Advance(toi);
toiContact->Update(m_contactManager.m_contactListener);
if (toiContact->IsEnabled() == false)
{
// Contact disabled. Backup and recurse.
body->m_sweep = backup;
SolveTOI(body);
}
++toiContact->m_toiCount;
// Update all the valid contacts on this body and build a contact island.
b2Contact* contacts[b2_maxTOIContacts];
count = 0;
for (b2ContactEdge* ce = body->m_contactList; ce && count < b2_maxTOIContacts; ce = ce->next)
{
b2Body* other = ce->other;
b2BodyType type = other->GetType();
// Only perform correction with static bodies, so the
// body won't get pushed out of the world.
if (type == b2_dynamicBody)
if (minContact == NULL || 1.0f - 10.0f * b2_epsilon < minAlpha)
{
continue;
}
// Check for a disabled contact.
b2Contact* contact = ce->contact;
if (contact->IsEnabled() == false)
{
continue;
}
b2Fixture* fixtureA = contact->m_fixtureA;
b2Fixture* fixtureB = contact->m_fixtureB;
// Cull sensors.
if (fixtureA->IsSensor() || fixtureB->IsSensor())
{
continue;
}
// The contact likely has some new contact points. The listener
// gives the user a chance to disable the contact.
if (contact != toiContact)
{
contact->Update(m_contactManager.m_contactListener);
}
// Did the user disable the contact?
if (contact->IsEnabled() == false)
{
// Skip this contact.
continue;
}
if (contact->IsTouching() == false)
{
continue;
}
contacts[count] = contact;
++count;
}
// Reduce the TOI body's overlap with the contact island.
b2TOISolver solver(&m_stackAllocator);
solver.Initialize(contacts, count, body);
const float32 k_toiBaumgarte = 0.75f;
bool solved = false;
for (int32 i = 0; i < 20; ++i)
{
bool contactsOkay = solver.Solve(k_toiBaumgarte);
if (contactsOkay)
{
solved = true;
// No more TOI events. Done!
m_stepComplete = true;
break;
}
}
if (toiOther->GetType() != b2_staticBody)
{
toiContact->m_flags |= b2Contact::e_bulletHitFlag;
}
}
// Advance the bodies to the TOI.
b2Fixture* fA = minContact->GetFixtureA();
b2Fixture* fB = minContact->GetFixtureB();
b2Body* bA = fA->GetBody();
b2Body* bB = fB->GetBody();
// Sequentially solve TOIs for each body. We bring each
// body to the time of contact and perform some position correction.
// Time is not conserved.
void b2World::SolveTOI()
{
// Prepare all contacts.
for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next)
{
// Enable the contact
c->m_flags |= b2Contact::e_enabledFlag;
b2Sweep backup1 = bA->m_sweep;
b2Sweep backup2 = bB->m_sweep;
// Set the number of TOI events for this contact to zero.
c->m_toiCount = 0;
}
bA->Advance(minAlpha);
bB->Advance(minAlpha);
// Initialize the TOI flag.
for (b2Body* body = m_bodyList; body; body = body->m_next)
{
// Kinematic, and static bodies will not be affected by the TOI event.
// If a body was not in an island then it did not move.
if ((body->m_flags & b2Body::e_islandFlag) == 0 || body->GetType() == b2_kinematicBody || body->GetType() == b2_staticBody)
{
body->m_flags |= b2Body::e_toiFlag;
}
else
{
body->m_flags &= ~b2Body::e_toiFlag;
}
}
// Collide non-bullets.
for (b2Body* body = m_bodyList; body; body = body->m_next)
{
if (body->m_flags & b2Body::e_toiFlag)
// The TOI contact likely has some new contact points.
minContact->Update(m_contactManager.m_contactListener);
minContact->m_flags &= ~b2Contact::e_toiFlag;
++minContact->m_toiCount;
// Is the contact solid?
if (minContact->IsEnabled() == false || minContact->IsTouching() == false)
{
// Restore the sweeps.
minContact->SetEnabled(false);
bA->m_sweep = backup1;
bB->m_sweep = backup2;
bA->SynchronizeTransform();
bB->SynchronizeTransform();
continue;
}
if (body->IsBullet() == true)
bA->SetAwake(true);
bB->SetAwake(true);
// Build the island
island.Clear();
island.Add(bA);
island.Add(bB);
island.Add(minContact);
bA->m_flags |= b2Body::e_islandFlag;
bB->m_flags |= b2Body::e_islandFlag;
minContact->m_flags |= b2Contact::e_islandFlag;
// Get contacts on bodyA and bodyB.
b2Body* bodies[2] = {bA, bB};
for (int32 i = 0; i < 2; ++i)
{
continue;
b2Body* body = bodies[i];
if (body->m_type == b2_dynamicBody)
{
for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
{
if (island.m_bodyCount == island.m_bodyCapacity)
{
break;
}
if (island.m_contactCount == island.m_contactCapacity)
{
break;
}
b2Contact* contact = ce->contact;
// Has this contact already been added to the island?
if (contact->m_flags & b2Contact::e_islandFlag)
{
continue;
}
// Only add static, kinematic, or bullet bodies.
b2Body* other = ce->other;
if (other->m_type == 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->m_sweep;
if ((other->m_flags & b2Body::e_islandFlag) == 0)
{
other->Advance(minAlpha);
}
// Update the contact points
contact->Update(m_contactManager.m_contactListener);
// Was the contact disabled by the user?
if (contact->IsEnabled() == false)
{
other->m_sweep = backup;
other->SynchronizeTransform();
continue;
}
// Are there contact points?
if (contact->IsTouching() == false)
{
other->m_sweep = backup;
other->SynchronizeTransform();
continue;
}
// Add the contact to the island
contact->m_flags |= b2Contact::e_islandFlag;
island.Add(contact);
// Has the other body already been added to the island?
if (other->m_flags & b2Body::e_islandFlag)
{
continue;
}
// Add the other body to the island.
other->m_flags |= b2Body::e_islandFlag;
if (other->m_type != b2_staticBody)
{
other->SetAwake(true);
}
island.Add(other);
}
}
}
SolveTOI(body);
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);
body->m_flags |= b2Body::e_toiFlag;
}
// Collide bullets.
for (b2Body* body = m_bodyList; body; body = body->m_next)
{
if (body->m_flags & b2Body::e_toiFlag)
// Reset island flags and synchronize broad-phase proxies.
for (int32 i = 0; i < island.m_bodyCount; ++i)
{
continue;
b2Body* body = island.m_bodies[i];
body->m_flags &= ~b2Body::e_islandFlag;
if (body->m_type != b2_dynamicBody)
{
continue;
}
body->SynchronizeFixtures();
// Invalidate all contact TOIs on this displaced body.
for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next)
{
ce->contact->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag);
}
}
if (body->IsBullet() == false)
// 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)
{
continue;
m_stepComplete = false;
break;
}
SolveTOI(body);
body->m_flags |= b2Body::e_toiFlag;
}
}
void b2World::Step(float32 dt, int32 velocityIterations, int32 positionIterations)
{
b2Timer stepTimer;
// If new fixtures were added, we need to find the new contacts.
if (m_flags & e_newFixture)
{
@@ -802,20 +905,28 @@ void b2World::Step(float32 dt, int32 velocityIterations, int32 positionIteration
step.dtRatio = m_inv_dt0 * dt;
step.warmStarting = m_warmStarting;
// Update contacts. This is where some contacts are destroyed.
m_contactManager.Collide();
{
b2Timer timer;
m_contactManager.Collide();
m_profile.collide = timer.GetMilliseconds();
}
// Integrate velocities, solve velocity constraints, and integrate positions.
if (step.dt > 0.0f)
if (m_stepComplete && step.dt > 0.0f)
{
b2Timer timer;
Solve(step);
m_profile.solve = timer.GetMilliseconds();
}
// Handle TOI events.
if (m_continuousPhysics && step.dt > 0.0f)
{
SolveTOI();
b2Timer timer;
SolveTOI(step);
m_profile.solveTOI = timer.GetMilliseconds();
}
if (step.dt > 0.0f)
@@ -829,6 +940,8 @@ void b2World::Step(float32 dt, int32 velocityIterations, int32 positionIteration
}
m_flags &= ~e_locked;
m_profile.step = stepTimer.GetMilliseconds();
}
void b2World::ClearForces()
@@ -844,8 +957,8 @@ struct b2WorldQueryWrapper
{
bool QueryCallback(int32 proxyId)
{
b2Fixture* fixture = (b2Fixture*)broadPhase->GetUserData(proxyId);
return callback->ReportFixture(fixture);
b2FixtureProxy* proxy = (b2FixtureProxy*)broadPhase->GetUserData(proxyId);
return callback->ReportFixture(proxy->fixture);
}
const b2BroadPhase* broadPhase;
@@ -865,9 +978,11 @@ struct b2WorldRayCastWrapper
float32 RayCastCallback(const b2RayCastInput& input, int32 proxyId)
{
void* userData = broadPhase->GetUserData(proxyId);
b2Fixture* fixture = (b2Fixture*)userData;
b2FixtureProxy* proxy = (b2FixtureProxy*)userData;
b2Fixture* fixture = proxy->fixture;
int32 index = proxy->childIndex;
b2RayCastOutput output;
bool hit = fixture->RayCast(&output, input);
bool hit = fixture->RayCast(&output, input, index);
if (hit)
{
@@ -905,12 +1020,38 @@ void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color
b2Vec2 center = b2Mul(xf, circle->m_p);
float32 radius = circle->m_radius;
b2Vec2 axis = xf.R.col1;
b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f));
m_debugDraw->DrawSolidCircle(center, radius, axis, color);
}
break;
case b2Shape::e_edge:
{
b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape();
b2Vec2 v1 = b2Mul(xf, edge->m_vertex1);
b2Vec2 v2 = b2Mul(xf, edge->m_vertex2);
m_debugDraw->DrawSegment(v1, v2, color);
}
break;
case b2Shape::e_chain:
{
b2ChainShape* chain = (b2ChainShape*)fixture->GetShape();
int32 count = chain->GetVertexCount();
const b2Vec2* vertices = chain->GetVertices();
b2Vec2 v1 = b2Mul(xf, vertices[0]);
for (int32 i = 1; i < count; ++i)
{
b2Vec2 v2 = b2Mul(xf, vertices[i]);
m_debugDraw->DrawSegment(v1, v2, color);
m_debugDraw->DrawCircle(v1, 0.05f, color);
v1 = v2;
}
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape();
@@ -926,6 +1067,9 @@ void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color
m_debugDraw->DrawSolidPolygon(vertices, vertexCount, color);
}
break;
default:
break;
}
}
@@ -935,8 +1079,8 @@ void b2World::DrawJoint(b2Joint* joint)
b2Body* bodyB = joint->GetBodyB();
const b2Transform& xf1 = bodyA->GetTransform();
const b2Transform& xf2 = bodyB->GetTransform();
b2Vec2 x1 = xf1.position;
b2Vec2 x2 = xf2.position;
b2Vec2 x1 = xf1.p;
b2Vec2 x2 = xf2.p;
b2Vec2 p1 = joint->GetAnchorA();
b2Vec2 p2 = joint->GetAnchorB();
@@ -979,7 +1123,7 @@ void b2World::DrawDebugData()
uint32 flags = m_debugDraw->GetFlags();
if (flags & b2DebugDraw::e_shapeBit)
if (flags & b2Draw::e_shapeBit)
{
for (b2Body* b = m_bodyList; b; b = b->GetNext())
{
@@ -1010,7 +1154,7 @@ void b2World::DrawDebugData()
}
}
if (flags & b2DebugDraw::e_jointBit)
if (flags & b2Draw::e_jointBit)
{
for (b2Joint* j = m_jointList; j; j = j->GetNext())
{
@@ -1018,22 +1162,22 @@ void b2World::DrawDebugData()
}
}
if (flags & b2DebugDraw::e_pairBit)
if (flags & b2Draw::e_pairBit)
{
b2Color color(0.3f, 0.9f, 0.9f);
for (b2Contact* c = m_contactManager.m_contactList; c; c = c->GetNext())
{
b2Fixture* fixtureA = c->GetFixtureA();
b2Fixture* fixtureB = c->GetFixtureB();
//b2Fixture* fixtureA = c->GetFixtureA();
//b2Fixture* fixtureB = c->GetFixtureB();
b2Vec2 cA = fixtureA->GetAABB().GetCenter();
b2Vec2 cB = fixtureB->GetAABB().GetCenter();
//b2Vec2 cA = fixtureA->GetAABB().GetCenter();
//b2Vec2 cB = fixtureB->GetAABB().GetCenter();
m_debugDraw->DrawSegment(cA, cB, color);
//m_debugDraw->DrawSegment(cA, cB, color);
}
}
if (flags & b2DebugDraw::e_aabbBit)
if (flags & b2Draw::e_aabbBit)
{
b2Color color(0.9f, 0.3f, 0.9f);
b2BroadPhase* bp = &m_contactManager.m_broadPhase;
@@ -1047,24 +1191,28 @@ void b2World::DrawDebugData()
for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext())
{
b2AABB aabb = bp->GetFatAABB(f->m_proxyId);
b2Vec2 vs[4];
vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y);
vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y);
vs[2].Set(aabb.upperBound.x, aabb.upperBound.y);
vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y);
for (int32 i = 0; i < f->m_proxyCount; ++i)
{
b2FixtureProxy* proxy = f->m_proxies + i;
b2AABB aabb = bp->GetFatAABB(proxy->proxyId);
b2Vec2 vs[4];
vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y);
vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y);
vs[2].Set(aabb.upperBound.x, aabb.upperBound.y);
vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y);
m_debugDraw->DrawPolygon(vs, 4, color);
m_debugDraw->DrawPolygon(vs, 4, color);
}
}
}
}
if (flags & b2DebugDraw::e_centerOfMassBit)
if (flags & b2Draw::e_centerOfMassBit)
{
for (b2Body* b = m_bodyList; b; b = b->GetNext())
{
b2Transform xf = b->GetTransform();
xf.position = b->GetWorldCenter();
xf.p = b->GetWorldCenter();
m_debugDraw->DrawTransform(xf);
}
}
@@ -1074,3 +1222,18 @@ int32 b2World::GetProxyCount() const
{
return m_contactManager.m_broadPhase.GetProxyCount();
}
int32 b2World::GetTreeHeight() const
{
return m_contactManager.m_broadPhase.GetTreeHeight();
}
int32 b2World::GetTreeBalance() const
{
return m_contactManager.m_broadPhase.GetTreeBalance();
}
float32 b2World::GetTreeQuality() const
{
return m_contactManager.m_broadPhase.GetTreeQuality();
}
+70 -16
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -24,12 +24,14 @@
#include <Box2D/Common/b2StackAllocator.h>
#include <Box2D/Dynamics/b2ContactManager.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2TimeStep.h>
struct b2AABB;
struct b2BodyDef;
struct b2Color;
struct b2JointDef;
struct b2TimeStep;
class b2Body;
class b2Draw;
class b2Fixture;
class b2Joint;
@@ -63,7 +65,7 @@ public:
/// Register a routine for debug drawing. The debug draw functions are called
/// inside with b2World::DrawDebugData method. The debug draw object is owned
/// by you and must remain in scope.
void SetDebugDraw(b2DebugDraw* debugDraw);
void SetDebugDraw(b2Draw* debugDraw);
/// Create a rigid body given a definition. No reference to the definition
/// is retained.
@@ -94,9 +96,12 @@ public:
int32 velocityIterations,
int32 positionIterations);
/// Call this after you are done with time steps to clear the forces. You normally
/// call this after each call to Step, unless you are performing sub-steps. By default,
/// forces will be automatically cleared, so you don't need to call this function.
/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
/// a fixed sized time step under a variable frame-rate.
/// When you perform sub-stepping you will disable auto clearing of forces and instead call
/// ClearForces after all sub-steps are complete in one pass of your game loop.
/// @see SetAutoClearForces
void ClearForces();
@@ -121,17 +126,21 @@ public:
/// the next body in the world list. A NULL body indicates the end of the list.
/// @return the head of the world body list.
b2Body* GetBodyList();
const b2Body* GetBodyList() const;
/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
/// the next joint in the world list. A NULL joint indicates the end of the list.
/// @return the head of the world joint list.
b2Joint* GetJointList();
const b2Joint* GetJointList() const;
/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
/// the next contact in the world list. A NULL contact indicates the end of the list.
/// @return the head of the world contact list.
/// @warning contacts are
/// @warning contacts are created and destroyed in the middle of a time step.
/// Use b2ContactListener to avoid missing contacts.
b2Contact* GetContactList();
const b2Contact* GetContactList() const;
/// Enable/disable warm starting. For testing.
void SetWarmStarting(bool flag) { m_warmStarting = flag; }
@@ -139,6 +148,9 @@ public:
/// Enable/disable continuous physics. For testing.
void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
/// Enable/disable single stepped continuous physics. For testing.
void SetSubStepping(bool flag) { m_subStepping = flag; }
/// Get the number of broad-phase proxies.
int32 GetProxyCount() const;
@@ -151,6 +163,16 @@ public:
/// Get the number of contacts (each may have 0 or more contact points).
int32 GetContactCount() const;
/// Get the height of the dynamic tree.
int32 GetTreeHeight() const;
/// Get the balance of the dynamic tree.
int32 GetTreeBalance() const;
/// Get the quality metric of the dynamic tree. The smaller the better.
/// The minimum is 1.
float32 GetTreeQuality() const;
/// Change the global gravity vector.
void SetGravity(const b2Vec2& gravity);
@@ -166,6 +188,12 @@ public:
/// Get the flag that controls automatic clearing of forces after each time step.
bool GetAutoClearForces() const;
/// Get the contact manager for testing.
const b2ContactManager& GetContactManager() const;
/// Get the current profile.
const b2Profile& GetProfile() const;
private:
// m_flags
@@ -173,16 +201,16 @@ private:
{
e_newFixture = 0x0001,
e_locked = 0x0002,
e_clearForces = 0x0004,
e_clearForces = 0x0004
};
friend class b2Body;
friend class b2Fixture;
friend class b2ContactManager;
friend class b2Controller;
void Solve(const b2TimeStep& step);
void SolveTOI();
void SolveTOI(b2Body* body);
void SolveTOI(const b2TimeStep& step);
void DrawJoint(b2Joint* joint);
void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
@@ -203,20 +231,21 @@ private:
b2Vec2 m_gravity;
bool m_allowSleep;
b2Body* m_groundBody;
b2DestructionListener* m_destructionListener;
b2DebugDraw* m_debugDraw;
b2Draw* m_debugDraw;
// This is used to compute the time step ratio to
// support a variable time step.
float32 m_inv_dt0;
// This is for debugging the solver.
// These are for debugging the solver.
bool m_warmStarting;
// This is for debugging the solver.
bool m_continuousPhysics;
bool m_subStepping;
bool m_stepComplete;
b2Profile m_profile;
};
inline b2Body* b2World::GetBodyList()
@@ -224,16 +253,31 @@ inline b2Body* b2World::GetBodyList()
return m_bodyList;
}
inline const b2Body* b2World::GetBodyList() const
{
return m_bodyList;
}
inline b2Joint* b2World::GetJointList()
{
return m_jointList;
}
inline const b2Joint* b2World::GetJointList() const
{
return m_jointList;
}
inline b2Contact* b2World::GetContactList()
{
return m_contactManager.m_contactList;
}
inline const b2Contact* b2World::GetContactList() const
{
return m_contactManager.m_contactList;
}
inline int32 b2World::GetBodyCount() const
{
return m_bodyCount;
@@ -282,4 +326,14 @@ inline bool b2World::GetAutoClearForces() const
return (m_flags & e_clearForces) == e_clearForces;
}
inline const b2ContactManager& b2World::GetContactManager() const
{
return m_contactManager;
}
inline const b2Profile& b2World::GetProfile() const
{
return m_profile;
}
#endif
+1 -26
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@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -34,28 +34,3 @@ bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
bool collide = (filterA.maskBits & filterB.categoryBits) != 0 && (filterA.categoryBits & filterB.maskBits) != 0;
return collide;
}
b2DebugDraw::b2DebugDraw()
{
m_drawFlags = 0;
}
void b2DebugDraw::SetFlags(uint32 flags)
{
m_drawFlags = flags;
}
uint32 b2DebugDraw::GetFlags() const
{
return m_drawFlags;
}
void b2DebugDraw::AppendFlags(uint32 flags)
{
m_drawFlags |= flags;
}
void b2DebugDraw::ClearFlags(uint32 flags)
{
m_drawFlags &= ~flags;
}
+2 -64
View File
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -27,7 +27,6 @@ class b2Fixture;
class b2Body;
class b2Joint;
class b2Contact;
struct b2ContactPoint;
struct b2ContactResult;
struct b2Manifold;
@@ -67,6 +66,7 @@ struct b2ContactImpulse
{
float32 normalImpulses[b2_maxManifoldPoints];
float32 tangentImpulses[b2_maxManifoldPoints];
int32 count;
};
/// Implement this class to get contact information. You can use these results for
@@ -152,66 +152,4 @@ public:
const b2Vec2& normal, float32 fraction) = 0;
};
/// Color for debug drawing. Each value has the range [0,1].
struct b2Color
{
b2Color() {}
b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
float32 r, g, b;
};
/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class b2DebugDraw
{
public:
b2DebugDraw();
virtual ~b2DebugDraw() {}
enum
{
e_shapeBit = 0x0001, ///< draw shapes
e_jointBit = 0x0002, ///< draw joint connections
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
e_pairBit = 0x0008, ///< draw broad-phase pairs
e_centerOfMassBit = 0x0010, ///< draw center of mass frame
};
/// Set the drawing flags.
void SetFlags(uint32 flags);
/// Get the drawing flags.
uint32 GetFlags() const;
/// Append flags to the current flags.
void AppendFlags(uint32 flags);
/// Clear flags from the current flags.
void ClearFlags(uint32 flags);
/// Draw a closed polygon provided in CCW order.
virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a solid closed polygon provided in CCW order.
virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a circle.
virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
/// Draw a solid circle.
virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
/// Draw a line segment.
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
/// Draw a transform. Choose your own length scale.
/// @param xf a transform.
virtual void DrawTransform(const b2Transform& xf) = 0;
protected:
uint32 m_drawFlags;
};
#endif
+259
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@@ -0,0 +1,259 @@
/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Rope/b2Rope.h>
#include <Box2D/Common/b2Draw.h>
b2Rope::b2Rope()
{
m_count = 0;
m_ps = NULL;
m_p0s = NULL;
m_vs = NULL;
m_ims = NULL;
m_Ls = NULL;
m_as = NULL;
m_gravity.SetZero();
m_k2 = 1.0f;
m_k3 = 0.1f;
}
b2Rope::~b2Rope()
{
b2Free(m_ps);
b2Free(m_p0s);
b2Free(m_vs);
b2Free(m_ims);
b2Free(m_Ls);
b2Free(m_as);
}
void b2Rope::Initialize(const b2RopeDef* def)
{
b2Assert(def->count >= 3);
m_count = def->count;
m_ps = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_p0s = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_vs = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
m_ims = (float32*)b2Alloc(m_count * sizeof(float32));
for (int32 i = 0; i < m_count; ++i)
{
m_ps[i] = def->vertices[i];
m_p0s[i] = def->vertices[i];
m_vs[i].SetZero();
float32 m = def->masses[i];
if (m > 0.0f)
{
m_ims[i] = 1.0f / m;
}
else
{
m_ims[i] = 0.0f;
}
}
int32 count2 = m_count - 1;
int32 count3 = m_count - 2;
m_Ls = (float32*)b2Alloc(count2 * sizeof(float32));
m_as = (float32*)b2Alloc(count3 * sizeof(float32));
for (int32 i = 0; i < count2; ++i)
{
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i+1];
m_Ls[i] = b2Distance(p1, p2);
}
for (int32 i = 0; i < count3; ++i)
{
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i + 1];
b2Vec2 p3 = m_ps[i + 2];
b2Vec2 d1 = p2 - p1;
b2Vec2 d2 = p3 - p2;
float32 a = b2Cross(d1, d2);
float32 b = b2Dot(d1, d2);
m_as[i] = b2Atan2(a, b);
}
m_gravity = def->gravity;
m_damping = def->damping;
m_k2 = def->k2;
m_k3 = def->k3;
}
void b2Rope::Step(float32 h, int32 iterations)
{
if (h == 0.0)
{
return;
}
float32 d = expf(- h * m_damping);
for (int32 i = 0; i < m_count; ++i)
{
m_p0s[i] = m_ps[i];
if (m_ims[i] > 0.0f)
{
m_vs[i] += h * m_gravity;
}
m_vs[i] *= d;
m_ps[i] += h * m_vs[i];
}
for (int32 i = 0; i < iterations; ++i)
{
SolveC2();
SolveC3();
SolveC2();
}
float32 inv_h = 1.0f / h;
for (int32 i = 0; i < m_count; ++i)
{
m_vs[i] = inv_h * (m_ps[i] - m_p0s[i]);
}
}
void b2Rope::SolveC2()
{
int32 count2 = m_count - 1;
for (int32 i = 0; i < count2; ++i)
{
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i + 1];
b2Vec2 d = p2 - p1;
float32 L = d.Normalize();
float32 im1 = m_ims[i];
float32 im2 = m_ims[i + 1];
if (im1 + im2 == 0.0f)
{
continue;
}
float32 s1 = im1 / (im1 + im2);
float32 s2 = im2 / (im1 + im2);
p1 -= m_k2 * s1 * (m_Ls[i] - L) * d;
p2 += m_k2 * s2 * (m_Ls[i] - L) * d;
m_ps[i] = p1;
m_ps[i + 1] = p2;
}
}
void b2Rope::SetAngle(float32 angle)
{
int32 count3 = m_count - 2;
for (int32 i = 0; i < count3; ++i)
{
m_as[i] = angle;
}
}
void b2Rope::SolveC3()
{
int32 count3 = m_count - 2;
for (int32 i = 0; i < count3; ++i)
{
b2Vec2 p1 = m_ps[i];
b2Vec2 p2 = m_ps[i + 1];
b2Vec2 p3 = m_ps[i + 2];
float32 m1 = m_ims[i];
float32 m2 = m_ims[i + 1];
float32 m3 = m_ims[i + 2];
b2Vec2 d1 = p2 - p1;
b2Vec2 d2 = p3 - p2;
float32 L1sqr = d1.LengthSquared();
float32 L2sqr = d2.LengthSquared();
if (L1sqr * L2sqr == 0.0f)
{
continue;
}
float32 a = b2Cross(d1, d2);
float32 b = b2Dot(d1, d2);
float32 angle = b2Atan2(a, b);
b2Vec2 Jd1 = (-1.0f / L1sqr) * d1.Skew();
b2Vec2 Jd2 = (1.0f / L2sqr) * d2.Skew();
b2Vec2 J1 = -Jd1;
b2Vec2 J2 = Jd1 - Jd2;
b2Vec2 J3 = Jd2;
float32 mass = m1 * b2Dot(J1, J1) + m2 * b2Dot(J2, J2) + m3 * b2Dot(J3, J3);
if (mass == 0.0f)
{
continue;
}
mass = 1.0f / mass;
float32 C = angle - m_as[i];
while (C > b2_pi)
{
angle -= 2 * b2_pi;
C = angle - m_as[i];
}
while (C < -b2_pi)
{
angle += 2.0f * b2_pi;
C = angle - m_as[i];
}
float32 impulse = - m_k3 * mass * C;
p1 += (m1 * impulse) * J1;
p2 += (m2 * impulse) * J2;
p3 += (m3 * impulse) * J3;
m_ps[i] = p1;
m_ps[i + 1] = p2;
m_ps[i + 2] = p3;
}
}
void b2Rope::Draw(b2Draw* draw) const
{
b2Color c(0.4f, 0.5f, 0.7f);
for (int32 i = 0; i < m_count - 1; ++i)
{
draw->DrawSegment(m_ps[i], m_ps[i+1], c);
}
}
+115
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@@ -0,0 +1,115 @@
/*
* Copyright (c) 2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_ROPE_H
#define B2_ROPE_H
#include <Box2D/Common/b2Math.h>
class b2Draw;
///
struct b2RopeDef
{
b2RopeDef()
{
vertices = NULL;
count = 0;
masses = NULL;
gravity.SetZero();
damping = 0.1f;
k2 = 0.9f;
k3 = 0.1f;
}
///
b2Vec2* vertices;
///
int32 count;
///
float32* masses;
///
b2Vec2 gravity;
///
float32 damping;
/// Stretching stiffness
float32 k2;
/// Bending stiffness. Values above 0.5 can make the simulation blow up.
float32 k3;
};
///
class b2Rope
{
public:
b2Rope();
~b2Rope();
///
void Initialize(const b2RopeDef* def);
///
void Step(float32 timeStep, int32 iterations);
///
int32 GetVertexCount() const
{
return m_count;
}
///
const b2Vec2* GetVertices() const
{
return m_ps;
}
///
void Draw(b2Draw* draw) const;
///
void SetAngle(float32 angle);
private:
void SolveC2();
void SolveC3();
int32 m_count;
b2Vec2* m_ps;
b2Vec2* m_p0s;
b2Vec2* m_vs;
float32* m_ims;
float32* m_Ls;
float32* m_as;
b2Vec2 m_gravity;
float32 m_damping;
float32 m_k2;
float32 m_k3;
};
#endif
@@ -0,0 +1,72 @@
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "FrictionJoint.h"
#include <common/math.h>
// Module
#include "Body.h"
#include "World.h"
namespace love
{
namespace physics
{
namespace box2d
{
FrictionJoint::FrictionJoint(Body * body1, Body * body2, float x, float y)
: Joint(body1, body2), joint(NULL)
{
b2FrictionJointDef def;
def.Initialize(body1->body, body2->body, world->scaleDown(b2Vec2(x,y)));
joint = (b2FrictionJoint*)createJoint(&def);
}
FrictionJoint::~FrictionJoint()
{
destroyJoint(joint);
joint = 0;
}
void FrictionJoint::setMaxForce(float force)
{
joint->SetMaxForce(force);
}
float FrictionJoint::getMaxForce() const
{
return joint->GetMaxForce();
}
void FrictionJoint::setMaxTorque(float torque)
{
joint->SetMaxTorque(torque);
}
float FrictionJoint::getMaxTorque() const
{
return joint->GetMaxTorque();
}
} // box2d
} // physics
} // love
+78
View File
@@ -0,0 +1,78 @@
/**
* Copyright (c) 2006-2011 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
#define LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
// Module
#include "Joint.h"
namespace love
{
namespace physics
{
namespace box2d
{
/**
* A FrictionJoint applies friction to a body.
**/
class FrictionJoint : public Joint
{
private:
// The Box2D friction joint object.
b2FrictionJoint * joint;
public:
/**
* Creates a new FrictionJoint connecting body1 and body2.
**/
FrictionJoint(Body * body1, Body * body2, float x, float y);
virtual ~FrictionJoint();
/**
* Sets the maximum friction force in Newtons.
**/
void setMaxForce(float force);
/**
* Gets the maximum friction force in Newtons.
**/
float getMaxForce() const;
/**
* Sets the maximum friction torque in Newton-meters.
**/
void setMaxTorque(float torque);
/**
* Gets the maximum friction torque in Newton-meters.
**/
float getMaxTorque() const;
};
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_FRICTION_JOINT_H
+13
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@@ -72,6 +72,14 @@ namespace box2d
return JOINT_MOUSE;
case e_gearJoint:
return JOINT_GEAR;
case e_frictionJoint:
return JOINT_FRICTION;
case e_weldJoint:
return JOINT_WELD;
case e_wheelJoint:
return JOINT_WHEEL;
case e_ropeJoint:
return JOINT_ROPE;
default:
return JOINT_INVALID;
}
@@ -116,6 +124,11 @@ namespace box2d
{
return joint->IsActive();
}
bool Joint::getCollideConnected() const
{
return joint->GetCollideConnected();
}
} // box2d
} // physics
+2
View File
@@ -100,6 +100,8 @@ namespace box2d
float getReactionTorque(float dt);
bool isActive() const;
bool getCollideConnected() const;
protected:

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