mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
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:
@@ -47,8 +47,9 @@ namespace physics
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{"pulley", Joint::JOINT_PULLEY},
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{"gear", Joint::JOINT_GEAR},
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{"friction", Joint::JOINT_FRICTION},
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{"line", Joint::JOINT_LINE},
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{"weld", Joint::JOINT_WELD},
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{"wheel", Joint::JOINT_WHEEL},
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{"rope", Joint::JOINT_ROPE},
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};
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StringMap<Joint::Type, Joint::JOINT_MAX_ENUM> Joint::types(Joint::typeEntries, sizeof(Joint::typeEntries));
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@@ -43,8 +43,9 @@ namespace physics
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JOINT_PULLEY,
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JOINT_GEAR,
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JOINT_FRICTION,
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JOINT_LINE,
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JOINT_WELD,
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JOINT_WHEEL,
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JOINT_ROPE,
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JOINT_MAX_ENUM
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};
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Regular → Executable
+9
-2
@@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@@ -32,8 +32,12 @@ For discussion please visit http://box2d.org/forum
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// These include files constitute the main Box2D API
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#include <Box2D/Common/b2Settings.h>
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#include <Box2D/Common/b2Draw.h>
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#include <Box2D/Common/b2Timer.h>
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#include <Box2D/Collision/Shapes/b2CircleShape.h>
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <Box2D/Collision/Shapes/b2ChainShape.h>
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#include <Box2D/Collision/Shapes/b2PolygonShape.h>
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#include <Box2D/Collision/b2BroadPhase.h>
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@@ -52,11 +56,14 @@ For discussion please visit http://box2d.org/forum
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#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
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#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
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#include <Box2D/Dynamics/Joints/b2GearJoint.h>
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#include <Box2D/Dynamics/Joints/b2LineJoint.h>
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#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
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#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
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#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
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#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
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#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
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#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
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#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
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#include <Box2D/Rope/b2Rope.h>
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#endif
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@@ -0,0 +1,171 @@
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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
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||||
*
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* 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.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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||||
* 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.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <Box2D/Collision/Shapes/b2ChainShape.h>
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <new>
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#include <cstring>
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using namespace std;
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b2ChainShape::~b2ChainShape()
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{
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b2Free(m_vertices);
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m_vertices = NULL;
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m_count = 0;
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}
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void b2ChainShape::CreateLoop(const b2Vec2* vertices, int32 count)
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{
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b2Assert(m_vertices == NULL && m_count == 0);
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b2Assert(count >= 3);
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m_count = count + 1;
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m_vertices = (b2Vec2*)b2Alloc(m_count * sizeof(b2Vec2));
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memcpy(m_vertices, vertices, count * sizeof(b2Vec2));
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m_vertices[count] = m_vertices[0];
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m_prevVertex = m_vertices[m_count - 2];
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m_nextVertex = m_vertices[1];
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m_hasPrevVertex = true;
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m_hasNextVertex = true;
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}
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void b2ChainShape::CreateChain(const b2Vec2* vertices, int32 count)
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{
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b2Assert(m_vertices == NULL && m_count == 0);
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b2Assert(count >= 2);
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m_count = count;
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m_vertices = (b2Vec2*)b2Alloc(count * sizeof(b2Vec2));
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memcpy(m_vertices, vertices, m_count * sizeof(b2Vec2));
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m_hasPrevVertex = false;
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m_hasNextVertex = false;
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}
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void b2ChainShape::SetPrevVertex(const b2Vec2& prevVertex)
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{
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m_prevVertex = prevVertex;
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m_hasPrevVertex = true;
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}
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void b2ChainShape::SetNextVertex(const b2Vec2& nextVertex)
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{
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m_nextVertex = nextVertex;
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m_hasNextVertex = true;
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}
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b2Shape* b2ChainShape::Clone(b2BlockAllocator* allocator) const
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{
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void* mem = allocator->Allocate(sizeof(b2ChainShape));
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b2ChainShape* clone = new (mem) b2ChainShape;
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clone->CreateChain(m_vertices, m_count);
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clone->m_prevVertex = m_prevVertex;
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clone->m_nextVertex = m_nextVertex;
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clone->m_hasPrevVertex = m_hasPrevVertex;
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clone->m_hasNextVertex = m_hasNextVertex;
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return clone;
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}
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int32 b2ChainShape::GetChildCount() const
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{
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// edge count = vertex count - 1
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return m_count - 1;
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}
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void b2ChainShape::GetChildEdge(b2EdgeShape* edge, int32 index) const
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{
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b2Assert(0 <= index && index < m_count - 1);
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edge->m_type = b2Shape::e_edge;
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edge->m_radius = m_radius;
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edge->m_vertex1 = m_vertices[index + 0];
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edge->m_vertex2 = m_vertices[index + 1];
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if (index > 0)
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{
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edge->m_vertex0 = m_vertices[index - 1];
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edge->m_hasVertex0 = true;
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}
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else
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{
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edge->m_vertex0 = m_prevVertex;
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edge->m_hasVertex0 = m_hasPrevVertex;
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}
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if (index < m_count - 2)
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||||
{
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edge->m_vertex3 = m_vertices[index + 2];
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edge->m_hasVertex3 = true;
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}
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||||
else
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{
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edge->m_vertex3 = m_nextVertex;
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edge->m_hasVertex3 = m_hasNextVertex;
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}
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}
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bool b2ChainShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
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{
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B2_NOT_USED(xf);
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B2_NOT_USED(p);
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return false;
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}
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bool b2ChainShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& xf, int32 childIndex) const
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{
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b2Assert(childIndex < m_count);
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b2EdgeShape edgeShape;
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int32 i1 = childIndex;
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int32 i2 = childIndex + 1;
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if (i2 == m_count)
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{
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i2 = 0;
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}
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edgeShape.m_vertex1 = m_vertices[i1];
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edgeShape.m_vertex2 = m_vertices[i2];
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return edgeShape.RayCast(output, input, xf, 0);
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}
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void b2ChainShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
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{
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b2Assert(childIndex < m_count);
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int32 i1 = childIndex;
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int32 i2 = childIndex + 1;
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if (i2 == m_count)
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{
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i2 = 0;
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}
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b2Vec2 v1 = b2Mul(xf, m_vertices[i1]);
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b2Vec2 v2 = b2Mul(xf, m_vertices[i2]);
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aabb->lowerBound = b2Min(v1, v2);
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aabb->upperBound = b2Max(v1, v2);
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}
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void b2ChainShape::ComputeMass(b2MassData* massData, float32 density) const
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{
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B2_NOT_USED(density);
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massData->mass = 0.0f;
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massData->center.SetZero();
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massData->I = 0.0f;
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}
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@@ -0,0 +1,117 @@
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/*
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||||
* 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.
|
||||
*/
|
||||
|
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#ifndef B2_CHAIN_SHAPE_H
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#define B2_CHAIN_SHAPE_H
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#include <Box2D/Collision/Shapes/b2Shape.h>
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class b2EdgeShape;
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/// A chain shape is a free form sequence of line segments.
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/// The chain has two-sided collision, so you can use inside and outside collision.
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/// Therefore, you may use any winding order.
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/// Since there may be many vertices, they are allocated using b2Alloc.
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/// Connectivity information is used to create smooth collisions.
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/// WARNING: The chain will not collide properly if there are self-intersections.
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class b2ChainShape : public b2Shape
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{
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public:
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b2ChainShape();
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/// The destructor frees the vertices using b2Free.
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~b2ChainShape();
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/// Create a loop. This automatically adjusts connectivity.
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/// @param vertices an array of vertices, these are copied
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/// @param count the vertex count
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void CreateLoop(const b2Vec2* vertices, int32 count);
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/// Create a chain with isolated end vertices.
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/// @param vertices an array of vertices, these are copied
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/// @param count the vertex count
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void CreateChain(const b2Vec2* vertices, int32 count);
|
||||
|
||||
/// Establish connectivity to a vertex that precedes the first vertex.
|
||||
/// Don't call this for loops.
|
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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.
|
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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
|
||||
Regular → Executable
+17
-6
@@ -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);
|
||||
}
|
||||
|
||||
Regular → Executable
+7
-3
@@ -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
|
||||
Regular → Executable
+86
-159
@@ -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));
|
||||
}
|
||||
|
||||
Regular → Executable
+10
-46
@@ -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);
|
||||
|
||||
Regular → Executable
+16
-10
@@ -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.
|
||||
|
||||
Regular → Executable
+7
-1
@@ -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)
|
||||
|
||||
Regular → Executable
+26
-7
@@ -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>
|
||||
|
||||
Regular → Executable
+1
-1
@@ -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
@@ -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);
|
||||
}
|
||||
Regular → Executable
+32
-21
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
Regular → Executable
+15
-16
@@ -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;
|
||||
|
||||
Regular → Executable
+55
-19
@@ -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 ------------------------------------------
|
||||
|
||||
|
||||
Regular → Executable
+36
-4
@@ -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;
|
||||
|
||||
|
||||
Regular → Executable
+3
-3
@@ -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;
|
||||
|
||||
Regular → Executable
+524
-118
@@ -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();
|
||||
}
|
||||
|
||||
Regular → Executable
+47
-49
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Regular → Executable
+21
-21
@@ -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
|
||||
{
|
||||
|
||||
Regular → Executable
+1
-2
@@ -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
|
||||
|
||||
Regular → Executable
+15
-3
@@ -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);
|
||||
|
||||
Regular → Executable
+8
-5
@@ -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
@@ -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
@@ -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;
|
||||
};
|
||||
@@ -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
|
||||
Regular → Executable
+6
-8
@@ -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)
|
||||
{
|
||||
|
||||
Regular → Executable
+191
-98
@@ -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
|
||||
|
||||
Regular → Executable
+2
-2
@@ -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)
|
||||
|
||||
Regular → Executable
+12
-16
@@ -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
|
||||
|
||||
Regular → Executable
+1
-1
@@ -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
|
||||
|
||||
Regular → Executable
+1
-1
@@ -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
@@ -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
|
||||
Regular → Executable
+19
-25
@@ -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
|
||||
};
|
||||
+54
@@ -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);
|
||||
}
|
||||
+39
@@ -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
|
||||
+54
@@ -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);
|
||||
}
|
||||
+39
@@ -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
|
||||
Regular → Executable
+4
-3
@@ -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);
|
||||
|
||||
Regular → Executable
+3
-2
@@ -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);
|
||||
|
||||
Regular → Executable
+26
-12
@@ -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;
|
||||
|
||||
Regular → Executable
+97
-8
@@ -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
|
||||
|
||||
Regular → Executable
+462
-253
@@ -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
|
||||
|
||||
Regular → Executable
+35
-19
@@ -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
|
||||
|
||||
|
||||
+50
@@ -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
|
||||
+50
@@ -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);
|
||||
}
|
||||
+39
@@ -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
|
||||
Regular → Executable
+4
-6
@@ -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);
|
||||
|
||||
Regular → Executable
+2
-2
@@ -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);
|
||||
|
||||
Regular → Executable
+4
-3
@@ -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);
|
||||
|
||||
Regular → Executable
+3
-2
@@ -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;
|
||||
}
|
||||
Regular → Executable
+83
-56
@@ -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
|
||||
|
||||
Regular → Executable
+28
-9
@@ -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)
|
||||
|
||||
Regular → Executable
+60
-54
@@ -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;
|
||||
}
|
||||
|
||||
Regular → Executable
+19
-8
@@ -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
|
||||
|
||||
Regular → Executable
+250
-109
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
Regular → Executable
+30
-28
@@ -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
|
||||
|
||||
Regular → Executable
+19
-7
@@ -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;
|
||||
|
||||
Regular → Executable
+24
-34
@@ -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
|
||||
Regular → Executable
+63
-43
@@ -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
|
||||
|
||||
Regular → Executable
+20
-11
@@ -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
|
||||
|
||||
Regular → Executable
+206
-191
@@ -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;
|
||||
}
|
||||
|
||||
Regular → Executable
+30
-25
@@ -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
|
||||
|
||||
Regular → Executable
+161
-278
@@ -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();
|
||||
}
|
||||
|
||||
Regular → Executable
+32
-42
@@ -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
|
||||
|
||||
Regular → Executable
+163
-158
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
Regular → Executable
+32
-15
@@ -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
|
||||
Regular → Executable
+91
-81
@@ -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;
|
||||
}
|
||||
|
||||
Regular → Executable
+16
-6
@@ -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
|
||||
Regular → Executable
+44
-30
@@ -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.
|
||||
|
||||
Regular → Executable
+59
-18
@@ -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()
|
||||
|
||||
Regular → Executable
+36
-9
@@ -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;
|
||||
}
|
||||
|
||||
Regular → Executable
+1
-1
@@ -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
|
||||
|
||||
Regular → Executable
+96
-31
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Regular → Executable
+30
-18
@@ -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
|
||||
|
||||
Regular → Executable
+273
-108
@@ -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);
|
||||
|
||||
Regular → Executable
+9
-21
@@ -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
|
||||
|
||||
Regular → Executable
+45
-10
@@ -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
|
||||
|
||||
Regular → Executable
+440
-277
@@ -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();
|
||||
}
|
||||
|
||||
Regular → Executable
+70
-16
@@ -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
|
||||
|
||||
Regular → Executable
+1
-26
@@ -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;
|
||||
}
|
||||
|
||||
Regular → Executable
+2
-64
@@ -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
@@ -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
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -100,6 +100,8 @@ namespace box2d
|
||||
float getReactionTorque(float dt);
|
||||
|
||||
bool isActive() const;
|
||||
|
||||
bool getCollideConnected() const;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user