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A 2D java physics engine, a port of the C++ Box2d engine. This is the core physics engine.
/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
******************************************************************************/
/**
* Created at 2:25:52 PM Jul 6, 2010
*/
package org.jbox2d.dynamics.contacts;
import org.jbox2d.collision.Manifold;
import org.jbox2d.collision.ManifoldPoint;
import org.jbox2d.collision.shapes.Shape;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.Fixture;
// updated to rev 100
// pooling: local, non-thread
/**
* This is a pure position solver for a single movable body in contact with
* multiple non-moving bodies.
* @author daniel
*/
public class TOISolver {
// TODO djm: find out the best number to start with
private TOIConstraint[] m_constraints = new TOIConstraint[4];
private int m_count;
private Body m_toiBody;
public TOISolver(){
m_count = 0;
m_toiBody = null;
for(int i=0; i m_constraints.length){
TOIConstraint[] old = m_constraints;
// thanks zel1990! Fix for issue 24
final int newLen = MathUtils.max(m_count, old.length*2);
m_constraints = new TOIConstraint[newLen];
System.arraycopy(old, 0, m_constraints, 0, old.length);
for(int i=old.length; i 0);
TOIConstraint constraint = m_constraints[i];
constraint.bodyA = bodyA;
constraint.bodyB = bodyB;
constraint.localNormal.set(manifold.localNormal);
constraint.localPoint.set(manifold.localPoint);
constraint.type = manifold.type;
constraint.pointCount = manifold.pointCount;
constraint.radius = radiusA + radiusB;
for (int j = 0; j < constraint.pointCount; ++j){
ManifoldPoint cp = manifold.points[j];
constraint.localPoints[j] = cp.localPoint;
}
}
}
// djm pooling
private final TOISolverManifold psm = new TOISolverManifold();
private final Vec2 rA = new Vec2();
private final Vec2 rB = new Vec2();
private final Vec2 P = new Vec2();
private final Vec2 temp = new Vec2();
/**
* Perform one solver iteration. Returns true if converged.
* @param baumgarte
* @return
*/
public boolean solve(float baumgarte){
// Push out the toi body to provide clearance for further simulation.
float minSeparation = 0f;
for (int i = 0; i < m_count; ++i){
TOIConstraint c = m_constraints[i];
Body bodyA = c.bodyA;
Body bodyB = c.bodyB;
float massA = bodyA.m_mass;
float massB = bodyB.m_mass;
// Only the TOI body should move.
if (bodyA == m_toiBody){
massB = 0.0f;
}
else{
massA = 0.0f;
}
float invMassA = massA * bodyA.m_invMass;
float invIA = massA * bodyA.m_invI;
float invMassB = massB * bodyB.m_invMass;
float invIB = massB * bodyB.m_invI;
// Solve normal constraints
for (int j = 0; j < c.pointCount; ++j){
psm.initialize(c, j);
Vec2 normal = psm.normal;
Vec2 point = psm.point;
float separation = psm.separation;
rA.set(point).subLocal(bodyA.m_sweep.c);
rB.set(point).subLocal(bodyB.m_sweep.c);
// Track max constraint error.
minSeparation = MathUtils.min(minSeparation, separation);
// Prevent large corrections and allow slop.
float C = MathUtils.clamp(baumgarte * (separation + Settings.linearSlop), -Settings.maxLinearCorrection, 0.0f);
// Compute the effective mass.
float rnA = Vec2.cross(rA, normal);
float rnB = Vec2.cross(rB, normal);
float K = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB;
// Compute normal impulse
float impulse = K > 0.0f ? - C / K : 0.0f;
P.set(normal).mulLocal(impulse);
temp.set(P).mulLocal(invMassA);
bodyA.m_sweep.c.subLocal(temp);
bodyA.m_sweep.a -= invIA * Vec2.cross(rA, P);
bodyA.synchronizeTransform();
temp.set(P).mulLocal(invMassB);
bodyB.m_sweep.c.addLocal(temp);
bodyB.m_sweep.a += invIB * Vec2.cross(rB, P);
bodyB.synchronizeTransform();
}
}
// We can't expect minSpeparation >= -_linearSlop because we don't
// push the separation above -_linearSlop.
return minSeparation >= -1.5f * Settings.linearSlop;
}
}
class TOISolverManifold{
public final Vec2 normal = new Vec2();
public final Vec2 point = new Vec2();
public float separation;
// djm pooling
private final Vec2 pointA = new Vec2();
private final Vec2 pointB = new Vec2();
private final Vec2 temp = new Vec2();
private final Vec2 planePoint = new Vec2();
private final Vec2 clipPoint = new Vec2();
public void initialize(TOIConstraint cc, int index){
assert(cc.pointCount > 0);
switch (cc.type){
case CIRCLES : {
cc.bodyA.getWorldPointToOut(cc.localPoint, pointA);
cc.bodyB.getWorldPointToOut(cc.localPoints[0], pointB);
if (MathUtils.distanceSquared(pointA, pointB) > Settings.EPSILON * Settings.EPSILON) {
normal.set(pointB).subLocal(pointA);
normal.normalize();
}
else {
normal.set(1.0f, 0.0f);
}
point.set(pointA).addLocal(pointB).mulLocal(.5f);
temp.set(pointB).subLocal(pointA);
separation = Vec2.dot(temp, normal) - cc.radius;
break;
}
case FACE_A : {
cc.bodyA.getWorldVectorToOut(cc.localNormal, normal);
cc.bodyA.getWorldPointToOut(cc.localPoint, planePoint);
cc.bodyB.getWorldPointToOut(cc.localPoints[index], clipPoint);
temp.set(clipPoint).subLocal(planePoint);
separation = Vec2.dot(temp, normal) - cc.radius;
point.set(clipPoint);
break;
}
case FACE_B : {
cc.bodyB.getWorldVectorToOut(cc.localNormal, normal);
cc.bodyB.getWorldPointToOut(cc.localPoint, planePoint);
cc.bodyA.getWorldPointToOut(cc.localPoints[index], clipPoint);
temp.set(clipPoint).subLocal(planePoint);
separation = Vec2.dot(temp, normal) - cc.radius;
point.set(clipPoint);
// Ensure normal points from A to B
normal.negateLocal();
}
break;
}
}
}