/* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist * * Original source Box2D: * 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. */ using System; using System.Diagnostics; using FarseerPhysics.Common; using FarseerPhysics.Dynamics.Contacts; using FarseerPhysics.Dynamics.Joints; using Microsoft.Xna.Framework; namespace FarseerPhysics.Dynamics { /// /// This is an internal class. /// public class Island { private ContactManager _contactManager; private ContactSolver _contactSolver = new ContactSolver(); private Contact[] _contacts; private Joint[] _joints; private const float LinTolSqr = Settings.LinearSleepTolerance * Settings.LinearSleepTolerance; private const float AngTolSqr = Settings.AngularSleepTolerance * Settings.AngularSleepTolerance; private Stopwatch _watch = new Stopwatch(); public Body[] Bodies; public int BodyCount; public int ContactCount; public int JointCount; public Velocity[] _velocities; public Position[] _positions; public int BodyCapacity; public int ContactCapacity; public int JointCapacity; public float JointUpdateTime; public void Reset(int bodyCapacity, int contactCapacity, int jointCapacity, ContactManager contactManager) { BodyCapacity = bodyCapacity; ContactCapacity = contactCapacity; JointCapacity = jointCapacity; BodyCount = 0; ContactCount = 0; JointCount = 0; _contactManager = contactManager; if (Bodies == null || Bodies.Length < bodyCapacity) { Bodies = new Body[bodyCapacity]; _velocities = new Velocity[bodyCapacity]; _positions = new Position[bodyCapacity]; } if (_contacts == null || _contacts.Length < contactCapacity) { _contacts = new Contact[contactCapacity * 2]; } if (_joints == null || _joints.Length < jointCapacity) { _joints = new Joint[jointCapacity * 2]; } } public void Clear() { BodyCount = 0; ContactCount = 0; JointCount = 0; } public void Solve(ref TimeStep step, ref Vector2 gravity) { float h = step.dt; // Integrate velocities and apply damping. Initialize the body state. for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; Vector2 c = b._sweep.C; float a = b._sweep.A; Vector2 v = b._linearVelocity; float w = b._angularVelocity; // Store positions for continuous collision. b._sweep.C0 = b._sweep.C; b._sweep.A0 = b._sweep.A; if (b.BodyType == BodyType.Dynamic) { // Integrate velocities. // FPE: Only apply gravity if the body wants it. if (b.IgnoreGravity) v += h * (b._invMass * b._force); else v += h * (b.GravityScale * gravity + b._invMass * b._force); w += h * b._invI * b._torque; // Apply damping. // ODE: dv/dt + c * v = 0 // Solution: v(t) = v0 * exp(-c * t) // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt) // v2 = exp(-c * dt) * v1 // Taylor expansion: // v2 = (1.0f - c * dt) * v1 v *= MathUtils.Clamp(1.0f - h * b.LinearDamping, 0.0f, 1.0f); w *= MathUtils.Clamp(1.0f - h * b.AngularDamping, 0.0f, 1.0f); } _positions[i].c = c; _positions[i].a = a; _velocities[i].v = v; _velocities[i].w = w; } // Solver data SolverData solverData = new SolverData(); solverData.step = step; solverData.positions = _positions; solverData.velocities = _velocities; _contactSolver.Reset(step, ContactCount, _contacts, _positions, _velocities); _contactSolver.InitializeVelocityConstraints(); if (Settings.EnableWarmstarting) { _contactSolver.WarmStart(); } if (Settings.EnableDiagnostics) _watch.Start(); for (int i = 0; i < JointCount; ++i) { if (_joints[i].Enabled) _joints[i].InitVelocityConstraints(ref solverData); } if (Settings.EnableDiagnostics) _watch.Stop(); // Solve velocity constraints. for (int i = 0; i < Settings.VelocityIterations; ++i) { for (int j = 0; j < JointCount; ++j) { Joint joint = _joints[j]; if (!joint.Enabled) continue; if (Settings.EnableDiagnostics) _watch.Start(); joint.SolveVelocityConstraints(ref solverData); joint.Validate(step.inv_dt); if (Settings.EnableDiagnostics) _watch.Stop(); } _contactSolver.SolveVelocityConstraints(); } // Store impulses for warm starting. _contactSolver.StoreImpulses(); // Integrate positions for (int i = 0; i < BodyCount; ++i) { Vector2 c = _positions[i].c; float a = _positions[i].a; Vector2 v = _velocities[i].v; float w = _velocities[i].w; // Check for large velocities Vector2 translation = h * v; if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared) { float ratio = Settings.MaxTranslation / translation.Length(); v *= ratio; } float rotation = h * w; if (rotation * rotation > Settings.MaxRotationSquared) { float ratio = Settings.MaxRotation / Math.Abs(rotation); w *= ratio; } // Integrate c += h * v; a += h * w; _positions[i].c = c; _positions[i].a = a; _velocities[i].v = v; _velocities[i].w = w; } // Solve position constraints bool positionSolved = false; for (int i = 0; i < Settings.PositionIterations; ++i) { bool contactsOkay = _contactSolver.SolvePositionConstraints(); bool jointsOkay = true; for (int j = 0; j < JointCount; ++j) { Joint joint = _joints[j]; if (!joint.Enabled) continue; if (Settings.EnableDiagnostics) _watch.Start(); bool jointOkay = joint.SolvePositionConstraints(ref solverData); if (Settings.EnableDiagnostics) _watch.Stop(); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. positionSolved = true; break; } } if (Settings.EnableDiagnostics) { JointUpdateTime = _watch.ElapsedTicks; _watch.Reset(); } // Copy state buffers back to the bodies for (int i = 0; i < BodyCount; ++i) { Body body = Bodies[i]; body._sweep.C = _positions[i].c; body._sweep.A = _positions[i].a; body._linearVelocity = _velocities[i].v; body._angularVelocity = _velocities[i].w; body.SynchronizeTransform(); } Report(_contactSolver._velocityConstraints); if (Settings.AllowSleep) { float minSleepTime = Settings.MaxFloat; for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; if (b.BodyType == BodyType.Static) continue; if (!b.SleepingAllowed || b._angularVelocity * b._angularVelocity > AngTolSqr || Vector2.Dot(b._linearVelocity, b._linearVelocity) > LinTolSqr) { b._sleepTime = 0.0f; minSleepTime = 0.0f; } else { b._sleepTime += h; minSleepTime = Math.Min(minSleepTime, b._sleepTime); } } if (minSleepTime >= Settings.TimeToSleep && positionSolved) { for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; b.Awake = false; } } } } internal void SolveTOI(ref TimeStep subStep, int toiIndexA, int toiIndexB, bool warmstarting) { Debug.Assert(toiIndexA < BodyCount); Debug.Assert(toiIndexB < BodyCount); // Initialize the body state. for (int i = 0; i < BodyCount; ++i) { Body b = Bodies[i]; _positions[i].c = b._sweep.C; _positions[i].a = b._sweep.A; _velocities[i].v = b._linearVelocity; _velocities[i].w = b._angularVelocity; } _contactSolver.Reset(subStep, ContactCount, _contacts, _positions, _velocities, warmstarting); // Solve position constraints. for (int i = 0; i < Settings.TOIPositionIterations; ++i) { bool contactsOkay = _contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB); if (contactsOkay) { break; } } // Leap of faith to new safe state. Bodies[toiIndexA]._sweep.C0 = _positions[toiIndexA].c; Bodies[toiIndexA]._sweep.A0 = _positions[toiIndexA].a; Bodies[toiIndexB]._sweep.C0 = _positions[toiIndexB].c; Bodies[toiIndexB]._sweep.A0 = _positions[toiIndexB].a; // No warm starting is needed for TOI events because warm // starting impulses were applied in the discrete solver. _contactSolver.InitializeVelocityConstraints(); // Solve velocity constraints. for (int i = 0; i < Settings.TOIVelocityIterations; ++i) { _contactSolver.SolveVelocityConstraints(); } // Don't store the TOI contact forces for warm starting // because they can be quite large. float h = subStep.dt; // Integrate positions. for (int i = 0; i < BodyCount; ++i) { Vector2 c = _positions[i].c; float a = _positions[i].a; Vector2 v = _velocities[i].v; float w = _velocities[i].w; // Check for large velocities Vector2 translation = h * v; if (Vector2.Dot(translation, translation) > Settings.MaxTranslationSquared) { float ratio = Settings.MaxTranslation / translation.Length(); v *= ratio; } float rotation = h * w; if (rotation * rotation > Settings.MaxRotationSquared) { float ratio = Settings.MaxRotation / Math.Abs(rotation); w *= ratio; } // Integrate c += h * v; a += h * w; _positions[i].c = c; _positions[i].a = a; _velocities[i].v = v; _velocities[i].w = w; // Sync bodies Body body = Bodies[i]; body._sweep.C = c; body._sweep.A = a; body._linearVelocity = v; body._angularVelocity = w; body.SynchronizeTransform(); } Report(_contactSolver._velocityConstraints); } public void Add(Body body) { Debug.Assert(BodyCount < BodyCapacity); body.IslandIndex = BodyCount; Bodies[BodyCount++] = body; } public void Add(Contact contact) { Debug.Assert(ContactCount < ContactCapacity); _contacts[ContactCount++] = contact; } public void Add(Joint joint) { Debug.Assert(JointCount < JointCapacity); _joints[JointCount++] = joint; } private void Report(ContactVelocityConstraint[] constraints) { if (_contactManager == null) return; for (int i = 0; i < ContactCount; ++i) { Contact c = _contacts[i]; //FPE optimization: We don't store the impulses and send it to the delegate. We just send the whole contact. //FPE feature: added after collision if (c.FixtureA.AfterCollision != null) c.FixtureA.AfterCollision(c.FixtureA, c.FixtureB, c, constraints[i]); if (c.FixtureB.AfterCollision != null) c.FixtureB.AfterCollision(c.FixtureB, c.FixtureA, c, constraints[i]); if (_contactManager.PostSolve != null) { _contactManager.PostSolve(c, constraints[i]); } } } } }