Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Dynamics/Island.cs

449 lines
15 KiB
C#

/*
* 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
{
/// <summary>
/// This is an internal class.
/// </summary>
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]);
}
}
}
}
}