/* * 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. */ package Box2D.Dynamics.Contacts{ import Box2D.Dynamics.*; import Box2D.Collision.*; import Box2D.Common.Math.*; import Box2D.Common.*; import Box2D.Dynamics.Contacts.*; public class b2ContactSolver { public function b2ContactSolver(step:b2TimeStep, contacts:Array, contactCount:int, allocator:*){ var contact:b2Contact; //m_step = step; m_step.dt = step.dt; m_step.inv_dt = step.inv_dt; m_step.maxIterations = step.maxIterations; m_allocator = allocator; var i:int; var tVec:b2Vec2; var tMat:b2Mat22; m_constraintCount = 0; for (i = 0; i < contactCount; ++i) { // b2Assert(contacts[i].IsSolid()); contact = contacts[i]; m_constraintCount += contact.m_manifoldCount; } // fill array for (i = 0; i < m_constraintCount; i++){ m_constraints[i] = new b2ContactConstraint(); } var count:int = 0; for (i = 0; i < contactCount; ++i) { contact = contacts[i]; var b1:b2Body = contact.m_shape1.m_body; var b2:b2Body = contact.m_shape2.m_body; var manifoldCount:int = contact.m_manifoldCount; var manifolds:Array = contact.GetManifolds(); var friction:Number = contact.m_friction; var restitution:Number = contact.m_restitution; //var v1:b2Vec2 = b1.m_linearVelocity.Copy(); var v1X:Number = b1.m_linearVelocity.x; var v1Y:Number = b1.m_linearVelocity.y; //var v2:b2Vec2 = b2.m_linearVelocity.Copy(); var v2X:Number = b2.m_linearVelocity.x; var v2Y:Number = b2.m_linearVelocity.y; var w1:Number = b1.m_angularVelocity; var w2:Number = b2.m_angularVelocity; for (var j:int = 0; j < manifoldCount; ++j) { var manifold:b2Manifold = manifolds[ j ]; //b2Settings.b2Assert(manifold.pointCount > 0); //var normal:b2Vec2 = manifold.normal.Copy(); var normalX:Number = manifold.normal.x; var normalY:Number = manifold.normal.y; //b2Settings.b2Assert(count < m_constraintCount); var c:b2ContactConstraint = m_constraints[ count ]; c.body1 = b1; //p c.body2 = b2; //p c.manifold = manifold; //p //c.normal = normal; c.normal.x = normalX; c.normal.y = normalY; c.pointCount = manifold.pointCount; c.friction = friction; c.restitution = restitution; for (var k:uint = 0; k < c.pointCount; ++k) { var cp:b2ManifoldPoint = manifold.points[ k ]; var ccp:b2ContactConstraintPoint = c.points[ k ]; ccp.normalImpulse = cp.normalImpulse; ccp.tangentImpulse = cp.tangentImpulse; ccp.separation = cp.separation; ccp.positionImpulse = 0.0; ccp.localAnchor1.SetV(cp.localPoint1); ccp.localAnchor2.SetV(cp.localPoint2); var tX:Number; var tY:Number; //ccp->r1 = b2Mul(b1->GetXForm().R, cp->localPoint1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = cp.localPoint1.x - b1.m_sweep.localCenter.x; var r1Y:Number = cp.localPoint1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; ccp.r1.Set(r1X,r1Y); //ccp->r2 = b2Mul(b2->GetXForm().R, cp->localPoint2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = cp.localPoint2.x - b2.m_sweep.localCenter.x; var r2Y:Number = cp.localPoint2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; ccp.r2.Set(r2X,r2Y); var r1Sqr:Number = r1X * r1X + r1Y * r1Y;//b2Math.b2Dot(r1, r1); var r2Sqr:Number = r2X * r2X + r2Y * r2Y;//b2Math.b2Dot(r2, r2); //var rn1:Number = b2Math.b2Dot(r1, normal); var rn1:Number = r1X*normalX + r1Y*normalY; //var rn2:Number = b2Math.b2Dot(r2, normal); var rn2:Number = r2X*normalX + r2Y*normalY; var kNormal:Number = b1.m_invMass + b2.m_invMass; kNormal += b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_invI * (r2Sqr - rn2 * rn2); //b2Settings.b2Assert(kNormal > Number.MIN_VALUE); ccp.normalMass = 1.0 / kNormal; var kEqualized:Number = b1.m_mass * b1.m_invMass + b2.m_mass * b2.m_invMass; kEqualized += b1.m_mass * b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_mass * b2.m_invI * (r2Sqr - rn2 * rn2); //b2Assert(kEqualized > Number.MIN_VALUE); ccp.equalizedMass = 1.0 / kEqualized; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX:Number = normalY var tangentY:Number = -normalX; //var rt1:Number = b2Math.b2Dot(r1, tangent); var rt1:Number = r1X*tangentX + r1Y*tangentY; //var rt2:Number = b2Math.b2Dot(r2, tangent); var rt2:Number = r2X*tangentX + r2Y*tangentY; var kTangent:Number = b1.m_invMass + b2.m_invMass; kTangent += b1.m_invI * (r1Sqr - rt1 * rt1) + b2.m_invI * (r2Sqr - rt2 * rt2); //b2Settings.b2Assert(kTangent > Number.MIN_VALUE); ccp.tangentMass = 1.0 / kTangent; // Setup a velocity bias for restitution. ccp.velocityBias = 0.0; if (ccp.separation > 0.0) { ccp.velocityBias = -60.0 * ccp.separation; // TODO_ERIN b2TimeStep } //b2Dot(c.normal, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1)); tX = v2X + (-w2*r2Y) - v1X - (-w1*r1Y); tY = v2Y + (w2*r2X) - v1Y - (w1*r1X); //var vRel:Number = b2Dot(c.normal, t); var vRel:Number = c.normal.x*tX + c.normal.y*tY; if (vRel < -b2Settings.b2_velocityThreshold) { ccp.velocityBias += -c.restitution * vRel; } } ++count; } } //b2Settings.b2Assert(count == m_constraintCount); } //~b2ContactSolver(); public function InitVelocityConstraints(step: b2TimeStep) : void{ var tVec:b2Vec2; var tVec2:b2Vec2; var tMat:b2Mat22; // Warm start. for (var i:int = 0; i < m_constraintCount; ++i) { var c:b2ContactConstraint = m_constraints[ i ]; var b1:b2Body = c.body1; var b2:b2Body = c.body2; var invMass1:Number = b1.m_invMass; var invI1:Number = b1.m_invI; var invMass2:Number = b2.m_invMass; var invI2:Number = b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX:Number = c.normal.x; var normalY:Number = c.normal.y; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX:Number = normalY; var tangentY:Number = -normalX; var tX:Number; var j:int; var tCount:int; if (step.warmStarting) { tCount = c.pointCount; for (j = 0; j < tCount; ++j) { var ccp:b2ContactConstraintPoint = c.points[ j ]; ccp.normalImpulse *= step.dtRatio; ccp.tangentImpulse *= step.dtRatio; //b2Vec2 P = ccp->normalImpulse * normal + ccp->tangentImpulse * tangent; var PX:Number = ccp.normalImpulse * normalX + ccp.tangentImpulse * tangentX; var PY:Number = ccp.normalImpulse * normalY + ccp.tangentImpulse * tangentY; //b1.m_angularVelocity -= invI1 * b2Math.b2CrossVV(r1, P); b1.m_angularVelocity -= invI1 * (ccp.r1.x * PY - ccp.r1.y * PX); //b1.m_linearVelocity.Subtract( b2Math.MulFV(invMass1, P) ); b1.m_linearVelocity.x -= invMass1 * PX; b1.m_linearVelocity.y -= invMass1 * PY; //b2.m_angularVelocity += invI2 * b2Math.b2CrossVV(r2, P); b2.m_angularVelocity += invI2 * (ccp.r2.x * PY - ccp.r2.y * PX); //b2.m_linearVelocity.Add( b2Math.MulFV(invMass2, P) ); b2.m_linearVelocity.x += invMass2 * PX; b2.m_linearVelocity.y += invMass2 * PY; } } else{ tCount = c.pointCount; for (j = 0; j < tCount; ++j) { var ccp2:b2ContactConstraintPoint = c.points[ j ]; ccp2.normalImpulse = 0.0; ccp2.tangentImpulse = 0.0; } } } } public function SolveVelocityConstraints() : void{ var j:int; var ccp:b2ContactConstraintPoint; var r1X:Number; var r1Y:Number; var r2X:Number; var r2Y:Number; var dvX:Number; var dvY:Number; var vn:Number; var vt:Number; var lambda_n:Number; var lambda_t:Number; var newImpulse_n:Number; var newImpulse_t:Number; var PX:Number; var PY:Number; var tMat:b2Mat22; var tVec:b2Vec2; for (var i:int = 0; i < m_constraintCount; ++i) { var c:b2ContactConstraint = m_constraints[ i ]; var b1:b2Body = c.body1; var b2:b2Body = c.body2; var w1:Number = b1.m_angularVelocity; var w2:Number = b2.m_angularVelocity; var v1:b2Vec2 = b1.m_linearVelocity; var v2:b2Vec2 = b2.m_linearVelocity; var invMass1:Number = b1.m_invMass; var invI1:Number = b1.m_invI; var invMass2:Number = b2.m_invMass; var invI2:Number = b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX:Number = c.normal.x; var normalY:Number = c.normal.y; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX:Number = normalY; var tangentY:Number = -normalX; var friction:Number = c.friction; var tX:Number; var tCount:int = c.pointCount; for (j = 0; j < tCount; ++j) { ccp = c.points[ j ]; // Relative velocity at contact //b2Vec2 dv = v2 + b2Cross(w2, ccp->r2) - v1 - b2Cross(w1, ccp->r1); dvX = v2.x + (-w2 * ccp.r2.y) - v1.x - (-w1 * ccp.r1.y); dvY = v2.y + (w2 * ccp.r2.x) - v1.y - (w1 * ccp.r1.x); // Compute normal impulse //var vn:Number = b2Math.b2Dot(dv, normal); vn = dvX * normalX + dvY * normalY; lambda_n = -ccp.normalMass * (vn - ccp.velocityBias); // Compute tangent impulse - normal vt = dvX*tangentX + dvY*tangentY;//b2Math.b2Dot(dv, tangent); lambda_t = ccp.tangentMass * (-vt); // b2Clamp the accumulated impulse - tangent newImpulse_n = b2Math.b2Max(ccp.normalImpulse + lambda_n, 0.0); lambda_n = newImpulse_n - ccp.normalImpulse; // b2Clamp the accumulated force var maxFriction:Number = friction * ccp.normalImpulse; newImpulse_t = b2Math.b2Clamp(ccp.tangentImpulse + lambda_t, -maxFriction, maxFriction); lambda_t = newImpulse_t - ccp.tangentImpulse; // Apply contact impulse //b2Vec2 P = lambda * normal; PX = lambda_n * normalX + lambda_t * tangentX; PY = lambda_n * normalY + lambda_t * tangentY; //v1.Subtract( b2Math.MulFV( invMass1, P ) ); v1.x -= invMass1 * PX; v1.y -= invMass1 * PY; w1 -= invI1 * (ccp.r1.x * PY - ccp.r1.y * PX);//invI1 * b2Math.b2CrossVV(ccp.r1, P); //v2.Add( b2Math.MulFV( invMass2, P ) ); v2.x += invMass2 * PX; v2.y += invMass2 * PY; w2 += invI2 * (ccp.r2.x * PY - ccp.r2.y * PX);//invI2 * b2Math.b2CrossVV(ccp.r2, P); ccp.normalImpulse = newImpulse_n; ccp.tangentImpulse = newImpulse_t; } // b2Vec2s in AS3 are copied by reference. The originals are // references to the same things here and there is no need to // copy them back, unlike in C++ land where b2Vec2s are // copied by value. /*b1->m_linearVelocity = v1; b2->m_linearVelocity = v2;*/ b1.m_angularVelocity = w1; b2.m_angularVelocity = w2; } } public function FinalizeVelocityConstraints() : void { for (var i:int = 0; i < m_constraintCount; ++i) { var c:b2ContactConstraint = m_constraints[ i ]; var m:b2Manifold = c.manifold; for (var j:int = 0; j < c.pointCount; ++j) { var point1:b2ManifoldPoint = m.points[j]; var point2:b2ContactConstraintPoint = c.points[j]; point1.normalImpulse = point2.normalImpulse; point1.tangentImpulse = point2.tangentImpulse; } } } public function SolvePositionConstraints(baumgarte:Number):Boolean{ var minSeparation:Number = 0.0; var tMat:b2Mat22; var tVec:b2Vec2; for (var i:int = 0; i < m_constraintCount; ++i) { var c:b2ContactConstraint = m_constraints[ i ]; var b1:b2Body = c.body1; var b2:b2Body = c.body2; var b1_sweep_c:b2Vec2 = b1.m_sweep.c; var b1_sweep_a:Number = b1.m_sweep.a; var b2_sweep_c:b2Vec2 = b2.m_sweep.c; var b2_sweep_a:Number = b2.m_sweep.a; var invMass1:Number = b1.m_mass * b1.m_invMass; var invI1:Number = b1.m_mass * b1.m_invI; var invMass2:Number = b2.m_mass * b2.m_invMass; var invI2:Number = b2.m_mass * b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX:Number = c.normal.x; var normalY:Number = c.normal.y; // Solver normal constraints var tCount:int = c.pointCount; for (var j:int = 0; j < tCount; ++j) { var ccp:b2ContactConstraintPoint = c.points[ j ]; //r1 = b2Mul(b1->m_xf.R, ccp->localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; tVec = b1.m_sweep.localCenter; var r1X:Number = ccp.localAnchor1.x - tVec.x; var r1Y:Number = ccp.localAnchor1.y - tVec.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //r2 = b2Mul(b2->m_xf.R, ccp->localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; tVec = b2.m_sweep.localCenter; var r2X:Number = ccp.localAnchor2.x - tVec.x; var r2Y:Number = ccp.localAnchor2.y - tVec.y; var tX:Number = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->m_sweep.c + r1; var p1X:Number = b1_sweep_c.x + r1X; var p1Y:Number = b1_sweep_c.y + r1Y; //b2Vec2 p2 = b2->m_sweep.c + r2; var p2X:Number = b2_sweep_c.x + r2X; var p2Y:Number = b2_sweep_c.y + r2Y; //var dp:b2Vec2 = b2Math.SubtractVV(p2, p1); var dpX:Number = p2X - p1X; var dpY:Number = p2Y - p1Y; // Approximate the current separation. //var separation:Number = b2Math.b2Dot(dp, normal) + ccp.separation; var separation:Number = (dpX*normalX + dpY*normalY) + ccp.separation; // Track max constraint error. minSeparation = b2Math.b2Min(minSeparation, separation); // Prevent large corrections and allow slop. var C:Number = baumgarte * b2Math.b2Clamp(separation + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); // Compute normal impulse var dImpulse:Number = -ccp.equalizedMass * C; // b2Clamp the accumulated impulse var impulse0:Number = ccp.positionImpulse; ccp.positionImpulse = b2Math.b2Max(impulse0 + dImpulse, 0.0); dImpulse = ccp.positionImpulse - impulse0; //var impulse:b2Vec2 = b2Math.MulFV( dImpulse, normal ); var impulseX:Number = dImpulse * normalX; var impulseY:Number = dImpulse * normalY; //b1.m_position.Subtract( b2Math.MulFV( invMass1, impulse ) ); b1_sweep_c.x -= invMass1 * impulseX; b1_sweep_c.y -= invMass1 * impulseY; b1_sweep_a -= invI1 * (r1X * impulseY - r1Y * impulseX);//b2Math.b2CrossVV(r1, impulse); b1.m_sweep.a = b1_sweep_a; b1.SynchronizeTransform(); //b2.m_position.Add( b2Math.MulFV( invMass2, impulse ) ); b2_sweep_c.x += invMass2 * impulseX; b2_sweep_c.y += invMass2 * impulseY; b2_sweep_a += invI2 * (r2X * impulseY - r2Y * impulseX);//b2Math.b2CrossVV(r2, impulse); b2.m_sweep.a = b2_sweep_a; b2.SynchronizeTransform(); } // Update body rotations //b1.m_sweep.a = b1_sweep_a; //b2.m_sweep.a = b2_sweep_a; } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return minSeparation >= -1.5 * b2Settings.b2_linearSlop; } public var m_step:b2TimeStep = new b2TimeStep(); public var m_allocator:*; public var m_constraints:Array = new Array(); public var m_constraintCount:int; }; }