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@box2d/debug-draw

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Debug drawing helper for @box2d

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"use strict"; // MIT License Object.defineProperty(exports, "__esModule", { value: true }); exports.b2ContactSolver = exports.b2ContactSolverDef = exports.b2ContactVelocityConstraint = exports.b2GetBlockSolve = exports.b2SetBlockSolve = void 0; // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // DEBUG: import { b2Assert } from "../common/b2_common"; const b2_common_1 = require("../common/b2_common"); const b2_math_1 = require("../common/b2_math"); const b2_collision_1 = require("../collision/b2_collision"); const b2_time_step_1 = require("./b2_time_step"); let g_blockSolve = true; function b2SetBlockSolve(value) { g_blockSolve = value; } exports.b2SetBlockSolve = b2SetBlockSolve; function b2GetBlockSolve() { return g_blockSolve; } exports.b2GetBlockSolve = b2GetBlockSolve; class b2VelocityConstraintPoint { constructor() { this.rA = new b2_math_1.b2Vec2(); this.rB = new b2_math_1.b2Vec2(); this.normalImpulse = 0; this.tangentImpulse = 0; this.normalMass = 0; this.tangentMass = 0; this.velocityBias = 0; } } /** @internal */ class b2ContactVelocityConstraint { constructor() { this.points = (0, b2_common_1.b2MakeArray)(b2_common_1.b2_maxManifoldPoints, b2VelocityConstraintPoint); this.normal = new b2_math_1.b2Vec2(); this.tangent = new b2_math_1.b2Vec2(); this.normalMass = new b2_math_1.b2Mat22(); this.K = new b2_math_1.b2Mat22(); this.indexA = 0; this.indexB = 0; this.invMassA = 0; this.invMassB = 0; this.invIA = 0; this.invIB = 0; this.friction = 0; this.restitution = 0; this.threshold = 0; this.tangentSpeed = 0; this.pointCount = 0; this.contactIndex = 0; } } exports.b2ContactVelocityConstraint = b2ContactVelocityConstraint; class b2ContactPositionConstraint { constructor() { this.localPoints = (0, b2_common_1.b2MakeArray)(b2_common_1.b2_maxManifoldPoints, b2_math_1.b2Vec2); this.localNormal = new b2_math_1.b2Vec2(); this.localPoint = new b2_math_1.b2Vec2(); this.indexA = 0; this.indexB = 0; this.invMassA = 0; this.invMassB = 0; this.localCenterA = new b2_math_1.b2Vec2(); this.localCenterB = new b2_math_1.b2Vec2(); this.invIA = 0; this.invIB = 0; this.type = b2_collision_1.b2ManifoldType.e_circles; this.radiusA = 0; this.radiusB = 0; this.pointCount = 0; } } /** @internal */ class b2ContactSolverDef { constructor() { this.step = b2_time_step_1.b2TimeStep.Create(); this.count = 0; } } exports.b2ContactSolverDef = b2ContactSolverDef; class b2PositionSolverManifold { constructor() { this.normal = new b2_math_1.b2Vec2(); this.point = new b2_math_1.b2Vec2(); this.separation = 0; } Initialize(pc, xfA, xfB, index) { const pointA = b2PositionSolverManifold.Initialize_s_pointA; const pointB = b2PositionSolverManifold.Initialize_s_pointB; const planePoint = b2PositionSolverManifold.Initialize_s_planePoint; const clipPoint = b2PositionSolverManifold.Initialize_s_clipPoint; // DEBUG: b2Assert(pc.pointCount > 0); switch (pc.type) { case b2_collision_1.b2ManifoldType.e_circles: b2_math_1.b2Transform.MultiplyVec2(xfA, pc.localPoint, pointA); b2_math_1.b2Transform.MultiplyVec2(xfB, pc.localPoints[0], pointB); b2_math_1.b2Vec2.Subtract(pointB, pointA, this.normal).Normalize(); b2_math_1.b2Vec2.Mid(pointA, pointB, this.point); this.separation = b2_math_1.b2Vec2.Dot(b2_math_1.b2Vec2.Subtract(pointB, pointA, b2_math_1.b2Vec2.s_t0), this.normal) - pc.radiusA - pc.radiusB; break; case b2_collision_1.b2ManifoldType.e_faceA: b2_math_1.b2Rot.MultiplyVec2(xfA.q, pc.localNormal, this.normal); b2_math_1.b2Transform.MultiplyVec2(xfA, pc.localPoint, planePoint); b2_math_1.b2Transform.MultiplyVec2(xfB, pc.localPoints[index], clipPoint); this.separation = b2_math_1.b2Vec2.Dot(b2_math_1.b2Vec2.Subtract(clipPoint, planePoint, b2_math_1.b2Vec2.s_t0), this.normal) - pc.radiusA - pc.radiusB; this.point.Copy(clipPoint); break; case b2_collision_1.b2ManifoldType.e_faceB: b2_math_1.b2Rot.MultiplyVec2(xfB.q, pc.localNormal, this.normal); b2_math_1.b2Transform.MultiplyVec2(xfB, pc.localPoint, planePoint); b2_math_1.b2Transform.MultiplyVec2(xfA, pc.localPoints[index], clipPoint); this.separation = b2_math_1.b2Vec2.Dot(b2_math_1.b2Vec2.Subtract(clipPoint, planePoint, b2_math_1.b2Vec2.s_t0), this.normal) - pc.radiusA - pc.radiusB; this.point.Copy(clipPoint); // Ensure normal points from A to B this.normal.Negate(); break; } } } b2PositionSolverManifold.Initialize_s_pointA = new b2_math_1.b2Vec2(); b2PositionSolverManifold.Initialize_s_pointB = new b2_math_1.b2Vec2(); b2PositionSolverManifold.Initialize_s_planePoint = new b2_math_1.b2Vec2(); b2PositionSolverManifold.Initialize_s_clipPoint = new b2_math_1.b2Vec2(); /** @internal */ class b2ContactSolver { constructor() { this.m_step = b2_time_step_1.b2TimeStep.Create(); this.m_positionConstraints = (0, b2_common_1.b2MakeArray)(1024, b2ContactPositionConstraint); // TODO: b2Settings this.m_velocityConstraints = (0, b2_common_1.b2MakeArray)(1024, b2ContactVelocityConstraint); // TODO: b2Settings this.m_count = 0; } Initialize(def) { this.m_step.Copy(def.step); this.m_count = def.count; // TODO: if (this.m_positionConstraints.length < this.m_count) { const new_length = Math.max(this.m_positionConstraints.length * 2, this.m_count); while (this.m_positionConstraints.length < new_length) { this.m_positionConstraints[this.m_positionConstraints.length] = new b2ContactPositionConstraint(); } } // TODO: if (this.m_velocityConstraints.length < this.m_count) { const new_length = Math.max(this.m_velocityConstraints.length * 2, this.m_count); while (this.m_velocityConstraints.length < new_length) { this.m_velocityConstraints[this.m_velocityConstraints.length] = new b2ContactVelocityConstraint(); } } this.m_positions = def.positions; this.m_velocities = def.velocities; this.m_contacts = def.contacts; // Initialize position independent portions of the constraints. for (let i = 0; i < this.m_count; ++i) { const contact = this.m_contacts[i]; const fixtureA = contact.m_fixtureA; const fixtureB = contact.m_fixtureB; const shapeA = fixtureA.GetShape(); const shapeB = fixtureB.GetShape(); const radiusA = shapeA.m_radius; const radiusB = shapeB.m_radius; const bodyA = fixtureA.GetBody(); const bodyB = fixtureB.GetBody(); const manifold = contact.GetManifold(); const { pointCount } = manifold; // DEBUG: b2Assert(pointCount > 0); const vc = this.m_velocityConstraints[i]; vc.friction = contact.m_friction; vc.restitution = contact.m_restitution; vc.threshold = contact.m_restitutionThreshold; vc.tangentSpeed = contact.m_tangentSpeed; 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(); const pc = this.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.Copy(bodyA.m_sweep.localCenter); pc.localCenterB.Copy(bodyB.m_sweep.localCenter); pc.invIA = bodyA.m_invI; pc.invIB = bodyB.m_invI; pc.localNormal.Copy(manifold.localNormal); pc.localPoint.Copy(manifold.localPoint); pc.pointCount = pointCount; pc.radiusA = radiusA; pc.radiusB = radiusB; pc.type = manifold.type; for (let j = 0; j < pointCount; ++j) { const cp = manifold.points[j]; const vcp = vc.points[j]; if (this.m_step.warmStarting) { vcp.normalImpulse = this.m_step.dtRatio * cp.normalImpulse; vcp.tangentImpulse = this.m_step.dtRatio * cp.tangentImpulse; } else { vcp.normalImpulse = 0; vcp.tangentImpulse = 0; } vcp.rA.SetZero(); vcp.rB.SetZero(); vcp.normalMass = 0; vcp.tangentMass = 0; vcp.velocityBias = 0; pc.localPoints[j].Copy(cp.localPoint); } } return this; } /** Initialize position dependent portions of the velocity constraints. */ InitializeVelocityConstraints() { const xfA = b2ContactSolver.InitializeVelocityConstraints_s_xfA; const xfB = b2ContactSolver.InitializeVelocityConstraints_s_xfB; const worldManifold = b2ContactSolver.InitializeVelocityConstraints_s_worldManifold; const k_maxConditionNumber = 1000; for (let i = 0; i < this.m_count; ++i) { const vc = this.m_velocityConstraints[i]; const pc = this.m_positionConstraints[i]; const { radiusA, radiusB, localCenterA, localCenterB } = pc; const manifold = this.m_contacts[vc.contactIndex].GetManifold(); const { indexA, indexB, tangent, pointCount } = vc; const mA = vc.invMassA; const mB = vc.invMassB; const iA = vc.invIA; const iB = vc.invIB; const cA = this.m_positions[indexA].c; const aA = this.m_positions[indexA].a; const vA = this.m_velocities[indexA].v; const wA = this.m_velocities[indexA].w; const cB = this.m_positions[indexB].c; const aB = this.m_positions[indexB].a; const vB = this.m_velocities[indexB].v; const wB = this.m_velocities[indexB].w; // DEBUG: b2Assert(manifold.pointCount > 0); xfA.q.Set(aA); xfB.q.Set(aB); b2_math_1.b2Vec2.Subtract(cA, b2_math_1.b2Rot.MultiplyVec2(xfA.q, localCenterA, b2_math_1.b2Vec2.s_t0), xfA.p); b2_math_1.b2Vec2.Subtract(cB, b2_math_1.b2Rot.MultiplyVec2(xfB.q, localCenterB, b2_math_1.b2Vec2.s_t0), xfB.p); worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB); vc.normal.Copy(worldManifold.normal); b2_math_1.b2Vec2.CrossVec2One(vc.normal, tangent); // compute from normal for (let j = 0; j < pointCount; ++j) { const vcp = vc.points[j]; b2_math_1.b2Vec2.Subtract(worldManifold.points[j], cA, vcp.rA); b2_math_1.b2Vec2.Subtract(worldManifold.points[j], cB, vcp.rB); const rnA = b2_math_1.b2Vec2.Cross(vcp.rA, vc.normal); const rnB = b2_math_1.b2Vec2.Cross(vcp.rB, vc.normal); const kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB; vcp.normalMass = kNormal > 0 ? 1 / kNormal : 0; const rtA = b2_math_1.b2Vec2.Cross(vcp.rA, tangent); const rtB = b2_math_1.b2Vec2.Cross(vcp.rB, tangent); const kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB; vcp.tangentMass = kTangent > 0 ? 1 / kTangent : 0; // Setup a velocity bias for restitution. vcp.velocityBias = 0; const vRel = b2_math_1.b2Vec2.Dot(vc.normal, b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, vcp.rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, vcp.rA, b2_math_1.b2Vec2.s_t1), b2_math_1.b2Vec2.s_t0)); if (vRel < -vc.threshold) { vcp.velocityBias = -vc.restitution * vRel; } } // If we have two points, then prepare the block solver. if (vc.pointCount === 2 && g_blockSolve) { const vcp1 = vc.points[0]; const vcp2 = vc.points[1]; const rn1A = b2_math_1.b2Vec2.Cross(vcp1.rA, vc.normal); const rn1B = b2_math_1.b2Vec2.Cross(vcp1.rB, vc.normal); const rn2A = b2_math_1.b2Vec2.Cross(vcp2.rA, vc.normal); const rn2B = b2_math_1.b2Vec2.Cross(vcp2.rB, vc.normal); const k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B; const k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B; const k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B; // Ensure a reasonable condition number. 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.K.GetInverse(vc.normalMass); } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? vc.pointCount = 1; } } } } WarmStart() { const P = b2ContactSolver.WarmStart_s_P; // Warm start. for (let i = 0; i < this.m_count; ++i) { const vc = this.m_velocityConstraints[i]; const { indexA, indexB, pointCount, normal, tangent } = vc; const mA = vc.invMassA; const iA = vc.invIA; const mB = vc.invMassB; const iB = vc.invIB; const vA = this.m_velocities[indexA].v; let wA = this.m_velocities[indexA].w; const vB = this.m_velocities[indexB].v; let wB = this.m_velocities[indexB].w; for (let j = 0; j < pointCount; ++j) { const vcp = vc.points[j]; b2_math_1.b2Vec2.Add(b2_math_1.b2Vec2.Scale(vcp.normalImpulse, normal, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.Scale(vcp.tangentImpulse, tangent, b2_math_1.b2Vec2.s_t1), P); wA -= iA * b2_math_1.b2Vec2.Cross(vcp.rA, P); vA.SubtractScaled(mA, P); wB += iB * b2_math_1.b2Vec2.Cross(vcp.rB, P); vB.AddScaled(mB, P); } this.m_velocities[indexA].w = wA; this.m_velocities[indexB].w = wB; } } SolveVelocityConstraints() { const dv = b2ContactSolver.SolveVelocityConstraints_s_dv; const dv1 = b2ContactSolver.SolveVelocityConstraints_s_dv1; const dv2 = b2ContactSolver.SolveVelocityConstraints_s_dv2; const P = b2ContactSolver.SolveVelocityConstraints_s_P; const a = b2ContactSolver.SolveVelocityConstraints_s_a; const b = b2ContactSolver.SolveVelocityConstraints_s_b; const x = b2ContactSolver.SolveVelocityConstraints_s_x; const d = b2ContactSolver.SolveVelocityConstraints_s_d; const P1 = b2ContactSolver.SolveVelocityConstraints_s_P1; const P2 = b2ContactSolver.SolveVelocityConstraints_s_P2; const P1P2 = b2ContactSolver.SolveVelocityConstraints_s_P1P2; for (let i = 0; i < this.m_count; ++i) { const vc = this.m_velocityConstraints[i]; const { indexA, indexB, pointCount, normal, tangent, friction } = vc; const mA = vc.invMassA; const iA = vc.invIA; const mB = vc.invMassB; const iB = vc.invIB; const vA = this.m_velocities[indexA].v; let wA = this.m_velocities[indexA].w; const vB = this.m_velocities[indexB].v; let wB = this.m_velocities[indexB].w; // DEBUG: b2Assert(pointCount === 1 || pointCount === 2); // Solve tangent constraints first because non-penetration is more important // than friction. for (let j = 0; j < pointCount; ++j) { const vcp = vc.points[j]; // Relative velocity at contact b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, vcp.rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, vcp.rA, b2_math_1.b2Vec2.s_t1), dv); // Compute tangent force const vt = b2_math_1.b2Vec2.Dot(dv, tangent) - vc.tangentSpeed; let lambda = vcp.tangentMass * -vt; // b2Clamp the accumulated force const maxFriction = friction * vcp.normalImpulse; const newImpulse = (0, b2_math_1.b2Clamp)(vcp.tangentImpulse + lambda, -maxFriction, maxFriction); lambda = newImpulse - vcp.tangentImpulse; vcp.tangentImpulse = newImpulse; // Apply contact impulse b2_math_1.b2Vec2.Scale(lambda, tangent, P); vA.SubtractScaled(mA, P); wA -= iA * b2_math_1.b2Vec2.Cross(vcp.rA, P); vB.AddScaled(mB, P); wB += iB * b2_math_1.b2Vec2.Cross(vcp.rB, P); } // Solve normal constraints if (vc.pointCount === 1 || g_blockSolve === false) { for (let j = 0; j < pointCount; ++j) { const vcp = vc.points[j]; // Relative velocity at contact b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, vcp.rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, vcp.rA, b2_math_1.b2Vec2.s_t1), dv); // Compute normal impulse const vn = b2_math_1.b2Vec2.Dot(dv, normal); let lambda = -vcp.normalMass * (vn - vcp.velocityBias); // b2Clamp the accumulated impulse const newImpulse = Math.max(vcp.normalImpulse + lambda, 0); lambda = newImpulse - vcp.normalImpulse; vcp.normalImpulse = newImpulse; // Apply contact impulse b2_math_1.b2Vec2.Scale(lambda, normal, P); vA.SubtractScaled(mA, P); wA -= iA * b2_math_1.b2Vec2.Cross(vcp.rA, P); vB.AddScaled(mB, P); wB += iB * b2_math_1.b2Vec2.Cross(vcp.rB, P); } } else { // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite). // Build the mini LCP for this contact patch // // vn = A * x + b, 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 = 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 // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid // solution that satisfies the problem is chosen. // // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). // // Substitute: // // x = a + d // // a := old total impulse // x := new total impulse // d := incremental impulse // // 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; const cp1 = vc.points[0]; const cp2 = vc.points[1]; a.Set(cp1.normalImpulse, cp2.normalImpulse); // DEBUG: b2Assert(a.x >= 0 && a.y >= 0); // Relative velocity at contact b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, cp1.rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, cp1.rA, b2_math_1.b2Vec2.s_t1), dv1); b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, cp2.rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, cp2.rA, b2_math_1.b2Vec2.s_t1), dv2); // Compute normal velocity let vn1 = b2_math_1.b2Vec2.Dot(dv1, normal); let vn2 = b2_math_1.b2Vec2.Dot(dv2, normal); b.x = vn1 - cp1.velocityBias; b.y = vn2 - cp2.velocityBias; // Compute b' b.Subtract(b2_math_1.b2Mat22.MultiplyVec2(vc.K, a, b2_math_1.b2Vec2.s_t0)); // eslint-disable-next-line no-unreachable-loop for (;;) { // // Case 1: vn = 0 // // 0 = A * x + b' // // Solve for x: // // x = - inv(A) * b' // // b2Vec2 x = - b2Mul(vc->normalMass, b); b2_math_1.b2Mat22.MultiplyVec2(vc.normalMass, b, x).Negate(); if (x.x >= 0 && x.y >= 0) { // Get the incremental impulse // b2Vec2 d = x - a; b2_math_1.b2Vec2.Subtract(x, a, d); // Apply incremental impulse b2_math_1.b2Vec2.Scale(d.x, normal, P1); b2_math_1.b2Vec2.Scale(d.y, normal, P2); b2_math_1.b2Vec2.Add(P1, P2, P1P2); vA.SubtractScaled(mA, P1P2); wA -= iA * (b2_math_1.b2Vec2.Cross(cp1.rA, P1) + b2_math_1.b2Vec2.Cross(cp2.rA, P2)); vB.AddScaled(mB, P1P2); wB += iB * (b2_math_1.b2Vec2.Cross(cp1.rB, P1) + b2_math_1.b2Vec2.Cross(cp2.rB, P2)); // Accumulate cp1.normalImpulse = x.x; cp2.normalImpulse = x.y; break; } // // Case 2: vn1 = 0 and x2 = 0 // // 0 = a11 * x1 + a12 * 0 + b1' // vn2 = a21 * x1 + a22 * 0 + b2' // x.x = -cp1.normalMass * b.x; x.y = 0; vn1 = 0; vn2 = vc.K.ex.y * x.x + b.y; if (x.x >= 0 && vn2 >= 0) { // Get the incremental impulse // b2Vec2 d = x - a; b2_math_1.b2Vec2.Subtract(x, a, d); // Apply incremental impulse b2_math_1.b2Vec2.Scale(d.x, normal, P1); b2_math_1.b2Vec2.Scale(d.y, normal, P2); b2_math_1.b2Vec2.Add(P1, P2, P1P2); vA.SubtractScaled(mA, P1P2); wA -= iA * (b2_math_1.b2Vec2.Cross(cp1.rA, P1) + b2_math_1.b2Vec2.Cross(cp2.rA, P2)); vB.AddScaled(mB, P1P2); wB += iB * (b2_math_1.b2Vec2.Cross(cp1.rB, P1) + b2_math_1.b2Vec2.Cross(cp2.rB, P2)); // Accumulate cp1.normalImpulse = x.x; cp2.normalImpulse = x.y; break; } // // Case 3: vn2 = 0 and x1 = 0 // // vn1 = a11 * 0 + a12 * x2 + b1' // 0 = a21 * 0 + a22 * x2 + b2' // x.x = 0; x.y = -cp2.normalMass * b.y; vn1 = vc.K.ey.x * x.y + b.x; vn2 = 0; if (x.y >= 0 && vn1 >= 0) { // Resubstitute for the incremental impulse b2_math_1.b2Vec2.Subtract(x, a, d); // Apply incremental impulse b2_math_1.b2Vec2.Scale(d.x, normal, P1); b2_math_1.b2Vec2.Scale(d.y, normal, P2); b2_math_1.b2Vec2.Add(P1, P2, P1P2); vA.SubtractScaled(mA, P1P2); wA -= iA * (b2_math_1.b2Vec2.Cross(cp1.rA, P1) + b2_math_1.b2Vec2.Cross(cp2.rA, P2)); vB.AddScaled(mB, P1P2); wB += iB * (b2_math_1.b2Vec2.Cross(cp1.rB, P1) + b2_math_1.b2Vec2.Cross(cp2.rB, P2)); // Accumulate cp1.normalImpulse = x.x; cp2.normalImpulse = x.y; break; } // // Case 4: x1 = 0 and x2 = 0 // // vn1 = b1 // vn2 = b2; x.x = 0; x.y = 0; vn1 = b.x; vn2 = b.y; if (vn1 >= 0 && vn2 >= 0) { // Resubstitute for the incremental impulse b2_math_1.b2Vec2.Subtract(x, a, d); // Apply incremental impulse b2_math_1.b2Vec2.Scale(d.x, normal, P1); b2_math_1.b2Vec2.Scale(d.y, normal, P2); b2_math_1.b2Vec2.Add(P1, P2, P1P2); vA.SubtractScaled(mA, P1P2); wA -= iA * (b2_math_1.b2Vec2.Cross(cp1.rA, P1) + b2_math_1.b2Vec2.Cross(cp2.rA, P2)); vB.AddScaled(mB, P1P2); wB += iB * (b2_math_1.b2Vec2.Cross(cp1.rB, P1) + b2_math_1.b2Vec2.Cross(cp2.rB, P2)); // Accumulate cp1.normalImpulse = x.x; cp2.normalImpulse = x.y; break; } // No solution, give up. This is hit sometimes, but it doesn't seem to matter. break; } } this.m_velocities[indexA].w = wA; this.m_velocities[indexB].w = wB; } } StoreImpulses() { for (let i = 0; i < this.m_count; ++i) { const vc = this.m_velocityConstraints[i]; const manifold = this.m_contacts[vc.contactIndex].GetManifold(); for (let j = 0; j < vc.pointCount; ++j) { manifold.points[j].normalImpulse = vc.points[j].normalImpulse; manifold.points[j].tangentImpulse = vc.points[j].tangentImpulse; } } } /** Sequential solver. */ SolvePositionConstraints() { const xfA = b2ContactSolver.SolvePositionConstraints_s_xfA; const xfB = b2ContactSolver.SolvePositionConstraints_s_xfB; const psm = b2ContactSolver.SolvePositionConstraints_s_psm; const rA = b2ContactSolver.SolvePositionConstraints_s_rA; const rB = b2ContactSolver.SolvePositionConstraints_s_rB; const P = b2ContactSolver.SolvePositionConstraints_s_P; let minSeparation = 0; for (let i = 0; i < this.m_count; ++i) { const pc = this.m_positionConstraints[i]; const { indexA, indexB, localCenterA, localCenterB, pointCount } = pc; const mA = pc.invMassA; const iA = pc.invIA; const mB = pc.invMassB; const iB = pc.invIB; const cA = this.m_positions[indexA].c; let aA = this.m_positions[indexA].a; const cB = this.m_positions[indexB].c; let aB = this.m_positions[indexB].a; // Solve normal constraints for (let j = 0; j < pointCount; ++j) { xfA.q.Set(aA); xfB.q.Set(aB); b2_math_1.b2Vec2.Subtract(cA, b2_math_1.b2Rot.MultiplyVec2(xfA.q, localCenterA, b2_math_1.b2Vec2.s_t0), xfA.p); b2_math_1.b2Vec2.Subtract(cB, b2_math_1.b2Rot.MultiplyVec2(xfB.q, localCenterB, b2_math_1.b2Vec2.s_t0), xfB.p); psm.Initialize(pc, xfA, xfB, j); const { normal, point, separation } = psm; b2_math_1.b2Vec2.Subtract(point, cA, rA); b2_math_1.b2Vec2.Subtract(point, cB, rB); // Track max constraint error. minSeparation = Math.min(minSeparation, separation); // Prevent large corrections and allow slop. const C = (0, b2_math_1.b2Clamp)(b2_common_1.b2_baumgarte * (separation + b2_common_1.b2_linearSlop), -b2_common_1.b2_maxLinearCorrection, 0); // Compute the effective mass. const rnA = b2_math_1.b2Vec2.Cross(rA, normal); const rnB = b2_math_1.b2Vec2.Cross(rB, normal); const K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse const impulse = K > 0 ? -C / K : 0; b2_math_1.b2Vec2.Scale(impulse, normal, P); cA.SubtractScaled(mA, P); aA -= iA * b2_math_1.b2Vec2.Cross(rA, P); cB.AddScaled(mB, P); aB += iB * b2_math_1.b2Vec2.Cross(rB, P); } this.m_positions[indexA].c.Copy(cA); this.m_positions[indexA].a = aA; this.m_positions[indexB].c.Copy(cB); this.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 * b2_common_1.b2_linearSlop; } /** Sequential position solver for position constraints. */ SolveTOIPositionConstraints(toiIndexA, toiIndexB) { const xfA = b2ContactSolver.SolveTOIPositionConstraints_s_xfA; const xfB = b2ContactSolver.SolveTOIPositionConstraints_s_xfB; const psm = b2ContactSolver.SolveTOIPositionConstraints_s_psm; const rA = b2ContactSolver.SolveTOIPositionConstraints_s_rA; const rB = b2ContactSolver.SolveTOIPositionConstraints_s_rB; const P = b2ContactSolver.SolveTOIPositionConstraints_s_P; let minSeparation = 0; for (let i = 0; i < this.m_count; ++i) { const pc = this.m_positionConstraints[i]; const { indexA, indexB, localCenterA, localCenterB, pointCount } = pc; let mA = 0; let iA = 0; if (indexA === toiIndexA || indexA === toiIndexB) { mA = pc.invMassA; iA = pc.invIA; } let mB = 0; let iB = 0; if (indexB === toiIndexA || indexB === toiIndexB) { mB = pc.invMassB; iB = pc.invIB; } const cA = this.m_positions[indexA].c; let aA = this.m_positions[indexA].a; const cB = this.m_positions[indexB].c; let aB = this.m_positions[indexB].a; // Solve normal constraints for (let j = 0; j < pointCount; ++j) { xfA.q.Set(aA); xfB.q.Set(aB); b2_math_1.b2Vec2.Subtract(cA, b2_math_1.b2Rot.MultiplyVec2(xfA.q, localCenterA, b2_math_1.b2Vec2.s_t0), xfA.p); b2_math_1.b2Vec2.Subtract(cB, b2_math_1.b2Rot.MultiplyVec2(xfB.q, localCenterB, b2_math_1.b2Vec2.s_t0), xfB.p); psm.Initialize(pc, xfA, xfB, j); const { normal, point, separation } = psm; b2_math_1.b2Vec2.Subtract(point, cA, rA); b2_math_1.b2Vec2.Subtract(point, cB, rB); // Track max constraint error. minSeparation = Math.min(minSeparation, separation); // Prevent large corrections and allow slop. const C = (0, b2_math_1.b2Clamp)(b2_common_1.b2_toiBaumgarte * (separation + b2_common_1.b2_linearSlop), -b2_common_1.b2_maxLinearCorrection, 0); // Compute the effective mass. const rnA = b2_math_1.b2Vec2.Cross(rA, normal); const rnB = b2_math_1.b2Vec2.Cross(rB, normal); const K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse const impulse = K > 0 ? -C / K : 0; b2_math_1.b2Vec2.Scale(impulse, normal, P); cA.SubtractScaled(mA, P); aA -= iA * b2_math_1.b2Vec2.Cross(rA, P); cB.AddScaled(mB, P); aB += iB * b2_math_1.b2Vec2.Cross(rB, P); } this.m_positions[indexA].a = aA; this.m_positions[indexB].a = aB; } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return minSeparation >= -1.5 * b2_common_1.b2_linearSlop; } } exports.b2ContactSolver = b2ContactSolver; b2ContactSolver.InitializeVelocityConstraints_s_xfA = new b2_math_1.b2Transform(); b2ContactSolver.InitializeVelocityConstraints_s_xfB = new b2_math_1.b2Transform(); b2ContactSolver.InitializeVelocityConstraints_s_worldManifold = new b2_collision_1.b2WorldManifold(); b2ContactSolver.WarmStart_s_P = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_dv = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_dv1 = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_dv2 = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_P = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_a = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_b = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_x = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_d = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_P1 = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_P2 = new b2_math_1.b2Vec2(); b2ContactSolver.SolveVelocityConstraints_s_P1P2 = new b2_math_1.b2Vec2(); b2ContactSolver.SolvePositionConstraints_s_xfA = new b2_math_1.b2Transform(); b2ContactSolver.SolvePositionConstraints_s_xfB = new b2_math_1.b2Transform(); b2ContactSolver.SolvePositionConstraints_s_psm = new b2PositionSolverManifold(); b2ContactSolver.SolvePositionConstraints_s_rA = new b2_math_1.b2Vec2(); b2ContactSolver.SolvePositionConstraints_s_rB = new b2_math_1.b2Vec2(); b2ContactSolver.SolvePositionConstraints_s_P = new b2_math_1.b2Vec2(); b2ContactSolver.SolveTOIPositionConstraints_s_xfA = new b2_math_1.b2Transform(); b2ContactSolver.SolveTOIPositionConstraints_s_xfB = new b2_math_1.b2Transform(); b2ContactSolver.SolveTOIPositionConstraints_s_psm = new b2PositionSolverManifold(); b2ContactSolver.SolveTOIPositionConstraints_s_rA = new b2_math_1.b2Vec2(); b2ContactSolver.SolveTOIPositionConstraints_s_rB = new b2_math_1.b2Vec2(); b2ContactSolver.SolveTOIPositionConstraints_s_P = new b2_math_1.b2Vec2();