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							- /*
 - * 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.
 - */
 - 
 - #include "../Collision/b2Distance.h"
 - #include "b2Island.h"
 - #include "b2Body.h"
 - #include "b2Fixture.h"
 - #include "b2World.h"
 - #include "Contacts/b2Contact.h"
 - #include "Contacts/b2ContactSolver.h"
 - #include "Joints/b2Joint.h"
 - #include "../Common/b2StackAllocator.h"
 - #include "../Common/b2Timer.h"
 - 
 - /*
 - Position Correction Notes
 - =========================
 - I tried the several algorithms for position correction of the 2D revolute joint.
 - I looked at these systems:
 - - simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
 - - suspension bridge with 30 1m long planks of length 1m.
 - - multi-link chain with 30 1m long links.
 - 
 - Here are the algorithms:
 - 
 - Baumgarte - A fraction of the position error is added to the velocity error. There is no
 - separate position solver.
 - 
 - Pseudo Velocities - After the velocity solver and position integration,
 - the position error, Jacobian, and effective mass are recomputed. Then
 - the velocity constraints are solved with pseudo velocities and a fraction
 - of the position error is added to the pseudo velocity error. The pseudo
 - velocities are initialized to zero and there is no warm-starting. After
 - the position solver, the pseudo velocities are added to the positions.
 - This is also called the First Order World method or the Position LCP method.
 - 
 - Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
 - position error is re-computed for each constraint and the positions are updated
 - after the constraint is solved. The radius vectors (aka Jacobians) are
 - re-computed too (otherwise the algorithm has horrible instability). The pseudo
 - velocity states are not needed because they are effectively zero at the beginning
 - of each iteration. Since we have the current position error, we allow the
 - iterations to terminate early if the error becomes smaller than b2_linearSlop.
 - 
 - Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
 - each time a constraint is solved.
 - 
 - Here are the results:
 - Baumgarte - this is the cheapest algorithm but it has some stability problems,
 - especially with the bridge. The chain links separate easily close to the root
 - and they jitter as they struggle to pull together. This is one of the most common
 - methods in the field. The big drawback is that the position correction artificially
 - affects the momentum, thus leading to instabilities and false bounce. I used a
 - bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
 - factor makes joints and contacts more spongy.
 - 
 - Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
 - stable. However, joints still separate with large angular velocities. Drag the
 - simple pendulum in a circle quickly and the joint will separate. The chain separates
 - easily and does not recover. I used a bias factor of 0.2. A larger value lead to
 - the bridge collapsing when a heavy cube drops on it.
 - 
 - Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
 - Velocities, but in other ways it is worse. The bridge and chain are much more
 - stable, but the simple pendulum goes unstable at high angular velocities.
 - 
 - Full NGS - stable in all tests. The joints display good stiffness. The bridge
 - still sags, but this is better than infinite forces.
 - 
 - Recommendations
 - Pseudo Velocities are not really worthwhile because the bridge and chain cannot
 - recover from joint separation. In other cases the benefit over Baumgarte is small.
 - 
 - Modified NGS is not a robust method for the revolute joint due to the violent
 - instability seen in the simple pendulum. Perhaps it is viable with other constraint
 - types, especially scalar constraints where the effective mass is a scalar.
 - 
 - This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
 - and is very fast. I don't think we can escape Baumgarte, especially in highly
 - demanding cases where high constraint fidelity is not needed.
 - 
 - Full NGS is robust and easy on the eyes. I recommend this as an option for
 - higher fidelity simulation and certainly for suspension bridges and long chains.
 - Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
 - joint separation can be problematic. The number of NGS iterations can be reduced
 - for better performance without harming robustness much.
 - 
 - Each joint in a can be handled differently in the position solver. So I recommend
 - a system where the user can select the algorithm on a per joint basis. I would
 - probably default to the slower Full NGS and let the user select the faster
 - Baumgarte method in performance critical scenarios.
 - */
 - 
 - /*
 - Cache Performance
 - 
 - The Box2D solvers are dominated by cache misses. Data structures are designed
 - to increase the number of cache hits. Much of misses are due to random access
 - to body data. The constraint structures are iterated over linearly, which leads
 - to few cache misses.
 - 
 - The bodies are not accessed during iteration. Instead read only data, such as
 - the mass values are stored with the constraints. The mutable data are the constraint
 - impulses and the bodies velocities/positions. The impulses are held inside the
 - constraint structures. The body velocities/positions are held in compact, temporary
 - arrays to increase the number of cache hits. Linear and angular velocity are
 - stored in a single array since multiple arrays lead to multiple misses.
 - */
 - 
 - /*
 - 2D Rotation
 - 
 - R = [cos(theta) -sin(theta)]
 -     [sin(theta) cos(theta) ]
 - 
 - thetaDot = omega
 - 
 - Let q1 = cos(theta), q2 = sin(theta).
 - R = [q1 -q2]
 -     [q2  q1]
 - 
 - q1Dot = -thetaDot * q2
 - q2Dot = thetaDot * q1
 - 
 - q1_new = q1_old - dt * w * q2
 - q2_new = q2_old + dt * w * q1
 - then normalize.
 - 
 - This might be faster than computing sin+cos.
 - However, we can compute sin+cos of the same angle fast.
 - */
 - 
 - b2Island::b2Island(
 - 	int32 bodyCapacity,
 - 	int32 contactCapacity,
 - 	int32 jointCapacity,
 - 	b2StackAllocator* allocator,
 - 	b2ContactListener* listener)
 - {
 - 	m_bodyCapacity = bodyCapacity;
 - 	m_contactCapacity = contactCapacity;
 - 	m_jointCapacity	 = jointCapacity;
 - 	m_bodyCount = 0;
 - 	m_contactCount = 0;
 - 	m_jointCount = 0;
 - 
 - 	m_allocator = allocator;
 - 	m_listener = listener;
 - 
 - 	m_bodies = (b2Body**)m_allocator->Allocate(bodyCapacity * sizeof(b2Body*));
 - 	m_contacts = (b2Contact**)m_allocator->Allocate(contactCapacity	 * sizeof(b2Contact*));
 - 	m_joints = (b2Joint**)m_allocator->Allocate(jointCapacity * sizeof(b2Joint*));
 - 
 - 	m_velocities = (b2Velocity*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Velocity));
 - 	m_positions = (b2Position*)m_allocator->Allocate(m_bodyCapacity * sizeof(b2Position));
 - }
 - 
 - b2Island::~b2Island()
 - {
 - 	// Warning: the order should reverse the constructor order.
 - 	m_allocator->Free(m_positions);
 - 	m_allocator->Free(m_velocities);
 - 	m_allocator->Free(m_joints);
 - 	m_allocator->Free(m_contacts);
 - 	m_allocator->Free(m_bodies);
 - }
 - 
 - void b2Island::Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep)
 - {
 - 	b2Timer timer;
 - 
 - 	float32 h = step.dt;
 - 
 - 	// Integrate velocities and apply damping. Initialize the body state.
 - 	for (int32 i = 0; i < m_bodyCount; ++i)
 - 	{
 - 		b2Body* b = m_bodies[i];
 - 
 - 		b2Vec2 c = b->m_sweep.c;
 - 		float32 a = b->m_sweep.a;
 - 		b2Vec2 v = b->m_linearVelocity;
 - 		float32 w = b->m_angularVelocity;
 - 
 - 		// Store positions for continuous collision.
 - 		b->m_sweep.c0 = b->m_sweep.c;
 - 		b->m_sweep.a0 = b->m_sweep.a;
 - 
 - 		if (b->m_type == b2_dynamicBody)
 - 		{
 - 			// Integrate velocities.
 - 			v += h * (b->m_gravityScale * gravity + b->m_invMass * b->m_force);
 - 			w += h * b->m_invI * b->m_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 *= b2Clamp(1.0f - h * b->m_linearDamping, 0.0f, 1.0f);
 - 			w *= b2Clamp(1.0f - h * b->m_angularDamping, 0.0f, 1.0f);
 - 		}
 - 
 - 		m_positions[i].c = c;
 - 		m_positions[i].a = a;
 - 		m_velocities[i].v = v;
 - 		m_velocities[i].w = w;
 - 	}
 - 
 - 	timer.Reset();
 - 
 - 	// Solver data
 - 	b2SolverData solverData;
 - 	solverData.step = step;
 - 	solverData.positions = m_positions;
 - 	solverData.velocities = m_velocities;
 - 
 - 	// Initialize velocity constraints.
 - 	b2ContactSolverDef contactSolverDef;
 - 	contactSolverDef.step = step;
 - 	contactSolverDef.contacts = m_contacts;
 - 	contactSolverDef.count = m_contactCount;
 - 	contactSolverDef.positions = m_positions;
 - 	contactSolverDef.velocities = m_velocities;
 - 	contactSolverDef.allocator = m_allocator;
 - 
 - 	b2ContactSolver contactSolver(&contactSolverDef);
 - 	contactSolver.InitializeVelocityConstraints();
 - 
 - 	if (step.warmStarting)
 - 	{
 - 		contactSolver.WarmStart();
 - 	}
 - 
 - 	for (int32 i = 0; i < m_jointCount; ++i)
 - 	{
 - 		m_joints[i]->InitVelocityConstraints(solverData);
 - 	}
 - 
 - 	profile->solveInit = timer.GetMilliseconds();
 - 
 - 	// Solve velocity constraints
 - 	timer.Reset();
 - 	for (int32 i = 0; i < step.velocityIterations; ++i)
 - 	{
 - 		for (int32 j = 0; j < m_jointCount; ++j)
 - 		{
 - 			m_joints[j]->SolveVelocityConstraints(solverData);
 - 		}
 - 
 - 		contactSolver.SolveVelocityConstraints();
 - 	}
 - 
 - 	// Store impulses for warm starting
 - 	contactSolver.StoreImpulses();
 - 	profile->solveVelocity = timer.GetMilliseconds();
 - 
 - 	// Integrate positions
 - 	for (int32 i = 0; i < m_bodyCount; ++i)
 - 	{
 - 		b2Vec2 c = m_positions[i].c;
 - 		float32 a = m_positions[i].a;
 - 		b2Vec2 v = m_velocities[i].v;
 - 		float32 w = m_velocities[i].w;
 - 
 - 		// Check for large velocities
 - 		b2Vec2 translation = h * v;
 - 		if (b2Dot(translation, translation) > b2_maxTranslationSquared)
 - 		{
 - 			float32 ratio = b2_maxTranslation / translation.Length();
 - 			v *= ratio;
 - 		}
 - 
 - 		float32 rotation = h * w;
 - 		if (rotation * rotation > b2_maxRotationSquared)
 - 		{
 - 			float32 ratio = b2_maxRotation / b2Abs(rotation);
 - 			w *= ratio;
 - 		}
 - 
 - 		// Integrate
 - 		c += h * v;
 - 		a += h * w;
 - 
 - 		m_positions[i].c = c;
 - 		m_positions[i].a = a;
 - 		m_velocities[i].v = v;
 - 		m_velocities[i].w = w;
 - 	}
 - 
 - 	// Solve position constraints
 - 	timer.Reset();
 - 	bool positionSolved = false;
 - 	for (int32 i = 0; i < step.positionIterations; ++i)
 - 	{
 - 		bool contactsOkay = contactSolver.SolvePositionConstraints();
 - 
 - 		bool jointsOkay = true;
 - 		for (int32 i = 0; i < m_jointCount; ++i)
 - 		{
 - 			bool jointOkay = m_joints[i]->SolvePositionConstraints(solverData);
 - 			jointsOkay = jointsOkay && jointOkay;
 - 		}
 - 
 - 		if (contactsOkay && jointsOkay)
 - 		{
 - 			// Exit early if the position errors are small.
 - 			positionSolved = true;
 - 			break;
 - 		}
 - 	}
 - 
 - 	// Copy state buffers back to the bodies
 - 	for (int32 i = 0; i < m_bodyCount; ++i)
 - 	{
 - 		b2Body* body = m_bodies[i];
 - 		body->m_sweep.c = m_positions[i].c;
 - 		body->m_sweep.a = m_positions[i].a;
 - 		body->m_linearVelocity = m_velocities[i].v;
 - 		body->m_angularVelocity = m_velocities[i].w;
 - 		body->SynchronizeTransform();
 - 	}
 - 
 - 	profile->solvePosition = timer.GetMilliseconds();
 - 
 - 	Report(contactSolver.m_velocityConstraints);
 - 
 - 	if (allowSleep)
 - 	{
 - 		float32 minSleepTime = b2_maxFloat;
 - 
 - 		const float32 linTolSqr = b2_linearSleepTolerance * b2_linearSleepTolerance;
 - 		const float32 angTolSqr = b2_angularSleepTolerance * b2_angularSleepTolerance;
 - 
 - 		for (int32 i = 0; i < m_bodyCount; ++i)
 - 		{
 - 			b2Body* b = m_bodies[i];
 - 			if (b->GetType() == b2_staticBody)
 - 			{
 - 				continue;
 - 			}
 - 
 - 			if ((b->m_flags & b2Body::e_autoSleepFlag) == 0 ||
 - 				b->m_angularVelocity * b->m_angularVelocity > angTolSqr ||
 - 				b2Dot(b->m_linearVelocity, b->m_linearVelocity) > linTolSqr)
 - 			{
 - 				b->m_sleepTime = 0.0f;
 - 				minSleepTime = 0.0f;
 - 			}
 - 			else
 - 			{
 - 				b->m_sleepTime += h;
 - 				minSleepTime = b2Min(minSleepTime, b->m_sleepTime);
 - 			}
 - 		}
 - 
 - 		if (minSleepTime >= b2_timeToSleep && positionSolved)
 - 		{
 - 			for (int32 i = 0; i < m_bodyCount; ++i)
 - 			{
 - 				b2Body* b = m_bodies[i];
 - 				b->SetAwake(false);
 - 			}
 - 		}
 - 	}
 - }
 - 
 - void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
 - {
 - 	b2Assert(toiIndexA < m_bodyCount);
 - 	b2Assert(toiIndexB < m_bodyCount);
 - 
 - 	// Initialize the body state.
 - 	for (int32 i = 0; i < m_bodyCount; ++i)
 - 	{
 - 		b2Body* b = m_bodies[i];
 - 		m_positions[i].c = b->m_sweep.c;
 - 		m_positions[i].a = b->m_sweep.a;
 - 		m_velocities[i].v = b->m_linearVelocity;
 - 		m_velocities[i].w = b->m_angularVelocity;
 - 	}
 - 
 - 	b2ContactSolverDef contactSolverDef;
 - 	contactSolverDef.contacts = m_contacts;
 - 	contactSolverDef.count = m_contactCount;
 - 	contactSolverDef.allocator = m_allocator;
 - 	contactSolverDef.step = subStep;
 - 	contactSolverDef.positions = m_positions;
 - 	contactSolverDef.velocities = m_velocities;
 - 	b2ContactSolver contactSolver(&contactSolverDef);
 - 
 - 	// Solve position constraints.
 - 	for (int32 i = 0; i < subStep.positionIterations; ++i)
 - 	{
 - 		bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
 - 		if (contactsOkay)
 - 		{
 - 			break;
 - 		}
 - 	}
 - 
 - #if 0
 - 	// Is the new position really safe?
 - 	for (int32 i = 0; i < m_contactCount; ++i)
 - 	{
 - 		b2Contact* c = m_contacts[i];
 - 		b2Fixture* fA = c->GetFixtureA();
 - 		b2Fixture* fB = c->GetFixtureB();
 - 
 - 		b2Body* bA = fA->GetBody();
 - 		b2Body* bB = fB->GetBody();
 - 
 - 		int32 indexA = c->GetChildIndexA();
 - 		int32 indexB = c->GetChildIndexB();
 - 
 - 		b2DistanceInput input;
 - 		input.proxyA.Set(fA->GetShape(), indexA);
 - 		input.proxyB.Set(fB->GetShape(), indexB);
 - 		input.transformA = bA->GetTransform();
 - 		input.transformB = bB->GetTransform();
 - 		input.useRadii = false;
 - 
 - 		b2DistanceOutput output;
 - 		b2SimplexCache cache;
 - 		cache.count = 0;
 - 		b2Distance(&output, &cache, &input);
 - 
 - 		if (output.distance == 0 || cache.count == 3)
 - 		{
 - 			cache.count += 0;
 - 		}
 - 	}
 - #endif
 - 
 - 	// Leap of faith to new safe state.
 - 	m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
 - 	m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
 - 	m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
 - 	m_bodies[toiIndexB]->m_sweep.a0 = m_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 (int32 i = 0; i < subStep.velocityIterations; ++i)
 - 	{
 - 		contactSolver.SolveVelocityConstraints();
 - 	}
 - 
 - 	// Don't store the TOI contact forces for warm starting
 - 	// because they can be quite large.
 - 
 - 	float32 h = subStep.dt;
 - 
 - 	// Integrate positions
 - 	for (int32 i = 0; i < m_bodyCount; ++i)
 - 	{
 - 		b2Vec2 c = m_positions[i].c;
 - 		float32 a = m_positions[i].a;
 - 		b2Vec2 v = m_velocities[i].v;
 - 		float32 w = m_velocities[i].w;
 - 
 - 		// Check for large velocities
 - 		b2Vec2 translation = h * v;
 - 		if (b2Dot(translation, translation) > b2_maxTranslationSquared)
 - 		{
 - 			float32 ratio = b2_maxTranslation / translation.Length();
 - 			v *= ratio;
 - 		}
 - 
 - 		float32 rotation = h * w;
 - 		if (rotation * rotation > b2_maxRotationSquared)
 - 		{
 - 			float32 ratio = b2_maxRotation / b2Abs(rotation);
 - 			w *= ratio;
 - 		}
 - 
 - 		// Integrate
 - 		c += h * v;
 - 		a += h * w;
 - 
 - 		m_positions[i].c = c;
 - 		m_positions[i].a = a;
 - 		m_velocities[i].v = v;
 - 		m_velocities[i].w = w;
 - 
 - 		// Sync bodies
 - 		b2Body* body = m_bodies[i];
 - 		body->m_sweep.c = c;
 - 		body->m_sweep.a = a;
 - 		body->m_linearVelocity = v;
 - 		body->m_angularVelocity = w;
 - 		body->SynchronizeTransform();
 - 	}
 - 
 - 	Report(contactSolver.m_velocityConstraints);
 - }
 - 
 - void b2Island::Report(const b2ContactVelocityConstraint* constraints)
 - {
 - 	if (m_listener == NULL)
 - 	{
 - 		return;
 - 	}
 - 
 - 	for (int32 i = 0; i < m_contactCount; ++i)
 - 	{
 - 		b2Contact* c = m_contacts[i];
 - 
 - 		const b2ContactVelocityConstraint* vc = constraints + i;
 - 
 - 		b2ContactImpulse impulse;
 - 		impulse.count = vc->pointCount;
 - 		for (int32 j = 0; j < vc->pointCount; ++j)
 - 		{
 - 			impulse.normalImpulses[j] = vc->points[j].normalImpulse;
 - 			impulse.tangentImpulses[j] = vc->points[j].tangentImpulse;
 - 		}
 - 
 - 		m_listener->PostSolve(c, &impulse);
 - 	}
 - }
 
 
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