540 lines
17 KiB
C++
540 lines
17 KiB
C++
/*
|
|
* 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 j = 0; j < step.positionIterations; ++j)
|
|
{
|
|
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);
|
|
}
|
|
}
|