/* Copyright (c) 2007 Scott Lembcke * * 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. */ #include "chipmunk_private.h" #include "constraints/util.h" cpContact* cpContactInit(cpContact *con, cpVect p, cpVect n, cpFloat dist, cpHashValue hash) { con->p = p; con->n = n; con->dist = dist; con->jnAcc = 0.0f; con->jtAcc = 0.0f; con->jBias = 0.0f; con->hash = hash; return con; } // TODO make this generic so I can reuse it for constraints also. static inline void unthreadHelper(cpArbiter *arb, cpBody *body) { struct cpArbiterThread *thread = cpArbiterThreadForBody(arb, body); cpArbiter *prev = thread->prev; cpArbiter *next = thread->next; if(prev){ cpArbiterThreadForBody(prev, body)->next = next; } else if(body->arbiterList == arb) { // IFF prev is NULL and body->arbiterList == arb, is arb at the head of the list. // This function may be called for an arbiter that was never in a list. // In that case, we need to protect it from wiping out the body->arbiterList pointer. body->arbiterList = next; } if(next) cpArbiterThreadForBody(next, body)->prev = prev; thread->prev = NULL; thread->next = NULL; } void cpArbiterUnthread(cpArbiter *arb) { unthreadHelper(arb, arb->body_a); unthreadHelper(arb, arb->body_b); } cpBool cpArbiterIsFirstContact(const cpArbiter *arb) { return arb->CP_PRIVATE(state) == cpArbiterStateFirstColl; } int cpArbiterGetCount(const cpArbiter *arb) { // Return 0 contacts if we are in a separate callback. return (arb->CP_PRIVATE(state) != cpArbiterStateCached ? arb->CP_PRIVATE(numContacts) : 0); } cpVect cpArbiterGetNormal(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); cpVect n = arb->contacts[i].n; return arb->swappedColl ? cpvneg(n) : n; } cpVect cpArbiterGetPoint(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(p); } cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist); } cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb) { cpContactPointSet set; set.count = cpArbiterGetCount(arb); for(int i=0; iCP_PRIVATE(contacts)[i].CP_PRIVATE(p); set.points[i].normal = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(n); set.points[i].dist = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist); } return set; } void cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set) { int count = set->count; cpAssertHard(count == arb->numContacts, "The number of contact points cannot be changed."); for(int i=0; icontacts[i].p = set->points[i].point; arb->contacts[i].n = set->points[i].normal; arb->contacts[i].dist = set->points[i].dist; } } cpVect cpArbiterTotalImpulse(const cpArbiter *arb) { cpContact *contacts = arb->contacts; cpVect sum = cpvzero; for(int i=0, count=cpArbiterGetCount(arb); in, con->jnAcc)); } return (arb->swappedColl ? sum : cpvneg(sum)); } cpVect cpArbiterTotalImpulseWithFriction(const cpArbiter *arb) { cpContact *contacts = arb->contacts; cpVect sum = cpvzero; for(int i=0, count=cpArbiterGetCount(arb); in, cpv(con->jnAcc, con->jtAcc))); } return (arb->swappedColl ? sum : cpvneg(sum)); } cpFloat cpArbiterTotalKE(const cpArbiter *arb) { cpFloat eCoef = (1 - arb->e)/(1 + arb->e); cpFloat sum = 0.0; cpContact *contacts = arb->contacts; for(int i=0, count=cpArbiterGetCount(arb); ijnAcc; cpFloat jtAcc = con->jtAcc; sum += eCoef*jnAcc*jnAcc/con->nMass + jtAcc*jtAcc/con->tMass; } return sum; } void cpArbiterIgnore(cpArbiter *arb) { arb->state = cpArbiterStateIgnore; } cpVect cpArbiterGetSurfaceVelocity(cpArbiter *arb) { return cpvmult(arb->surface_vr, arb->swappedColl ? -1.0f : 1.0); } void cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr) { arb->surface_vr = cpvmult(vr, arb->swappedColl ? -1.0f : 1.0); } cpArbiter* cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b) { arb->handler = NULL; arb->swappedColl = cpFalse; arb->e = 0.0f; arb->u = 0.0f; arb->surface_vr = cpvzero; arb->numContacts = 0; arb->contacts = NULL; arb->a = a; arb->body_a = a->body; arb->b = b; arb->body_b = b->body; arb->thread_a.next = NULL; arb->thread_b.next = NULL; arb->thread_a.prev = NULL; arb->thread_b.prev = NULL; arb->stamp = 0; arb->state = cpArbiterStateFirstColl; arb->data = NULL; return arb; } void cpArbiterUpdate(cpArbiter *arb, cpContact *contacts, int numContacts, cpCollisionHandler *handler, cpShape *a, cpShape *b) { // Iterate over the possible pairs to look for hash value matches. for(int i=0; inumContacts; j++){ cpContact *old = &arb->contacts[j]; // This could trigger false positives, but is fairly unlikely nor serious if it does. if(con->hash == old->hash){ // Copy the persistant contact information. con->jnAcc = old->jnAcc; con->jtAcc = old->jtAcc; } } } arb->contacts = contacts; arb->numContacts = numContacts; arb->handler = handler; arb->swappedColl = (a->collision_type != handler->a); arb->e = a->e * b->e; arb->u = a->u * b->u; // Currently all contacts will have the same normal. // This may change in the future. cpVect n = (numContacts ? contacts[0].n : cpvzero); cpVect surface_vr = cpvsub(a->surface_v, b->surface_v); arb->surface_vr = cpvsub(surface_vr, cpvmult(n, cpvdot(surface_vr, n))); // For collisions between two similar primitive types, the order could have been swapped. arb->a = a; arb->body_a = a->body; arb->b = b; arb->body_b = b->body; // mark it as new if it's been cached if(arb->state == cpArbiterStateCached) arb->state = cpArbiterStateFirstColl; } void cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat slop, cpFloat bias) { cpBody *a = arb->body_a; cpBody *b = arb->body_b; for(int i=0; inumContacts; i++){ cpContact *con = &arb->contacts[i]; // Calculate the offsets. con->r1 = cpvsub(con->p, a->p); con->r2 = cpvsub(con->p, b->p); // Calculate the mass normal and mass tangent. con->nMass = 1.0f/k_scalar(a, b, con->r1, con->r2, con->n); con->tMass = 1.0f/k_scalar(a, b, con->r1, con->r2, cpvperp(con->n)); // Calculate the target bias velocity. con->bias = -bias*cpfmin(0.0f, con->dist + slop)/dt; con->jBias = 0.0f; // Calculate the target bounce velocity. con->bounce = normal_relative_velocity(a, b, con->r1, con->r2, con->n)*arb->e; } } void cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef) { if(cpArbiterIsFirstContact(arb)) return; cpBody *a = arb->body_a; cpBody *b = arb->body_b; for(int i=0; inumContacts; i++){ cpContact *con = &arb->contacts[i]; cpVect j = cpvrotate(con->n, cpv(con->jnAcc, con->jtAcc)); apply_impulses(a, b, con->r1, con->r2, cpvmult(j, dt_coef)); } } // TODO is it worth splitting velocity/position correction? void cpArbiterApplyImpulse(cpArbiter *arb) { cpBody *a = arb->body_a; cpBody *b = arb->body_b; cpVect surface_vr = arb->surface_vr; cpFloat friction = arb->u; for(int i=0; inumContacts; i++){ cpContact *con = &arb->contacts[i]; cpFloat nMass = con->nMass; cpVect n = con->n; cpVect r1 = con->r1; cpVect r2 = con->r2; cpVect vb1 = cpvadd(a->v_bias, cpvmult(cpvperp(r1), a->w_bias)); cpVect vb2 = cpvadd(b->v_bias, cpvmult(cpvperp(r2), b->w_bias)); cpVect vr = cpvadd(relative_velocity(a, b, r1, r2), surface_vr); cpFloat vbn = cpvdot(cpvsub(vb2, vb1), n); cpFloat vrn = cpvdot(vr, n); cpFloat vrt = cpvdot(vr, cpvperp(n)); cpFloat jbn = (con->bias - vbn)*nMass; cpFloat jbnOld = con->jBias; con->jBias = cpfmax(jbnOld + jbn, 0.0f); cpFloat jn = -(con->bounce + vrn)*nMass; cpFloat jnOld = con->jnAcc; con->jnAcc = cpfmax(jnOld + jn, 0.0f); cpFloat jtMax = friction*con->jnAcc; cpFloat jt = -vrt*con->tMass; cpFloat jtOld = con->jtAcc; con->jtAcc = cpfclamp(jtOld + jt, -jtMax, jtMax); apply_bias_impulses(a, b, r1, r2, cpvmult(n, con->jBias - jbnOld)); apply_impulses(a, b, r1, r2, cpvrotate(n, cpv(con->jnAcc - jnOld, con->jtAcc - jtOld))); } }