mirror of https://github.com/axmolengine/axmol.git
343 lines
9.0 KiB
C
343 lines
9.0 KiB
C
/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "chipmunk_private.h"
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#include "constraints/util.h"
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cpContact*
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cpContactInit(cpContact *con, cpVect p, cpVect n, cpFloat dist, cpHashValue hash)
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{
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con->p = p;
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con->n = n;
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con->dist = dist;
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con->jnAcc = 0.0f;
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con->jtAcc = 0.0f;
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con->jBias = 0.0f;
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con->hash = hash;
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return con;
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}
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// TODO make this generic so I can reuse it for constraints also.
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static inline void
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unthreadHelper(cpArbiter *arb, cpBody *body)
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{
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struct cpArbiterThread *thread = cpArbiterThreadForBody(arb, body);
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cpArbiter *prev = thread->prev;
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cpArbiter *next = thread->next;
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if(prev){
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cpArbiterThreadForBody(prev, body)->next = next;
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} else {
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body->arbiterList = next;
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}
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if(next) cpArbiterThreadForBody(next, body)->prev = prev;
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thread->prev = NULL;
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thread->next = NULL;
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}
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void
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cpArbiterUnthread(cpArbiter *arb)
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{
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unthreadHelper(arb, arb->body_a);
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unthreadHelper(arb, arb->body_b);
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}
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cpBool cpArbiterIsFirstContact(const cpArbiter *arb)
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{
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return arb->CP_PRIVATE(state) == cpArbiterStateFirstColl;
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}
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int cpArbiterGetCount(const cpArbiter *arb)
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{
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// Return 0 contacts if we are in a separate callback.
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return (arb->CP_PRIVATE(state) != cpArbiterStateCached ? arb->CP_PRIVATE(numContacts) : 0);
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}
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cpVect
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cpArbiterGetNormal(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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cpVect n = arb->contacts[i].n;
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return arb->swappedColl ? cpvneg(n) : n;
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}
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cpVect
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cpArbiterGetPoint(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(p);
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}
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cpFloat
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cpArbiterGetDepth(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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return arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist);
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}
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cpContactPointSet
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cpArbiterGetContactPointSet(const cpArbiter *arb)
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{
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cpContactPointSet set;
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set.count = cpArbiterGetCount(arb);
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int i;
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for(i=0; i<set.count; i++){
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set.points[i].point = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(p);
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set.points[i].normal = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(n);
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set.points[i].dist = arb->CP_PRIVATE(contacts)[i].CP_PRIVATE(dist);
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}
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return set;
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}
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cpVect
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cpArbiterTotalImpulse(const cpArbiter *arb)
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{
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cpContact *contacts = arb->contacts;
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cpVect sum = cpvzero;
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for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
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cpContact *con = &contacts[i];
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sum = cpvadd(sum, cpvmult(con->n, con->jnAcc));
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}
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return (arb->swappedColl ? sum : cpvneg(sum));
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}
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cpVect
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cpArbiterTotalImpulseWithFriction(const cpArbiter *arb)
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{
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cpContact *contacts = arb->contacts;
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cpVect sum = cpvzero;
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for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
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cpContact *con = &contacts[i];
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sum = cpvadd(sum, cpvrotate(con->n, cpv(con->jnAcc, con->jtAcc)));
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}
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return (arb->swappedColl ? sum : cpvneg(sum));
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}
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cpFloat
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cpArbiterTotalKE(const cpArbiter *arb)
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{
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cpFloat eCoef = (1 - arb->e)/(1 + arb->e);
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cpFloat sum = 0.0;
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cpContact *contacts = arb->contacts;
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for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
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cpContact *con = &contacts[i];
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cpFloat jnAcc = con->jnAcc;
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cpFloat jtAcc = con->jtAcc;
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sum += eCoef*jnAcc*jnAcc/con->nMass + jtAcc*jtAcc/con->tMass;
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}
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return sum;
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}
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//cpFloat
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//cpContactsEstimateCrushingImpulse(cpContact *contacts, int numContacts)
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//{
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// cpFloat fsum = 0.0f;
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// cpVect vsum = cpvzero;
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//
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// for(int i=0; i<numContacts; i++){
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// cpContact *con = &contacts[i];
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// cpVect j = cpvrotate(con->n, cpv(con->jnAcc, con->jtAcc));
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//
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// fsum += cpvlength(j);
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// vsum = cpvadd(vsum, j);
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// }
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//
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// cpFloat vmag = cpvlength(vsum);
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// return (1.0f - vmag/fsum);
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//}
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void
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cpArbiterIgnore(cpArbiter *arb)
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{
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arb->state = cpArbiterStateIgnore;
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}
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cpArbiter*
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cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b)
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{
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arb->handler = NULL;
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arb->swappedColl = cpFalse;
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arb->e = 0.0f;
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arb->u = 0.0f;
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arb->surface_vr = cpvzero;
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arb->numContacts = 0;
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arb->contacts = NULL;
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arb->a = a; arb->body_a = a->body;
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arb->b = b; arb->body_b = b->body;
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arb->thread_a.next = NULL;
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arb->thread_b.next = NULL;
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arb->thread_a.prev = NULL;
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arb->thread_b.prev = NULL;
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arb->stamp = 0;
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arb->state = cpArbiterStateFirstColl;
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arb->data = NULL;
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return arb;
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}
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void
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cpArbiterUpdate(cpArbiter *arb, cpContact *contacts, int numContacts, cpCollisionHandler *handler, cpShape *a, cpShape *b)
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{
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// Arbiters without contact data may exist if a collision function rejected the collision.
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if(arb->contacts){
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// Iterate over the possible pairs to look for hash value matches.
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for(int i=0; i<arb->numContacts; i++){
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cpContact *old = &arb->contacts[i];
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for(int j=0; j<numContacts; j++){
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cpContact *new_contact = &contacts[j];
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// This could trigger false positives, but is fairly unlikely nor serious if it does.
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if(new_contact->hash == old->hash){
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// Copy the persistant contact information.
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new_contact->jnAcc = old->jnAcc;
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new_contact->jtAcc = old->jtAcc;
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}
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}
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}
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}
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arb->contacts = contacts;
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arb->numContacts = numContacts;
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arb->handler = handler;
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arb->swappedColl = (a->collision_type != handler->a);
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arb->e = a->e * b->e;
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arb->u = a->u * b->u;
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arb->surface_vr = cpvsub(a->surface_v, b->surface_v);
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// For collisions between two similar primitive types, the order could have been swapped.
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arb->a = a; arb->body_a = a->body;
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arb->b = b; arb->body_b = b->body;
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// mark it as new if it's been cached
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if(arb->state == cpArbiterStateCached) arb->state = cpArbiterStateFirstColl;
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}
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void
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cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat slop, cpFloat bias)
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{
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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for(int i=0; i<arb->numContacts; i++){
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cpContact *con = &arb->contacts[i];
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// Calculate the offsets.
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con->r1 = cpvsub(con->p, a->p);
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con->r2 = cpvsub(con->p, b->p);
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// Calculate the mass normal and mass tangent.
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con->nMass = 1.0f/k_scalar(a, b, con->r1, con->r2, con->n);
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con->tMass = 1.0f/k_scalar(a, b, con->r1, con->r2, cpvperp(con->n));
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// Calculate the target bias velocity.
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con->bias = -bias*cpfmin(0.0f, con->dist + slop)/dt;
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con->jBias = 0.0f;
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// Calculate the target bounce velocity.
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con->bounce = normal_relative_velocity(a, b, con->r1, con->r2, con->n)*arb->e;
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}
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}
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void
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cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef)
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{
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if(cpArbiterIsFirstContact(arb)) return;
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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for(int i=0; i<arb->numContacts; i++){
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cpContact *con = &arb->contacts[i];
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cpVect j = cpvrotate(con->n, cpv(con->jnAcc, con->jtAcc));
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apply_impulses(a, b, con->r1, con->r2, cpvmult(j, dt_coef));
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}
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}
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// TODO is it worth splitting velocity/position correction?
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void
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cpArbiterApplyImpulse(cpArbiter *arb)
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{
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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cpVect surface_vr = arb->surface_vr;
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cpFloat friction = arb->u;
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for(int i=0; i<arb->numContacts; i++){
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cpContact *con = &arb->contacts[i];
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cpFloat nMass = con->nMass;
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cpVect n = con->n;
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cpVect r1 = con->r1;
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cpVect r2 = con->r2;
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cpVect vb1 = cpvadd(a->v_bias, cpvmult(cpvperp(r1), a->w_bias));
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cpVect vb2 = cpvadd(b->v_bias, cpvmult(cpvperp(r2), b->w_bias));
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cpVect vr = relative_velocity(a, b, r1, r2);
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cpFloat vbn = cpvdot(cpvsub(vb2, vb1), n);
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cpFloat vrn = cpvdot(vr, n);
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cpFloat vrt = cpvdot(cpvadd(vr, surface_vr), cpvperp(n));
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cpFloat jbn = (con->bias - vbn)*nMass;
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cpFloat jbnOld = con->jBias;
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con->jBias = cpfmax(jbnOld + jbn, 0.0f);
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cpFloat jn = -(con->bounce + vrn)*nMass;
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cpFloat jnOld = con->jnAcc;
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con->jnAcc = cpfmax(jnOld + jn, 0.0f);
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cpFloat jtMax = friction*con->jnAcc;
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cpFloat jt = -vrt*con->tMass;
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cpFloat jtOld = con->jtAcc;
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con->jtAcc = cpfclamp(jtOld + jt, -jtMax, jtMax);
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apply_bias_impulses(a, b, r1, r2, cpvmult(n, con->jBias - jbnOld));
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apply_impulses(a, b, r1, r2, cpvrotate(n, cpv(con->jnAcc - jnOld, con->jtAcc - jtOld)));
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}
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}
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