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Diffstat (limited to 'Source/external/Box2D/Dynamics/b2Island.cpp')
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diff --git a/Source/external/Box2D/Dynamics/b2Island.cpp b/Source/external/Box2D/Dynamics/b2Island.cpp new file mode 100644 index 0000000..dd19a8f --- /dev/null +++ b/Source/external/Box2D/Dynamics/b2Island.cpp @@ -0,0 +1,539 @@ +/* +* 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 "Box2D/Collision/b2Distance.h" +#include "Box2D/Dynamics/b2Island.h" +#include "Box2D/Dynamics/b2Body.h" +#include "Box2D/Dynamics/b2Fixture.h" +#include "Box2D/Dynamics/b2World.h" +#include "Box2D/Dynamics/Contacts/b2Contact.h" +#include "Box2D/Dynamics/Contacts/b2ContactSolver.h" +#include "Box2D/Dynamics/Joints/b2Joint.h" +#include "Box2D/Common/b2StackAllocator.h" +#include "Box2D/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 + // Pade approximation: + // v2 = v1 * 1 / (1 + c * dt) + v *= 1.0f / (1.0f + h * b->m_linearDamping); + w *= 1.0f / (1.0f + h * b->m_angularDamping); + } + + 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 j = 0; j < m_jointCount; ++j) + { + bool jointOkay = m_joints[j]->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 == nullptr) + { + 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); + } +} |