diff options
author | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-12-13 00:07:19 +0800 |
commit | 60cbbdec07ab7a5636eac5b3c024ae44e937f4d4 (patch) | |
tree | b2c7b0a868f18159dbc43d8954e1bd7668549a88 /Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp |
+init
Diffstat (limited to 'Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp')
-rw-r--r-- | Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp | 1322 |
1 files changed, 1322 insertions, 0 deletions
diff --git a/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp b/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp new file mode 100644 index 0000000..78ec084 --- /dev/null +++ b/Client/ThirdParty/Box2D/src/dynamics/b2_world.cpp @@ -0,0 +1,1322 @@ +// MIT License + +// Copyright (c) 2019 Erin Catto + +// 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 "b2_contact_solver.h" +#include "b2_island.h" + +#include "box2d/b2_body.h" +#include "box2d/b2_broad_phase.h" +#include "box2d/b2_chain_shape.h" +#include "box2d/b2_circle_shape.h" +#include "box2d/b2_collision.h" +#include "box2d/b2_contact.h" +#include "box2d/b2_draw.h" +#include "box2d/b2_edge_shape.h" +#include "box2d/b2_fixture.h" +#include "box2d/b2_polygon_shape.h" +#include "box2d/b2_pulley_joint.h" +#include "box2d/b2_time_of_impact.h" +#include "box2d/b2_timer.h" +#include "box2d/b2_world.h" + +#include <new> + +b2World::b2World(const b2Vec2& gravity) +{ + m_destructionListener = nullptr; + m_debugDraw = nullptr; + + m_bodyList = nullptr; + m_jointList = nullptr; + + m_bodyCount = 0; + m_jointCount = 0; + + m_warmStarting = true; + m_continuousPhysics = true; + m_subStepping = false; + + m_stepComplete = true; + + m_allowSleep = true; + m_gravity = gravity; + + m_newContacts = false; + m_locked = false; + m_clearForces = true; + + m_inv_dt0 = 0.0f; + + m_contactManager.m_allocator = &m_blockAllocator; + + memset(&m_profile, 0, sizeof(b2Profile)); +} + +b2World::~b2World() +{ + // Some shapes allocate using b2Alloc. + b2Body* b = m_bodyList; + while (b) + { + b2Body* bNext = b->m_next; + + b2Fixture* f = b->m_fixtureList; + while (f) + { + b2Fixture* fNext = f->m_next; + f->m_proxyCount = 0; + f->Destroy(&m_blockAllocator); + f = fNext; + } + + b = bNext; + } +} + +void b2World::SetDestructionListener(b2DestructionListener* listener) +{ + m_destructionListener = listener; +} + +void b2World::SetContactFilter(b2ContactFilter* filter) +{ + m_contactManager.m_contactFilter = filter; +} + +void b2World::SetContactListener(b2ContactListener* listener) +{ + m_contactManager.m_contactListener = listener; +} + +void b2World::SetDebugDraw(b2Draw* debugDraw) +{ + m_debugDraw = debugDraw; +} + +b2Body* b2World::CreateBody(const b2BodyDef* def) +{ + b2Assert(IsLocked() == false); + if (IsLocked()) + { + return nullptr; + } + + void* mem = m_blockAllocator.Allocate(sizeof(b2Body)); + b2Body* b = new (mem) b2Body(def, this); + + // Add to world doubly linked list. + b->m_prev = nullptr; + b->m_next = m_bodyList; + if (m_bodyList) + { + m_bodyList->m_prev = b; + } + m_bodyList = b; + ++m_bodyCount; + + return b; +} + +void b2World::DestroyBody(b2Body* b) +{ + b2Assert(m_bodyCount > 0); + b2Assert(IsLocked() == false); + if (IsLocked()) + { + return; + } + + // Delete the attached joints. + b2JointEdge* je = b->m_jointList; + while (je) + { + b2JointEdge* je0 = je; + je = je->next; + + if (m_destructionListener) + { + m_destructionListener->SayGoodbye(je0->joint); + } + + DestroyJoint(je0->joint); + + b->m_jointList = je; + } + b->m_jointList = nullptr; + + // Delete the attached contacts. + b2ContactEdge* ce = b->m_contactList; + while (ce) + { + b2ContactEdge* ce0 = ce; + ce = ce->next; + m_contactManager.Destroy(ce0->contact); + } + b->m_contactList = nullptr; + + // Delete the attached fixtures. This destroys broad-phase proxies. + b2Fixture* f = b->m_fixtureList; + while (f) + { + b2Fixture* f0 = f; + f = f->m_next; + + if (m_destructionListener) + { + m_destructionListener->SayGoodbye(f0); + } + + f0->DestroyProxies(&m_contactManager.m_broadPhase); + f0->Destroy(&m_blockAllocator); + f0->~b2Fixture(); + m_blockAllocator.Free(f0, sizeof(b2Fixture)); + + b->m_fixtureList = f; + b->m_fixtureCount -= 1; + } + b->m_fixtureList = nullptr; + b->m_fixtureCount = 0; + + // Remove world body list. + if (b->m_prev) + { + b->m_prev->m_next = b->m_next; + } + + if (b->m_next) + { + b->m_next->m_prev = b->m_prev; + } + + if (b == m_bodyList) + { + m_bodyList = b->m_next; + } + + --m_bodyCount; + b->~b2Body(); + m_blockAllocator.Free(b, sizeof(b2Body)); +} + +b2Joint* b2World::CreateJoint(const b2JointDef* def) +{ + b2Assert(IsLocked() == false); + if (IsLocked()) + { + return nullptr; + } + + b2Joint* j = b2Joint::Create(def, &m_blockAllocator); + + // Connect to the world list. + j->m_prev = nullptr; + j->m_next = m_jointList; + if (m_jointList) + { + m_jointList->m_prev = j; + } + m_jointList = j; + ++m_jointCount; + + // Connect to the bodies' doubly linked lists. + j->m_edgeA.joint = j; + j->m_edgeA.other = j->m_bodyB; + j->m_edgeA.prev = nullptr; + j->m_edgeA.next = j->m_bodyA->m_jointList; + if (j->m_bodyA->m_jointList) j->m_bodyA->m_jointList->prev = &j->m_edgeA; + j->m_bodyA->m_jointList = &j->m_edgeA; + + j->m_edgeB.joint = j; + j->m_edgeB.other = j->m_bodyA; + j->m_edgeB.prev = nullptr; + j->m_edgeB.next = j->m_bodyB->m_jointList; + if (j->m_bodyB->m_jointList) j->m_bodyB->m_jointList->prev = &j->m_edgeB; + j->m_bodyB->m_jointList = &j->m_edgeB; + + b2Body* bodyA = def->bodyA; + b2Body* bodyB = def->bodyB; + + // If the joint prevents collisions, then flag any contacts for filtering. + if (def->collideConnected == false) + { + b2ContactEdge* edge = bodyB->GetContactList(); + while (edge) + { + if (edge->other == bodyA) + { + // Flag the contact for filtering at the next time step (where either + // body is awake). + edge->contact->FlagForFiltering(); + } + + edge = edge->next; + } + } + + // Note: creating a joint doesn't wake the bodies. + + return j; +} + +void b2World::DestroyJoint(b2Joint* j) +{ + b2Assert(IsLocked() == false); + if (IsLocked()) + { + return; + } + + bool collideConnected = j->m_collideConnected; + + // Remove from the doubly linked list. + if (j->m_prev) + { + j->m_prev->m_next = j->m_next; + } + + if (j->m_next) + { + j->m_next->m_prev = j->m_prev; + } + + if (j == m_jointList) + { + m_jointList = j->m_next; + } + + // Disconnect from island graph. + b2Body* bodyA = j->m_bodyA; + b2Body* bodyB = j->m_bodyB; + + // Wake up connected bodies. + bodyA->SetAwake(true); + bodyB->SetAwake(true); + + // Remove from body 1. + if (j->m_edgeA.prev) + { + j->m_edgeA.prev->next = j->m_edgeA.next; + } + + if (j->m_edgeA.next) + { + j->m_edgeA.next->prev = j->m_edgeA.prev; + } + + if (&j->m_edgeA == bodyA->m_jointList) + { + bodyA->m_jointList = j->m_edgeA.next; + } + + j->m_edgeA.prev = nullptr; + j->m_edgeA.next = nullptr; + + // Remove from body 2 + if (j->m_edgeB.prev) + { + j->m_edgeB.prev->next = j->m_edgeB.next; + } + + if (j->m_edgeB.next) + { + j->m_edgeB.next->prev = j->m_edgeB.prev; + } + + if (&j->m_edgeB == bodyB->m_jointList) + { + bodyB->m_jointList = j->m_edgeB.next; + } + + j->m_edgeB.prev = nullptr; + j->m_edgeB.next = nullptr; + + b2Joint::Destroy(j, &m_blockAllocator); + + b2Assert(m_jointCount > 0); + --m_jointCount; + + // If the joint prevents collisions, then flag any contacts for filtering. + if (collideConnected == false) + { + b2ContactEdge* edge = bodyB->GetContactList(); + while (edge) + { + if (edge->other == bodyA) + { + // Flag the contact for filtering at the next time step (where either + // body is awake). + edge->contact->FlagForFiltering(); + } + + edge = edge->next; + } + } +} + +// +void b2World::SetAllowSleeping(bool flag) +{ + if (flag == m_allowSleep) + { + return; + } + + m_allowSleep = flag; + if (m_allowSleep == false) + { + for (b2Body* b = m_bodyList; b; b = b->m_next) + { + b->SetAwake(true); + } + } +} + +// Find islands, integrate and solve constraints, solve position constraints +void b2World::Solve(const b2TimeStep& step) +{ + m_profile.solveInit = 0.0f; + m_profile.solveVelocity = 0.0f; + m_profile.solvePosition = 0.0f; + + // Size the island for the worst case. + b2Island island(m_bodyCount, + m_contactManager.m_contactCount, + m_jointCount, + &m_stackAllocator, + m_contactManager.m_contactListener); + + // Clear all the island flags. + for (b2Body* b = m_bodyList; b; b = b->m_next) + { + b->m_flags &= ~b2Body::e_islandFlag; + } + for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next) + { + c->m_flags &= ~b2Contact::e_islandFlag; + } + for (b2Joint* j = m_jointList; j; j = j->m_next) + { + j->m_islandFlag = false; + } + + // Build and simulate all awake islands. + int32 stackSize = m_bodyCount; + b2Body** stack = (b2Body**)m_stackAllocator.Allocate(stackSize * sizeof(b2Body*)); + for (b2Body* seed = m_bodyList; seed; seed = seed->m_next) + { + if (seed->m_flags & b2Body::e_islandFlag) + { + continue; + } + + if (seed->IsAwake() == false || seed->IsEnabled() == false) + { + continue; + } + + // The seed can be dynamic or kinematic. + if (seed->GetType() == b2_staticBody) + { + continue; + } + + // Reset island and stack. + island.Clear(); + int32 stackCount = 0; + stack[stackCount++] = seed; + seed->m_flags |= b2Body::e_islandFlag; + + // Perform a depth first search (DFS) on the constraint graph. + while (stackCount > 0) + { + // Grab the next body off the stack and add it to the island. + b2Body* b = stack[--stackCount]; + b2Assert(b->IsEnabled() == true); + island.Add(b); + + // To keep islands as small as possible, we don't + // propagate islands across static bodies. + if (b->GetType() == b2_staticBody) + { + continue; + } + + // Make sure the body is awake (without resetting sleep timer). + b->m_flags |= b2Body::e_awakeFlag; + + // Search all contacts connected to this body. + for (b2ContactEdge* ce = b->m_contactList; ce; ce = ce->next) + { + b2Contact* contact = ce->contact; + + // Has this contact already been added to an island? + if (contact->m_flags & b2Contact::e_islandFlag) + { + continue; + } + + // Is this contact solid and touching? + if (contact->IsEnabled() == false || + contact->IsTouching() == false) + { + continue; + } + + // Skip sensors. + bool sensorA = contact->m_fixtureA->m_isSensor; + bool sensorB = contact->m_fixtureB->m_isSensor; + if (sensorA || sensorB) + { + continue; + } + + island.Add(contact); + contact->m_flags |= b2Contact::e_islandFlag; + + b2Body* other = ce->other; + + // Was the other body already added to this island? + if (other->m_flags & b2Body::e_islandFlag) + { + continue; + } + + b2Assert(stackCount < stackSize); + stack[stackCount++] = other; + other->m_flags |= b2Body::e_islandFlag; + } + + // Search all joints connect to this body. + for (b2JointEdge* je = b->m_jointList; je; je = je->next) + { + if (je->joint->m_islandFlag == true) + { + continue; + } + + b2Body* other = je->other; + + // Don't simulate joints connected to disabled bodies. + if (other->IsEnabled() == false) + { + continue; + } + + island.Add(je->joint); + je->joint->m_islandFlag = true; + + if (other->m_flags & b2Body::e_islandFlag) + { + continue; + } + + b2Assert(stackCount < stackSize); + stack[stackCount++] = other; + other->m_flags |= b2Body::e_islandFlag; + } + } + + b2Profile profile; + island.Solve(&profile, step, m_gravity, m_allowSleep); + m_profile.solveInit += profile.solveInit; + m_profile.solveVelocity += profile.solveVelocity; + m_profile.solvePosition += profile.solvePosition; + + // Post solve cleanup. + for (int32 i = 0; i < island.m_bodyCount; ++i) + { + // Allow static bodies to participate in other islands. + b2Body* b = island.m_bodies[i]; + if (b->GetType() == b2_staticBody) + { + b->m_flags &= ~b2Body::e_islandFlag; + } + } + } + + m_stackAllocator.Free(stack); + + { + b2Timer timer; + // Synchronize fixtures, check for out of range bodies. + for (b2Body* b = m_bodyList; b; b = b->GetNext()) + { + // If a body was not in an island then it did not move. + if ((b->m_flags & b2Body::e_islandFlag) == 0) + { + continue; + } + + if (b->GetType() == b2_staticBody) + { + continue; + } + + // Update fixtures (for broad-phase). + b->SynchronizeFixtures(); + } + + // Look for new contacts. + m_contactManager.FindNewContacts(); + m_profile.broadphase = timer.GetMilliseconds(); + } +} + +// Find TOI contacts and solve them. +void b2World::SolveTOI(const b2TimeStep& step) +{ + b2Island island(2 * b2_maxTOIContacts, b2_maxTOIContacts, 0, &m_stackAllocator, m_contactManager.m_contactListener); + + if (m_stepComplete) + { + for (b2Body* b = m_bodyList; b; b = b->m_next) + { + b->m_flags &= ~b2Body::e_islandFlag; + b->m_sweep.alpha0 = 0.0f; + } + + for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next) + { + // Invalidate TOI + c->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag); + c->m_toiCount = 0; + c->m_toi = 1.0f; + } + } + + // Find TOI events and solve them. + for (;;) + { + // Find the first TOI. + b2Contact* minContact = nullptr; + float minAlpha = 1.0f; + + for (b2Contact* c = m_contactManager.m_contactList; c; c = c->m_next) + { + // Is this contact disabled? + if (c->IsEnabled() == false) + { + continue; + } + + // Prevent excessive sub-stepping. + if (c->m_toiCount > b2_maxSubSteps) + { + continue; + } + + float alpha = 1.0f; + if (c->m_flags & b2Contact::e_toiFlag) + { + // This contact has a valid cached TOI. + alpha = c->m_toi; + } + else + { + b2Fixture* fA = c->GetFixtureA(); + b2Fixture* fB = c->GetFixtureB(); + + // Is there a sensor? + if (fA->IsSensor() || fB->IsSensor()) + { + continue; + } + + b2Body* bA = fA->GetBody(); + b2Body* bB = fB->GetBody(); + + b2BodyType typeA = bA->m_type; + b2BodyType typeB = bB->m_type; + b2Assert(typeA == b2_dynamicBody || typeB == b2_dynamicBody); + + bool activeA = bA->IsAwake() && typeA != b2_staticBody; + bool activeB = bB->IsAwake() && typeB != b2_staticBody; + + // Is at least one body active (awake and dynamic or kinematic)? + if (activeA == false && activeB == false) + { + continue; + } + + bool collideA = bA->IsBullet() || typeA != b2_dynamicBody; + bool collideB = bB->IsBullet() || typeB != b2_dynamicBody; + + // Are these two non-bullet dynamic bodies? + if (collideA == false && collideB == false) + { + continue; + } + + // Compute the TOI for this contact. + // Put the sweeps onto the same time interval. + float alpha0 = bA->m_sweep.alpha0; + + if (bA->m_sweep.alpha0 < bB->m_sweep.alpha0) + { + alpha0 = bB->m_sweep.alpha0; + bA->m_sweep.Advance(alpha0); + } + else if (bB->m_sweep.alpha0 < bA->m_sweep.alpha0) + { + alpha0 = bA->m_sweep.alpha0; + bB->m_sweep.Advance(alpha0); + } + + b2Assert(alpha0 < 1.0f); + + int32 indexA = c->GetChildIndexA(); + int32 indexB = c->GetChildIndexB(); + + // Compute the time of impact in interval [0, minTOI] + b2TOIInput input; + input.proxyA.Set(fA->GetShape(), indexA); + input.proxyB.Set(fB->GetShape(), indexB); + input.sweepA = bA->m_sweep; + input.sweepB = bB->m_sweep; + input.tMax = 1.0f; + + b2TOIOutput output; + b2TimeOfImpact(&output, &input); + + // Beta is the fraction of the remaining portion of the . + float beta = output.t; + if (output.state == b2TOIOutput::e_touching) + { + alpha = b2Min(alpha0 + (1.0f - alpha0) * beta, 1.0f); + } + else + { + alpha = 1.0f; + } + + c->m_toi = alpha; + c->m_flags |= b2Contact::e_toiFlag; + } + + if (alpha < minAlpha) + { + // This is the minimum TOI found so far. + minContact = c; + minAlpha = alpha; + } + } + + if (minContact == nullptr || 1.0f - 10.0f * b2_epsilon < minAlpha) + { + // No more TOI events. Done! + m_stepComplete = true; + break; + } + + // Advance the bodies to the TOI. + b2Fixture* fA = minContact->GetFixtureA(); + b2Fixture* fB = minContact->GetFixtureB(); + b2Body* bA = fA->GetBody(); + b2Body* bB = fB->GetBody(); + + b2Sweep backup1 = bA->m_sweep; + b2Sweep backup2 = bB->m_sweep; + + bA->Advance(minAlpha); + bB->Advance(minAlpha); + + // The TOI contact likely has some new contact points. + minContact->Update(m_contactManager.m_contactListener); + minContact->m_flags &= ~b2Contact::e_toiFlag; + ++minContact->m_toiCount; + + // Is the contact solid? + if (minContact->IsEnabled() == false || minContact->IsTouching() == false) + { + // Restore the sweeps. + minContact->SetEnabled(false); + bA->m_sweep = backup1; + bB->m_sweep = backup2; + bA->SynchronizeTransform(); + bB->SynchronizeTransform(); + continue; + } + + bA->SetAwake(true); + bB->SetAwake(true); + + // Build the island + island.Clear(); + island.Add(bA); + island.Add(bB); + island.Add(minContact); + + bA->m_flags |= b2Body::e_islandFlag; + bB->m_flags |= b2Body::e_islandFlag; + minContact->m_flags |= b2Contact::e_islandFlag; + + // Get contacts on bodyA and bodyB. + b2Body* bodies[2] = {bA, bB}; + for (int32 i = 0; i < 2; ++i) + { + b2Body* body = bodies[i]; + if (body->m_type == b2_dynamicBody) + { + for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next) + { + if (island.m_bodyCount == island.m_bodyCapacity) + { + break; + } + + if (island.m_contactCount == island.m_contactCapacity) + { + break; + } + + b2Contact* contact = ce->contact; + + // Has this contact already been added to the island? + if (contact->m_flags & b2Contact::e_islandFlag) + { + continue; + } + + // Only add static, kinematic, or bullet bodies. + b2Body* other = ce->other; + if (other->m_type == b2_dynamicBody && + body->IsBullet() == false && other->IsBullet() == false) + { + continue; + } + + // Skip sensors. + bool sensorA = contact->m_fixtureA->m_isSensor; + bool sensorB = contact->m_fixtureB->m_isSensor; + if (sensorA || sensorB) + { + continue; + } + + // Tentatively advance the body to the TOI. + b2Sweep backup = other->m_sweep; + if ((other->m_flags & b2Body::e_islandFlag) == 0) + { + other->Advance(minAlpha); + } + + // Update the contact points + contact->Update(m_contactManager.m_contactListener); + + // Was the contact disabled by the user? + if (contact->IsEnabled() == false) + { + other->m_sweep = backup; + other->SynchronizeTransform(); + continue; + } + + // Are there contact points? + if (contact->IsTouching() == false) + { + other->m_sweep = backup; + other->SynchronizeTransform(); + continue; + } + + // Add the contact to the island + contact->m_flags |= b2Contact::e_islandFlag; + island.Add(contact); + + // Has the other body already been added to the island? + if (other->m_flags & b2Body::e_islandFlag) + { + continue; + } + + // Add the other body to the island. + other->m_flags |= b2Body::e_islandFlag; + + if (other->m_type != b2_staticBody) + { + other->SetAwake(true); + } + + island.Add(other); + } + } + } + + b2TimeStep subStep; + subStep.dt = (1.0f - minAlpha) * step.dt; + subStep.inv_dt = 1.0f / subStep.dt; + subStep.dtRatio = 1.0f; + subStep.positionIterations = 20; + subStep.velocityIterations = step.velocityIterations; + subStep.warmStarting = false; + island.SolveTOI(subStep, bA->m_islandIndex, bB->m_islandIndex); + + // Reset island flags and synchronize broad-phase proxies. + for (int32 i = 0; i < island.m_bodyCount; ++i) + { + b2Body* body = island.m_bodies[i]; + body->m_flags &= ~b2Body::e_islandFlag; + + if (body->m_type != b2_dynamicBody) + { + continue; + } + + body->SynchronizeFixtures(); + + // Invalidate all contact TOIs on this displaced body. + for (b2ContactEdge* ce = body->m_contactList; ce; ce = ce->next) + { + ce->contact->m_flags &= ~(b2Contact::e_toiFlag | b2Contact::e_islandFlag); + } + } + + // Commit fixture proxy movements to the broad-phase so that new contacts are created. + // Also, some contacts can be destroyed. + m_contactManager.FindNewContacts(); + + if (m_subStepping) + { + m_stepComplete = false; + break; + } + } +} + +void b2World::Step(float dt, int32 velocityIterations, int32 positionIterations) +{ + b2Timer stepTimer; + + // If new fixtures were added, we need to find the new contacts. + if (m_newContacts) + { + m_contactManager.FindNewContacts(); + m_newContacts = false; + } + + m_locked = true; + + b2TimeStep step; + step.dt = dt; + step.velocityIterations = velocityIterations; + step.positionIterations = positionIterations; + if (dt > 0.0f) + { + step.inv_dt = 1.0f / dt; + } + else + { + step.inv_dt = 0.0f; + } + + step.dtRatio = m_inv_dt0 * dt; + + step.warmStarting = m_warmStarting; + + // Update contacts. This is where some contacts are destroyed. + { + b2Timer timer; + m_contactManager.Collide(); + m_profile.collide = timer.GetMilliseconds(); + } + + // Integrate velocities, solve velocity constraints, and integrate positions. + if (m_stepComplete && step.dt > 0.0f) + { + b2Timer timer; + Solve(step); + m_profile.solve = timer.GetMilliseconds(); + } + + // Handle TOI events. + if (m_continuousPhysics && step.dt > 0.0f) + { + b2Timer timer; + SolveTOI(step); + m_profile.solveTOI = timer.GetMilliseconds(); + } + + if (step.dt > 0.0f) + { + m_inv_dt0 = step.inv_dt; + } + + if (m_clearForces) + { + ClearForces(); + } + + m_locked = false; + + m_profile.step = stepTimer.GetMilliseconds(); +} + +void b2World::ClearForces() +{ + for (b2Body* body = m_bodyList; body; body = body->GetNext()) + { + body->m_force.SetZero(); + body->m_torque = 0.0f; + } +} + +struct b2WorldQueryWrapper +{ + bool QueryCallback(int32 proxyId) + { + b2FixtureProxy* proxy = (b2FixtureProxy*)broadPhase->GetUserData(proxyId); + return callback->ReportFixture(proxy->fixture); + } + + const b2BroadPhase* broadPhase; + b2QueryCallback* callback; +}; + +void b2World::QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const +{ + b2WorldQueryWrapper wrapper; + wrapper.broadPhase = &m_contactManager.m_broadPhase; + wrapper.callback = callback; + m_contactManager.m_broadPhase.Query(&wrapper, aabb); +} + +struct b2WorldRayCastWrapper +{ + float RayCastCallback(const b2RayCastInput& input, int32 proxyId) + { + void* userData = broadPhase->GetUserData(proxyId); + b2FixtureProxy* proxy = (b2FixtureProxy*)userData; + b2Fixture* fixture = proxy->fixture; + int32 index = proxy->childIndex; + b2RayCastOutput output; + bool hit = fixture->RayCast(&output, input, index); + + if (hit) + { + float fraction = output.fraction; + b2Vec2 point = (1.0f - fraction) * input.p1 + fraction * input.p2; + return callback->ReportFixture(fixture, point, output.normal, fraction); + } + + return input.maxFraction; + } + + const b2BroadPhase* broadPhase; + b2RayCastCallback* callback; +}; + +void b2World::RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const +{ + b2WorldRayCastWrapper wrapper; + wrapper.broadPhase = &m_contactManager.m_broadPhase; + wrapper.callback = callback; + b2RayCastInput input; + input.maxFraction = 1.0f; + input.p1 = point1; + input.p2 = point2; + m_contactManager.m_broadPhase.RayCast(&wrapper, input); +} + +void b2World::DrawShape(b2Fixture* fixture, const b2Transform& xf, const b2Color& color) +{ + switch (fixture->GetType()) + { + case b2Shape::e_circle: + { + b2CircleShape* circle = (b2CircleShape*)fixture->GetShape(); + + b2Vec2 center = b2Mul(xf, circle->m_p); + float radius = circle->m_radius; + b2Vec2 axis = b2Mul(xf.q, b2Vec2(1.0f, 0.0f)); + + m_debugDraw->DrawSolidCircle(center, radius, axis, color); + } + break; + + case b2Shape::e_edge: + { + b2EdgeShape* edge = (b2EdgeShape*)fixture->GetShape(); + b2Vec2 v1 = b2Mul(xf, edge->m_vertex1); + b2Vec2 v2 = b2Mul(xf, edge->m_vertex2); + m_debugDraw->DrawSegment(v1, v2, color); + + if (edge->m_oneSided == false) + { + m_debugDraw->DrawPoint(v1, 4.0f, color); + m_debugDraw->DrawPoint(v2, 4.0f, color); + } + } + break; + + case b2Shape::e_chain: + { + b2ChainShape* chain = (b2ChainShape*)fixture->GetShape(); + int32 count = chain->m_count; + const b2Vec2* vertices = chain->m_vertices; + + b2Vec2 v1 = b2Mul(xf, vertices[0]); + for (int32 i = 1; i < count; ++i) + { + b2Vec2 v2 = b2Mul(xf, vertices[i]); + m_debugDraw->DrawSegment(v1, v2, color); + v1 = v2; + } + } + break; + + case b2Shape::e_polygon: + { + b2PolygonShape* poly = (b2PolygonShape*)fixture->GetShape(); + int32 vertexCount = poly->m_count; + b2Assert(vertexCount <= b2_maxPolygonVertices); + b2Vec2 vertices[b2_maxPolygonVertices]; + + for (int32 i = 0; i < vertexCount; ++i) + { + vertices[i] = b2Mul(xf, poly->m_vertices[i]); + } + + m_debugDraw->DrawSolidPolygon(vertices, vertexCount, color); + } + break; + + default: + break; + } +} + +void b2World::DebugDraw() +{ + if (m_debugDraw == nullptr) + { + return; + } + + uint32 flags = m_debugDraw->GetFlags(); + + if (flags & b2Draw::e_shapeBit) + { + for (b2Body* b = m_bodyList; b; b = b->GetNext()) + { + const b2Transform& xf = b->GetTransform(); + for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext()) + { + if (b->GetType() == b2_dynamicBody && b->m_mass == 0.0f) + { + // Bad body + DrawShape(f, xf, b2Color(1.0f, 0.0f, 0.0f)); + } + else if (b->IsEnabled() == false) + { + DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.3f)); + } + else if (b->GetType() == b2_staticBody) + { + DrawShape(f, xf, b2Color(0.5f, 0.9f, 0.5f)); + } + else if (b->GetType() == b2_kinematicBody) + { + DrawShape(f, xf, b2Color(0.5f, 0.5f, 0.9f)); + } + else if (b->IsAwake() == false) + { + DrawShape(f, xf, b2Color(0.6f, 0.6f, 0.6f)); + } + else + { + DrawShape(f, xf, b2Color(0.9f, 0.7f, 0.7f)); + } + } + } + } + + if (flags & b2Draw::e_jointBit) + { + for (b2Joint* j = m_jointList; j; j = j->GetNext()) + { + j->Draw(m_debugDraw); + } + } + + if (flags & b2Draw::e_pairBit) + { + b2Color color(0.3f, 0.9f, 0.9f); + for (b2Contact* c = m_contactManager.m_contactList; c; c = c->GetNext()) + { + b2Fixture* fixtureA = c->GetFixtureA(); + b2Fixture* fixtureB = c->GetFixtureB(); + int32 indexA = c->GetChildIndexA(); + int32 indexB = c->GetChildIndexB(); + b2Vec2 cA = fixtureA->GetAABB(indexA).GetCenter(); + b2Vec2 cB = fixtureB->GetAABB(indexB).GetCenter(); + + m_debugDraw->DrawSegment(cA, cB, color); + } + } + + if (flags & b2Draw::e_aabbBit) + { + b2Color color(0.9f, 0.3f, 0.9f); + b2BroadPhase* bp = &m_contactManager.m_broadPhase; + + for (b2Body* b = m_bodyList; b; b = b->GetNext()) + { + if (b->IsEnabled() == false) + { + continue; + } + + for (b2Fixture* f = b->GetFixtureList(); f; f = f->GetNext()) + { + for (int32 i = 0; i < f->m_proxyCount; ++i) + { + b2FixtureProxy* proxy = f->m_proxies + i; + b2AABB aabb = bp->GetFatAABB(proxy->proxyId); + b2Vec2 vs[4]; + vs[0].Set(aabb.lowerBound.x, aabb.lowerBound.y); + vs[1].Set(aabb.upperBound.x, aabb.lowerBound.y); + vs[2].Set(aabb.upperBound.x, aabb.upperBound.y); + vs[3].Set(aabb.lowerBound.x, aabb.upperBound.y); + + m_debugDraw->DrawPolygon(vs, 4, color); + } + } + } + } + + if (flags & b2Draw::e_centerOfMassBit) + { + for (b2Body* b = m_bodyList; b; b = b->GetNext()) + { + b2Transform xf = b->GetTransform(); + xf.p = b->GetWorldCenter(); + m_debugDraw->DrawTransform(xf); + } + } +} + +int32 b2World::GetProxyCount() const +{ + return m_contactManager.m_broadPhase.GetProxyCount(); +} + +int32 b2World::GetTreeHeight() const +{ + return m_contactManager.m_broadPhase.GetTreeHeight(); +} + +int32 b2World::GetTreeBalance() const +{ + return m_contactManager.m_broadPhase.GetTreeBalance(); +} + +float b2World::GetTreeQuality() const +{ + return m_contactManager.m_broadPhase.GetTreeQuality(); +} + +void b2World::ShiftOrigin(const b2Vec2& newOrigin) +{ + b2Assert(m_locked == false); + if (m_locked) + { + return; + } + + for (b2Body* b = m_bodyList; b; b = b->m_next) + { + b->m_xf.p -= newOrigin; + b->m_sweep.c0 -= newOrigin; + b->m_sweep.c -= newOrigin; + } + + for (b2Joint* j = m_jointList; j; j = j->m_next) + { + j->ShiftOrigin(newOrigin); + } + + m_contactManager.m_broadPhase.ShiftOrigin(newOrigin); +} + +void b2World::Dump() +{ + if (m_locked) + { + return; + } + + b2OpenDump("box2d_dump.inl"); + + b2Dump("b2Vec2 g(%.9g, %.9g);\n", m_gravity.x, m_gravity.y); + b2Dump("m_world->SetGravity(g);\n"); + + b2Dump("b2Body** bodies = (b2Body**)b2Alloc(%d * sizeof(b2Body*));\n", m_bodyCount); + b2Dump("b2Joint** joints = (b2Joint**)b2Alloc(%d * sizeof(b2Joint*));\n", m_jointCount); + + int32 i = 0; + for (b2Body* b = m_bodyList; b; b = b->m_next) + { + b->m_islandIndex = i; + b->Dump(); + ++i; + } + + i = 0; + for (b2Joint* j = m_jointList; j; j = j->m_next) + { + j->m_index = i; + ++i; + } + + // First pass on joints, skip gear joints. + for (b2Joint* j = m_jointList; j; j = j->m_next) + { + if (j->m_type == e_gearJoint) + { + continue; + } + + b2Dump("{\n"); + j->Dump(); + b2Dump("}\n"); + } + + // Second pass on joints, only gear joints. + for (b2Joint* j = m_jointList; j; j = j->m_next) + { + if (j->m_type != e_gearJoint) + { + continue; + } + + b2Dump("{\n"); + j->Dump(); + b2Dump("}\n"); + } + + b2Dump("b2Free(joints);\n"); + b2Dump("b2Free(bodies);\n"); + b2Dump("joints = nullptr;\n"); + b2Dump("bodies = nullptr;\n"); + + b2CloseDump(); +} |