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+// 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 "box2d/b2_body.h"
+#include "box2d/b2_contact.h"
+#include "box2d/b2_fixture.h"
+#include "box2d/b2_stack_allocator.h"
+#include "box2d/b2_world.h"
+
+// Solver debugging is normally disabled because the block solver sometimes has to deal with a poorly conditioned effective mass matrix.
+#define B2_DEBUG_SOLVER 0
+
+B2_API bool g_blockSolve = true;
+
+struct b2ContactPositionConstraint
+{
+ b2Vec2 localPoints[b2_maxManifoldPoints];
+ b2Vec2 localNormal;
+ b2Vec2 localPoint;
+ int32 indexA;
+ int32 indexB;
+ float invMassA, invMassB;
+ b2Vec2 localCenterA, localCenterB;
+ float invIA, invIB;
+ b2Manifold::Type type;
+ float radiusA, radiusB;
+ int32 pointCount;
+};
+
+b2ContactSolver::b2ContactSolver(b2ContactSolverDef* def)
+{
+ m_step = def->step;
+ m_allocator = def->allocator;
+ m_count = def->count;
+ m_positionConstraints = (b2ContactPositionConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactPositionConstraint));
+ m_velocityConstraints = (b2ContactVelocityConstraint*)m_allocator->Allocate(m_count * sizeof(b2ContactVelocityConstraint));
+ m_positions = def->positions;
+ m_velocities = def->velocities;
+ m_contacts = def->contacts;
+
+ // Initialize position independent portions of the constraints.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2Contact* contact = m_contacts[i];
+
+ b2Fixture* fixtureA = contact->m_fixtureA;
+ b2Fixture* fixtureB = contact->m_fixtureB;
+ b2Shape* shapeA = fixtureA->GetShape();
+ b2Shape* shapeB = fixtureB->GetShape();
+ float radiusA = shapeA->m_radius;
+ float radiusB = shapeB->m_radius;
+ b2Body* bodyA = fixtureA->GetBody();
+ b2Body* bodyB = fixtureB->GetBody();
+ b2Manifold* manifold = contact->GetManifold();
+
+ int32 pointCount = manifold->pointCount;
+ b2Assert(pointCount > 0);
+
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ vc->friction = contact->m_friction;
+ vc->restitution = contact->m_restitution;
+ vc->threshold = contact->m_restitutionThreshold;
+ vc->tangentSpeed = contact->m_tangentSpeed;
+ vc->indexA = bodyA->m_islandIndex;
+ vc->indexB = bodyB->m_islandIndex;
+ vc->invMassA = bodyA->m_invMass;
+ vc->invMassB = bodyB->m_invMass;
+ vc->invIA = bodyA->m_invI;
+ vc->invIB = bodyB->m_invI;
+ vc->contactIndex = i;
+ vc->pointCount = pointCount;
+ vc->K.SetZero();
+ vc->normalMass.SetZero();
+
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+ pc->indexA = bodyA->m_islandIndex;
+ pc->indexB = bodyB->m_islandIndex;
+ pc->invMassA = bodyA->m_invMass;
+ pc->invMassB = bodyB->m_invMass;
+ pc->localCenterA = bodyA->m_sweep.localCenter;
+ pc->localCenterB = bodyB->m_sweep.localCenter;
+ pc->invIA = bodyA->m_invI;
+ pc->invIB = bodyB->m_invI;
+ pc->localNormal = manifold->localNormal;
+ pc->localPoint = manifold->localPoint;
+ pc->pointCount = pointCount;
+ pc->radiusA = radiusA;
+ pc->radiusB = radiusB;
+ pc->type = manifold->type;
+
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2ManifoldPoint* cp = manifold->points + j;
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ if (m_step.warmStarting)
+ {
+ vcp->normalImpulse = m_step.dtRatio * cp->normalImpulse;
+ vcp->tangentImpulse = m_step.dtRatio * cp->tangentImpulse;
+ }
+ else
+ {
+ vcp->normalImpulse = 0.0f;
+ vcp->tangentImpulse = 0.0f;
+ }
+
+ vcp->rA.SetZero();
+ vcp->rB.SetZero();
+ vcp->normalMass = 0.0f;
+ vcp->tangentMass = 0.0f;
+ vcp->velocityBias = 0.0f;
+
+ pc->localPoints[j] = cp->localPoint;
+ }
+ }
+}
+
+b2ContactSolver::~b2ContactSolver()
+{
+ m_allocator->Free(m_velocityConstraints);
+ m_allocator->Free(m_positionConstraints);
+}
+
+// Initialize position dependent portions of the velocity constraints.
+void b2ContactSolver::InitializeVelocityConstraints()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ float radiusA = pc->radiusA;
+ float radiusB = pc->radiusB;
+ b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+
+ float mA = vc->invMassA;
+ float mB = vc->invMassB;
+ float iA = vc->invIA;
+ float iB = vc->invIB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ b2Vec2 localCenterB = pc->localCenterB;
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Assert(manifold->pointCount > 0);
+
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2WorldManifold worldManifold;
+ worldManifold.Initialize(manifold, xfA, radiusA, xfB, radiusB);
+
+ vc->normal = worldManifold.normal;
+
+ int32 pointCount = vc->pointCount;
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ vcp->rA = worldManifold.points[j] - cA;
+ vcp->rB = worldManifold.points[j] - cB;
+
+ float rnA = b2Cross(vcp->rA, vc->normal);
+ float rnB = b2Cross(vcp->rB, vc->normal);
+
+ float kNormal = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ vcp->normalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f;
+
+ b2Vec2 tangent = b2Cross(vc->normal, 1.0f);
+
+ float rtA = b2Cross(vcp->rA, tangent);
+ float rtB = b2Cross(vcp->rB, tangent);
+
+ float kTangent = mA + mB + iA * rtA * rtA + iB * rtB * rtB;
+
+ vcp->tangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f;
+
+ // Setup a velocity bias for restitution.
+ vcp->velocityBias = 0.0f;
+ float vRel = b2Dot(vc->normal, vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA));
+ if (vRel < -vc->threshold)
+ {
+ vcp->velocityBias = -vc->restitution * vRel;
+ }
+ }
+
+ // If we have two points, then prepare the block solver.
+ if (vc->pointCount == 2 && g_blockSolve)
+ {
+ b2VelocityConstraintPoint* vcp1 = vc->points + 0;
+ b2VelocityConstraintPoint* vcp2 = vc->points + 1;
+
+ float rn1A = b2Cross(vcp1->rA, vc->normal);
+ float rn1B = b2Cross(vcp1->rB, vc->normal);
+ float rn2A = b2Cross(vcp2->rA, vc->normal);
+ float rn2B = b2Cross(vcp2->rB, vc->normal);
+
+ float k11 = mA + mB + iA * rn1A * rn1A + iB * rn1B * rn1B;
+ float k22 = mA + mB + iA * rn2A * rn2A + iB * rn2B * rn2B;
+ float k12 = mA + mB + iA * rn1A * rn2A + iB * rn1B * rn2B;
+
+ // Ensure a reasonable condition number.
+ const float k_maxConditionNumber = 1000.0f;
+ if (k11 * k11 < k_maxConditionNumber * (k11 * k22 - k12 * k12))
+ {
+ // K is safe to invert.
+ vc->K.ex.Set(k11, k12);
+ vc->K.ey.Set(k12, k22);
+ vc->normalMass = vc->K.GetInverse();
+ }
+ else
+ {
+ // The constraints are redundant, just use one.
+ // TODO_ERIN use deepest?
+ vc->pointCount = 1;
+ }
+ }
+ }
+}
+
+void b2ContactSolver::WarmStart()
+{
+ // Warm start.
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+ float mA = vc->invMassA;
+ float iA = vc->invIA;
+ float mB = vc->invMassB;
+ float iB = vc->invIB;
+ int32 pointCount = vc->pointCount;
+
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Vec2 normal = vc->normal;
+ b2Vec2 tangent = b2Cross(normal, 1.0f);
+
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+ b2Vec2 P = vcp->normalImpulse * normal + vcp->tangentImpulse * tangent;
+ wA -= iA * b2Cross(vcp->rA, P);
+ vA -= mA * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ vB += mB * P;
+ }
+
+ m_velocities[indexA].v = vA;
+ m_velocities[indexA].w = wA;
+ m_velocities[indexB].v = vB;
+ m_velocities[indexB].w = wB;
+ }
+}
+
+void b2ContactSolver::SolveVelocityConstraints()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+
+ int32 indexA = vc->indexA;
+ int32 indexB = vc->indexB;
+ float mA = vc->invMassA;
+ float iA = vc->invIA;
+ float mB = vc->invMassB;
+ float iB = vc->invIB;
+ int32 pointCount = vc->pointCount;
+
+ b2Vec2 vA = m_velocities[indexA].v;
+ float wA = m_velocities[indexA].w;
+ b2Vec2 vB = m_velocities[indexB].v;
+ float wB = m_velocities[indexB].w;
+
+ b2Vec2 normal = vc->normal;
+ b2Vec2 tangent = b2Cross(normal, 1.0f);
+ float friction = vc->friction;
+
+ b2Assert(pointCount == 1 || pointCount == 2);
+
+ // Solve tangent constraints first because non-penetration is more important
+ // than friction.
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ // Relative velocity at contact
+ b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+ // Compute tangent force
+ float vt = b2Dot(dv, tangent) - vc->tangentSpeed;
+ float lambda = vcp->tangentMass * (-vt);
+
+ // b2Clamp the accumulated force
+ float maxFriction = friction * vcp->normalImpulse;
+ float newImpulse = b2Clamp(vcp->tangentImpulse + lambda, -maxFriction, maxFriction);
+ lambda = newImpulse - vcp->tangentImpulse;
+ vcp->tangentImpulse = newImpulse;
+
+ // Apply contact impulse
+ b2Vec2 P = lambda * tangent;
+
+ vA -= mA * P;
+ wA -= iA * b2Cross(vcp->rA, P);
+
+ vB += mB * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ }
+
+ // Solve normal constraints
+ if (pointCount == 1 || g_blockSolve == false)
+ {
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2VelocityConstraintPoint* vcp = vc->points + j;
+
+ // Relative velocity at contact
+ b2Vec2 dv = vB + b2Cross(wB, vcp->rB) - vA - b2Cross(wA, vcp->rA);
+
+ // Compute normal impulse
+ float vn = b2Dot(dv, normal);
+ float lambda = -vcp->normalMass * (vn - vcp->velocityBias);
+
+ // b2Clamp the accumulated impulse
+ float newImpulse = b2Max(vcp->normalImpulse + lambda, 0.0f);
+ lambda = newImpulse - vcp->normalImpulse;
+ vcp->normalImpulse = newImpulse;
+
+ // Apply contact impulse
+ b2Vec2 P = lambda * normal;
+ vA -= mA * P;
+ wA -= iA * b2Cross(vcp->rA, P);
+
+ vB += mB * P;
+ wB += iB * b2Cross(vcp->rB, P);
+ }
+ }
+ else
+ {
+ // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite).
+ // Build the mini LCP for this contact patch
+ //
+ // vn = A * x + b, vn >= 0, x >= 0 and vn_i * x_i = 0 with i = 1..2
+ //
+ // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
+ // b = vn0 - velocityBias
+ //
+ // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i * x_i
+ // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases
+ // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid
+ // solution that satisfies the problem is chosen.
+ //
+ // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires
+ // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i).
+ //
+ // Substitute:
+ //
+ // x = a + d
+ //
+ // a := old total impulse
+ // x := new total impulse
+ // d := incremental impulse
+ //
+ // For the current iteration we extend the formula for the incremental impulse
+ // to compute the new total impulse:
+ //
+ // vn = A * d + b
+ // = A * (x - a) + b
+ // = A * x + b - A * a
+ // = A * x + b'
+ // b' = b - A * a;
+
+ b2VelocityConstraintPoint* cp1 = vc->points + 0;
+ b2VelocityConstraintPoint* cp2 = vc->points + 1;
+
+ b2Vec2 a(cp1->normalImpulse, cp2->normalImpulse);
+ b2Assert(a.x >= 0.0f && a.y >= 0.0f);
+
+ // Relative velocity at contact
+ b2Vec2 dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+ b2Vec2 dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ float vn1 = b2Dot(dv1, normal);
+ float vn2 = b2Dot(dv2, normal);
+
+ b2Vec2 b;
+ b.x = vn1 - cp1->velocityBias;
+ b.y = vn2 - cp2->velocityBias;
+
+ // Compute b'
+ b -= b2Mul(vc->K, a);
+
+ const float k_errorTol = 1e-3f;
+ B2_NOT_USED(k_errorTol);
+
+ for (;;)
+ {
+ //
+ // Case 1: vn = 0
+ //
+ // 0 = A * x + b'
+ //
+ // Solve for x:
+ //
+ // x = - inv(A) * b'
+ //
+ b2Vec2 x = - b2Mul(vc->normalMass, b);
+
+ if (x.x >= 0.0f && x.y >= 0.0f)
+ {
+ // Get the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+ dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ vn1 = b2Dot(dv1, normal);
+ vn2 = b2Dot(dv2, normal);
+
+ b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+ b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+ //
+ // Case 2: vn1 = 0 and x2 = 0
+ //
+ // 0 = a11 * x1 + a12 * 0 + b1'
+ // vn2 = a21 * x1 + a22 * 0 + b2'
+ //
+ x.x = - cp1->normalMass * b.x;
+ x.y = 0.0f;
+ vn1 = 0.0f;
+ vn2 = vc->K.ex.y * x.x + b.y;
+ if (x.x >= 0.0f && vn2 >= 0.0f)
+ {
+ // Get the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv1 = vB + b2Cross(wB, cp1->rB) - vA - b2Cross(wA, cp1->rA);
+
+ // Compute normal velocity
+ vn1 = b2Dot(dv1, normal);
+
+ b2Assert(b2Abs(vn1 - cp1->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+
+ //
+ // Case 3: vn2 = 0 and x1 = 0
+ //
+ // vn1 = a11 * 0 + a12 * x2 + b1'
+ // 0 = a21 * 0 + a22 * x2 + b2'
+ //
+ x.x = 0.0f;
+ x.y = - cp2->normalMass * b.y;
+ vn1 = vc->K.ey.x * x.y + b.x;
+ vn2 = 0.0f;
+
+ if (x.y >= 0.0f && vn1 >= 0.0f)
+ {
+ // Resubstitute for the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+#if B2_DEBUG_SOLVER == 1
+ // Postconditions
+ dv2 = vB + b2Cross(wB, cp2->rB) - vA - b2Cross(wA, cp2->rA);
+
+ // Compute normal velocity
+ vn2 = b2Dot(dv2, normal);
+
+ b2Assert(b2Abs(vn2 - cp2->velocityBias) < k_errorTol);
+#endif
+ break;
+ }
+
+ //
+ // Case 4: x1 = 0 and x2 = 0
+ //
+ // vn1 = b1
+ // vn2 = b2;
+ x.x = 0.0f;
+ x.y = 0.0f;
+ vn1 = b.x;
+ vn2 = b.y;
+
+ if (vn1 >= 0.0f && vn2 >= 0.0f )
+ {
+ // Resubstitute for the incremental impulse
+ b2Vec2 d = x - a;
+
+ // Apply incremental impulse
+ b2Vec2 P1 = d.x * normal;
+ b2Vec2 P2 = d.y * normal;
+ vA -= mA * (P1 + P2);
+ wA -= iA * (b2Cross(cp1->rA, P1) + b2Cross(cp2->rA, P2));
+
+ vB += mB * (P1 + P2);
+ wB += iB * (b2Cross(cp1->rB, P1) + b2Cross(cp2->rB, P2));
+
+ // Accumulate
+ cp1->normalImpulse = x.x;
+ cp2->normalImpulse = x.y;
+
+ break;
+ }
+
+ // No solution, give up. This is hit sometimes, but it doesn't seem to matter.
+ break;
+ }
+ }
+
+ m_velocities[indexA].v = vA;
+ m_velocities[indexA].w = wA;
+ m_velocities[indexB].v = vB;
+ m_velocities[indexB].w = wB;
+ }
+}
+
+void b2ContactSolver::StoreImpulses()
+{
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactVelocityConstraint* vc = m_velocityConstraints + i;
+ b2Manifold* manifold = m_contacts[vc->contactIndex]->GetManifold();
+
+ for (int32 j = 0; j < vc->pointCount; ++j)
+ {
+ manifold->points[j].normalImpulse = vc->points[j].normalImpulse;
+ manifold->points[j].tangentImpulse = vc->points[j].tangentImpulse;
+ }
+ }
+}
+
+struct b2PositionSolverManifold
+{
+ void Initialize(b2ContactPositionConstraint* pc, const b2Transform& xfA, const b2Transform& xfB, int32 index)
+ {
+ b2Assert(pc->pointCount > 0);
+
+ switch (pc->type)
+ {
+ case b2Manifold::e_circles:
+ {
+ b2Vec2 pointA = b2Mul(xfA, pc->localPoint);
+ b2Vec2 pointB = b2Mul(xfB, pc->localPoints[0]);
+ normal = pointB - pointA;
+ normal.Normalize();
+ point = 0.5f * (pointA + pointB);
+ separation = b2Dot(pointB - pointA, normal) - pc->radiusA - pc->radiusB;
+ }
+ break;
+
+ case b2Manifold::e_faceA:
+ {
+ normal = b2Mul(xfA.q, pc->localNormal);
+ b2Vec2 planePoint = b2Mul(xfA, pc->localPoint);
+
+ b2Vec2 clipPoint = b2Mul(xfB, pc->localPoints[index]);
+ separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+ point = clipPoint;
+ }
+ break;
+
+ case b2Manifold::e_faceB:
+ {
+ normal = b2Mul(xfB.q, pc->localNormal);
+ b2Vec2 planePoint = b2Mul(xfB, pc->localPoint);
+
+ b2Vec2 clipPoint = b2Mul(xfA, pc->localPoints[index]);
+ separation = b2Dot(clipPoint - planePoint, normal) - pc->radiusA - pc->radiusB;
+ point = clipPoint;
+
+ // Ensure normal points from A to B
+ normal = -normal;
+ }
+ break;
+ }
+ }
+
+ b2Vec2 normal;
+ b2Vec2 point;
+ float separation;
+};
+
+// Sequential solver.
+bool b2ContactSolver::SolvePositionConstraints()
+{
+ float minSeparation = 0.0f;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ int32 indexA = pc->indexA;
+ int32 indexB = pc->indexB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ float mA = pc->invMassA;
+ float iA = pc->invIA;
+ b2Vec2 localCenterB = pc->localCenterB;
+ float mB = pc->invMassB;
+ float iB = pc->invIB;
+ int32 pointCount = pc->pointCount;
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+
+ // Solve normal constraints
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2PositionSolverManifold psm;
+ psm.Initialize(pc, xfA, xfB, j);
+ b2Vec2 normal = psm.normal;
+
+ b2Vec2 point = psm.point;
+ float separation = psm.separation;
+
+ b2Vec2 rA = point - cA;
+ b2Vec2 rB = point - cB;
+
+ // Track max constraint error.
+ minSeparation = b2Min(minSeparation, separation);
+
+ // Prevent large corrections and allow slop.
+ float C = b2Clamp(b2_baumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+ // Compute the effective mass.
+ float rnA = b2Cross(rA, normal);
+ float rnB = b2Cross(rB, normal);
+ float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ // Compute normal impulse
+ float impulse = K > 0.0f ? - C / K : 0.0f;
+
+ b2Vec2 P = impulse * normal;
+
+ cA -= mA * P;
+ aA -= iA * b2Cross(rA, P);
+
+ cB += mB * P;
+ aB += iB * b2Cross(rB, P);
+ }
+
+ m_positions[indexA].c = cA;
+ m_positions[indexA].a = aA;
+
+ m_positions[indexB].c = cB;
+ m_positions[indexB].a = aB;
+ }
+
+ // We can't expect minSpeparation >= -b2_linearSlop because we don't
+ // push the separation above -b2_linearSlop.
+ return minSeparation >= -3.0f * b2_linearSlop;
+}
+
+// Sequential position solver for position constraints.
+bool b2ContactSolver::SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB)
+{
+ float minSeparation = 0.0f;
+
+ for (int32 i = 0; i < m_count; ++i)
+ {
+ b2ContactPositionConstraint* pc = m_positionConstraints + i;
+
+ int32 indexA = pc->indexA;
+ int32 indexB = pc->indexB;
+ b2Vec2 localCenterA = pc->localCenterA;
+ b2Vec2 localCenterB = pc->localCenterB;
+ int32 pointCount = pc->pointCount;
+
+ float mA = 0.0f;
+ float iA = 0.0f;
+ if (indexA == toiIndexA || indexA == toiIndexB)
+ {
+ mA = pc->invMassA;
+ iA = pc->invIA;
+ }
+
+ float mB = 0.0f;
+ float iB = 0.;
+ if (indexB == toiIndexA || indexB == toiIndexB)
+ {
+ mB = pc->invMassB;
+ iB = pc->invIB;
+ }
+
+ b2Vec2 cA = m_positions[indexA].c;
+ float aA = m_positions[indexA].a;
+
+ b2Vec2 cB = m_positions[indexB].c;
+ float aB = m_positions[indexB].a;
+
+ // Solve normal constraints
+ for (int32 j = 0; j < pointCount; ++j)
+ {
+ b2Transform xfA, xfB;
+ xfA.q.Set(aA);
+ xfB.q.Set(aB);
+ xfA.p = cA - b2Mul(xfA.q, localCenterA);
+ xfB.p = cB - b2Mul(xfB.q, localCenterB);
+
+ b2PositionSolverManifold psm;
+ psm.Initialize(pc, xfA, xfB, j);
+ b2Vec2 normal = psm.normal;
+
+ b2Vec2 point = psm.point;
+ float separation = psm.separation;
+
+ b2Vec2 rA = point - cA;
+ b2Vec2 rB = point - cB;
+
+ // Track max constraint error.
+ minSeparation = b2Min(minSeparation, separation);
+
+ // Prevent large corrections and allow slop.
+ float C = b2Clamp(b2_toiBaumgarte * (separation + b2_linearSlop), -b2_maxLinearCorrection, 0.0f);
+
+ // Compute the effective mass.
+ float rnA = b2Cross(rA, normal);
+ float rnB = b2Cross(rB, normal);
+ float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB;
+
+ // Compute normal impulse
+ float impulse = K > 0.0f ? - C / K : 0.0f;
+
+ b2Vec2 P = impulse * normal;
+
+ cA -= mA * P;
+ aA -= iA * b2Cross(rA, P);
+
+ cB += mB * P;
+ aB += iB * b2Cross(rB, P);
+ }
+
+ m_positions[indexA].c = cA;
+ m_positions[indexA].a = aA;
+
+ m_positions[indexB].c = cB;
+ m_positions[indexB].a = aB;
+ }
+
+ // We can't expect minSpeparation >= -b2_linearSlop because we don't
+ // push the separation above -b2_linearSlop.
+ return minSeparation >= -1.5f * b2_linearSlop;
+}