Beispiel #1
0
 public float getCurrentLengthA() {
   final Vec2 p = pool.popVec2();
   m_bodyA.getWorldPointToOut(m_localAnchorA, p);
   p.subLocal(m_groundAnchorA);
   float length = p.length();
   pool.pushVec2(1);
   return length;
 }
Beispiel #2
0
 public void set(SimplexVertex sv) {
   wA.set(sv.wA);
   wB.set(sv.wB);
   w.set(sv.w);
   a = sv.a;
   indexA = sv.indexA;
   indexB = sv.indexB;
 }
Beispiel #3
0
  public float getLength2() {
    final Vec2 p = pool.popVec2();
    m_bodyB.getWorldPointToOut(m_localAnchorB, p);
    p.subLocal(m_groundAnchorB);

    float len = p.length();
    pool.pushVec2(1);
    return len;
  }
Beispiel #4
0
    /** Solve a line segment using barycentric coordinates. */
    public void solve2() {
      // Solve a line segment using barycentric coordinates.
      //
      // p = a1 * w1 + a2 * w2
      // a1 + a2 = 1
      //
      // The vector from the origin to the closest point on the line is
      // perpendicular to the line.
      // e12 = w2 - w1
      // dot(p, e) = 0
      // a1 * dot(w1, e) + a2 * dot(w2, e) = 0
      //
      // 2-by-2 linear system
      // [1 1 ][a1] = [1]
      // [w1.e12 w2.e12][a2] = [0]
      //
      // Define
      // d12_1 = dot(w2, e12)
      // d12_2 = -dot(w1, e12)
      // d12 = d12_1 + d12_2
      //
      // Solution
      // a1 = d12_1 / d12
      // a2 = d12_2 / d12
      final Vec2 w1 = m_v1.w;
      final Vec2 w2 = m_v2.w;
      e12.set(w2).subLocal(w1);

      // w1 region
      float d12_2 = -Vec2.dot(w1, e12);
      if (d12_2 <= 0.0f) {
        // a2 <= 0, so we clamp it to 0
        m_v1.a = 1.0f;
        m_count = 1;
        return;
      }

      // w2 region
      float d12_1 = Vec2.dot(w2, e12);
      if (d12_1 <= 0.0f) {
        // a1 <= 0, so we clamp it to 0
        m_v2.a = 1.0f;
        m_count = 1;
        m_v1.set(m_v2);
        return;
      }

      // Must be in e12 region.
      float inv_d12 = 1.0f / (d12_1 + d12_2);
      m_v1.a = d12_1 * inv_d12;
      m_v2.a = d12_2 * inv_d12;
      m_count = 2;
    }
Beispiel #5
0
    /**
     * Get the supporting vertex in the given direction.
     *
     * @param d
     * @return
     */
    public final Vec2 getSupportVertex(final Vec2 d) {
      int bestIndex = 0;
      float bestValue = Vec2.dot(m_vertices[0], d);
      for (int i = 1; i < m_count; i++) {
        float value = Vec2.dot(m_vertices[i], d);
        if (value > bestValue) {
          bestIndex = i;
          bestValue = value;
        }
      }

      return m_vertices[bestIndex];
    }
Beispiel #6
0
  protected PulleyJoint(IWorldPool argWorldPool, PulleyJointDef def) {
    super(argWorldPool, def);
    m_groundAnchorA.set(def.groundAnchorA);
    m_groundAnchorB.set(def.groundAnchorB);
    m_localAnchorA.set(def.localAnchorA);
    m_localAnchorB.set(def.localAnchorB);

    assert (def.ratio != 0.0f);
    m_ratio = def.ratio;

    m_lengthA = def.lengthA;
    m_lengthB = def.lengthB;

    m_constant = def.lengthA + m_ratio * def.lengthB;
    m_impulse = 0.0f;
  }
Beispiel #7
0
    public final void getSearchDirection(final Vec2 out) {
      switch (m_count) {
        case 1:
          out.set(m_v1.w).negateLocal();
          return;
        case 2:
          e12.set(m_v2.w).subLocal(m_v1.w);
          // use out for a temp variable real quick
          out.set(m_v1.w).negateLocal();
          float sgn = Vec2.cross(e12, out);

          if (sgn > 0f) {
            // Origin is left of e12.
            Vec2.crossToOutUnsafe(1f, e12, out);
            return;
          } else {
            // Origin is right of e12.
            Vec2.crossToOutUnsafe(e12, 1f, out);
            return;
          }
        default:
          assert (false);
          out.setZero();
          return;
      }
    }
Beispiel #8
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    // djm pooled, from above
    public float getMetric() {
      switch (m_count) {
        case 0:
          assert (false);
          return 0.0f;

        case 1:
          return 0.0f;

        case 2:
          return MathUtils.distance(m_v1.w, m_v2.w);

        case 3:
          case3.set(m_v2.w).subLocal(m_v1.w);
          case33.set(m_v3.w).subLocal(m_v1.w);
          // return Vec2.cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
          return Vec2.cross(case3, case33);

        default:
          assert (false);
          return 0.0f;
      }
    }
Beispiel #9
0
 /**
  * this returns pooled objects. don't keep or modify them
  *
  * @return
  */
 public void getClosestPoint(final Vec2 out) {
   switch (m_count) {
     case 0:
       assert (false);
       out.setZero();
       return;
     case 1:
       out.set(m_v1.w);
       return;
     case 2:
       case22.set(m_v2.w).mulLocal(m_v2.a);
       case2.set(m_v1.w).mulLocal(m_v1.a).addLocal(case22);
       out.set(case2);
       return;
     case 3:
       out.setZero();
       return;
     default:
       assert (false);
       out.setZero();
       return;
   }
 }
Beispiel #10
0
  @Override
  public boolean solvePositionConstraints(final SolverData data) {
    final Rot qA = pool.popRot();
    final Rot qB = pool.popRot();
    final Vec2 rA = pool.popVec2();
    final Vec2 rB = pool.popVec2();
    final Vec2 uA = pool.popVec2();
    final Vec2 uB = pool.popVec2();
    final Vec2 temp = pool.popVec2();
    final Vec2 PA = pool.popVec2();
    final Vec2 PB = pool.popVec2();

    Vec2 cA = data.positions[m_indexA].c;
    float aA = data.positions[m_indexA].a;
    Vec2 cB = data.positions[m_indexB].c;
    float aB = data.positions[m_indexB].a;

    qA.set(aA);
    qB.set(aB);

    Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA);
    Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB);

    uA.set(cA).addLocal(rA).subLocal(m_groundAnchorA);
    uB.set(cB).addLocal(rB).subLocal(m_groundAnchorB);

    float lengthA = uA.length();
    float lengthB = uB.length();

    if (lengthA > 10.0f * Settings.linearSlop) {
      uA.mulLocal(1.0f / lengthA);
    } else {
      uA.setZero();
    }

    if (lengthB > 10.0f * Settings.linearSlop) {
      uB.mulLocal(1.0f / lengthB);
    } else {
      uB.setZero();
    }

    // Compute effective mass.
    float ruA = Vec2.cross(rA, uA);
    float ruB = Vec2.cross(rB, uB);

    float mA = m_invMassA + m_invIA * ruA * ruA;
    float mB = m_invMassB + m_invIB * ruB * ruB;

    float mass = mA + m_ratio * m_ratio * mB;

    if (mass > 0.0f) {
      mass = 1.0f / mass;
    }

    float C = m_constant - lengthA - m_ratio * lengthB;
    float linearError = MathUtils.abs(C);

    float impulse = -mass * C;

    PA.set(uA).mulLocal(-impulse);
    PB.set(uB).mulLocal(-m_ratio * impulse);

    cA.x += m_invMassA * PA.x;
    cA.y += m_invMassA * PA.y;
    aA += m_invIA * Vec2.cross(rA, PA);
    cB.x += m_invMassB * PB.x;
    cB.y += m_invMassB * PB.y;
    aB += m_invIB * Vec2.cross(rB, PB);

    //    data.positions[m_indexA].c.set(cA);
    data.positions[m_indexA].a = aA;
    //    data.positions[m_indexB].c.set(cB);
    data.positions[m_indexB].a = aB;

    pool.pushRot(2);
    pool.pushVec2(7);

    return linearError < Settings.linearSlop;
  }
Beispiel #11
0
  @Override
  public void solveVelocityConstraints(final SolverData data) {
    Vec2 vA = data.velocities[m_indexA].v;
    float wA = data.velocities[m_indexA].w;
    Vec2 vB = data.velocities[m_indexB].v;
    float wB = data.velocities[m_indexB].w;

    final Vec2 vpA = pool.popVec2();
    final Vec2 vpB = pool.popVec2();
    final Vec2 PA = pool.popVec2();
    final Vec2 PB = pool.popVec2();

    Vec2.crossToOutUnsafe(wA, m_rA, vpA);
    vpA.addLocal(vA);
    Vec2.crossToOutUnsafe(wB, m_rB, vpB);
    vpB.addLocal(vB);

    float Cdot = -Vec2.dot(m_uA, vpA) - m_ratio * Vec2.dot(m_uB, vpB);
    float impulse = -m_mass * Cdot;
    m_impulse += impulse;

    PA.set(m_uA).mulLocal(-impulse);
    PB.set(m_uB).mulLocal(-m_ratio * impulse);
    vA.x += m_invMassA * PA.x;
    vA.y += m_invMassA * PA.y;
    wA += m_invIA * Vec2.cross(m_rA, PA);
    vB.x += m_invMassB * PB.x;
    vB.y += m_invMassB * PB.y;
    wB += m_invIB * Vec2.cross(m_rB, PB);

    //    data.velocities[m_indexA].v.set(vA);
    data.velocities[m_indexA].w = wA;
    //    data.velocities[m_indexB].v.set(vB);
    data.velocities[m_indexB].w = wB;

    pool.pushVec2(4);
  }
Beispiel #12
0
  @Override
  public void initVelocityConstraints(final SolverData data) {
    m_indexA = m_bodyA.m_islandIndex;
    m_indexB = m_bodyB.m_islandIndex;
    m_localCenterA.set(m_bodyA.m_sweep.localCenter);
    m_localCenterB.set(m_bodyB.m_sweep.localCenter);
    m_invMassA = m_bodyA.m_invMass;
    m_invMassB = m_bodyB.m_invMass;
    m_invIA = m_bodyA.m_invI;
    m_invIB = m_bodyB.m_invI;

    Vec2 cA = data.positions[m_indexA].c;
    float aA = data.positions[m_indexA].a;
    Vec2 vA = data.velocities[m_indexA].v;
    float wA = data.velocities[m_indexA].w;

    Vec2 cB = data.positions[m_indexB].c;
    float aB = data.positions[m_indexB].a;
    Vec2 vB = data.velocities[m_indexB].v;
    float wB = data.velocities[m_indexB].w;

    final Rot qA = pool.popRot();
    final Rot qB = pool.popRot();
    final Vec2 temp = pool.popVec2();

    qA.set(aA);
    qB.set(aB);

    // Compute the effective masses.
    Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA);
    Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB);

    m_uA.set(cA).addLocal(m_rA).subLocal(m_groundAnchorA);
    m_uB.set(cB).addLocal(m_rB).subLocal(m_groundAnchorB);

    float lengthA = m_uA.length();
    float lengthB = m_uB.length();

    if (lengthA > 10f * Settings.linearSlop) {
      m_uA.mulLocal(1.0f / lengthA);
    } else {
      m_uA.setZero();
    }

    if (lengthB > 10f * Settings.linearSlop) {
      m_uB.mulLocal(1.0f / lengthB);
    } else {
      m_uB.setZero();
    }

    // Compute effective mass.
    float ruA = Vec2.cross(m_rA, m_uA);
    float ruB = Vec2.cross(m_rB, m_uB);

    float mA = m_invMassA + m_invIA * ruA * ruA;
    float mB = m_invMassB + m_invIB * ruB * ruB;

    m_mass = mA + m_ratio * m_ratio * mB;

    if (m_mass > 0.0f) {
      m_mass = 1.0f / m_mass;
    }

    if (data.step.warmStarting) {

      // Scale impulses to support variable time steps.
      m_impulse *= data.step.dtRatio;

      // Warm starting.
      final Vec2 PA = pool.popVec2();
      final Vec2 PB = pool.popVec2();

      PA.set(m_uA).mulLocal(-m_impulse);
      PB.set(m_uB).mulLocal(-m_ratio * m_impulse);

      vA.x += m_invMassA * PA.x;
      vA.y += m_invMassA * PA.y;
      wA += m_invIA * Vec2.cross(m_rA, PA);
      vB.x += m_invMassB * PB.x;
      vB.y += m_invMassB * PB.y;
      wB += m_invIB * Vec2.cross(m_rB, PB);

      pool.pushVec2(2);
    } else {
      m_impulse = 0.0f;
    }
    //    data.velocities[m_indexA].v.set(vA);
    data.velocities[m_indexA].w = wA;
    //    data.velocities[m_indexB].v.set(vB);
    data.velocities[m_indexB].w = wB;

    pool.pushVec2(1);
    pool.pushRot(2);
  }
Beispiel #13
0
 @Override
 public void getReactionForce(float inv_dt, Vec2 argOut) {
   argOut.set(m_uB).mulLocal(m_impulse).mulLocal(inv_dt);
 }
Beispiel #14
0
  /**
   * Compute the closest points between two shapes. Supports any combination of: CircleShape and
   * PolygonShape. The simplex cache is input/output. On the first call set SimplexCache.count to
   * zero.
   *
   * @param output
   * @param cache
   * @param input
   */
  public final void distance(
      final DistanceOutput output, final SimplexCache cache, final DistanceInput input) {
    GJK_CALLS++;

    final DistanceProxy proxyA = input.proxyA;
    final DistanceProxy proxyB = input.proxyB;

    Transform transformA = input.transformA;
    Transform transformB = input.transformB;

    // Initialize the simplex.
    simplex.readCache(cache, proxyA, transformA, proxyB, transformB);

    // Get simplex vertices as an array.
    SimplexVertex[] vertices = simplex.vertices;

    // These store the vertices of the last simplex so that we
    // can check for duplicates and prevent cycling.
    // (pooled above)
    int saveCount = 0;

    simplex.getClosestPoint(closestPoint);
    float distanceSqr1 = closestPoint.lengthSquared();
    float distanceSqr2 = distanceSqr1;

    // Main iteration loop
    int iter = 0;
    while (iter < MAX_ITERS) {

      // Copy simplex so we can identify duplicates.
      saveCount = simplex.m_count;
      for (int i = 0; i < saveCount; i++) {
        saveA[i] = vertices[i].indexA;
        saveB[i] = vertices[i].indexB;
      }

      switch (simplex.m_count) {
        case 1:
          break;
        case 2:
          simplex.solve2();
          break;
        case 3:
          simplex.solve3();
          break;
        default:
          assert (false);
      }

      // If we have 3 points, then the origin is in the corresponding triangle.
      if (simplex.m_count == 3) {
        break;
      }

      // Compute closest point.
      simplex.getClosestPoint(closestPoint);
      distanceSqr2 = closestPoint.lengthSquared();

      // ensure progress
      if (distanceSqr2 >= distanceSqr1) {
        // break;
      }
      distanceSqr1 = distanceSqr2;

      // get search direction;
      simplex.getSearchDirection(d);

      // Ensure the search direction is numerically fit.
      if (d.lengthSquared() < Settings.EPSILON * Settings.EPSILON) {
        // The origin is probably contained by a line segment
        // or triangle. Thus the shapes are overlapped.

        // We can't return zero here even though there may be overlap.
        // In case the simplex is a point, segment, or triangle it is difficult
        // to determine if the origin is contained in the CSO or very close to it.
        break;
      }
      /*
       * SimplexVertex* vertex = vertices + simplex.m_count; vertex.indexA =
       * proxyA.GetSupport(MulT(transformA.R, -d)); vertex.wA = Mul(transformA,
       * proxyA.GetVertex(vertex.indexA)); Vec2 wBLocal; vertex.indexB =
       * proxyB.GetSupport(MulT(transformB.R, d)); vertex.wB = Mul(transformB,
       * proxyB.GetVertex(vertex.indexB)); vertex.w = vertex.wB - vertex.wA;
       */

      // Compute a tentative new simplex vertex using support points.
      SimplexVertex vertex = vertices[simplex.m_count];

      Rot.mulTransUnsafe(transformA.q, d.negateLocal(), temp);
      vertex.indexA = proxyA.getSupport(temp);
      Transform.mulToOutUnsafe(transformA, proxyA.getVertex(vertex.indexA), vertex.wA);
      // Vec2 wBLocal;
      Rot.mulTransUnsafe(transformB.q, d.negateLocal(), temp);
      vertex.indexB = proxyB.getSupport(temp);
      Transform.mulToOutUnsafe(transformB, proxyB.getVertex(vertex.indexB), vertex.wB);
      vertex.w.set(vertex.wB).subLocal(vertex.wA);

      // Iteration count is equated to the number of support point calls.
      ++iter;
      ++GJK_ITERS;

      // Check for duplicate support points. This is the main termination criteria.
      boolean duplicate = false;
      for (int i = 0; i < saveCount; ++i) {
        if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) {
          duplicate = true;
          break;
        }
      }

      // If we found a duplicate support point we must exit to avoid cycling.
      if (duplicate) {
        break;
      }

      // New vertex is ok and needed.
      ++simplex.m_count;
    }

    GJK_MAX_ITERS = MathUtils.max(GJK_MAX_ITERS, iter);

    // Prepare output.
    simplex.getWitnessPoints(output.pointA, output.pointB);
    output.distance = MathUtils.distance(output.pointA, output.pointB);
    output.iterations = iter;

    // Cache the simplex.
    simplex.writeCache(cache);

    // Apply radii if requested.
    if (input.useRadii) {
      float rA = proxyA.m_radius;
      float rB = proxyB.m_radius;

      if (output.distance > rA + rB && output.distance > Settings.EPSILON) {
        // Shapes are still no overlapped.
        // Move the witness points to the outer surface.
        output.distance -= rA + rB;
        normal.set(output.pointB).subLocal(output.pointA);
        normal.normalize();
        temp.set(normal).mulLocal(rA);
        output.pointA.addLocal(temp);
        temp.set(normal).mulLocal(rB);
        output.pointB.subLocal(temp);
      } else {
        // Shapes are overlapped when radii are considered.
        // Move the witness points to the middle.
        // Vec2 p = 0.5f * (output.pointA + output.pointB);
        output.pointA.addLocal(output.pointB).mulLocal(.5f);
        output.pointB.set(output.pointA);
        output.distance = 0.0f;
      }
    }
  }
Beispiel #15
0
    /**
     * Solve a line segment using barycentric coordinates.<br>
     * Possible regions:<br>
     * - points[2]<br>
     * - edge points[0]-points[2]<br>
     * - edge points[1]-points[2]<br>
     * - inside the triangle
     */
    public void solve3() {
      w1.set(m_v1.w);
      w2.set(m_v2.w);
      w3.set(m_v3.w);

      // Edge12
      // [1 1 ][a1] = [1]
      // [w1.e12 w2.e12][a2] = [0]
      // a3 = 0
      e12.set(w2).subLocal(w1);
      float w1e12 = Vec2.dot(w1, e12);
      float w2e12 = Vec2.dot(w2, e12);
      float d12_1 = w2e12;
      float d12_2 = -w1e12;

      // Edge13
      // [1 1 ][a1] = [1]
      // [w1.e13 w3.e13][a3] = [0]
      // a2 = 0
      e13.set(w3).subLocal(w1);
      float w1e13 = Vec2.dot(w1, e13);
      float w3e13 = Vec2.dot(w3, e13);
      float d13_1 = w3e13;
      float d13_2 = -w1e13;

      // Edge23
      // [1 1 ][a2] = [1]
      // [w2.e23 w3.e23][a3] = [0]
      // a1 = 0
      e23.set(w3).subLocal(w2);
      float w2e23 = Vec2.dot(w2, e23);
      float w3e23 = Vec2.dot(w3, e23);
      float d23_1 = w3e23;
      float d23_2 = -w2e23;

      // Triangle123
      float n123 = Vec2.cross(e12, e13);

      float d123_1 = n123 * Vec2.cross(w2, w3);
      float d123_2 = n123 * Vec2.cross(w3, w1);
      float d123_3 = n123 * Vec2.cross(w1, w2);

      // w1 region
      if (d12_2 <= 0.0f && d13_2 <= 0.0f) {
        m_v1.a = 1.0f;
        m_count = 1;
        return;
      }

      // e12
      if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f) {
        float inv_d12 = 1.0f / (d12_1 + d12_2);
        m_v1.a = d12_1 * inv_d12;
        m_v2.a = d12_2 * inv_d12;
        m_count = 2;
        return;
      }

      // e13
      if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f) {
        float inv_d13 = 1.0f / (d13_1 + d13_2);
        m_v1.a = d13_1 * inv_d13;
        m_v3.a = d13_2 * inv_d13;
        m_count = 2;
        m_v2.set(m_v3);
        return;
      }

      // w2 region
      if (d12_1 <= 0.0f && d23_2 <= 0.0f) {
        m_v2.a = 1.0f;
        m_count = 1;
        m_v1.set(m_v2);
        return;
      }

      // w3 region
      if (d13_1 <= 0.0f && d23_1 <= 0.0f) {
        m_v3.a = 1.0f;
        m_count = 1;
        m_v1.set(m_v3);
        return;
      }

      // e23
      if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f) {
        float inv_d23 = 1.0f / (d23_1 + d23_2);
        m_v2.a = d23_1 * inv_d23;
        m_v3.a = d23_2 * inv_d23;
        m_count = 2;
        m_v1.set(m_v3);
        return;
      }

      // Must be in triangle123
      float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
      m_v1.a = d123_1 * inv_d123;
      m_v2.a = d123_2 * inv_d123;
      m_v3.a = d123_3 * inv_d123;
      m_count = 3;
    }
Beispiel #16
0
    public void getWitnessPoints(Vec2 pA, Vec2 pB) {
      switch (m_count) {
        case 0:
          assert (false);
          break;

        case 1:
          pA.set(m_v1.wA);
          pB.set(m_v1.wB);
          break;

        case 2:
          case2.set(m_v1.wA).mulLocal(m_v1.a);
          pA.set(m_v2.wA).mulLocal(m_v2.a).addLocal(case2);
          // m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
          // *pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
          case2.set(m_v1.wB).mulLocal(m_v1.a);
          pB.set(m_v2.wB).mulLocal(m_v2.a).addLocal(case2);

          break;

        case 3:
          pA.set(m_v1.wA).mulLocal(m_v1.a);
          case3.set(m_v2.wA).mulLocal(m_v2.a);
          case33.set(m_v3.wA).mulLocal(m_v3.a);
          pA.addLocal(case3).addLocal(case33);
          pB.set(pA);
          // *pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
          // *pB = *pA;
          break;

        default:
          assert (false);
          break;
      }
    }