private void solve(TimeStep step) { m_profile.solveInit = 0; m_profile.solveVelocity = 0; m_profile.solvePosition = 0; // Size the island for the worst case. island.init( m_bodyCount, m_contactManager.m_contactCount, m_jointCount, m_contactManager.m_contactListener); // Clear all the island flags. for (Body b = m_bodyList; b != null; b = b.m_next) { b.m_flags &= ~Body.e_islandFlag; } for (Contact c = m_contactManager.m_contactList; c != null; c = c.m_next) { c.m_flags &= ~Contact.ISLAND_FLAG; } for (Joint j = m_jointList; j != null; j = j.m_next) { j.m_islandFlag = false; } // Build and simulate all awake islands. int stackSize = m_bodyCount; if (stack.length < stackSize) { stack = new Body[stackSize]; } for (Body seed = m_bodyList; seed != null; seed = seed.m_next) { if ((seed.m_flags & Body.e_islandFlag) == Body.e_islandFlag) { continue; } if (seed.isAwake() == false || seed.isActive() == false) { continue; } // The seed can be dynamic or kinematic. if (seed.getType() == BodyType.STATIC) { continue; } // Reset island and stack. island.clear(); int stackCount = 0; stack[stackCount++] = seed; seed.m_flags |= Body.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. Body b = stack[--stackCount]; assert (b.isActive() == true); island.add(b); // Make sure the body is awake. b.setAwake(true); // To keep islands as small as possible, we don't // propagate islands across static bodies. if (b.getType() == BodyType.STATIC) { continue; } // Search all contacts connected to this body. for (ContactEdge ce = b.m_contactList; ce != null; ce = ce.next) { Contact contact = ce.contact; // Has this contact already been added to an island? if ((contact.m_flags & Contact.ISLAND_FLAG) == Contact.ISLAND_FLAG) { continue; } // Is this contact solid and touching? if (contact.isEnabled() == false || contact.isTouching() == false) { continue; } // Skip sensors. boolean sensorA = contact.m_fixtureA.m_isSensor; boolean sensorB = contact.m_fixtureB.m_isSensor; if (sensorA || sensorB) { continue; } island.add(contact); contact.m_flags |= Contact.ISLAND_FLAG; Body other = ce.other; // Was the other body already added to this island? if ((other.m_flags & Body.e_islandFlag) == Body.e_islandFlag) { continue; } assert (stackCount < stackSize); stack[stackCount++] = other; other.m_flags |= Body.e_islandFlag; } // Search all joints connect to this body. for (JointEdge je = b.m_jointList; je != null; je = je.next) { if (je.joint.m_islandFlag == true) { continue; } Body other = je.other; // Don't simulate joints connected to inactive bodies. if (other.isActive() == false) { continue; } island.add(je.joint); je.joint.m_islandFlag = true; if ((other.m_flags & Body.e_islandFlag) == Body.e_islandFlag) { continue; } assert (stackCount < stackSize); stack[stackCount++] = other; other.m_flags |= Body.e_islandFlag; } } island.solve(islandProfile, step, m_gravity, m_allowSleep); m_profile.solveInit += islandProfile.solveInit; m_profile.solveVelocity += islandProfile.solveVelocity; m_profile.solvePosition += islandProfile.solvePosition; // Post solve cleanup. for (int i = 0; i < island.m_bodyCount; ++i) { // Allow static bodies to participate in other islands. Body b = island.m_bodies[i]; if (b.getType() == BodyType.STATIC) { b.m_flags &= ~Body.e_islandFlag; } } } broadphaseTimer.reset(); // Synchronize fixtures, check for out of range bodies. for (Body b = m_bodyList; b != null; b = b.getNext()) { // If a body was not in an island then it did not move. if ((b.m_flags & Body.e_islandFlag) == 0) { continue; } if (b.getType() == BodyType.STATIC) { continue; } // Update fixtures (for broad-phase). b.synchronizeFixtures(); } // Look for new contacts. m_contactManager.findNewContacts(); m_profile.broadphase = broadphaseTimer.getMilliseconds(); }
private void solveTOI(final TimeStep step) { final Island island = toiIsland; island.init( 2 * Settings.maxTOIContacts, Settings.maxTOIContacts, 0, m_contactManager.m_contactListener); if (m_stepComplete) { for (Body b = m_bodyList; b != null; b = b.m_next) { b.m_flags &= ~Body.e_islandFlag; b.m_sweep.alpha0 = 0.0f; } for (Contact c = m_contactManager.m_contactList; c != null; c = c.m_next) { // Invalidate TOI c.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG); c.m_toiCount = 0; c.m_toi = 1.0f; } } // Find TOI events and solve them. for (; ; ) { // Find the first TOI. Contact minContact = null; float minAlpha = 1.0f; for (Contact c = m_contactManager.m_contactList; c != null; c = c.m_next) { // Is this contact disabled? if (c.isEnabled() == false) { continue; } // Prevent excessive sub-stepping. if (c.m_toiCount > Settings.maxSubSteps) { continue; } float alpha = 1.0f; if ((c.m_flags & Contact.TOI_FLAG) != 0) { // This contact has a valid cached TOI. alpha = c.m_toi; } else { Fixture fA = c.getFixtureA(); Fixture fB = c.getFixtureB(); // Is there a sensor? if (fA.isSensor() || fB.isSensor()) { continue; } Body bA = fA.getBody(); Body bB = fB.getBody(); BodyType typeA = bA.m_type; BodyType typeB = bB.m_type; assert (typeA == BodyType.DYNAMIC || typeB == BodyType.DYNAMIC); boolean activeA = bA.isAwake() && typeA != BodyType.STATIC; boolean activeB = bB.isAwake() && typeB != BodyType.STATIC; // Is at least one body active (awake and dynamic or kinematic)? if (activeA == false && activeB == false) { continue; } boolean collideA = bA.isBullet() || typeA != BodyType.DYNAMIC; boolean collideB = bB.isBullet() || typeB != BodyType.DYNAMIC; // 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); } assert (alpha0 < 1.0f); int indexA = c.getChildIndexA(); int indexB = c.getChildIndexB(); // Compute the time of impact in interval [0, minTOI] final TOIInput input = toiInput; input.proxyA.set(fA.getShape(), indexA); input.proxyB.set(fB.getShape(), indexB); input.sweepA.set(bA.m_sweep); input.sweepB.set(bB.m_sweep); input.tMax = 1.0f; pool.getTimeOfImpact().timeOfImpact(toiOutput, input); // Beta is the fraction of the remaining portion of the . float beta = toiOutput.t; if (toiOutput.state == TOIOutputState.TOUCHING) { alpha = MathUtils.min(alpha0 + (1.0f - alpha0) * beta, 1.0f); } else { alpha = 1.0f; } c.m_toi = alpha; c.m_flags |= Contact.TOI_FLAG; } if (alpha < minAlpha) { // This is the minimum TOI found so far. minContact = c; minAlpha = alpha; } } if (minContact == null || 1.0f - 10.0f * Settings.EPSILON < minAlpha) { // No more TOI events. Done! m_stepComplete = true; break; } // Advance the bodies to the TOI. Fixture fA = minContact.getFixtureA(); Fixture fB = minContact.getFixtureB(); Body bA = fA.getBody(); Body bB = fB.getBody(); backup1.set(bA.m_sweep); backup2.set(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 &= ~Contact.TOI_FLAG; ++minContact.m_toiCount; // Is the contact solid? if (minContact.isEnabled() == false || minContact.isTouching() == false) { // Restore the sweeps. minContact.setEnabled(false); bA.m_sweep.set(backup1); bB.m_sweep.set(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 |= Body.e_islandFlag; bB.m_flags |= Body.e_islandFlag; minContact.m_flags |= Contact.ISLAND_FLAG; // Get contacts on bodyA and bodyB. tempBodies[0] = bA; tempBodies[1] = bB; for (int i = 0; i < 2; ++i) { Body body = tempBodies[i]; if (body.m_type == BodyType.DYNAMIC) { for (ContactEdge ce = body.m_contactList; ce != null; ce = ce.next) { if (island.m_bodyCount == island.m_bodyCapacity) { break; } if (island.m_contactCount == island.m_contactCapacity) { break; } Contact contact = ce.contact; // Has this contact already been added to the island? if ((contact.m_flags & Contact.ISLAND_FLAG) != 0) { continue; } // Only add static, kinematic, or bullet bodies. Body other = ce.other; if (other.m_type == BodyType.DYNAMIC && body.isBullet() == false && other.isBullet() == false) { continue; } // Skip sensors. boolean sensorA = contact.m_fixtureA.m_isSensor; boolean sensorB = contact.m_fixtureB.m_isSensor; if (sensorA || sensorB) { continue; } // Tentatively advance the body to the TOI. backup1.set(other.m_sweep); if ((other.m_flags & Body.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.set(backup1); other.synchronizeTransform(); continue; } // Are there contact points? if (contact.isTouching() == false) { other.m_sweep.set(backup1); other.synchronizeTransform(); continue; } // Add the contact to the island contact.m_flags |= Contact.ISLAND_FLAG; island.add(contact); // Has the other body already been added to the island? if ((other.m_flags & Body.e_islandFlag) != 0) { continue; } // Add the other body to the island. other.m_flags |= Body.e_islandFlag; if (other.m_type != BodyType.STATIC) { other.setAwake(true); } island.add(other); } } } 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 (int i = 0; i < island.m_bodyCount; ++i) { Body body = island.m_bodies[i]; body.m_flags &= ~Body.e_islandFlag; if (body.m_type != BodyType.DYNAMIC) { continue; } body.synchronizeFixtures(); // Invalidate all contact TOIs on this displaced body. for (ContactEdge ce = body.m_contactList; ce != null; ce = ce.next) { ce.contact.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG); } } // 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; } } }