/* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist * * Original source Box2D: * 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. */ using System; using System.Numerics; using System.Threading; using System.Threading.Tasks; using Robust.Shared.Maths; using Robust.Shared.Physics.Collision; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Physics.Dynamics.Contacts; using Robust.Shared.Utility; namespace Robust.Shared.Physics.Systems; public abstract partial class SharedPhysicsSystem { private void ResetSolver( in SolverData data, in IslandData island, ContactVelocityConstraint[] velocityConstraints, ContactPositionConstraint[] positionConstraints) { var contactCount = island.Contacts.Count; // Build constraints // For now these are going to be bare but will change for (var i = 0; i < contactCount; i++) { var contact = island.Contacts[i]; Fixture fixtureA = contact.FixtureA!; Fixture fixtureB = contact.FixtureB!; var shapeA = fixtureA.Shape; var shapeB = fixtureB.Shape; float radiusA = shapeA.Radius; float radiusB = shapeB.Radius; var bodyA = contact.BodyA!; var bodyB = contact.BodyB!; var manifold = contact.Manifold; int pointCount = manifold.PointCount; DebugTools.Assert(pointCount > 0); ref var velocityConstraint = ref velocityConstraints[i]; velocityConstraint.Friction = contact.Friction; velocityConstraint.Restitution = contact.Restitution; velocityConstraint.TangentSpeed = contact.TangentSpeed; velocityConstraint.IndexA = bodyA.IslandIndex[island.Index]; velocityConstraint.IndexB = bodyB.IslandIndex[island.Index]; // Don't need to reset point data as it all gets set below. var (invMassA, invMassB) = GetInvMass(bodyA, bodyB); (velocityConstraint.InvMassA, velocityConstraint.InvMassB) = (invMassA, invMassB); velocityConstraint.InvIA = bodyA.InvI; velocityConstraint.InvIB = bodyB.InvI; velocityConstraint.ContactIndex = i; velocityConstraint.PointCount = pointCount; velocityConstraint.K = System.Numerics.Vector4.Zero; velocityConstraint.NormalMass = System.Numerics.Vector4.Zero; ref var positionConstraint = ref positionConstraints[i]; positionConstraint.IndexA = bodyA.IslandIndex[island.Index]; positionConstraint.IndexB = bodyB.IslandIndex[island.Index]; (positionConstraint.InvMassA, positionConstraint.InvMassB) = (invMassA, invMassB); positionConstraint.LocalCenterA = bodyA.LocalCenter; positionConstraint.LocalCenterB = bodyB.LocalCenter; positionConstraint.InvIA = bodyA.InvI; positionConstraint.InvIB = bodyB.InvI; positionConstraint.LocalNormal = manifold.LocalNormal; positionConstraint.LocalPoint = manifold.LocalPoint; positionConstraint.PointCount = pointCount; positionConstraint.RadiusA = radiusA; positionConstraint.RadiusB = radiusB; positionConstraint.Type = manifold.Type; var points = manifold.Points.AsSpan; var posPoints = positionConstraint.LocalPoints.AsSpan; var velPoints = velocityConstraint.Points.AsSpan; for (var j = 0; j < pointCount; ++j) { var contactPoint = points[j]; ref var constraintPoint = ref velPoints[j]; if (_warmStarting) { constraintPoint.NormalImpulse = data.DtRatio * contactPoint.NormalImpulse; constraintPoint.TangentImpulse = data.DtRatio * contactPoint.TangentImpulse; } else { constraintPoint.NormalImpulse = 0.0f; constraintPoint.TangentImpulse = 0.0f; } constraintPoint.RelativeVelocityA = Vector2.Zero; constraintPoint.RelativeVelocityB = Vector2.Zero; constraintPoint.NormalMass = 0.0f; constraintPoint.TangentMass = 0.0f; constraintPoint.VelocityBias = 0.0f; posPoints[j] = contactPoint.LocalPoint; } } } private (float, float) GetInvMass(PhysicsComponent bodyA, PhysicsComponent bodyB) { // God this is shitcodey but uhhhh we need to snowflake KinematicController for nice collisions. // TODO: Might need more finagling with the kinematic bodytype switch (bodyA.BodyType) { case BodyType.Kinematic: case BodyType.Static: return (bodyA.InvMass, bodyB.InvMass); case BodyType.KinematicController: switch (bodyB.BodyType) { case BodyType.Kinematic: case BodyType.Static: return (bodyA.InvMass, bodyB.InvMass); case BodyType.Dynamic: return (bodyA.InvMass, 0f); case BodyType.KinematicController: return (0f, 0f); default: throw new ArgumentOutOfRangeException(); } case BodyType.Dynamic: switch (bodyB.BodyType) { case BodyType.Kinematic: case BodyType.Static: case BodyType.Dynamic: return (bodyA.InvMass, bodyB.InvMass); case BodyType.KinematicController: return (0f, bodyB.InvMass); default: throw new ArgumentOutOfRangeException(); } default: throw new ArgumentOutOfRangeException(); } } private void InitializeVelocityConstraints( in SolverData data, in IslandData island, ContactVelocityConstraint[] velocityConstraints, ContactPositionConstraint[] positionConstraints, Vector2[] positions, float[] angles, Vector2[] linearVelocities, float[] angularVelocities) { Span points = stackalloc Vector2[2]; var contactCount = island.Contacts.Count; var contacts = island.Contacts; var offset = island.Offset; for (var i = 0; i < contactCount; ++i) { ref var velocityConstraint = ref velocityConstraints[i]; var positionConstraint = positionConstraints[i]; var radiusA = positionConstraint.RadiusA; var radiusB = positionConstraint.RadiusB; var manifold = contacts[velocityConstraint.ContactIndex].Manifold; var indexA = velocityConstraint.IndexA; var indexB = velocityConstraint.IndexB; var invMassA = velocityConstraint.InvMassA; var invMassB = velocityConstraint.InvMassB; var invIA = velocityConstraint.InvIA; var invIB = velocityConstraint.InvIB; var localCenterA = positionConstraint.LocalCenterA; var localCenterB = positionConstraint.LocalCenterB; var centerA = positions[indexA]; var angleA = angles[indexA]; var linVelocityA = linearVelocities[offset + indexA]; var angVelocityA = angularVelocities[offset + indexA]; var centerB = positions[indexB]; var angleB = angles[indexB]; var linVelocityB = linearVelocities[offset + indexB]; var angVelocityB = angularVelocities[offset + indexB]; DebugTools.Assert(manifold.PointCount > 0); var xfA = new Transform(angleA); var xfB = new Transform(angleB); xfA.Position = centerA - Physics.Transform.Mul(xfA.Quaternion2D, localCenterA); xfB.Position = centerB - Physics.Transform.Mul(xfB.Quaternion2D, localCenterB); InitializeManifold(ref manifold, xfA, xfB, radiusA, radiusB, out var normal, points); velocityConstraint.Normal = normal; int pointCount = velocityConstraint.PointCount; var velPoints = velocityConstraint.Points.AsSpan; for (int j = 0; j < pointCount; ++j) { ref var vcp = ref velPoints[j]; vcp.RelativeVelocityA = points[j] - centerA; vcp.RelativeVelocityB = points[j] - centerB; float rnA = Vector2Helpers.Cross(vcp.RelativeVelocityA, velocityConstraint.Normal); float rnB = Vector2Helpers.Cross(vcp.RelativeVelocityB, velocityConstraint.Normal); float kNormal = invMassA + invMassB + invIA * rnA * rnA + invIB * rnB * rnB; vcp.NormalMass = kNormal > 0.0f ? 1.0f / kNormal : 0.0f; Vector2 tangent = Vector2Helpers.Cross(velocityConstraint.Normal, 1.0f); float rtA = Vector2Helpers.Cross(vcp.RelativeVelocityA, tangent); float rtB = Vector2Helpers.Cross(vcp.RelativeVelocityB, tangent); float kTangent = invMassA + invMassB + invIA * rtA * rtA + invIB * rtB * rtB; vcp.TangentMass = kTangent > 0.0f ? 1.0f / kTangent : 0.0f; // Setup a velocity bias for restitution. vcp.VelocityBias = 0.0f; float vRel = Vector2.Dot(velocityConstraint.Normal, linVelocityB + Vector2Helpers.Cross(angVelocityB, vcp.RelativeVelocityB) - linVelocityA - Vector2Helpers.Cross(angVelocityA, vcp.RelativeVelocityA)); if (vRel < -data.VelocityThreshold) { vcp.VelocityBias = -velocityConstraint.Restitution * vRel; } } // If we have two points, then prepare the block solver. if (velocityConstraint.PointCount == 2) { var vcp1 = velocityConstraint.Points._00; var vcp2 = velocityConstraint.Points._01; var rn1A = Vector2Helpers.Cross(vcp1.RelativeVelocityA, velocityConstraint.Normal); var rn1B = Vector2Helpers.Cross(vcp1.RelativeVelocityB, velocityConstraint.Normal); var rn2A = Vector2Helpers.Cross(vcp2.RelativeVelocityA, velocityConstraint.Normal); var rn2B = Vector2Helpers.Cross(vcp2.RelativeVelocityB, velocityConstraint.Normal); var k11 = invMassA + invMassB + invIA * rn1A * rn1A + invIB * rn1B * rn1B; var k22 = invMassA + invMassB + invIA * rn2A * rn2A + invIB * rn2B * rn2B; var k12 = invMassA + invMassB + invIA * rn1A * rn2A + invIB * 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. velocityConstraint.K = new System.Numerics.Vector4(k11, k12, k12, k22); velocityConstraint.NormalMass = Vector4Helpers.Inverse(velocityConstraint.K); } else { // The constraints are redundant, just use one. // TODO_ERIN use deepest? velocityConstraint.PointCount = 1; } } } } private void WarmStart( in SolverData data, in IslandData island, ContactVelocityConstraint[] velocityConstraints, Vector2[] linearVelocities, float[] angularVelocities) { var offset = island.Offset; for (var i = 0; i < island.Contacts.Count; ++i) { var velocityConstraint = velocityConstraints[i]; var velPoints = velocityConstraint.Points.AsSpan; var indexA = velocityConstraint.IndexA; var indexB = velocityConstraint.IndexB; var invMassA = velocityConstraint.InvMassA; var invIA = velocityConstraint.InvIA; var invMassB = velocityConstraint.InvMassB; var invIB = velocityConstraint.InvIB; var pointCount = velocityConstraint.PointCount; ref var linVelocityA = ref linearVelocities[offset + indexA]; ref var angVelocityA = ref angularVelocities[offset + indexA]; ref var linVelocityB = ref linearVelocities[offset + indexB]; ref var angVelocityB = ref angularVelocities[offset + indexB]; var normal = velocityConstraint.Normal; var tangent = Vector2Helpers.Cross(normal, 1.0f); for (var j = 0; j < pointCount; ++j) { var constraintPoint = velPoints[j]; var P = normal * constraintPoint.NormalImpulse + tangent * constraintPoint.TangentImpulse; angVelocityA -= invIA * Vector2Helpers.Cross(constraintPoint.RelativeVelocityA, P); linVelocityA -= P * invMassA; angVelocityB += invIB * Vector2Helpers.Cross(constraintPoint.RelativeVelocityB, P); linVelocityB += P * invMassB; } } } private static void SolveVelocityConstraints( in IslandData island, ParallelOptions? options, ContactVelocityConstraint[] velocityConstraints, Vector2[] linearVelocities, float[] angularVelocities) { var contactCount = island.Contacts.Count; if (options != null && contactCount > VelocityConstraintsPerThread * 2) { static void ProcessParallelInternal( IslandData island, int contactCount, ParallelOptions options, ContactVelocityConstraint[] velocityConstraints, Vector2[] linearVelocities, float[] angularVelocities) { var batches = (int) Math.Ceiling((float) contactCount / VelocityConstraintsPerThread); Parallel.For(0, batches, options, i => { var start = i * VelocityConstraintsPerThread; var end = Math.Min(start + VelocityConstraintsPerThread, contactCount); SolveVelocityConstraints(island, start, end, velocityConstraints, linearVelocities, angularVelocities); }); } ProcessParallelInternal( island, contactCount, options, velocityConstraints, linearVelocities, angularVelocities); } else { SolveVelocityConstraints(in island, 0, contactCount, velocityConstraints, linearVelocities, angularVelocities); } } private static void SolveVelocityConstraints( in IslandData island, int start, int end, ContactVelocityConstraint[] velocityConstraints, Vector2[] linearVelocities, float[] angularVelocities) { var offset = island.Offset; // Here be dragons for (var i = start; i < end; ++i) { ref var velocityConstraint = ref velocityConstraints[i]; var indexA = velocityConstraint.IndexA; var indexB = velocityConstraint.IndexB; var mA = velocityConstraint.InvMassA; var iA = velocityConstraint.InvIA; var mB = velocityConstraint.InvMassB; var iB = velocityConstraint.InvIB; var pointCount = velocityConstraint.PointCount; ref var vA = ref linearVelocities[offset + indexA]; ref var wA = ref angularVelocities[offset + indexA]; ref var vB = ref linearVelocities[offset + indexB]; ref var wB = ref angularVelocities[offset + indexB]; var normal = velocityConstraint.Normal; var tangent = Vector2Helpers.Cross(normal, 1.0f); var friction = velocityConstraint.Friction; DebugTools.Assert(pointCount is 1 or 2); var velPoints = velocityConstraint.Points.AsSpan; // Solve tangent constraints first because non-penetration is more important // than friction. for (var j = 0; j < pointCount; ++j) { ref var velConstraintPoint = ref velPoints[j]; // Relative velocity at contact var dv = vB + Vector2Helpers.Cross(wB, velConstraintPoint.RelativeVelocityB) - vA - Vector2Helpers.Cross(wA, velConstraintPoint.RelativeVelocityA); // Compute tangent force float vt = Vector2.Dot(dv, tangent) - velocityConstraint.TangentSpeed; float lambda = velConstraintPoint.TangentMass * (-vt); // b2Clamp the accumulated force var maxFriction = friction * velConstraintPoint.NormalImpulse; var newImpulse = Math.Clamp(velConstraintPoint.TangentImpulse + lambda, -maxFriction, maxFriction); lambda = newImpulse - velConstraintPoint.TangentImpulse; velConstraintPoint.TangentImpulse = newImpulse; // Apply contact impulse Vector2 P = tangent * lambda; vA -= P * mA; wA -= iA * Vector2Helpers.Cross(velConstraintPoint.RelativeVelocityA, P); vB += P * mB; wB += iB * Vector2Helpers.Cross(velConstraintPoint.RelativeVelocityB, P); } // Solve normal constraints if (velocityConstraint.PointCount == 1) { ref var vcp = ref velocityConstraint.Points._00; // Relative velocity at contact Vector2 dv = vB + Vector2Helpers.Cross(wB, vcp.RelativeVelocityB) - vA - Vector2Helpers.Cross(wA, vcp.RelativeVelocityA); // Compute normal impulse float vn = Vector2.Dot(dv, normal); float lambda = -vcp.NormalMass * (vn - vcp.VelocityBias); // b2Clamp the accumulated impulse float newImpulse = Math.Max(vcp.NormalImpulse + lambda, 0.0f); lambda = newImpulse - vcp.NormalImpulse; vcp.NormalImpulse = newImpulse; // Apply contact impulse Vector2 P = normal * lambda; vA -= P * mA; wA -= iA * Vector2Helpers.Cross(vcp.RelativeVelocityA, P); vB += P * mB; wB += iB * Vector2Helpers.Cross(vcp.RelativeVelocityB, 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, , 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; ref var cp1 = ref velocityConstraint.Points._00; ref var cp2 = ref velocityConstraint.Points._01; Vector2 a = new Vector2(cp1.NormalImpulse, cp2.NormalImpulse); DebugTools.Assert(a.X >= 0.0f && a.Y >= 0.0f); // Relative velocity at contact Vector2 dv1 = vB + Vector2Helpers.Cross(wB, cp1.RelativeVelocityB) - vA - Vector2Helpers.Cross(wA, cp1.RelativeVelocityA); Vector2 dv2 = vB + Vector2Helpers.Cross(wB, cp2.RelativeVelocityB) - vA - Vector2Helpers.Cross(wA, cp2.RelativeVelocityA); // Compute normal velocity float vn1 = Vector2.Dot(dv1, normal); float vn2 = Vector2.Dot(dv2, normal); Vector2 b = new Vector2 { X = vn1 - cp1.VelocityBias, Y = vn2 - cp2.VelocityBias }; // Compute b' b -= Physics.Transform.Mul(velocityConstraint.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' // Vector2 x = -Physics.Transform.Mul(velocityConstraint.NormalMass, b); if (x.X >= 0.0f && x.Y >= 0.0f) { // Get the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = normal * d.X; Vector2 P2 = normal * d.Y; vA -= (P1 + P2) * mA; wA -= iA * (Vector2Helpers.Cross(cp1.RelativeVelocityA, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityA, P2)); vB += (P1 + P2) * mB; wB += iB * (Vector2Helpers.Cross(cp1.RelativeVelocityB, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityB, P2)); // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; 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 = velocityConstraint.K.Y * x.X + b.Y; if (x.X >= 0.0f && vn2 >= 0.0f) { // Get the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = normal * d.X; Vector2 P2 = normal * d.Y; vA -= (P1 + P2) * mA; wA -= iA * (Vector2Helpers.Cross(cp1.RelativeVelocityA, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityA, P2)); vB += (P1 + P2) * mB; wB += iB * (Vector2Helpers.Cross(cp1.RelativeVelocityB, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityB, P2)); // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; 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 = velocityConstraint.K.Z * x.Y + b.X; vn2 = 0.0f; if (x.Y >= 0.0f && vn1 >= 0.0f) { // Resubstitute for the incremental impulse Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = normal * d.X; Vector2 P2 = normal * d.Y; vA -= (P1 + P2) * mA; wA -= iA * (Vector2Helpers.Cross(cp1.RelativeVelocityA, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityA, P2)); vB += (P1 + P2) * mB; wB += iB * (Vector2Helpers.Cross(cp1.RelativeVelocityB, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityB, P2)); // Accumulate cp1.NormalImpulse = x.X; cp2.NormalImpulse = x.Y; 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 Vector2 d = x - a; // Apply incremental impulse Vector2 P1 = normal * d.X; Vector2 P2 = normal * d.Y; vA -= (P1 + P2) * mA; wA -= iA * (Vector2Helpers.Cross(cp1.RelativeVelocityA, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityA, P2)); vB += (P1 + P2) * mB; wB += iB * (Vector2Helpers.Cross(cp1.RelativeVelocityB, P1) + Vector2Helpers.Cross(cp2.RelativeVelocityB, 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; } } } } private void StoreImpulses(in IslandData island, ContactVelocityConstraint[] velocityConstraints) { for (var i = 0; i < island.Contacts.Count; ++i) { ref var velocityConstraint = ref velocityConstraints[i]; ref var manifold = ref island.Contacts[velocityConstraint.ContactIndex].Manifold; var manPoints = manifold.Points.AsSpan; var velPoints = velocityConstraint.Points.AsSpan; for (var j = 0; j < velocityConstraint.PointCount; ++j) { ref var point = ref manPoints[j]; point.NormalImpulse = velPoints[j].NormalImpulse; point.TangentImpulse = velPoints[j].TangentImpulse; } } } private static bool SolvePositionConstraints( in SolverData data, in IslandData island, ParallelOptions? options, ContactPositionConstraint[] positionConstraints, Vector2[] positions, float[] angles) { var contactCount = island.Contacts.Count; // Parallel if (options != null && contactCount > PositionConstraintsPerThread * 2) { static bool ProcessParallelInternal( int contactCount, SolverData data, ParallelOptions options, ContactPositionConstraint[] positionConstraints, Vector2[] positions, float[] angles) { var unsolved = 0; var batches = (int) Math.Ceiling((float) contactCount / PositionConstraintsPerThread); Parallel.For(0, batches, options, i => { var start = i * PositionConstraintsPerThread; var end = Math.Min(start + PositionConstraintsPerThread, contactCount); if (!SolvePositionConstraints(data, start, end, positionConstraints, positions, angles)) Interlocked.Increment(ref unsolved); }); return unsolved == 0; } return ProcessParallelInternal(contactCount, data, options, positionConstraints, positions, angles); } // No parallel return SolvePositionConstraints(data, 0, contactCount, positionConstraints, positions, angles); } /// /// Tries to solve positions for all contacts specified. /// /// true if all positions solved private static bool SolvePositionConstraints( in SolverData data, int start, int end, ContactPositionConstraint[] positionConstraints, Vector2[] positions, float[] angles) { float minSeparation = 0.0f; for (int i = start; i < end; ++i) { var pc = positionConstraints[i]; int indexA = pc.IndexA; int indexB = pc.IndexB; Vector2 localCenterA = pc.LocalCenterA; float mA = pc.InvMassA; float iA = pc.InvIA; Vector2 localCenterB = pc.LocalCenterB; float mB = pc.InvMassB; float iB = pc.InvIB; int pointCount = pc.PointCount; ref var centerA = ref positions[indexA]; ref var angleA = ref angles[indexA]; ref var centerB = ref positions[indexB]; ref var angleB = ref angles[indexB]; // Solve normal constraints for (int j = 0; j < pointCount; ++j) { Transform xfA = new Transform(angleA); Transform xfB = new Transform(angleB); xfA.Position = centerA - Physics.Transform.Mul(xfA.Quaternion2D, localCenterA); xfB.Position = centerB - Physics.Transform.Mul(xfB.Quaternion2D, localCenterB); Vector2 normal; Vector2 point; float separation; PositionSolverManifoldInitialize(pc, j, xfA, xfB, out normal, out point, out separation); Vector2 rA = point - centerA; Vector2 rB = point - centerB; // Track max constraint error. minSeparation = Math.Min(minSeparation, separation); // Prevent large corrections and allow slop. float C = Math.Clamp(data.Baumgarte * (separation + PhysicsConstants.LinearSlop), -data.MaxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = Vector2Helpers.Cross(rA, normal); float rnB = Vector2Helpers.Cross(rB, normal); float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; Vector2 P = normal * impulse; centerA -= P * mA; angleA -= iA * Vector2Helpers.Cross(rA, P); centerB += P * mB; angleB += iB * Vector2Helpers.Cross(rB, P); } } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return minSeparation >= -3.0f * PhysicsConstants.LinearSlop; } /// /// Evaluate the manifold with supplied transforms. This assumes /// modest motion from the original state. This does not change the /// point count, impulses, etc. The radii must come from the Shapes /// that generated the manifold. /// internal static void InitializeManifold( ref Manifold manifold, in Transform xfA, in Transform xfB, float radiusA, float radiusB, out Vector2 normal, Span points) { normal = Vector2.Zero; if (manifold.PointCount == 0) { return; } switch (manifold.Type) { case ManifoldType.Circles: { normal = new Vector2(1.0f, 0.0f); Vector2 pointA = Physics.Transform.Mul(xfA, manifold.LocalPoint); Vector2 pointB = Physics.Transform.Mul(xfB, manifold.Points._00.LocalPoint); if ((pointA - pointB).LengthSquared() > float.Epsilon * float.Epsilon) { normal = pointB - pointA; normal = normal.Normalized(); } Vector2 cA = pointA + normal * radiusA; Vector2 cB = pointB - normal * radiusB; points[0] = (cA + cB) * 0.5f; } break; case ManifoldType.FaceA: { normal = Physics.Transform.Mul(xfA.Quaternion2D, manifold.LocalNormal); Vector2 planePoint = Physics.Transform.Mul(xfA, manifold.LocalPoint); var manPoints = manifold.Points.AsSpan; for (int i = 0; i < manifold.PointCount; ++i) { Vector2 clipPoint = Physics.Transform.Mul(xfB, manPoints[i].LocalPoint); Vector2 cA = clipPoint + normal * (radiusA - Vector2.Dot(clipPoint - planePoint, normal)); Vector2 cB = clipPoint - normal * radiusB; points[i] = (cA + cB) * 0.5f; } } break; case ManifoldType.FaceB: { normal = Physics.Transform.Mul(xfB.Quaternion2D, manifold.LocalNormal); Vector2 planePoint = Physics.Transform.Mul(xfB, manifold.LocalPoint); var manPoints = manifold.Points.AsSpan; for (int i = 0; i < manifold.PointCount; ++i) { Vector2 clipPoint = Physics.Transform.Mul(xfA, manPoints[i].LocalPoint); Vector2 cB = clipPoint + normal * (radiusB - Vector2.Dot(clipPoint - planePoint, normal)); Vector2 cA = clipPoint - normal * radiusA; points[i] = (cA + cB) * 0.5f; } // Ensure normal points from A to B. normal = -normal; } break; default: // Shouldn't happentm throw new InvalidOperationException(); } } private static void PositionSolverManifoldInitialize( in ContactPositionConstraint pc, int index, in Transform xfA, in Transform xfB, out Vector2 normal, out Vector2 point, out float separation) { DebugTools.Assert(pc.PointCount > 0); switch (pc.Type) { case ManifoldType.Circles: { Vector2 pointA = Physics.Transform.Mul(xfA, pc.LocalPoint); Vector2 pointB = Physics.Transform.Mul(xfB, pc.LocalPoints._00); normal = pointB - pointA; //FPE: Fix to handle zero normalization if (normal != Vector2.Zero) normal = normal.Normalized(); point = (pointA + pointB) * 0.5f; separation = Vector2.Dot(pointB - pointA, normal) - pc.RadiusA - pc.RadiusB; } break; case ManifoldType.FaceA: { var pcPoints = pc.LocalPoints.AsSpan; normal = Physics.Transform.Mul(xfA.Quaternion2D, pc.LocalNormal); Vector2 planePoint = Physics.Transform.Mul(xfA, pc.LocalPoint); Vector2 clipPoint = Physics.Transform.Mul(xfB, pcPoints[index]); separation = Vector2.Dot(clipPoint - planePoint, normal) - pc.RadiusA - pc.RadiusB; point = clipPoint; } break; case ManifoldType.FaceB: { var pcPoints = pc.LocalPoints.AsSpan; normal = Physics.Transform.Mul(xfB.Quaternion2D, pc.LocalNormal); Vector2 planePoint = Physics.Transform.Mul(xfB, pc.LocalPoint); Vector2 clipPoint = Physics.Transform.Mul(xfA, pcPoints[index]); separation = Vector2.Dot(clipPoint - planePoint, normal) - pc.RadiusA - pc.RadiusB; point = clipPoint; // Ensure normal points from A to B normal = -normal; } break; default: normal = Vector2.Zero; point = Vector2.Zero; separation = 0; break; } } }