/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software * * 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 "chipmunk/chipmunk_private.h" // TODO: make this generic so I can reuse it for constraints also. static inline void unthreadHelper(cpArbiter *arb, cpBody *body) { struct cpArbiterThread *thread = cpArbiterThreadForBody(arb, body); cpArbiter *prev = thread->prev; cpArbiter *next = thread->next; if(prev){ cpArbiterThreadForBody(prev, body)->next = next; } else if(body->arbiterList == arb) { // IFF prev is NULL and body->arbiterList == arb, is arb at the head of the list. // This function may be called for an arbiter that was never in a list. // In that case, we need to protect it from wiping out the body->arbiterList pointer. body->arbiterList = next; } if(next) cpArbiterThreadForBody(next, body)->prev = prev; thread->prev = NULL; thread->next = NULL; } void cpArbiterUnthread(cpArbiter *arb) { unthreadHelper(arb, arb->body_a); unthreadHelper(arb, arb->body_b); } cpBool cpArbiterIsFirstContact(const cpArbiter *arb) { return arb->state == CP_ARBITER_STATE_FIRST_COLLISION; } cpBool cpArbiterIsRemoval(const cpArbiter *arb) { return arb->state == CP_ARBITER_STATE_INVALIDATED; } int cpArbiterGetCount(const cpArbiter *arb) { // Return 0 contacts if we are in a separate callback. return (arb->state < CP_ARBITER_STATE_CACHED ? arb->count : 0); } cpVect cpArbiterGetNormal(const cpArbiter *arb) { return cpvmult(arb->n, arb->swapped ? -1.0f : 1.0); } cpVect cpArbiterGetPointA(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); return cpvadd(arb->body_a->p, arb->contacts[i].r1); } cpVect cpArbiterGetPointB(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); return cpvadd(arb->body_b->p, arb->contacts[i].r2); } cpFloat cpArbiterGetDepth(const cpArbiter *arb, int i) { cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter"); struct cpContact *con = &arb->contacts[i]; return cpvdot(cpvadd(cpvsub(con->r2, con->r1), cpvsub(arb->body_b->p, arb->body_a->p)), arb->n); } cpContactPointSet cpArbiterGetContactPointSet(const cpArbiter *arb) { cpContactPointSet set; set.count = cpArbiterGetCount(arb); cpBool swapped = arb->swapped; cpVect n = arb->n; set.normal = (swapped ? cpvneg(n) : n); for(int i=0; ibody_a->p, arb->contacts[i].r1); cpVect p2 = cpvadd(arb->body_b->p, arb->contacts[i].r2); set.points[i].pointA = (swapped ? p2 : p1); set.points[i].pointB = (swapped ? p1 : p2); set.points[i].distance = cpvdot(cpvsub(p2, p1), n); } return set; } void cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set) { int count = set->count; cpAssertHard(count == arb->count, "The number of contact points cannot be changed."); cpBool swapped = arb->swapped; arb->n = (swapped ? cpvneg(set->normal) : set->normal); for(int i=0; ipoints[i].pointA; cpVect p2 = set->points[i].pointB; arb->contacts[i].r1 = cpvsub(swapped ? p2 : p1, arb->body_a->p); arb->contacts[i].r2 = cpvsub(swapped ? p1 : p2, arb->body_b->p); } } cpVect cpArbiterTotalImpulse(const cpArbiter *arb) { struct cpContact *contacts = arb->contacts; cpVect n = arb->n; cpVect sum = cpvzero; for(int i=0, count=cpArbiterGetCount(arb); ijnAcc, con->jtAcc))); } return (arb->swapped ? sum : cpvneg(sum)); return cpvzero; } cpFloat cpArbiterTotalKE(const cpArbiter *arb) { cpFloat eCoef = (1 - arb->e)/(1 + arb->e); cpFloat sum = 0.0; struct cpContact *contacts = arb->contacts; for(int i=0, count=cpArbiterGetCount(arb); ijnAcc; cpFloat jtAcc = con->jtAcc; sum += eCoef*jnAcc*jnAcc/con->nMass + jtAcc*jtAcc/con->tMass; } return sum; } cpBool cpArbiterIgnore(cpArbiter *arb) { arb->state = CP_ARBITER_STATE_IGNORE; return cpFalse; } cpFloat cpArbiterGetRestitution(const cpArbiter *arb) { return arb->e; } void cpArbiterSetRestitution(cpArbiter *arb, cpFloat restitution) { arb->e = restitution; } cpFloat cpArbiterGetFriction(const cpArbiter *arb) { return arb->u; } void cpArbiterSetFriction(cpArbiter *arb, cpFloat friction) { arb->u = friction; } cpVect cpArbiterGetSurfaceVelocity(cpArbiter *arb) { return cpvmult(arb->surface_vr, arb->swapped ? -1.0f : 1.0); } void cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr) { arb->surface_vr = cpvmult(vr, arb->swapped ? -1.0f : 1.0); } cpDataPointer cpArbiterGetUserData(const cpArbiter *arb) { return arb->data; } void cpArbiterSetUserData(cpArbiter *arb, cpDataPointer userData) { arb->data = userData; } void cpArbiterGetShapes(const cpArbiter *arb, cpShape **a, cpShape **b) { if(arb->swapped){ (*a) = (cpShape *)arb->b; (*b) = (cpShape *)arb->a; } else { (*a) = (cpShape *)arb->a; (*b) = (cpShape *)arb->b; } } void cpArbiterGetBodies(const cpArbiter *arb, cpBody **a, cpBody **b) { CP_ARBITER_GET_SHAPES(arb, shape_a, shape_b); (*a) = shape_a->body; (*b) = shape_b->body; } cpBool cpArbiterCallWildcardBeginA(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerA; return handler->beginFunc(arb, space, handler->userData); } cpBool cpArbiterCallWildcardBeginB(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerB; arb->swapped = !arb->swapped; cpBool retval = handler->beginFunc(arb, space, handler->userData); arb->swapped = !arb->swapped; return retval; } cpBool cpArbiterCallWildcardPreSolveA(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerA; return handler->preSolveFunc(arb, space, handler->userData); } cpBool cpArbiterCallWildcardPreSolveB(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerB; arb->swapped = !arb->swapped; cpBool retval = handler->preSolveFunc(arb, space, handler->userData); arb->swapped = !arb->swapped; return retval; } void cpArbiterCallWildcardPostSolveA(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerA; handler->postSolveFunc(arb, space, handler->userData); } void cpArbiterCallWildcardPostSolveB(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerB; arb->swapped = !arb->swapped; handler->postSolveFunc(arb, space, handler->userData); arb->swapped = !arb->swapped; } void cpArbiterCallWildcardSeparateA(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerA; handler->separateFunc(arb, space, handler->userData); } void cpArbiterCallWildcardSeparateB(cpArbiter *arb, cpSpace *space) { cpCollisionHandler *handler = arb->handlerB; arb->swapped = !arb->swapped; handler->separateFunc(arb, space, handler->userData); arb->swapped = !arb->swapped; } cpArbiter* cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b) { arb->handler = NULL; arb->swapped = cpFalse; arb->handler = NULL; arb->handlerA = NULL; arb->handlerB = NULL; arb->e = 0.0f; arb->u = 0.0f; arb->surface_vr = cpvzero; arb->count = 0; arb->contacts = NULL; arb->a = a; arb->body_a = a->body; arb->b = b; arb->body_b = b->body; arb->thread_a.next = NULL; arb->thread_b.next = NULL; arb->thread_a.prev = NULL; arb->thread_b.prev = NULL; arb->stamp = 0; arb->state = CP_ARBITER_STATE_FIRST_COLLISION; arb->data = NULL; return arb; } static inline cpCollisionHandler * cpSpaceLookupHandler(cpSpace *space, cpCollisionType a, cpCollisionType b, cpCollisionHandler *defaultValue) { cpCollisionType types[] = {a, b}; cpCollisionHandler *handler = (cpCollisionHandler *)cpHashSetFind(space->collisionHandlers, CP_HASH_PAIR(a, b), types); return (handler ? handler : defaultValue); } void cpArbiterUpdate(cpArbiter *arb, struct cpCollisionInfo *info, cpSpace *space) { const cpShape *a = info->a, *b = info->b; // For collisions between two similar primitive types, the order could have been swapped since the last frame. arb->a = a; arb->body_a = a->body; arb->b = b; arb->body_b = b->body; // Iterate over the possible pairs to look for hash value matches. for(int i=0; icount; i++){ struct cpContact *con = &info->arr[i]; // r1 and r2 store absolute offsets at init time. // Need to convert them to relative offsets. con->r1 = cpvsub(con->r1, a->body->p); con->r2 = cpvsub(con->r2, b->body->p); // Cached impulses are not zeroed at init time. con->jnAcc = con->jtAcc = 0.0f; for(int j=0; jcount; j++){ struct cpContact *old = &arb->contacts[j]; // This could trigger false positives, but is fairly unlikely nor serious if it does. if(con->hash == old->hash){ // Copy the persistant contact information. con->jnAcc = old->jnAcc; con->jtAcc = old->jtAcc; } } } arb->contacts = info->arr; arb->count = info->count; arb->n = info->n; arb->e = a->e * b->e; arb->u = a->u * b->u; cpVect surface_vr = cpvsub(b->surfaceV, a->surfaceV); arb->surface_vr = cpvsub(surface_vr, cpvmult(info->n, cpvdot(surface_vr, info->n))); cpCollisionType typeA = info->a->type, typeB = info->b->type; cpCollisionHandler *defaultHandler = &space->defaultHandler; cpCollisionHandler *handler = arb->handler = cpSpaceLookupHandler(space, typeA, typeB, defaultHandler); // Check if the types match, but don't swap for a default handler which use the wildcard for type A. cpBool swapped = arb->swapped = (typeA != handler->typeA && handler->typeA != CP_WILDCARD_COLLISION_TYPE); if(handler != defaultHandler || space->usesWildcards){ // The order of the main handler swaps the wildcard handlers too. Uffda. arb->handlerA = cpSpaceLookupHandler(space, (swapped ? typeB : typeA), CP_WILDCARD_COLLISION_TYPE, &cpCollisionHandlerDoNothing); arb->handlerB = cpSpaceLookupHandler(space, (swapped ? typeA : typeB), CP_WILDCARD_COLLISION_TYPE, &cpCollisionHandlerDoNothing); } // mark it as new if it's been cached if(arb->state == CP_ARBITER_STATE_CACHED) arb->state = CP_ARBITER_STATE_FIRST_COLLISION; } void cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat slop, cpFloat bias) { cpBody *a = arb->body_a; cpBody *b = arb->body_b; cpVect n = arb->n; cpVect body_delta = cpvsub(b->p, a->p); for(int i=0; icount; i++){ struct cpContact *con = &arb->contacts[i]; // Calculate the mass normal and mass tangent. con->nMass = 1.0f/k_scalar(a, b, con->r1, con->r2, n); con->tMass = 1.0f/k_scalar(a, b, con->r1, con->r2, cpvperp(n)); // Calculate the target bias velocity. cpFloat dist = cpvdot(cpvadd(cpvsub(con->r2, con->r1), body_delta), n); con->bias = -bias*cpfmin(0.0f, dist + slop)/dt; con->jBias = 0.0f; // Calculate the target bounce velocity. con->bounce = normal_relative_velocity(a, b, con->r1, con->r2, n)*arb->e; } } void cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef) { if(cpArbiterIsFirstContact(arb)) return; cpBody *a = arb->body_a; cpBody *b = arb->body_b; cpVect n = arb->n; for(int i=0; icount; i++){ struct cpContact *con = &arb->contacts[i]; cpVect j = cpvrotate(n, cpv(con->jnAcc, con->jtAcc)); apply_impulses(a, b, con->r1, con->r2, cpvmult(j, dt_coef)); } } // TODO: is it worth splitting velocity/position correction? void cpArbiterApplyImpulse(cpArbiter *arb) { cpBody *a = arb->body_a; cpBody *b = arb->body_b; cpVect n = arb->n; cpVect surface_vr = arb->surface_vr; cpFloat friction = arb->u; for(int i=0; icount; i++){ struct cpContact *con = &arb->contacts[i]; cpFloat nMass = con->nMass; cpVect r1 = con->r1; cpVect r2 = con->r2; cpVect vb1 = cpvadd(a->v_bias, cpvmult(cpvperp(r1), a->w_bias)); cpVect vb2 = cpvadd(b->v_bias, cpvmult(cpvperp(r2), b->w_bias)); cpVect vr = cpvadd(relative_velocity(a, b, r1, r2), surface_vr); cpFloat vbn = cpvdot(cpvsub(vb2, vb1), n); cpFloat vrn = cpvdot(vr, n); cpFloat vrt = cpvdot(vr, cpvperp(n)); cpFloat jbn = (con->bias - vbn)*nMass; cpFloat jbnOld = con->jBias; con->jBias = cpfmax(jbnOld + jbn, 0.0f); cpFloat jn = -(con->bounce + vrn)*nMass; cpFloat jnOld = con->jnAcc; con->jnAcc = cpfmax(jnOld + jn, 0.0f); cpFloat jtMax = friction*con->jnAcc; cpFloat jt = -vrt*con->tMass; cpFloat jtOld = con->jtAcc; con->jtAcc = cpfclamp(jtOld + jt, -jtMax, jtMax); apply_bias_impulses(a, b, r1, r2, cpvmult(n, con->jBias - jbnOld)); apply_impulses(a, b, r1, r2, cpvrotate(n, cpv(con->jnAcc - jnOld, con->jtAcc - jtOld))); } }