499 lines
14 KiB
C
Executable file
499 lines
14 KiB
C
Executable file
/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "chipmunk/chipmunk_private.h"
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// TODO: make this generic so I can reuse it for constraints also.
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static inline void
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unthreadHelper(cpArbiter *arb, cpBody *body)
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{
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struct cpArbiterThread *thread = cpArbiterThreadForBody(arb, body);
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cpArbiter *prev = thread->prev;
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cpArbiter *next = thread->next;
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if(prev){
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cpArbiterThreadForBody(prev, body)->next = next;
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} else if(body->arbiterList == arb) {
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// IFF prev is NULL and body->arbiterList == arb, is arb at the head of the list.
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// This function may be called for an arbiter that was never in a list.
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// In that case, we need to protect it from wiping out the body->arbiterList pointer.
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body->arbiterList = next;
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}
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if(next) cpArbiterThreadForBody(next, body)->prev = prev;
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thread->prev = NULL;
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thread->next = NULL;
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}
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void
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cpArbiterUnthread(cpArbiter *arb)
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{
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unthreadHelper(arb, arb->body_a);
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unthreadHelper(arb, arb->body_b);
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}
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cpBool cpArbiterIsFirstContact(const cpArbiter *arb)
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{
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return arb->state == CP_ARBITER_STATE_FIRST_COLLISION;
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}
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cpBool cpArbiterIsRemoval(const cpArbiter *arb)
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{
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return arb->state == CP_ARBITER_STATE_INVALIDATED;
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}
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int cpArbiterGetCount(const cpArbiter *arb)
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{
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// Return 0 contacts if we are in a separate callback.
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return (arb->state < CP_ARBITER_STATE_CACHED ? arb->count : 0);
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}
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cpVect
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cpArbiterGetNormal(const cpArbiter *arb)
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{
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return cpvmult(arb->n, arb->swapped ? -1.0f : 1.0);
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}
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cpVect
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cpArbiterGetPointA(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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return cpvadd(arb->body_a->p, arb->contacts[i].r1);
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}
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cpVect
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cpArbiterGetPointB(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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return cpvadd(arb->body_b->p, arb->contacts[i].r2);
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}
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cpFloat
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cpArbiterGetDepth(const cpArbiter *arb, int i)
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{
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cpAssertHard(0 <= i && i < cpArbiterGetCount(arb), "Index error: The specified contact index is invalid for this arbiter");
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struct cpContact *con = &arb->contacts[i];
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return cpvdot(cpvadd(cpvsub(con->r2, con->r1), cpvsub(arb->body_b->p, arb->body_a->p)), arb->n);
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}
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cpContactPointSet
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cpArbiterGetContactPointSet(const cpArbiter *arb)
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{
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cpContactPointSet set;
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set.count = cpArbiterGetCount(arb);
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cpBool swapped = arb->swapped;
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cpVect n = arb->n;
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set.normal = (swapped ? cpvneg(n) : n);
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for(int i=0; i<set.count; i++){
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// Contact points are relative to body CoGs;
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cpVect p1 = cpvadd(arb->body_a->p, arb->contacts[i].r1);
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cpVect p2 = cpvadd(arb->body_b->p, arb->contacts[i].r2);
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set.points[i].pointA = (swapped ? p2 : p1);
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set.points[i].pointB = (swapped ? p1 : p2);
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set.points[i].distance = cpvdot(cpvsub(p2, p1), n);
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}
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return set;
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}
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void
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cpArbiterSetContactPointSet(cpArbiter *arb, cpContactPointSet *set)
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{
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int count = set->count;
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cpAssertHard(count == arb->count, "The number of contact points cannot be changed.");
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cpBool swapped = arb->swapped;
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arb->n = (swapped ? cpvneg(set->normal) : set->normal);
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for(int i=0; i<count; i++){
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// Convert back to CoG relative offsets.
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cpVect p1 = set->points[i].pointA;
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cpVect p2 = set->points[i].pointB;
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arb->contacts[i].r1 = cpvsub(swapped ? p2 : p1, arb->body_a->p);
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arb->contacts[i].r2 = cpvsub(swapped ? p1 : p2, arb->body_b->p);
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}
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}
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cpVect
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cpArbiterTotalImpulse(const cpArbiter *arb)
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{
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struct cpContact *contacts = arb->contacts;
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cpVect n = arb->n;
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cpVect sum = cpvzero;
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for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
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struct cpContact *con = &contacts[i];
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sum = cpvadd(sum, cpvrotate(n, cpv(con->jnAcc, con->jtAcc)));
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}
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return (arb->swapped ? sum : cpvneg(sum));
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return cpvzero;
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}
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cpFloat
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cpArbiterTotalKE(const cpArbiter *arb)
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{
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cpFloat eCoef = (1 - arb->e)/(1 + arb->e);
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cpFloat sum = 0.0;
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struct cpContact *contacts = arb->contacts;
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for(int i=0, count=cpArbiterGetCount(arb); i<count; i++){
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struct cpContact *con = &contacts[i];
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cpFloat jnAcc = con->jnAcc;
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cpFloat jtAcc = con->jtAcc;
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sum += eCoef*jnAcc*jnAcc/con->nMass + jtAcc*jtAcc/con->tMass;
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}
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return sum;
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}
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cpBool
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cpArbiterIgnore(cpArbiter *arb)
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{
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arb->state = CP_ARBITER_STATE_IGNORE;
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return cpFalse;
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}
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cpFloat
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cpArbiterGetRestitution(const cpArbiter *arb)
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{
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return arb->e;
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}
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void
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cpArbiterSetRestitution(cpArbiter *arb, cpFloat restitution)
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{
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arb->e = restitution;
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}
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cpFloat
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cpArbiterGetFriction(const cpArbiter *arb)
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{
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return arb->u;
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}
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void
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cpArbiterSetFriction(cpArbiter *arb, cpFloat friction)
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{
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arb->u = friction;
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}
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cpVect
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cpArbiterGetSurfaceVelocity(cpArbiter *arb)
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{
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return cpvmult(arb->surface_vr, arb->swapped ? -1.0f : 1.0);
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}
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void
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cpArbiterSetSurfaceVelocity(cpArbiter *arb, cpVect vr)
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{
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arb->surface_vr = cpvmult(vr, arb->swapped ? -1.0f : 1.0);
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}
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cpDataPointer
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cpArbiterGetUserData(const cpArbiter *arb)
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{
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return arb->data;
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}
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void
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cpArbiterSetUserData(cpArbiter *arb, cpDataPointer userData)
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{
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arb->data = userData;
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}
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void
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cpArbiterGetShapes(const cpArbiter *arb, cpShape **a, cpShape **b)
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{
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if(arb->swapped){
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(*a) = (cpShape *)arb->b;
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(*b) = (cpShape *)arb->a;
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} else {
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(*a) = (cpShape *)arb->a;
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(*b) = (cpShape *)arb->b;
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}
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}
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void cpArbiterGetBodies(const cpArbiter *arb, cpBody **a, cpBody **b)
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{
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CP_ARBITER_GET_SHAPES(arb, shape_a, shape_b);
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(*a) = shape_a->body;
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(*b) = shape_b->body;
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}
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cpBool
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cpArbiterCallWildcardBeginA(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerA;
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return handler->beginFunc(arb, space, handler->userData);
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}
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cpBool
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cpArbiterCallWildcardBeginB(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerB;
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arb->swapped = !arb->swapped;
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cpBool retval = handler->beginFunc(arb, space, handler->userData);
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arb->swapped = !arb->swapped;
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return retval;
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}
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cpBool
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cpArbiterCallWildcardPreSolveA(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerA;
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return handler->preSolveFunc(arb, space, handler->userData);
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}
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cpBool
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cpArbiterCallWildcardPreSolveB(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerB;
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arb->swapped = !arb->swapped;
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cpBool retval = handler->preSolveFunc(arb, space, handler->userData);
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arb->swapped = !arb->swapped;
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return retval;
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}
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void
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cpArbiterCallWildcardPostSolveA(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerA;
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handler->postSolveFunc(arb, space, handler->userData);
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}
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void
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cpArbiterCallWildcardPostSolveB(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerB;
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arb->swapped = !arb->swapped;
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handler->postSolveFunc(arb, space, handler->userData);
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arb->swapped = !arb->swapped;
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}
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void
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cpArbiterCallWildcardSeparateA(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerA;
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handler->separateFunc(arb, space, handler->userData);
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}
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void
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cpArbiterCallWildcardSeparateB(cpArbiter *arb, cpSpace *space)
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{
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cpCollisionHandler *handler = arb->handlerB;
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arb->swapped = !arb->swapped;
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handler->separateFunc(arb, space, handler->userData);
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arb->swapped = !arb->swapped;
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}
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cpArbiter*
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cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b)
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{
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arb->handler = NULL;
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arb->swapped = cpFalse;
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arb->handler = NULL;
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arb->handlerA = NULL;
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arb->handlerB = NULL;
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arb->e = 0.0f;
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arb->u = 0.0f;
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arb->surface_vr = cpvzero;
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arb->count = 0;
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arb->contacts = NULL;
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arb->a = a; arb->body_a = a->body;
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arb->b = b; arb->body_b = b->body;
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arb->thread_a.next = NULL;
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arb->thread_b.next = NULL;
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arb->thread_a.prev = NULL;
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arb->thread_b.prev = NULL;
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arb->stamp = 0;
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arb->state = CP_ARBITER_STATE_FIRST_COLLISION;
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arb->data = NULL;
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return arb;
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}
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static inline cpCollisionHandler *
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cpSpaceLookupHandler(cpSpace *space, cpCollisionType a, cpCollisionType b, cpCollisionHandler *defaultValue)
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{
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cpCollisionType types[] = {a, b};
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cpCollisionHandler *handler = (cpCollisionHandler *)cpHashSetFind(space->collisionHandlers, CP_HASH_PAIR(a, b), types);
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return (handler ? handler : defaultValue);
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}
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void
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cpArbiterUpdate(cpArbiter *arb, struct cpCollisionInfo *info, cpSpace *space)
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{
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const cpShape *a = info->a, *b = info->b;
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// For collisions between two similar primitive types, the order could have been swapped since the last frame.
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arb->a = a; arb->body_a = a->body;
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arb->b = b; arb->body_b = b->body;
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// Iterate over the possible pairs to look for hash value matches.
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for(int i=0; i<info->count; i++){
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struct cpContact *con = &info->arr[i];
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// r1 and r2 store absolute offsets at init time.
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// Need to convert them to relative offsets.
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con->r1 = cpvsub(con->r1, a->body->p);
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con->r2 = cpvsub(con->r2, b->body->p);
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// Cached impulses are not zeroed at init time.
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con->jnAcc = con->jtAcc = 0.0f;
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for(int j=0; j<arb->count; j++){
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struct cpContact *old = &arb->contacts[j];
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// This could trigger false positives, but is fairly unlikely nor serious if it does.
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if(con->hash == old->hash){
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// Copy the persistant contact information.
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con->jnAcc = old->jnAcc;
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con->jtAcc = old->jtAcc;
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}
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}
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}
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arb->contacts = info->arr;
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arb->count = info->count;
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arb->n = info->n;
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arb->e = a->e * b->e;
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arb->u = a->u * b->u;
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cpVect surface_vr = cpvsub(b->surfaceV, a->surfaceV);
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arb->surface_vr = cpvsub(surface_vr, cpvmult(info->n, cpvdot(surface_vr, info->n)));
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cpCollisionType typeA = info->a->type, typeB = info->b->type;
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cpCollisionHandler *defaultHandler = &space->defaultHandler;
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cpCollisionHandler *handler = arb->handler = cpSpaceLookupHandler(space, typeA, typeB, defaultHandler);
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// Check if the types match, but don't swap for a default handler which use the wildcard for type A.
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cpBool swapped = arb->swapped = (typeA != handler->typeA && handler->typeA != CP_WILDCARD_COLLISION_TYPE);
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if(handler != defaultHandler || space->usesWildcards){
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// The order of the main handler swaps the wildcard handlers too. Uffda.
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arb->handlerA = cpSpaceLookupHandler(space, (swapped ? typeB : typeA), CP_WILDCARD_COLLISION_TYPE, &cpCollisionHandlerDoNothing);
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arb->handlerB = cpSpaceLookupHandler(space, (swapped ? typeA : typeB), CP_WILDCARD_COLLISION_TYPE, &cpCollisionHandlerDoNothing);
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}
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// mark it as new if it's been cached
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if(arb->state == CP_ARBITER_STATE_CACHED) arb->state = CP_ARBITER_STATE_FIRST_COLLISION;
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}
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void
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cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat slop, cpFloat bias)
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{
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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cpVect n = arb->n;
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cpVect body_delta = cpvsub(b->p, a->p);
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for(int i=0; i<arb->count; i++){
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struct cpContact *con = &arb->contacts[i];
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// Calculate the mass normal and mass tangent.
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con->nMass = 1.0f/k_scalar(a, b, con->r1, con->r2, n);
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con->tMass = 1.0f/k_scalar(a, b, con->r1, con->r2, cpvperp(n));
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// Calculate the target bias velocity.
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cpFloat dist = cpvdot(cpvadd(cpvsub(con->r2, con->r1), body_delta), n);
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con->bias = -bias*cpfmin(0.0f, dist + slop)/dt;
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con->jBias = 0.0f;
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// Calculate the target bounce velocity.
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con->bounce = normal_relative_velocity(a, b, con->r1, con->r2, n)*arb->e;
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}
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}
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void
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cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef)
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{
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if(cpArbiterIsFirstContact(arb)) return;
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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cpVect n = arb->n;
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for(int i=0; i<arb->count; i++){
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struct cpContact *con = &arb->contacts[i];
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cpVect j = cpvrotate(n, cpv(con->jnAcc, con->jtAcc));
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apply_impulses(a, b, con->r1, con->r2, cpvmult(j, dt_coef));
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}
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}
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// TODO: is it worth splitting velocity/position correction?
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void
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cpArbiterApplyImpulse(cpArbiter *arb)
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{
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cpBody *a = arb->body_a;
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cpBody *b = arb->body_b;
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cpVect n = arb->n;
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cpVect surface_vr = arb->surface_vr;
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cpFloat friction = arb->u;
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for(int i=0; i<arb->count; i++){
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struct cpContact *con = &arb->contacts[i];
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cpFloat nMass = con->nMass;
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cpVect r1 = con->r1;
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cpVect r2 = con->r2;
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cpVect vb1 = cpvadd(a->v_bias, cpvmult(cpvperp(r1), a->w_bias));
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cpVect vb2 = cpvadd(b->v_bias, cpvmult(cpvperp(r2), b->w_bias));
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cpVect vr = cpvadd(relative_velocity(a, b, r1, r2), surface_vr);
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cpFloat vbn = cpvdot(cpvsub(vb2, vb1), n);
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cpFloat vrn = cpvdot(vr, n);
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cpFloat vrt = cpvdot(vr, cpvperp(n));
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cpFloat jbn = (con->bias - vbn)*nMass;
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cpFloat jbnOld = con->jBias;
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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)));
|
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}
|
|
}
|