Example #1
0
void
cpSpaceStep(cpSpace *space, cpFloat dt)
{
	if(!dt) return; // don't step if the timestep is 0!
	
	cpFloat dt_inv = 1.0f/dt;

	cpArray *bodies = space->bodies;
	cpArray *constraints = space->constraints;
	
	space->locked = 1;
	
	// Empty the arbiter list.
	space->arbiters->num = 0;

	// Integrate positions.
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->position_func(body, dt);
	}
	
	// Pre-cache BBoxes and shape data.
	cpSpaceHashEach(space->activeShapes, (cpSpaceHashIterator)updateBBCache, NULL);
	
	// Collide!
	cpSpacePushNewContactBuffer(space);
	cpSpaceHashEach(space->activeShapes, (cpSpaceHashIterator)active2staticIter, space);
	cpSpaceHashQueryRehash(space->activeShapes, (cpSpaceHashQueryFunc)queryFunc, space);
	
	// Clear out old cached arbiters and dispatch untouch functions
	cpHashSetFilter(space->contactSet, (cpHashSetFilterFunc)contactSetFilter, space);

	// Prestep the arbiters.
	cpArray *arbiters = space->arbiters;
	for(int i=0; i<arbiters->num; i++)
		cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt_inv);

	// Prestep the constraints.
	for(int i=0; i<constraints->num; i++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
		constraint->klass->preStep(constraint, dt, dt_inv);
	}

	for(int i=0; i<space->elasticIterations; i++){
		for(int j=0; j<arbiters->num; j++)
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j], 1.0f);
			
		for(int j=0; j<constraints->num; j++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
			constraint->klass->applyImpulse(constraint);
		}
	}

	// Integrate velocities.
	cpFloat damping = cpfpow(1.0f/space->damping, -dt);
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->velocity_func(body, space->gravity, damping, dt);
	}

	for(int i=0; i<arbiters->num; i++)
		cpArbiterApplyCachedImpulse((cpArbiter *)arbiters->arr[i]);
	
	// run the old-style elastic solver if elastic iterations are disabled
	cpFloat elasticCoef = (space->elasticIterations ? 0.0f : 1.0f);
	
	// Run the impulse solver.
	for(int i=0; i<space->iterations; i++){
		for(int j=0; j<arbiters->num; j++)
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j], elasticCoef);
			
		for(int j=0; j<constraints->num; j++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
			constraint->klass->applyImpulse(constraint);
		}
	}
	
	space->locked = 0;
	
	// run the post solve callbacks
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter *) arbiters->arr[i];
		
		cpCollisionHandler *handler = arb->handler;
		handler->postSolve(arb, space, handler->data);
		
		arb->state = cpArbiterStateNormal;
	}
	
	// Run the post step callbacks
	while(space->postStepCallbacks->entries){
		cpHashSet *callbacks = space->postStepCallbacks;
		space->postStepCallbacks = cpHashSetNew(0, (cpHashSetEqlFunc)postStepFuncSetEql, (cpHashSetTransFunc)postStepFuncSetTrans);
		cpHashSetEach(callbacks, (cpHashSetIterFunc)postStepCallbackSetIter, space);
	}
	
//	cpFloat dvsq = cpvdot(space->gravity, space->gravity);
//	dvsq *= dt*dt * space->damping*space->damping;
//	for(int i=0; i<bodies->num; i++)
//		cpBodyMarkLowEnergy(bodies->arr[i], dvsq, space->sleepTicks);
	
	// Increment the stamp.
	space->stamp++;
}
Example #2
0
void
cpSpaceStep(cpSpace *space, cpFloat dt)
{
	if(!dt) return; // don't step if the timestep is 0!
	cpFloat dt_inv = 1.0f/dt;

	cpArray *bodies = space->bodies;
	cpArray *constraints = space->constraints;
	
	// Empty the arbiter list.
	space->arbiters->num = 0;
//i51AdeOsLog ( i51_LOG_DC , "for" ) ; 

	// Integrate positions.
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->position_func(body, dt);
	}
	
	// Pre-cache BBoxes and shape data.
	//i51AdeOsLog ( i51_LOG_DC , "cpSpaceHashEach" ) ; 
	cpSpaceHashEach(space->activeShapes, (cpSpaceHashIterator)updateBBCache, NULL);
	
	cpSpaceLock(space);
	
	// Collide!
	//i51AdeOsLog ( i51_LOG_DC , "cpSpacePushFreshContactBuffer" ) ; 
	cpSpacePushFreshContactBuffer(space);
	if(space->staticShapes->handleSet->entries)
		cpSpaceHashEach(space->activeShapes, (cpSpaceHashIterator)active2staticIter, space);
	cpSpaceHashQueryRehash(space->activeShapes, (cpSpaceHashQueryFunc)queryFunc, space);
	
	cpSpaceUnlock(space);
	
	//i51AdeOsLog ( i51_LOG_DC , "sleepTimeThreshold" ) ; 
	// If body sleeping is enabled, do that now.
	if(space->sleepTimeThreshold != INFINITY){
		cpSpaceProcessComponents(space, dt);
		bodies = space->bodies; // rebuilt by processContactComponents()
	}/**/
	
	// Clear out old cached arbiters and dispatch untouch functions
	//i51AdeOsLog ( i51_LOG_DC , "cpHashSetFilter" ) ; 
	cpHashSetFilter(space->contactSet, (cpHashSetFilterFunc)contactSetFilter, space);

	// Prestep the arbiters.
	//i51AdeOsLog ( i51_LOG_DC , "space->arbiters" ) ; 
	cpArray *arbiters = space->arbiters;
	for(int i=0; i<arbiters->num; i++)
		cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt_inv);

	// Prestep the constraints.
	//i51AdeOsLog ( i51_LOG_DC , "constraints->num=%d",constraints->num ) ; 
	for(int i=0; i<constraints->num; i++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
		//i51AdeOsLog ( i51_LOG_DC , "i=%d,preStep=%X",i,constraint->klass->preStep) ; 
		constraint->klass->preStep(constraint, dt, dt_inv);
	}

	//i51AdeOsLog ( i51_LOG_DC , "space->elasticIterations=%d",space->elasticIterations ) ; 
	for(int i=0; i<space->elasticIterations; i++){
		for(int j=0; j<arbiters->num; j++)
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j], 1.0f);
			
		for(int j=0; j<constraints->num; j++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
			constraint->klass->applyImpulse(constraint);
		}
	}

	// Integrate velocities.
	//i51AdeOsLog ( i51_LOG_DC , "space->damping=%d",space->damping ) ; 
	cpFloat damping = cpfpow(1.0f/space->damping, -dt);
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->velocity_func(body, space->gravity, damping, dt);
	}

	//i51AdeOsLog ( i51_LOG_DC , "arbiters->num=%d",arbiters->num) ; 
	for(int i=0; i<arbiters->num; i++)
		cpArbiterApplyCachedImpulse((cpArbiter *)arbiters->arr[i]);
	
	// run the old-style elastic solver if elastic iterations are disabled
	cpFloat elasticCoef = (space->elasticIterations ? 0.0f : 1.0f);
	
	// Run the impulse solver.
	//i51AdeOsLog ( i51_LOG_DC , "space->iterations=%d",space->iterations) ; 
	for(int i=0; i<space->iterations; i++){
		for(int j=0; j<arbiters->num; j++)
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j], elasticCoef);
			
		for(int j=0; j<constraints->num; j++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
			constraint->klass->applyImpulse(constraint);
		}
	}
	
	cpSpaceLock(space);
	
	// run the post solve callbacks
	//i51AdeOsLog ( i51_LOG_DC , "run the post solve callbacks") ; 
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter *) arbiters->arr[i];
		
		cpCollisionHandler *handler = arb->handler;
		handler->postSolve(arb, space, handler->data);
		
		arb->state = cpArbiterStateNormal;
	}
	
	cpSpaceUnlock(space);
	
	// Run the post step callbacks
	// Loop because post step callbacks may create more post step callbacks
	//i51AdeOsLog ( i51_LOG_DC , "space->postStepCallbacks") ; 
	while(space->postStepCallbacks){
		cpHashSet *callbacks = space->postStepCallbacks;
		space->postStepCallbacks = NULL;
		
		cpHashSetEach(callbacks, (cpHashSetIterFunc)postStepCallbackSetIter, space);
		cpHashSetFree(callbacks);
	}
	
	// Increment the stamp.
	space->stamp++;
	//i51AdeOsLog ( i51_LOG_DC , "_____________OK_______________") ; 
	
}
Example #3
0
void
cpHastySpaceStep(cpSpace *space, cpFloat dt)
{
    // don't step if the timestep is 0!
    if(dt == 0.0f) return;

    space->stamp++;

    cpFloat prev_dt = space->curr_dt;
    space->curr_dt = dt;

    cpArray *bodies = space->dynamicBodies;
    cpArray *constraints = space->constraints;
    cpArray *arbiters = space->arbiters;

    // Reset and empty the arbiter list.
    for(int i=0; i<arbiters->num; i++) {
        cpArbiter *arb = (cpArbiter *)arbiters->arr[i];
        arb->state = CP_ARBITER_STATE_NORMAL;

        // If both bodies are awake, unthread the arbiter from the contact graph.
        if(!cpBodyIsSleeping(arb->body_a) && !cpBodyIsSleeping(arb->body_b)) {
            cpArbiterUnthread(arb);
        }
    }
    arbiters->num = 0;

    cpSpaceLock(space);
    {
        // Integrate positions
        for(int i=0; i<bodies->num; i++) {
            cpBody *body = (cpBody *)bodies->arr[i];
            body->position_func(body, dt);
        }

        // Find colliding pairs.
        cpSpacePushFreshContactBuffer(space);
        cpSpatialIndexEach(space->dynamicShapes, (cpSpatialIndexIteratorFunc)cpShapeUpdateFunc, NULL);
        cpSpatialIndexReindexQuery(space->dynamicShapes, (cpSpatialIndexQueryFunc)cpSpaceCollideShapes, space);
    }
    cpSpaceUnlock(space, cpFalse);

    // Rebuild the contact graph (and detect sleeping components if sleeping is enabled)
    cpSpaceProcessComponents(space, dt);

    cpSpaceLock(space);
    {
        // Clear out old cached arbiters and call separate callbacks
        cpHashSetFilter(space->cachedArbiters, (cpHashSetFilterFunc)cpSpaceArbiterSetFilter, space);

        // Prestep the arbiters and constraints.
        cpFloat slop = space->collisionSlop;
        cpFloat biasCoef = 1.0f - cpfpow(space->collisionBias, dt);
        for(int i=0; i<arbiters->num; i++) {
            cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt, slop, biasCoef);
        }

        for(int i=0; i<constraints->num; i++) {
            cpConstraint *constraint = (cpConstraint *)constraints->arr[i];

            cpConstraintPreSolveFunc preSolve = constraint->preSolve;
            if(preSolve) preSolve(constraint, space);

            constraint->klass->preStep(constraint, dt);
        }

        // Integrate velocities.
        cpFloat damping = cpfpow(space->damping, dt);
        cpVect gravity = space->gravity;
        for(int i=0; i<bodies->num; i++) {
            cpBody *body = (cpBody *)bodies->arr[i];
            body->velocity_func(body, gravity, damping, dt);
        }

        // Apply cached impulses
        cpFloat dt_coef = (prev_dt == 0.0f ? 0.0f : dt/prev_dt);
        for(int i=0; i<arbiters->num; i++) {
            cpArbiterApplyCachedImpulse((cpArbiter *)arbiters->arr[i], dt_coef);
        }

        for(int i=0; i<constraints->num; i++) {
            cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
            constraint->klass->applyCachedImpulse(constraint, dt_coef);
        }

        // Run the impulse solver.
        cpHastySpace *hasty = (cpHastySpace *)space;
        if((unsigned long)(arbiters->num + constraints->num) > hasty->constraint_count_threshold) {
            RunWorkers(hasty, Solver);
        } else {
            Solver(space, 0, 1);
        }

        // Run the constraint post-solve callbacks
        for(int i=0; i<constraints->num; i++) {
            cpConstraint *constraint = (cpConstraint *)constraints->arr[i];

            cpConstraintPostSolveFunc postSolve = constraint->postSolve;
            if(postSolve) postSolve(constraint, space);
        }

        // run the post-solve callbacks
        for(int i=0; i<arbiters->num; i++) {
            cpArbiter *arb = (cpArbiter *) arbiters->arr[i];

            cpCollisionHandler *handler = arb->handler;
            handler->postSolveFunc(arb, space, handler->userData);
        }
    }
    cpSpaceUnlock(space, cpTrue);
}
Example #4
0
void
cpSpaceStep(cpSpace *space, cpFloat dt)
{
	// don't step if the timestep is 0!
	if(dt == 0.0f) return;
	
	space->stamp++;
	
	cpFloat prev_dt = space->curr_dt;
	space->curr_dt = dt;
		
	// Reset and empty the arbiter list.
	cpArray *arbiters = space->arbiters;
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter *)arbiters->arr[i];
		arb->state = cpArbiterStateNormal;
		
		// If both bodies are awake, unthread the arbiter from the contact graph.
		if(!cpBodyIsSleeping(arb->body_a) && !cpBodyIsSleeping(arb->body_b)){
			cpArbiterUnthread(arb);
		}
	}
	arbiters->num = 0;

	// Integrate positions
	cpArray *bodies = space->bodies;
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->position_func(body, dt);
	}
	
	// Find colliding pairs.
	cpSpaceLock(space); {
		cpSpacePushFreshContactBuffer(space);
		cpSpatialIndexEach(space->activeShapes, (cpSpatialIndexIteratorFunc)cpShapeUpdateFunc, NULL);
		cpSpatialIndexReindexQuery(space->activeShapes, (cpSpatialIndexQueryFunc)collideShapes, space);
	} cpSpaceUnlock(space, cpFalse);
	
	// If body sleeping is enabled, do that now.
	if(space->sleepTimeThreshold != INFINITY || space->enableContactGraph){
		cpSpaceProcessComponents(space, dt);
	}
	
	// Clear out old cached arbiters and call separate callbacks
	cpHashSetFilter(space->cachedArbiters, (cpHashSetFilterFunc)cpSpaceArbiterSetFilter, space);

	// Prestep the arbiters and constraints.
	cpFloat slop = space->collisionSlop;
	cpFloat biasCoef = 1.0f - cpfpow(space->collisionBias, dt);
	for(int i=0; i<arbiters->num; i++){
		cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt, slop, biasCoef);
	}

	cpArray *constraints = space->constraints;
	for(int i=0; i<constraints->num; i++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
		
		cpConstraintPreSolveFunc preSolve = constraint->preSolve;
		if(preSolve) preSolve(constraint, space);
		
		constraint->klass->preStep(constraint, dt);
	}

	// Integrate velocities.
	cpFloat damping = cpfpow(space->damping, dt);
	cpVect gravity = space->gravity;
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->velocity_func(body, gravity, damping, dt);
	}
	
	// Apply cached impulses
	cpFloat dt_coef = (prev_dt == 0.0f ? 0.0f : dt/prev_dt);
	for(int i=0; i<arbiters->num; i++){
		cpArbiterApplyCachedImpulse((cpArbiter *)arbiters->arr[i], dt_coef);
	}
	
	for(int i=0; i<constraints->num; i++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
		constraint->klass->applyCachedImpulse(constraint, dt_coef);
	}
	
	// Run the impulse solver.
	for(int i=0; i<space->iterations; i++){
		for(int j=0; j<arbiters->num; j++){
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j]);
		}
			
		for(int j=0; j<constraints->num; j++){
			cpConstraint *constraint = (cpConstraint *)constraints->arr[j];
			constraint->klass->applyImpulse(constraint);
		}
	}
	
	// Run the constraint post-solve callbacks
	for(int i=0; i<constraints->num; i++){
		cpConstraint *constraint = (cpConstraint *)constraints->arr[i];
		
		cpConstraintPostSolveFunc postSolve = constraint->postSolve;
		if(postSolve) postSolve(constraint, space);
	}
	
	// run the post-solve callbacks
	cpSpaceLock(space);
	for(int i=0; i<arbiters->num; i++){
		cpArbiter *arb = (cpArbiter *) arbiters->arr[i];
		
		cpCollisionHandler *handler = arb->handler;
		handler->postSolve(arb, space, handler->data);
	}
	cpSpaceUnlock(space, cpTrue);
}
void
cpSpaceStep(cpSpace *space, cpFloat dt)
{
	if(!dt) return; // prevents div by zero.
	cpFloat dt_inv = 1.0f/dt;

	cpArray *bodies = space->bodies;
	cpArray *arbiters = space->arbiters;
	cpArray *joints = space->joints;
	
	// Empty the arbiter list.
	cpHashSetReject(space->contactSet, &contactSetReject, space);
	space->arbiters->num = 0;
	
	// Integrate velocities.
	cpFloat damping = pow(1.0f/space->damping, -dt);
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->velocity_func(body, space->gravity, damping, dt);
	}
	
	// Pre-cache BBoxes and shape data.
	cpSpaceHashEach(space->activeShapes, &updateBBCache, NULL);
	
	// Collide!
	cpSpaceHashEach(space->activeShapes, &active2staticIter, space);
	cpSpaceHashQueryRehash(space->activeShapes, &queryFunc, space);
	
	// Prestep the arbiters.
	for(int i=0; i<arbiters->num; i++)
		cpArbiterPreStep((cpArbiter *)arbiters->arr[i], dt_inv);

	// Prestep the joints.
	for(int i=0; i<joints->num; i++){
		cpJoint *joint = (cpJoint *)joints->arr[i];
		joint->preStep(joint, dt_inv);
	}
	
	// Run the impulse solver.
	for(int i=0; i<space->iterations; i++){
		for(int j=0; j<arbiters->num; j++)
			cpArbiterApplyImpulse((cpArbiter *)arbiters->arr[j]);
		for(int j=0; j<joints->num; j++){
			cpJoint *joint = (cpJoint *)joints->arr[j];
			joint->applyImpulse(joint);
		}
	}

//	cpFloat dvsq = cpvdot(space->gravity, space->gravity);
//	dvsq *= dt*dt * space->damping*space->damping;
//	for(int i=0; i<bodies->num; i++)
//		cpBodyMarkLowEnergy(bodies->arr[i], dvsq, space->sleepTicks);

	// Integrate positions.
	for(int i=0; i<bodies->num; i++){
		cpBody *body = (cpBody *)bodies->arr[i];
		body->position_func(body, dt);
	}
	
	// Increment the stamp.
	space->stamp++;
}