コード例 #1
0
ファイル: MORPGIntegrator.cpp プロジェクト: erenik/MORPG
/** All entities sent here should be fully dynamic! 
	Kinematic ones may or may not work (consider adding own integration function).
*/
void MORPGIntegrator::IntegrateDynamicEntities(List<Entity*> & dynamicEntities, float timeInSeconds)
{
	for (int i = 0; i < dynamicEntities.Size(); ++i)
	{
		Entity * entity = dynamicEntities[i];
		
		IntegrateVelocity(entity, timeInSeconds);

	}
};
コード例 #2
0
ファイル: PhysicsN.cpp プロジェクト: BreakEngine/PhysicsN
void PhysicsN::Step( void )
{
	// Generate new collision info
	contacts.clear( );
	for(uint32 i = 0; i < bodies.size( ); ++i)
	{
		Body2D *A = bodies[i];

		for(uint32 j = i + 1; j < bodies.size( ); ++j)
		{
			Body2D *B = bodies[j];
			if(A->im == 0 && B->im == 0)
				continue;
			Manifold m( A, B );
			m.Solve( );
			if(m.contact_count)
				contacts.emplace_back( m );
		}
	}

	// Integrate forces
	for(uint32 i = 0; i < bodies.size( ); ++i)
		IntegrateForces( bodies[i], m_dt );

	// Initialize collision
	for(uint32 i = 0; i < contacts.size( ); ++i)
		contacts[i].Initialize( );

	// Solve collisions
	for(uint32 j = 0; j < m_iterations; ++j)
		for(uint32 i = 0; i < contacts.size( ); ++i)
			contacts[i].ApplyImpulse( );

	// Integrate velocities
	for(uint32 i = 0; i < bodies.size( ); ++i)
		IntegrateVelocity( bodies[i], m_dt );

	// Correct positions
	for(uint32 i = 0; i < contacts.size( ); ++i)
		contacts[i].PositionalCorrection( );

	// Clear all forces
	for(uint32 i = 0; i < bodies.size( ); ++i)
	{
		Body2D *b = bodies[i];
		b->force = Vec2( 0, 0 );
		b->torque = 0;
	}
}
コード例 #3
0
void dgWorldDynamicUpdate::ResolveClusterForces(dgBodyCluster* const cluster, dgInt32 threadID, dgFloat32 timestep) const
{
	if (cluster->m_activeJointCount) {
		SortClusters(cluster, timestep, threadID);
	}

	if (!cluster->m_isContinueCollision) {
		if (cluster->m_activeJointCount) {
			BuildJacobianMatrix (cluster, threadID, timestep);
			CalculateClusterReactionForces(cluster, threadID, timestep, DG_SOLVER_MAX_ERROR);
			//CalculateClusterReactionForces_1(cluster, threadID, timestep, DG_SOLVER_MAX_ERROR);
		} else {
			IntegrateExternalForce(cluster, timestep, threadID);
		}
		IntegrateVelocity (cluster, DG_SOLVER_MAX_ERROR, timestep, threadID); 
	} else {
		// calculate reaction forces and new velocities
		BuildJacobianMatrix (cluster, threadID, timestep);
		IntegrateReactionsForces (cluster, threadID, timestep, DG_SOLVER_MAX_ERROR);

		// see if the island goes to sleep
		bool isAutoSleep = true;
		bool stackSleeping = true;
		dgInt32 sleepCounter = 10000;

		dgWorld* const world = (dgWorld*) this;
		const dgInt32 bodyCount = cluster->m_bodyCount;
		dgBodyInfo* const bodyArrayPtr = (dgBodyInfo*) &world->m_bodiesMemory[0]; 
		dgBodyInfo* const bodyArray = &bodyArrayPtr[cluster->m_bodyStart];

		const dgFloat32 forceDamp = DG_FREEZZING_VELOCITY_DRAG;
		dgFloat32 maxAccel = dgFloat32 (0.0f);
		dgFloat32 maxAlpha = dgFloat32 (0.0f);
		dgFloat32 maxSpeed = dgFloat32 (0.0f);
		dgFloat32 maxOmega = dgFloat32 (0.0f);

		const dgFloat32 speedFreeze = world->m_freezeSpeed2;
		const dgFloat32 accelFreeze = world->m_freezeAccel2;
		const dgVector forceDampVect (forceDamp, forceDamp, forceDamp, dgFloat32 (0.0f));
		for (dgInt32 i = 1; i < bodyCount; i ++) {
			dgDynamicBody* const body = (dgDynamicBody*) bodyArray[i].m_body;
			if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
				dgAssert (body->m_invMass.m_w);

				const dgFloat32 accel2 = body->m_accel.DotProduct3(body->m_accel);
				const dgFloat32 alpha2 = body->m_alpha.DotProduct3(body->m_alpha);
				const dgFloat32 speed2 = body->m_veloc.DotProduct3(body->m_veloc);
				const dgFloat32 omega2 = body->m_omega.DotProduct3(body->m_omega);

				maxAccel = dgMax (maxAccel, accel2);
				maxAlpha = dgMax (maxAlpha, alpha2);
				maxSpeed = dgMax (maxSpeed, speed2);
				maxOmega = dgMax (maxOmega, omega2);

				bool equilibrium = (accel2 < accelFreeze) && (alpha2 < accelFreeze) && (speed2 < speedFreeze) && (omega2 < speedFreeze);
				if (equilibrium) {
					dgVector veloc (body->m_veloc * forceDampVect);
					dgVector omega = body->m_omega * forceDampVect;
					body->m_veloc = (dgVector (veloc.DotProduct4(veloc)) > m_velocTol) & veloc;
					body->m_omega = (dgVector (omega.DotProduct4(omega)) > m_velocTol) & omega;

				}
				body->m_equilibrium = dgUnsigned32 (equilibrium);
				stackSleeping &= equilibrium;
				isAutoSleep &= body->m_autoSleep;

				sleepCounter = dgMin (sleepCounter, body->m_sleepingCounter);
			}
			// clear accel and angular acceleration
			body->m_accel = dgVector::m_zero;
			body->m_alpha = dgVector::m_zero;
		}

		if (isAutoSleep) {
			if (stackSleeping) {
				// the island went to sleep mode, 
				for (dgInt32 i = 1; i < bodyCount; i ++) {
					dgBody* const body = bodyArray[i].m_body;
					dgAssert (body->IsRTTIType (dgBody::m_dynamicBodyRTTI) || body->IsRTTIType (dgBody::m_kinematicBodyRTTI));
					body->m_accel = dgVector::m_zero;
					body->m_alpha = dgVector::m_zero;
					body->m_veloc = dgVector::m_zero;
					body->m_omega = dgVector::m_zero;
				}
			} else {
				// island is not sleeping but may be resting with small residual velocity for a long time
				// see if we can force to go to sleep
				if ((maxAccel > world->m_sleepTable[DG_SLEEP_ENTRIES - 1].m_maxAccel) ||
					(maxAlpha > world->m_sleepTable[DG_SLEEP_ENTRIES - 1].m_maxAlpha) ||
					(maxSpeed > world->m_sleepTable[DG_SLEEP_ENTRIES - 1].m_maxVeloc) ||
					(maxOmega > world->m_sleepTable[DG_SLEEP_ENTRIES - 1].m_maxOmega)) {
					for (dgInt32 i = 1; i < bodyCount; i ++) {
						dgDynamicBody* const body = (dgDynamicBody*) bodyArray[i].m_body;
						if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
							body->m_sleepingCounter = 0;
						}
					}
				} else {
					dgInt32 index = 0;
					for (dgInt32 i = 0; i < DG_SLEEP_ENTRIES; i ++) {
						if ((maxAccel <= world->m_sleepTable[i].m_maxAccel) &&
							(maxAlpha <= world->m_sleepTable[i].m_maxAlpha) &&
							(maxSpeed <= world->m_sleepTable[i].m_maxVeloc) &&
							(maxOmega <= world->m_sleepTable[i].m_maxOmega)) {
								index = i;
								break;
						}
					}

					dgInt32 timeScaleSleepCount = dgInt32 (dgFloat32 (60.0f) * sleepCounter * timestep);
					if (timeScaleSleepCount > world->m_sleepTable[index].m_steps) {
						// force island to sleep
						stackSleeping = true;
						for (dgInt32 i = 1; i < bodyCount; i ++) {
							dgBody* const body = bodyArray[i].m_body;
							dgAssert (body->IsRTTIType (dgBody::m_dynamicBodyRTTI) || body->IsRTTIType (dgBody::m_kinematicBodyRTTI));
							body->m_accel = dgVector::m_zero;
							body->m_alpha = dgVector::m_zero;
							body->m_veloc = dgVector::m_zero;
							body->m_omega = dgVector::m_zero;
							body->m_equilibrium = true;
						}
					} else {
						sleepCounter ++;
						for (dgInt32 i = 1; i < bodyCount; i ++) {
							dgDynamicBody* const body = (dgDynamicBody*) bodyArray[i].m_body;
							if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
								body->m_sleepingCounter = sleepCounter;
							}
						}
					}
				}
			}
		} 


		if (!(isAutoSleep & stackSleeping)) {
			// island is not sleeping, need to integrate island velocity
			const dgUnsigned32 lru = world->GetBroadPhase()->m_lru;
			const dgInt32 jointCount = cluster->m_jointCount;
			dgJointInfo* const constraintArrayPtr = (dgJointInfo*) &world->m_jointsMemory[0];
			dgJointInfo* const constraintArray = &constraintArrayPtr[cluster->m_jointStart];

			dgFloat32 timeRemaining = timestep;
			const dgFloat32 timeTol = dgFloat32 (0.01f) * timestep;
			for (dgInt32 i = 0; (i < DG_MAX_CONTINUE_COLLISON_STEPS) && (timeRemaining > timeTol); i ++) {
				// calculate the closest time to impact 
				dgFloat32 timeToImpact = timeRemaining;
				for (dgInt32 j = 0; (j < jointCount) && (timeToImpact > timeTol); j ++) {
					dgContact* const contact = (dgContact*) constraintArray[j].m_joint;
					if (contact->GetId() == dgConstraint::m_contactConstraint) {
						dgDynamicBody* const body0 = (dgDynamicBody*)contact->m_body0;
						dgDynamicBody* const body1 = (dgDynamicBody*)contact->m_body1;
						if (body0->m_continueCollisionMode | body1->m_continueCollisionMode) {
							dgVector p;
							dgVector q;
							dgVector normal;
							timeToImpact = dgMin (timeToImpact, world->CalculateTimeToImpact (contact, timeToImpact, threadID, p, q, normal, dgFloat32 (-1.0f / 256.0f)));
						}
					}
				}

				if (timeToImpact > timeTol) {
					timeRemaining -= timeToImpact;
					for (dgInt32 j = 1; j < bodyCount; j ++) {
						dgDynamicBody* const body = (dgDynamicBody*) bodyArray[j].m_body;
						if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
							body->IntegrateVelocity(timeToImpact);
							body->UpdateWorlCollisionMatrix();
						}
					}
				} else {
					if (timeToImpact >= dgFloat32 (-1.0e-5f)) {
						for (dgInt32 j = 1; j < bodyCount; j++) {
							dgDynamicBody* const body = (dgDynamicBody*)bodyArray[j].m_body;
							if (body->IsRTTIType(dgBody::m_dynamicBodyRTTI)) {
								body->IntegrateVelocity(timeToImpact);
								body->UpdateWorlCollisionMatrix();
							}
						}
					}

					CalculateClusterContacts (cluster, timeRemaining, lru, threadID);
					BuildJacobianMatrix (cluster, threadID, 0.0f);
					IntegrateReactionsForces (cluster, threadID, 0.0f, DG_SOLVER_MAX_ERROR);

					bool clusterReceding = true;
					const dgFloat32 step = timestep * dgFloat32 (1.0f / DG_MAX_CONTINUE_COLLISON_STEPS); 
					for (dgInt32 k = 0; (k < DG_MAX_CONTINUE_COLLISON_STEPS) && clusterReceding; k ++) {
						dgFloat32 smallTimeStep = dgMin (step, timeRemaining);
						timeRemaining -= smallTimeStep;
						for (dgInt32 j = 1; j < bodyCount; j ++) {
							dgDynamicBody* const body = (dgDynamicBody*) bodyArray[j].m_body;
							if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
								body->IntegrateVelocity (smallTimeStep);
								body->UpdateWorlCollisionMatrix();
							}
						}

						clusterReceding = false;
						if (timeRemaining > timeTol) {
							CalculateClusterContacts (cluster, timeRemaining, lru, threadID);

							bool isColliding = false;
							for (dgInt32 j = 0; (j < jointCount) && !isColliding; j ++) {
								dgContact* const contact = (dgContact*) constraintArray[j].m_joint;
								if (contact->GetId() == dgConstraint::m_contactConstraint) {

									const dgBody* const body0 = contact->m_body0;
									const dgBody* const body1 = contact->m_body1;

									const dgVector& veloc0 = body0->m_veloc;
									const dgVector& veloc1 = body1->m_veloc;

									const dgVector& omega0 = body0->m_omega;
									const dgVector& omega1 = body1->m_omega;

									const dgVector& com0 = body0->m_globalCentreOfMass;
									const dgVector& com1 = body1->m_globalCentreOfMass;
									
									for (dgList<dgContactMaterial>::dgListNode* node = contact->GetFirst(); node; node = node->GetNext()) {
										const dgContactMaterial* const contactMaterial = &node->GetInfo();
										dgVector vel0 (veloc0 + omega0.CrossProduct3(contactMaterial->m_point - com0));
										dgVector vel1 (veloc1 + omega1.CrossProduct3(contactMaterial->m_point - com1));
										dgVector vRel (vel0 - vel1);
										dgAssert (contactMaterial->m_normal.m_w == dgFloat32 (0.0f));
										dgFloat32 speed = vRel.DotProduct4(contactMaterial->m_normal).m_w;
										isColliding |= (speed < dgFloat32 (0.0f));
									}
								}
							}
							clusterReceding = !isColliding;
						}
					}
				}
			}

			if (timeRemaining > dgFloat32 (0.0)) {
				for (dgInt32 j = 1; j < bodyCount; j ++) {
					dgDynamicBody* const body = (dgDynamicBody*) bodyArray[j].m_body;
					if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
						body->IntegrateVelocity(timeRemaining);
						body->UpdateCollisionMatrix (timeRemaining, threadID);
					}
				}
			} else {
				for (dgInt32 j = 1; j < bodyCount; j ++) {
					dgDynamicBody* const body = (dgDynamicBody*) bodyArray[j].m_body;
					if (body->IsRTTIType (dgBody::m_dynamicBodyRTTI)) {
						body->UpdateCollisionMatrix (timestep, threadID);
					}
				}
			}
		}
	}
}