-
Notifications
You must be signed in to change notification settings - Fork 48
/
DynamicsB2Island.go
504 lines (398 loc) · 15.7 KB
/
DynamicsB2Island.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
package box2d
import (
"math"
)
/// This is an internal class.
type B2Island struct {
M_listener B2ContactListenerInterface
M_bodies []*B2Body
M_contacts []B2ContactInterface // has to be backed by pointers
M_joints []B2JointInterface // has to be backed by pointers
M_positions []B2Position
M_velocities []B2Velocity
M_bodyCount int
M_jointCount int
M_contactCount int
M_bodyCapacity int
M_contactCapacity int
M_jointCapacity int
}
func (island *B2Island) Clear() {
island.M_bodyCount = 0
island.M_contactCount = 0
island.M_jointCount = 0
}
func (island *B2Island) AddBody(body *B2Body) {
B2Assert(island.M_bodyCount < island.M_bodyCapacity)
body.M_islandIndex = island.M_bodyCount
island.M_bodies[island.M_bodyCount] = body
island.M_bodyCount++
}
func (island *B2Island) AddContact(contact B2ContactInterface) { // contact has to be a pointer
B2Assert(island.M_contactCount < island.M_contactCapacity)
island.M_contacts[island.M_contactCount] = contact
island.M_contactCount++
}
func (island *B2Island) Add(joint B2JointInterface) { // joint has to be a pointer
B2Assert(island.M_jointCount < island.M_jointCapacity)
island.M_joints[island.M_jointCount] = joint
island.M_jointCount++
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// B2Island.cpp
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
/*
Position Correction Notes
=========================
I tried the several algorithms for position correction of the 2D revolute joint.
I looked at these systems:
- simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
- suspension bridge with 30 1m long planks of length 1m.
- multi-link chain with 30 1m long links.
Here are the algorithms:
Baumgarte - A fraction of the position error is added to the velocity error. There is no
separate position solver.
Pseudo Velocities - After the velocity solver and position integration,
the position error, Jacobian, and effective mass are recomputed. Then
the velocity constraints are solved with pseudo velocities and a fraction
of the position error is added to the pseudo velocity error. The pseudo
velocities are initialized to zero and there is no warm-starting. After
the position solver, the pseudo velocities are added to the positions.
This is also called the First Order World method or the Position LCP method.
Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
position error is re-computed for each constraint and the positions are updated
after the constraint is solved. The radius vectors (aka Jacobians) are
re-computed too (otherwise the algorithm has horrible instability). The pseudo
velocity states are not needed because they are effectively zero at the beginning
of each iteration. Since we have the current position error, we allow the
iterations to terminate early if the error becomes smaller than b2_linearSlop.
Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
each time a constraint is solved.
Here are the results:
Baumgarte - this is the cheapest algorithm but it has some stability problems,
especially with the bridge. The chain links separate easily close to the root
and they jitter as they struggle to pull together. This is one of the most common
methods in the field. The big drawback is that the position correction artificially
affects the momentum, thus leading to instabilities and false bounce. I used a
bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
factor makes joints and contacts more spongy.
Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
stable. However, joints still separate with large angular velocities. Drag the
simple pendulum in a circle quickly and the joint will separate. The chain separates
easily and does not recover. I used a bias factor of 0.2. A larger value lead to
the bridge collapsing when a heavy cube drops on it.
Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
Velocities, but in other ways it is worse. The bridge and chain are much more
stable, but the simple pendulum goes unstable at high angular velocities.
Full NGS - stable in all tests. The joints display good stiffness. The bridge
still sags, but this is better than infinite forces.
Recommendations
Pseudo Velocities are not really worthwhile because the bridge and chain cannot
recover from joint separation. In other cases the benefit over Baumgarte is small.
Modified NGS is not a robust method for the revolute joint due to the violent
instability seen in the simple pendulum. Perhaps it is viable with other constraint
types, especially scalar constraints where the effective mass is a scalar.
This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
and is very fast. I don't think we can escape Baumgarte, especially in highly
demanding cases where high constraint fidelity is not needed.
Full NGS is robust and easy on the eyes. I recommend this as an option for
higher fidelity simulation and certainly for suspension bridges and long chains.
Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
joint separation can be problematic. The number of NGS iterations can be reduced
for better performance without harming robustness much.
Each joint in a can be handled differently in the position solver. So I recommend
a system where the user can select the algorithm on a per joint basis. I would
probably default to the slower Full NGS and let the user select the faster
Baumgarte method in performance critical scenarios.
*/
/*
Cache Performance
The Box2D solvers are dominated by cache misses. Data structures are designed
to increase the number of cache hits. Much of misses are due to random access
to body data. The constraint structures are iterated over linearly, which leads
to few cache misses.
The bodies are not accessed during iteration. Instead read only data, such as
the mass values are stored with the constraints. The mutable data are the constraint
impulses and the bodies velocities/positions. The impulses are held inside the
constraint structures. The body velocities/positions are held in compact, temporary
arrays to increase the number of cache hits. Linear and angular velocity are
stored in a single array since multiple arrays lead to multiple misses.
*/
/*
2D Rotation
R = [cos(theta) -sin(theta)]
[sin(theta) cos(theta) ]
thetaDot = omega
Let q1 = cos(theta), q2 = sin(theta).
R = [q1 -q2]
[q2 q1]
q1Dot = -thetaDot * q2
q2Dot = thetaDot * q1
q1_new = q1_old - dt * w * q2
q2_new = q2_old + dt * w * q1
then normalize.
This might be faster than computing sin+cos.
However, we can compute sin+cos of the same angle fast.
*/
func MakeB2Island(bodyCapacity int, contactCapacity int, jointCapacity int, listener B2ContactListenerInterface) B2Island {
island := B2Island{}
island.M_bodyCapacity = bodyCapacity
island.M_contactCapacity = contactCapacity
island.M_jointCapacity = jointCapacity
island.M_bodyCount = 0
island.M_contactCount = 0
island.M_jointCount = 0
island.M_listener = listener
island.M_bodies = make([]*B2Body, bodyCapacity)
island.M_contacts = make([]B2ContactInterface, contactCapacity)
island.M_joints = make([]B2JointInterface, jointCapacity)
island.M_velocities = make([]B2Velocity, bodyCapacity)
island.M_positions = make([]B2Position, bodyCapacity)
return island
}
func (island *B2Island) Destroy() {
}
func (island *B2Island) Solve(profile *B2Profile, step B2TimeStep, gravity B2Vec2, allowSleep bool) {
timer := MakeB2Timer()
h := step.Dt
// Integrate velocities and apply damping. Initialize the body state.
for i := 0; i < island.M_bodyCount; i++ {
b := island.M_bodies[i]
c := b.M_sweep.C
a := b.M_sweep.A
v := b.M_linearVelocity
w := b.M_angularVelocity
// Store positions for continuous collision.
b.M_sweep.C0 = b.M_sweep.C
b.M_sweep.A0 = b.M_sweep.A
if b.M_type == B2BodyType.B2_dynamicBody {
// Integrate velocities.
v.OperatorPlusInplace(
B2Vec2MulScalar(
h,
B2Vec2Add(
B2Vec2MulScalar(b.M_gravityScale, gravity),
B2Vec2MulScalar(b.M_invMass, b.M_force),
),
),
)
w += h * b.M_invI * b.M_torque
// Apply damping.
// ODE: dv/dt + c * v = 0
// Solution: v(t) = v0 * exp(-c * t)
// Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
// v2 = exp(-c * dt) * v1
// Pade approximation:
// v2 = v1 * 1 / (1 + c * dt)
v.OperatorScalarMulInplace(1.0 / (1.0 + h*b.M_linearDamping))
w *= 1.0 / (1.0 + h*b.M_angularDamping)
}
island.M_positions[i].C = c
island.M_positions[i].A = a
island.M_velocities[i].V = v
island.M_velocities[i].W = w
}
timer.Reset()
// Solver data
solverData := MakeB2SolverData()
solverData.Step = step
solverData.Positions = island.M_positions
solverData.Velocities = island.M_velocities
// Initialize velocity constraints.
contactSolverDef := MakeB2ContactSolverDef()
contactSolverDef.Step = step
contactSolverDef.Contacts = island.M_contacts
contactSolverDef.Count = island.M_contactCount
contactSolverDef.Positions = island.M_positions
contactSolverDef.Velocities = island.M_velocities
contactSolver := MakeB2ContactSolver(&contactSolverDef)
contactSolver.InitializeVelocityConstraints()
if step.WarmStarting {
contactSolver.WarmStart()
}
for i := 0; i < island.M_jointCount; i++ {
island.M_joints[i].InitVelocityConstraints(solverData)
}
profile.SolveInit = timer.GetMilliseconds()
// Solve velocity constraints
timer.Reset()
for i := 0; i < step.VelocityIterations; i++ {
for j := 0; j < island.M_jointCount; j++ {
island.M_joints[j].SolveVelocityConstraints(solverData)
}
contactSolver.SolveVelocityConstraints()
}
// Store impulses for warm starting
contactSolver.StoreImpulses()
profile.SolveVelocity = timer.GetMilliseconds()
// Integrate positions
for i := 0; i < island.M_bodyCount; i++ {
c := island.M_positions[i].C
a := island.M_positions[i].A
v := island.M_velocities[i].V
w := island.M_velocities[i].W
// Check for large velocities
translation := B2Vec2MulScalar(h, v)
if B2Vec2Dot(translation, translation) > B2_maxTranslationSquared {
ratio := B2_maxTranslation / translation.Length()
v.OperatorScalarMulInplace(ratio)
}
rotation := h * w
if rotation*rotation > B2_maxRotationSquared {
ratio := B2_maxRotation / math.Abs(rotation)
w *= ratio
}
// Integrate
c.OperatorPlusInplace(B2Vec2MulScalar(h, v))
a += h * w
island.M_positions[i].C = c
island.M_positions[i].A = a
island.M_velocities[i].V = v
island.M_velocities[i].W = w
}
// Solve position constraints
timer.Reset()
positionSolved := false
for i := 0; i < step.PositionIterations; i++ {
contactsOkay := contactSolver.SolvePositionConstraints()
jointsOkay := true
for j := 0; j < island.M_jointCount; j++ {
jointOkay := island.M_joints[j].SolvePositionConstraints(solverData)
jointsOkay = jointsOkay && jointOkay
}
if contactsOkay && jointsOkay {
// Exit early if the position errors are small.
positionSolved = true
break
}
}
// Copy state buffers back to the bodies
for i := 0; i < island.M_bodyCount; i++ {
body := island.M_bodies[i]
body.M_sweep.C = island.M_positions[i].C
body.M_sweep.A = island.M_positions[i].A
body.M_linearVelocity = island.M_velocities[i].V
body.M_angularVelocity = island.M_velocities[i].W
body.SynchronizeTransform()
}
profile.SolvePosition = timer.GetMilliseconds()
island.Report(contactSolver.M_velocityConstraints)
if allowSleep {
minSleepTime := B2_maxFloat
linTolSqr := B2_linearSleepTolerance * B2_linearSleepTolerance
angTolSqr := B2_angularSleepTolerance * B2_angularSleepTolerance
for i := 0; i < island.M_bodyCount; i++ {
b := island.M_bodies[i]
if b.GetType() == B2BodyType.B2_staticBody {
continue
}
if (b.M_flags&B2Body_Flags.E_autoSleepFlag) == 0 || b.M_angularVelocity*b.M_angularVelocity > angTolSqr || B2Vec2Dot(b.M_linearVelocity, b.M_linearVelocity) > linTolSqr {
b.M_sleepTime = 0.0
minSleepTime = 0.0
} else {
b.M_sleepTime += h
minSleepTime = math.Min(minSleepTime, b.M_sleepTime)
}
}
if minSleepTime >= B2_timeToSleep && positionSolved {
for i := 0; i < island.M_bodyCount; i++ {
b := island.M_bodies[i]
b.SetAwake(false)
}
}
}
}
func (island *B2Island) SolveTOI(subStep B2TimeStep, toiIndexA int, toiIndexB int) {
B2Assert(toiIndexA < island.M_bodyCount)
B2Assert(toiIndexB < island.M_bodyCount)
// Initialize the body state.
for i := 0; i < island.M_bodyCount; i++ {
b := island.M_bodies[i]
island.M_positions[i].C = b.M_sweep.C
island.M_positions[i].A = b.M_sweep.A
island.M_velocities[i].V = b.M_linearVelocity
island.M_velocities[i].W = b.M_angularVelocity
}
contactSolverDef := MakeB2ContactSolverDef()
contactSolverDef.Contacts = island.M_contacts
contactSolverDef.Count = island.M_contactCount
contactSolverDef.Step = subStep
contactSolverDef.Positions = island.M_positions
contactSolverDef.Velocities = island.M_velocities
contactSolver := MakeB2ContactSolver(&contactSolverDef)
// Solve position constraints.
for i := 0; i < subStep.PositionIterations; i++ {
contactsOkay := contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB)
if contactsOkay {
break
}
}
// Leap of faith to new safe state.
island.M_bodies[toiIndexA].M_sweep.C0 = island.M_positions[toiIndexA].C
island.M_bodies[toiIndexA].M_sweep.A0 = island.M_positions[toiIndexA].A
island.M_bodies[toiIndexB].M_sweep.C0 = island.M_positions[toiIndexB].C
island.M_bodies[toiIndexB].M_sweep.A0 = island.M_positions[toiIndexB].A
// No warm starting is needed for TOI events because warm
// starting impulses were applied in the discrete solver.
contactSolver.InitializeVelocityConstraints()
// Solve velocity constraints.
for i := 0; i < subStep.VelocityIterations; i++ {
contactSolver.SolveVelocityConstraints()
}
// Don't store the TOI contact forces for warm starting
// because they can be quite large.
h := subStep.Dt
// Integrate positions
for i := 0; i < island.M_bodyCount; i++ {
c := island.M_positions[i].C
a := island.M_positions[i].A
v := island.M_velocities[i].V
w := island.M_velocities[i].W
// Check for large velocities
translation := B2Vec2MulScalar(h, v)
if B2Vec2Dot(translation, translation) > B2_maxTranslationSquared {
ratio := B2_maxTranslation / translation.Length()
v.OperatorScalarMulInplace(ratio)
}
rotation := h * w
if rotation*rotation > B2_maxRotationSquared {
ratio := B2_maxRotation / math.Abs(rotation)
w *= ratio
}
// Integrate
c.OperatorPlusInplace(B2Vec2MulScalar(h, v))
a += h * w
island.M_positions[i].C = c
island.M_positions[i].A = a
island.M_velocities[i].V = v
island.M_velocities[i].W = w
// Sync bodies
body := island.M_bodies[i]
body.M_sweep.C = c
body.M_sweep.A = a
body.M_linearVelocity = v
body.M_angularVelocity = w
body.SynchronizeTransform()
}
island.Report(contactSolver.M_velocityConstraints)
}
func (island *B2Island) Report(constraints []B2ContactVelocityConstraint) {
if island.M_listener == nil {
return
}
for i := 0; i < island.M_contactCount; i++ {
c := island.M_contacts[i]
vc := constraints[i]
impulse := MakeB2ContactImpulse()
impulse.Count = vc.PointCount
for j := 0; j < vc.PointCount; j++ {
impulse.NormalImpulses[j] = vc.Points[j].NormalImpulse
impulse.TangentImpulses[j] = vc.Points[j].TangentImpulse
}
island.M_listener.PostSolve(c, &impulse)
}
}