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sopiro contact



import { RigidBody } from "./rigidbody.js"; import { Matrix2, Vector2 } from "./math.js"; import { Settings } from "./settings.js"; import as Util from "./util.js"; import { Constraint } from "./constraint.js"; import { ContactPoint } from "./detection.js"; enum ContactType { Normal, Tangent } interface Jacobian { va: Vector2; wa: number; vb: Vector2; wb: number; } class ContactSolver { private manifold: ContactManifold; private bodyA: RigidBody; private bodyB: RigidBody; private contactPoint: Vector2; private contactType!: ContactType; private beta: number; private restitution: number; private friction: number; private ra!: Vector2; private rb!: Vector2; public jacobian!: Jacobian; public bias!: number; public effectiveMass!: number; public impulseSum: number = 0.0; // For accumulated impulse constructor(manifold: ContactManifold, contactPoint: Vector2) { this.manifold = manifold; this.bodyA = manifold.bodyA; this.bodyB = manifold.bodyB; this.contactPoint = contactPoint; this.beta = Settings.positionCorrectionBeta; this.restitution = this.bodyA.restitution this.bodyB.restitution; this.friction = this.bodyA.friction this.bodyB.friction; } prepare(dir: Vector2, contactType: ContactType, featureFlipped: boolean) { // Calculate Jacobian J and effective mass M // J = [-dir, -ra × dir, dir, rb × dir] (dir: Contact vector, normal or tangent) // M = (J · M^-1 · J^t)^-1 this.contactType = contactType; this.ra = this.contactPoint.sub(this.bodyA.position); this.rb = this.contactPoint.sub(this.bodyB.position); this.jacobian = { va: dir.inverted(), wa: -this.ra!.cross(dir), vb: dir, wb: this.rb!.cross(dir), } this.bias = 0.0; if (this.contactType == ContactType.Normal) { // Relative velocity at contact point let relativeVelocity = this.bodyB.linearVelocity.add(Util.cross(this.bodyB.angularVelocity, this.rb)) .sub(this.bodyA.linearVelocity.add(Util.cross(this.bodyA.angularVelocity, this.ra))); let normalVelocity = this.manifold.contactNormal.dot(relativeVelocity); if (Settings.positionCorrection) this.bias = -(this.beta Settings.inv_dt) Math.max(this.manifold.penetrationDepth! - Settings.penetrationSlop, 0.0); this.bias += this.restitution Math.min(normalVelocity + Settings.restitutionSlop, 0.0); // if (approachingVelocity + Settings.restitutionSlop < 0) this.bias += this.restitution approachingVelocity; } else { // Bias for surface speed that enables the conveyor belt-like behavior this.bias = -(this.bodyB.surfaceSpeed - this.bodyA.surfaceSpeed); if (featureFlipped) this.bias = -1; } let k: number = + this.bodyA.inverseMass + this.jacobian.wa this.bodyA.inverseInertia this.jacobian.wa + this.bodyB.inverseMass + this.jacobian.wb this.bodyB.inverseInertia this.jacobian.wb; this.effectiveMass = k > 0.0 ? 1.0 / k : 0.0; // Apply the old impulse calculated in the previous time step if (Settings.warmStarting) this.applyImpulse(this.impulseSum); } solve(normalContact?: ContactSolver) { // Calculate corrective impulse: Pc // Pc = J^t λ (λ: lagrangian multiplier) // λ = (J · M^-1 · J^t)^-1 ⋅ -(J·v+b) // Jacobian velocity vector (Normal velocity) let jv: number = + this.jacobian.va.dot(this.bodyA.linearVelocity) + this.jacobian.wa this.bodyA.angularVelocity + this.jacobian.vb.dot(this.bodyB.linearVelocity) + this.jacobian.wb this.bodyB.angularVelocity; let lambda = this.effectiveMass -(jv + this.bias); let oldImpulseSum = this.impulseSum; switch (this.contactType) { case ContactType.Normal: { if (Settings.impulseAccumulation) this.impulseSum = Math.max(0.0, this.impulseSum + lambda); else this.impulseSum = Math.max(0.0, lambda); break; } case ContactType.Tangent: { let maxFriction = this.friction normalContact!.impulseSum; if (Settings.impulseAccumulation) this.impulseSum = Util.clamp(this.impulseSum + lambda, -maxFriction, maxFriction); else this.impulseSum = Util.clamp(lambda, -maxFriction, maxFriction); break; } } if (Settings.impulseAccumulation) lambda = this.impulseSum - oldImpulseSum; else lambda = this.impulseSum; // Apply impulse this.applyImpulse(lambda); } private applyImpulse(lambda: number) { // V2 = V2' + M^-1 ⋅ Pc // Pc = J^t ⋅ λ this.bodyA.linearVelocity = this.bodyA.linearVelocity.add(this.jacobian.va.mul(this.bodyA.inverseMass lambda)); this.bodyA.angularVelocity = this.bodyA.angularVelocity + this.bodyA.inverseInertia this.jacobian.wa lambda; this.bodyB.linearVelocity = this.bodyB.linearVelocity.add(this.jacobian.vb.mul(this.bodyB.inverseMass lambda)); this.bodyB.angularVelocity = this.bodyB.angularVelocity + this.bodyB.inverseInertia this.jacobian.wb lambda; } } class BlockSolver { private bodyA: RigidBody; private bodyB: RigidBody; // Normal contacts private nc1!: ContactSolver; private nc2!: ContactSolver; // Jacobians private j1!: Jacobian; private j2!: Jacobian; private k!: Matrix2; private m!: Matrix2; constructor(manifold: ContactManifold) { this.bodyA = manifold.bodyA; this.bodyB = manifold.bodyB; } prepare(normalContacts: ContactSolver[]) { // Calculate Jacobian J and effective mass M // J = [-n, -ra1 × n, n, rb1 × n // -n, -ra2 × n, n, rb2 × n] // K = (J · M^-1 · J^t) // M = K^-1 this.nc1 = normalContacts[0]; this.nc2 = normalContacts[1]; this.j1 = normalContacts[0].jacobian; this.j2 = normalContacts[1].jacobian; this.k = new Matrix2(); this.k.m00 = + this.bodyA.inverseMass + this.j1.wa this.bodyA.inverseInertia this.j1.wa + this.bodyB.inverseMass + this.j1.wb this.bodyB.inverseInertia this.j1.wb; this.k.m11 = + this.bodyA.inverseMass + this.j2.wa this.bodyA.inverseInertia this.j2.wa + this.bodyB.inverseMass + this.j2.wb this.bodyB.inverseInertia this.j2.wb; this.k.m01 = + this.bodyA.inverseMass + this.j1.wa this.bodyA.inverseInertia this.j2.wa + this.bodyB.inverseMass + this.j1.wb this.bodyB.inverseInertia this.j2.wb; this.k.m10 = this.k.m01; Util.assert(this.k.determinant != 0); this.m = this.k.inverted(); } solve() { // The comments below are copied from Box2D::b2_contact_solver.cpp // Check out Box2D: https://box2d.org // // Block solver developed in collaboration with Dirk Gregorius (back in 01/07 on Box2D_Lite). // Build the mini LCP for this contact patch // // vn = A x + b, vn >= 0, x >= 0 and vn_i x_i = 0 with i = 1..2 // // A = J W JT and J = ( -n, -r1 x n, n, r2 x n ) // b = vn0 - velocityBias // // The system is solved using the "Total enumeration method" (s. Murty). The complementary constraint vn_i x_i // implies that we must have in any solution either vn_i = 0 or x_i = 0. So for the 2D contact problem the cases // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0 and vn1 = 0 need to be tested. The first valid // solution that satisfies the problem is chosen. // // In order to account of the accumulated impulse 'a' (because of the iterative nature of the solver which only requires // that the accumulated impulse is clamped and not the incremental impulse) we change the impulse variable (x_i). // // Substitute: // // x = a + d // // a := old total impulse // x := new total impulse // d := incremental impulse // // For the current iteration we extend the formula for the incremental impulse // to compute the new total impulse: // // vn = A d + b // = A (x - a) + b // = A x + b - A a // = A x + b' // b' = b - A a; let a = new Vector2(this.nc1.impulseSum, this.nc2.impulseSum); // old total impulse Util.assert(a.x >= 0.0, a.y >= 0.0); // (Velocity constraint) Normal velocity: Jv = 0 let vn1: number = + this.nc1.jacobian.va.dot(this.bodyA.linearVelocity) + this.nc1.jacobian.wa this.bodyA.angularVelocity + this.nc1.jacobian.vb.dot(this.bodyB.linearVelocity) + this.nc1.jacobian.wb this.bodyB.angularVelocity; let vn2: number = + this.nc2.jacobian.va.dot(this.bodyA.linearVelocity) + this.nc2.jacobian.wa this.bodyA.angularVelocity + this.nc2.jacobian.vb.dot(this.bodyB.linearVelocity) + this.nc2.jacobian.wb this.bodyB.angularVelocity; let b = new Vector2(vn1 + this.nc1.bias, vn2 + this.nc2.bias); // b' = b - K a b = b.sub(this.k.mulVector(a)); let x: Vector2; // Lambda while (true) { // // Case 1: vn = 0 // Both constraints are violated // // 0 = A x + b' // // Solve for x: // // x = - inv(A) b' // x = this.m.mulVector(b).inverted(); if (x.x >= 0.0 && x.y >= 0.0) break; // // Case 2: vn1 = 0 and x2 = 0 // The first constraint is violated and the second constraint is satisfied // // 0 = a11 x1 + a12 0 + b1' // vn2 = a21 x1 + a22 0 + b2' // x.x = this.nc1.effectiveMass -b.x; x.y = 0.0; vn1 = 0.0; vn2 = this.k.m01 x.x + b.y; if (x.x >= 0.0 && vn2 >= 0.0) break; // // Case 3: vn2 = 0 and x1 = 0 // The first constraint is satisfied and the second constraint is violated // // vn1 = a11 0 + a12 x2 + b1' // 0 = a21 0 + a22 x2 + b2' // x.x = 0.0; x.y = this.nc2.effectiveMass -b.y; vn1 = this.k.m10 x.y + b.x; vn2 = 0.0; if (x.y >= 0.0 && vn1 >= 0.0) break; // // Case 4: x1 = 0 and x2 = 0 // Both constraints are satisfied // // vn1 = b1 // vn2 = b2; // x.x = 0.0; x.y = 0.0; vn1 = b.x; vn2 = b.y; if (vn1 >= 0.0 && vn2 >= 0.0) break; // How did you reach here?! something went wrong! Util.assert(false); break; } // Get the incremental impulse let d = x.sub(a); this.applyImpulse(d); // Accumulate this.nc1.impulseSum = x.x; this.nc2.impulseSum = x.y; } private applyImpulse(lambda: Vector2): void { // V2 = V2' + M^-1 ⋅ Pc // Pc = J^t ⋅ λ this.bodyA.linearVelocity = this.bodyA.linearVelocity.add(this.j1.va.mul(this.bodyA.inverseMass (lambda.x + lambda.y))); this.bodyA.angularVelocity = this.bodyA.angularVelocity + this.bodyA.inverseInertia (this.j1.wa lambda.x + this.j2.wa lambda.y); this.bodyB.linearVelocity = this.bodyB.linearVelocity.add(this.j1.vb.mul(this.bodyB.inverseMass (lambda.x + lambda.y))); this.bodyB.angularVelocity = this.bodyB.angularVelocity + this.bodyB.inverseInertia (this.j1.wb lambda.x + this.j2.wb lambda.y); } } export interface ContactInfo { other: RigidBody, numContacts: number; contactDir: Vector2; contactPoints: Vector2[]; impulse: number; } export class ContactManifold extends Constraint { // Contact informations public readonly penetrationDepth: number; public readonly contactNormal: Vector2; public readonly contactTangent: Vector2; public readonly contactPoints: ContactPoint[]; private readonly normalContacts: ContactSolver[] = []; private readonly tangentContacts: ContactSolver[] = []; private readonly blockSolver!: BlockSolver; private readonly featureFlipped; public persistent = false; constructor( bodyA: RigidBody, bodyB: RigidBody, contactPoints: ContactPoint[], penetrationDepth: number, contactNormal: Vector2, featureFlipped: boolean ) { super(bodyA, bodyB); this.contactPoints = contactPoints; this.penetrationDepth = penetrationDepth; this.contactNormal = contactNormal; this.contactTangent = new Vector2(-contactNormal.y, contactNormal.x); this.featureFlipped = featureFlipped; for (let i = 0; i < this.numContacts; i++) { this.normalContacts.push(new ContactSolver(this, contactPoints[i].point)); this.tangentContacts.push(new ContactSolver(this, contactPoints[i].point)); } if (this.numContacts == 2 && Settings.blockSolve) { this.blockSolver = new BlockSolver(this); } } override prepare(): void { for (let i = 0; i < this.numContacts; i++) { this.normalContacts[i].prepare(this.contactNormal, ContactType.Normal, this.featureFlipped); this.tangentContacts[i].prepare(this.contactTangent, ContactType.Tangent, this.featureFlipped); } // If we have two contact points, then prepare the block solver. if (this.numContacts == 2 && Settings.blockSolve) { this.blockSolver.prepare(this.normalContacts); } } override solve(): void { // Solve tangent constraint first for (let i = 0; i < this.numContacts; i++) { this.tangentContacts[i].solve(this.normalContacts[i]); } if (this.numContacts == 1 || !Settings.blockSolve) { for (let i = 0; i < this.numContacts; i++) { this.normalContacts[i].solve(); } } else // Solve two contact constraint in one shot using block solver { this.blockSolver.solve(); } } protected override applyImpulse(): void { } tryWarmStart(oldManifold: ContactManifold) { for (let n = 0; n < this.numContacts; n++) { let o = 0; for (; o < oldManifold.numContacts; o++) { if (this.contactPoints[n].id == oldManifold.contactPoints[o].id) { if (Settings.applyWarmStartingThreshold) { let dist = Util.squared_distance(this.contactPoints[n].point, oldManifold.contactPoints[o].point); // If contact points are close enough, warm start. // Otherwise, it means it's penetrating too deeply, skip the warm starting to prevent the overshoot if (dist < Settings.warmStartingThreshold) break; } else { break; } } } if (o < oldManifold.numContacts) { this.normalContacts[n].impulseSum = oldManifold.normalContacts[o].impulseSum; this.tangentContacts[n].impulseSum = oldManifold.tangentContacts[o].impulseSum; this.persistent = true; } } } get numContacts() { return this.contactPoints.length; } getContactInfo(flip: boolean): ContactInfo { let contactInfo: ContactInfo = { other: flip ? this.bodyB : this.bodyA, numContacts: this.numContacts, contactDir: flip ? this.contactNormal.inverted() : this.contactNormal.copy(), contactPoints: [], impulse: 0, } for (let i = 0; i < this.numContacts; i++) { contactInfo.contactPoints.push(this.contactPoints[i].point.copy()); contactInfo.impulse += this.normalContacts[i].impulseSum; } return contactInfo; } }


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