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Optimization of Resolver.solvePosition method
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0895d81fa1
commit
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3 changed files with 42 additions and 32 deletions
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@ -49,6 +49,7 @@ var Axes = require('../geometry/Axes');
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force: { x: 0, y: 0 },
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torque: 0,
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positionImpulse: { x: 0, y: 0 },
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previousPositionImpulse: { x: 0, y: 0 },
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constraintImpulse: { x: 0, y: 0, angle: 0 },
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totalContacts: 0,
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speed: 0,
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@ -50,21 +50,31 @@ var Bounds = require('../geometry/Bounds');
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* @param {pair[]} pairs
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* @param {number} timeScale
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*/
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Resolver.solvePosition = function(pairs, timeScale) {
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Resolver.solvePosition = function(pairs, bodies, timeScale) {
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var i,
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normalX,
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normalY,
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pair,
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collision,
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bodyA,
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bodyB,
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normal,
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bodyBtoA,
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separation,
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penetration,
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positionImpulseA,
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positionImpulseB,
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contactShare,
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bodyBtoAX,
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bodyBtoAY,
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positionImpulse,
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contactCount = {},
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tempA = Vector._temp[0],
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tempB = Vector._temp[1],
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tempC = Vector._temp[2],
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tempD = Vector._temp[3];
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impulseCoefficient = timeScale * Resolver._positionDampen;
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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body.previousPositionImpulse.x = body.positionImpulse.x;
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body.previousPositionImpulse.y = body.positionImpulse.y;
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}
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// find impulses required to resolve penetration
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for (i = 0; i < pairs.length; i++) {
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@ -78,43 +88,42 @@ var Bounds = require('../geometry/Bounds');
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bodyB = collision.parentB;
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normal = collision.normal;
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// get current separation between body edges involved in collision
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bodyBtoA = Vector.sub(Vector.add(bodyB.positionImpulse, bodyB.position, tempA),
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Vector.add(bodyA.positionImpulse,
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Vector.sub(bodyB.position, collision.penetration, tempB), tempC), tempD);
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positionImpulseA = bodyA.previousPositionImpulse;
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positionImpulseB = bodyB.previousPositionImpulse;
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pair.separation = Vector.dot(normal, bodyBtoA);
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}
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penetration = collision.penetration;
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for (i = 0; i < pairs.length; i++) {
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pair = pairs[i];
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// bodyBtoA = positionImpulseB - positionImpulseA + penetration
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bodyBtoAX = positionImpulseB.x - positionImpulseA.x + penetration.x;
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bodyBtoAY = positionImpulseB.y - positionImpulseA.y + penetration.y;
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if (!pair.isActive || pair.isSensor)
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continue;
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normalX = normal.x;
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normalY = normal.y;
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collision = pair.collision;
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bodyA = collision.parentA;
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bodyB = collision.parentB;
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normal = collision.normal;
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positionImpulse = (pair.separation - pair.slop) * timeScale;
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// separation = dot(normal, bodyBtoA)
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separation = normalX * bodyBtoAX + normalY * bodyBtoAY;
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pair.separation = separation;
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positionImpulse = (separation - pair.slop) * impulseCoefficient;
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if (bodyA.isStatic || bodyB.isStatic)
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positionImpulse *= 2;
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if (!(bodyA.isStatic || bodyA.isSleeping)) {
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contactShare = Resolver._positionDampen / bodyA.totalContacts;
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bodyA.positionImpulse.x += normal.x * positionImpulse * contactShare;
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bodyA.positionImpulse.y += normal.y * positionImpulse * contactShare;
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contactShare = positionImpulse / bodyA.totalContacts;
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bodyA.positionImpulse.x += normalX * contactShare;
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bodyA.positionImpulse.y += normalY * contactShare;
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}
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if (!(bodyB.isStatic || bodyB.isSleeping)) {
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contactShare = Resolver._positionDampen / bodyB.totalContacts;
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bodyB.positionImpulse.x -= normal.x * positionImpulse * contactShare;
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bodyB.positionImpulse.y -= normal.y * positionImpulse * contactShare;
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contactShare = positionImpulse / bodyB.totalContacts;
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bodyB.positionImpulse.x -= normalX * contactShare;
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bodyB.positionImpulse.y -= normalY * contactShare;
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}
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}
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};
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/**
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* Apply position resolution.
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* @method postSolvePosition
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@ -195,7 +195,7 @@ var Body = require('../body/Body');
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// iteratively resolve position between collisions
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Resolver.preSolvePosition(pairs.list);
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for (i = 0; i < engine.positionIterations; i++) {
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Resolver.solvePosition(pairs.list, timing.timeScale);
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Resolver.solvePosition(pairs.list, allBodies, timing.timeScale);
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}
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Resolver.postSolvePosition(allBodies);
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