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improved delta consistency
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parent
11d5e73c1f
commit
87af8a1740
3 changed files with 27 additions and 28 deletions
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@ -9,17 +9,17 @@ var Resolver = {};
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module.exports = Resolver;
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var Vertices = require('../geometry/Vertices');
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var Vector = require('../geometry/Vector');
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var Common = require('../core/Common');
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var Bounds = require('../geometry/Bounds');
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(function() {
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Resolver._restingThresh = 4;
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Resolver._restingThreshTangent = 6;
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Resolver._restingThresh = 2;
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Resolver._restingThreshTangent = Math.sqrt(6);
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Resolver._positionDampen = 0.9;
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Resolver._positionWarming = 0.8;
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Resolver._frictionNormalMultiplier = 5;
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Resolver._frictionMaxStatic = Number.MAX_VALUE;
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/**
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* Prepare pairs for position solving.
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@ -49,9 +49,9 @@ var Bounds = require('../geometry/Bounds');
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* Find a solution for pair positions.
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* @method solvePosition
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* @param {pair[]} pairs
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* @param {number} delta
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* @param {number} positionIterations
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*/
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Resolver.solvePosition = function(pairs, delta) {
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Resolver.solvePosition = function(pairs, positionIterations) {
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var i,
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pair,
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collision,
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@ -60,9 +60,7 @@ var Bounds = require('../geometry/Bounds');
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normal,
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contactShare,
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positionImpulse,
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timeScale = delta / Common._timeUnit,
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damping = Common.clamp(Resolver._positionDampen * timeScale, 0, 1),
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positionDampen = Resolver._positionDampen,
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positionDampen = Resolver._positionDampen * Common.clamp(20 / positionIterations, 0, 1),
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pairsLength = pairs.length;
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// find impulses required to resolve penetration
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@ -93,7 +91,7 @@ var Bounds = require('../geometry/Bounds');
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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) * damping;
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positionImpulse = pair.separation - pair.slop;
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if (bodyA.isStatic || bodyB.isStatic)
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positionImpulse *= 2;
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@ -227,12 +225,12 @@ var Bounds = require('../geometry/Bounds');
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*/
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Resolver.solveVelocity = function(pairs, delta) {
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var timeScale = delta / Common._timeUnit,
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timeScale2 = timeScale * timeScale,
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timeScale3 = timeScale2 * timeScale,
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restingThresh = Resolver._restingThresh * timeScale2,
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timeScaleSquared = timeScale * timeScale,
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timeScaleCubed = timeScaleSquared * timeScale,
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restingThresh = -Resolver._restingThresh * timeScale,
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frictionNormalMultiplier = Resolver._frictionNormalMultiplier,
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restingThreshTangent = Resolver._restingThreshTangent * timeScale2,
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NumberMaxValue = Number.MAX_VALUE,
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restingThreshTangent = Resolver._restingThreshTangent * timeScale,
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frictionMaxStatic = Resolver._frictionMaxStatic * timeScale,
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pairsLength = pairs.length,
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tangentImpulse,
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maxFriction,
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@ -258,7 +256,7 @@ var Bounds = require('../geometry/Bounds');
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contactsLength = contacts.length,
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contactShare = 1 / contactsLength,
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inverseMassTotal = bodyA.inverseMass + bodyB.inverseMass,
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friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier * timeScale2;
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friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier * timeScale;
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// update body velocities
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bodyAVelocity.x = bodyA.position.x - bodyA.positionPrev.x;
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@ -291,14 +289,14 @@ var Bounds = require('../geometry/Bounds');
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// coulomb friction
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var normalOverlap = pair.separation + normalVelocity;
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var normalForce = Math.min(normalOverlap, 1) * timeScale3;
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var normalForce = Math.min(normalOverlap, 1);
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normalForce = normalOverlap < 0 ? 0 : normalForce;
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var frictionLimit = normalForce * friction;
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if (tangentVelocity > frictionLimit || -tangentVelocity > frictionLimit) {
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maxFriction = (tangentVelocity > 0 ? tangentVelocity : -tangentVelocity) * timeScale;
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tangentImpulse = pair.friction * (tangentVelocity > 0 ? 1 : -1) * timeScale3;
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if (tangentVelocity < -frictionLimit || tangentVelocity > frictionLimit) {
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maxFriction = (tangentVelocity > 0 ? tangentVelocity : -tangentVelocity);
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tangentImpulse = pair.friction * (tangentVelocity > 0 ? 1 : -1) * timeScaleCubed;
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if (tangentImpulse < -maxFriction) {
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tangentImpulse = -maxFriction;
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@ -307,7 +305,7 @@ var Bounds = require('../geometry/Bounds');
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}
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} else {
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tangentImpulse = tangentVelocity;
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maxFriction = NumberMaxValue;
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maxFriction = frictionMaxStatic;
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}
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// account for mass, inertia and contact offset
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@ -320,7 +318,7 @@ var Bounds = require('../geometry/Bounds');
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tangentImpulse *= share;
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// handle high velocity and resting collisions separately
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if (normalVelocity < 0 && normalVelocity * normalVelocity > restingThresh) {
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if (normalVelocity < restingThresh) {
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// high normal velocity so clear cached contact normal impulse
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contact.normalImpulse = 0;
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} else {
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@ -328,12 +326,12 @@ var Bounds = require('../geometry/Bounds');
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// impulse constraint tends to 0
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var contactNormalImpulse = contact.normalImpulse;
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contact.normalImpulse += normalImpulse;
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contact.normalImpulse = Math.min(contact.normalImpulse, 0);
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if (contact.normalImpulse > 0) contact.normalImpulse = 0;
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normalImpulse = contact.normalImpulse - contactNormalImpulse;
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}
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// handle high velocity and resting collisions separately
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if (tangentVelocity * tangentVelocity > restingThreshTangent) {
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if (tangentVelocity < -restingThreshTangent || tangentVelocity > restingThreshTangent) {
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// high tangent velocity so clear cached contact tangent impulse
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contact.tangentImpulse = 0;
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} else {
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@ -154,7 +154,7 @@ 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, delta);
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Resolver.solvePosition(pairs.list, engine.positionIterations);
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}
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Resolver.postSolvePosition(allBodies);
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@ -25,8 +25,8 @@ var Common = require('./Common');
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*/
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Sleeping.update = function(bodies, delta) {
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var timeScale = delta / Common._timeUnit,
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timeScale2 = timeScale * timeScale,
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motionSleepThreshold = Sleeping._motionSleepThreshold * timeScale2;
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timeScaleSquared = timeScale * timeScale,
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motionSleepThreshold = Sleeping._motionSleepThreshold * timeScaleSquared;
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// update bodies sleeping status
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for (var i = 0; i < bodies.length; i++) {
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@ -64,7 +64,8 @@ var Common = require('./Common');
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* @param {number} delta
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*/
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Sleeping.afterCollisions = function(pairs, delta) {
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var timeScale = delta / Common._timeUnit;
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var timeScale = delta / Common._timeUnit,
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motionSleepThreshold = Sleeping._motionSleepThreshold * timeScale * timeScale;
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// wake up bodies involved in collisions
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for (var i = 0; i < pairs.length; i++) {
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@ -86,7 +87,7 @@ var Common = require('./Common');
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var sleepingBody = (bodyA.isSleeping && !bodyA.isStatic) ? bodyA : bodyB,
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movingBody = sleepingBody === bodyA ? bodyB : bodyA;
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if (!sleepingBody.isStatic && movingBody.motion > Sleeping._motionWakeThreshold * timeScale * timeScale) {
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if (!sleepingBody.isStatic && movingBody.motion > motionSleepThreshold) {
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Sleeping.set(sleepingBody, false);
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}
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}
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