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fixed compound body stability, improved position resolver

This commit is contained in:
liabru 2015-04-08 20:31:03 +01:00
parent 3ed80343e1
commit e01dd229a9
5 changed files with 68 additions and 42 deletions

View file

@ -40,6 +40,7 @@ var Body = {};
torque: 0,
positionImpulse: { x: 0, y: 0 },
constraintImpulse: { x: 0, y: 0, angle: 0 },
totalContacts: 0,
speed: 0,
angularSpeed: 0,
velocity: { x: 0, y: 0 },

View file

@ -8,9 +8,32 @@ var Resolver = {};
(function() {
var _restingThresh = 4,
_positionDampen = 0.2,
_positionWarming = 0.6;
Resolver._restingThresh = 4;
Resolver._positionDampen = 0.9;
Resolver._positionWarming = 0.8;
/**
* Description
* @method preSolvePosition
* @param {pair[]} pairs
*/
Resolver.preSolvePosition = function(pairs) {
var i,
pair,
activeCount;
// find total contacts on each body
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive)
continue;
activeCount = pair.activeContacts.length;
pair.collision.parentA.totalContacts += activeCount;
pair.collision.parentB.totalContacts += activeCount;
}
};
/**
* Description
@ -26,6 +49,8 @@ var Resolver = {};
bodyB,
normal,
bodyBtoA,
contactShare,
contactCount = {},
tempA = Vector._temp[0],
tempB = Vector._temp[1],
tempC = Vector._temp[2],
@ -54,26 +79,28 @@ var Resolver = {};
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive)
if (!pair.isActive || pair.separation < 0)
continue;
collision = pair.collision;
bodyA = collision.parentA;
bodyB = collision.parentB;
normal = collision.normal;
positionImpulse = ((pair.separation * _positionDampen) - pair.slop) * timeScale;
positionImpulse = (pair.separation - pair.slop) * timeScale;
if (bodyA.isStatic || bodyB.isStatic)
positionImpulse *= 2;
if (!(bodyA.isStatic || bodyA.isSleeping)) {
bodyA.positionImpulse.x += normal.x * positionImpulse;
bodyA.positionImpulse.y += normal.y * positionImpulse;
contactShare = Resolver._positionDampen / bodyA.totalContacts;
bodyA.positionImpulse.x += normal.x * positionImpulse * contactShare;
bodyA.positionImpulse.y += normal.y * positionImpulse * contactShare;
}
if (!(bodyB.isStatic || bodyB.isSleeping)) {
bodyB.positionImpulse.x -= normal.x * positionImpulse;
bodyB.positionImpulse.y -= normal.y * positionImpulse;
contactShare = Resolver._positionDampen / bodyB.totalContacts;
bodyB.positionImpulse.x -= normal.x * positionImpulse * contactShare;
bodyB.positionImpulse.y -= normal.y * positionImpulse * contactShare;
}
}
};
@ -87,6 +114,9 @@ var Resolver = {};
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
// reset contact count
body.totalContacts = 0;
if (body.positionImpulse.x !== 0 || body.positionImpulse.y !== 0) {
// update body geometry
for (var j = 0; j < body.parts.length; j++) {
@ -101,9 +131,15 @@ var Resolver = {};
body.positionPrev.x += body.positionImpulse.x;
body.positionPrev.y += body.positionImpulse.y;
// dampen accumulator to warm the next step
body.positionImpulse.x *= _positionWarming;
body.positionImpulse.y *= _positionWarming;
if (Vector.dot(body.positionImpulse, body.velocity) < 0) {
// reset cached impulse if the body has velocity along it
body.positionImpulse.x = 0;
body.positionImpulse.y = 0;
} else {
// warm the next iteration
body.positionImpulse.x *= Resolver._positionWarming;
body.positionImpulse.y *= Resolver._positionWarming;
}
}
}
};
@ -241,7 +277,7 @@ var Resolver = {};
tangentImpulse *= share;
// handle high velocity and resting collisions separately
if (normalVelocity < 0 && normalVelocity * normalVelocity > _restingThresh * timeScaleSquared) {
if (normalVelocity < 0 && normalVelocity * normalVelocity > Resolver._restingThresh * timeScaleSquared) {
// high velocity so clear cached contact impulse
contact.normalImpulse = 0;
contact.tangentImpulse = 0;

View file

@ -117,7 +117,7 @@ var SAT = {};
if (Vertices.contains(bodyA.vertices, verticesB[0]))
supports.push(verticesB[0]);
if (verticesB.length > 1 && Vertices.contains(bodyA.vertices, verticesB[1]))
if (Vertices.contains(bodyA.vertices, verticesB[1]))
supports.push(verticesB[1]);
// find the supports from bodyA that are inside bodyB
@ -127,7 +127,7 @@ var SAT = {};
if (Vertices.contains(bodyB.vertices, verticesA[0]))
supports.push(verticesA[0]);
if (verticesA.length > 1 && supports.length < 2 && Vertices.contains(bodyB.vertices, verticesA[1]))
if (supports.length < 2 && Vertices.contains(bodyB.vertices, verticesA[1]))
supports.push(verticesA[1]);
}
@ -245,8 +245,6 @@ var SAT = {};
nearestDistance = -Vector.dot(normal, vertexToBody);
vertexB = vertex;
// if the closest vertex is internal, we can't use the next connected vertex
if (!vertexA.isInternal) {
var nextIndex = (vertexA.index + 1) % vertices.length;
vertex = vertices[nextIndex];
vertexToBody.x = vertex.x - bodyAPosition.x;
@ -255,10 +253,6 @@ var SAT = {};
if (distance < nearestDistance) {
vertexB = vertex;
}
}
if (!vertexB)
return [vertexA];
return [vertexA, vertexB];
};

View file

@ -160,18 +160,19 @@ var Engine = {};
if (pairs.collisionStart.length > 0)
Events.trigger(engine, 'collisionStart', { pairs: pairs.collisionStart });
// iteratively resolve position between collisions
Resolver.preSolvePosition(pairs.list);
for (i = 0; i < engine.positionIterations; i++) {
Resolver.solvePosition(pairs.list, timing.timeScale);
}
Resolver.postSolvePosition(allBodies);
// iteratively resolve velocity between collisions
Resolver.preSolveVelocity(pairs.list);
for (i = 0; i < engine.velocityIterations; i++) {
Resolver.solveVelocity(pairs.list, timing.timeScale);
}
// iteratively resolve position between collisions
for (i = 0; i < engine.positionIterations; i++) {
Resolver.solvePosition(pairs.list, timing.timeScale);
}
Resolver.postSolvePosition(allBodies);
// trigger collision events
if (pairs.collisionActive.length > 0)
Events.trigger(engine, 'collisionActive', { pairs: pairs.collisionActive });

View file

@ -19,11 +19,6 @@ var Axes = {};
// find the unique axes, using edge normal gradients
for (var i = 0; i < vertices.length; i++) {
// skip internal edges
if (vertices[i].isInternal) {
continue;
}
var j = (i + 1) % vertices.length,
normal = Vector.normalise({
x: vertices[j].y - vertices[i].y,
@ -33,7 +28,6 @@ var Axes = {};
// limit precision
gradient = gradient.toFixed(3).toString();
axes[gradient] = normal;
}