/******************************************************************************* * Copyright (c) 2013, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ package org.jbox2d.dynamics; import org.jbox2d.callbacks.ContactImpulse; import org.jbox2d.callbacks.ContactListener; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Settings; import org.jbox2d.common.Sweep; import org.jbox2d.common.Timer; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.contacts.Contact; import org.jbox2d.dynamics.contacts.ContactSolver; import org.jbox2d.dynamics.contacts.ContactSolver.ContactSolverDef; import org.jbox2d.dynamics.contacts.ContactVelocityConstraint; import org.jbox2d.dynamics.contacts.Position; import org.jbox2d.dynamics.contacts.Velocity; import org.jbox2d.dynamics.joints.Joint; /* 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 raint and the positions are updated after the raint 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 Settings.linearSlop. Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed each time a raint 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 raint 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 raint 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 raint 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 raint impulses and the bodies velocities/positions. The impulses are held inside the raint 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. */ /** * This is an internal class. * * @author Daniel Murphy */ public class Island { public ContactListener m_listener; public Body[] m_bodies; public Contact[] m_contacts; public Joint[] m_joints; public Position[] m_positions; public Velocity[] m_velocities; public int m_bodyCount; public int m_jointCount; public int m_contactCount; public int m_bodyCapacity; public int m_contactCapacity; public int m_jointCapacity; public Island() { } public void init(int bodyCapacity, int contactCapacity, int jointCapacity, ContactListener listener) { // System.out.println("Initializing Island"); m_bodyCapacity = bodyCapacity; m_contactCapacity = contactCapacity; m_jointCapacity = jointCapacity; m_bodyCount = 0; m_contactCount = 0; m_jointCount = 0; m_listener = listener; if (m_bodies == null || m_bodyCapacity > m_bodies.length) { m_bodies = new Body[m_bodyCapacity]; } if (m_joints == null || m_jointCapacity > m_joints.length) { m_joints = new Joint[m_jointCapacity]; } if (m_contacts == null || m_contactCapacity > m_contacts.length) { m_contacts = new Contact[m_contactCapacity]; } // dynamic array if (m_velocities == null || m_bodyCapacity > m_velocities.length) { final Velocity[] old = m_velocities == null ? new Velocity[0] : m_velocities; m_velocities = new Velocity[m_bodyCapacity]; System.arraycopy(old, 0, m_velocities, 0, old.length); for (int i = old.length; i < m_velocities.length; i++) { m_velocities[i] = new Velocity(); } } // dynamic array if (m_positions == null || m_bodyCapacity > m_positions.length) { final Position[] old = m_positions == null ? new Position[0] : m_positions; m_positions = new Position[m_bodyCapacity]; System.arraycopy(old, 0, m_positions, 0, old.length); for (int i = old.length; i < m_positions.length; i++) { m_positions[i] = new Position(); } } } public void clear() { m_bodyCount = 0; m_contactCount = 0; m_jointCount = 0; } private final ContactSolver contactSolver = new ContactSolver(); private final Timer timer = new Timer(); private final SolverData solverData = new SolverData(); private final ContactSolverDef solverDef = new ContactSolverDef(); public void solve(Profile profile, TimeStep step, Vec2 gravity, boolean allowSleep) { // System.out.println("Solving Island"); float h = step.dt; // Integrate velocities and apply damping. Initialize the body state. for (int i = 0; i < m_bodyCount; ++i) { final Body b = m_bodies[i]; final Sweep bm_sweep = b.m_sweep; final Vec2 c = bm_sweep.c; float a = bm_sweep.a; final Vec2 v = b.m_linearVelocity; float w = b.m_angularVelocity; // Store positions for continuous collision. bm_sweep.c0.set(bm_sweep.c); bm_sweep.a0 = bm_sweep.a; if (b.m_type == BodyType.DYNAMIC) { // Integrate velocities. // v += h * (b.m_gravityScale * gravity + b.m_invMass * b.m_force); v.x += h * (b.m_gravityScale * gravity.x + b.m_invMass * b.m_force.x); v.y += h * (b.m_gravityScale * gravity.y + b.m_invMass * b.m_force.y); 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.x *= 1.0f / (1.0f + h * b.m_linearDamping); v.y *= 1.0f / (1.0f + h * b.m_linearDamping); w *= 1.0f / (1.0f + h * b.m_angularDamping); } m_positions[i].c.x = c.x; m_positions[i].c.y = c.y; m_positions[i].a = a; m_velocities[i].v.x = v.x; m_velocities[i].v.y = v.y; m_velocities[i].w = w; } timer.reset(); // Solver data solverData.step = step; solverData.positions = m_positions; solverData.velocities = m_velocities; // Initialize velocity constraints. solverDef.step = step; solverDef.contacts = m_contacts; solverDef.count = m_contactCount; solverDef.positions = m_positions; solverDef.velocities = m_velocities; contactSolver.init(solverDef); // System.out.println("island init vel"); contactSolver.initializeVelocityConstraints(); if (step.warmStarting) { // System.out.println("island warm start"); contactSolver.warmStart(); } for (int i = 0; i < m_jointCount; ++i) { m_joints[i].initVelocityConstraints(solverData); } profile.solveInit.accum(timer.getMilliseconds()); // Solve velocity constraints timer.reset(); // System.out.println("island solving velocities"); for (int i = 0; i < step.velocityIterations; ++i) { for (int j = 0; j < m_jointCount; ++j) { m_joints[j].solveVelocityConstraints(solverData); } contactSolver.solveVelocityConstraints(); } // Store impulses for warm starting contactSolver.storeImpulses(); profile.solveVelocity.accum(timer.getMilliseconds()); // Integrate positions for (int i = 0; i < m_bodyCount; ++i) { final Vec2 c = m_positions[i].c; float a = m_positions[i].a; final Vec2 v = m_velocities[i].v; float w = m_velocities[i].w; // Check for large velocities float translationx = v.x * h; float translationy = v.y * h; if (translationx * translationx + translationy * translationy > Settings.maxTranslationSquared) { float ratio = Settings.maxTranslation / MathUtils.sqrt(translationx * translationx + translationy * translationy); v.x *= ratio; v.y *= ratio; } float rotation = h * w; if (rotation * rotation > Settings.maxRotationSquared) { float ratio = Settings.maxRotation / MathUtils.abs(rotation); w *= ratio; } // Integrate c.x += h * v.x; c.y += h * v.y; a += h * w; m_positions[i].a = a; m_velocities[i].w = w; } // Solve position constraints timer.reset(); boolean positionSolved = false; for (int i = 0; i < step.positionIterations; ++i) { boolean contactsOkay = contactSolver.solvePositionConstraints(); boolean jointsOkay = true; for (int j = 0; j < m_jointCount; ++j) { boolean jointOkay = 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 (int i = 0; i < m_bodyCount; ++i) { Body body = m_bodies[i]; body.m_sweep.c.x = m_positions[i].c.x; body.m_sweep.c.y = m_positions[i].c.y; body.m_sweep.a = m_positions[i].a; body.m_linearVelocity.x = m_velocities[i].v.x; body.m_linearVelocity.y = m_velocities[i].v.y; body.m_angularVelocity = m_velocities[i].w; body.synchronizeTransform(); } profile.solvePosition.accum(timer.getMilliseconds()); report(contactSolver.m_velocityConstraints); if (allowSleep) { float minSleepTime = Float.MAX_VALUE; final float linTolSqr = Settings.linearSleepTolerance * Settings.linearSleepTolerance; final float angTolSqr = Settings.angularSleepTolerance * Settings.angularSleepTolerance; for (int i = 0; i < m_bodyCount; ++i) { Body b = m_bodies[i]; if (b.getType() == BodyType.STATIC) { continue; } if ((b.m_flags & Body.E_AUTO_SLEEP_FLAG) == 0 || b.m_angularVelocity * b.m_angularVelocity > angTolSqr || Vec2.dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr) { b.m_sleepTime = 0.0f; minSleepTime = 0.0f; } else { b.m_sleepTime += h; minSleepTime = MathUtils.min(minSleepTime, b.m_sleepTime); } } if (minSleepTime >= Settings.timeToSleep && positionSolved) { for (int i = 0; i < m_bodyCount; ++i) { Body b = m_bodies[i]; b.setAwake(false); } } } } private final ContactSolver toiContactSolver = new ContactSolver(); private final ContactSolverDef toiSolverDef = new ContactSolverDef(); public void solveTOI(TimeStep subStep, int toiIndexA, int toiIndexB) { assert (toiIndexA < m_bodyCount); assert (toiIndexB < m_bodyCount); // Initialize the body state. for (int i = 0; i < m_bodyCount; ++i) { m_positions[i].c.x = m_bodies[i].m_sweep.c.x; m_positions[i].c.y = m_bodies[i].m_sweep.c.y; m_positions[i].a = m_bodies[i].m_sweep.a; m_velocities[i].v.x = m_bodies[i].m_linearVelocity.x; m_velocities[i].v.y = m_bodies[i].m_linearVelocity.y; m_velocities[i].w = m_bodies[i].m_angularVelocity; } toiSolverDef.contacts = m_contacts; toiSolverDef.count = m_contactCount; toiSolverDef.step = subStep; toiSolverDef.positions = m_positions; toiSolverDef.velocities = m_velocities; toiContactSolver.init(toiSolverDef); // Solve position constraints. for (int i = 0; i < subStep.positionIterations; ++i) { boolean contactsOkay = toiContactSolver.solveTOIPositionConstraints(toiIndexA, toiIndexB); if (contactsOkay) { break; } } // #if 0 // // Is the new position really safe? // for (int i = 0; i < m_contactCount; ++i) // { // Contact* c = m_contacts[i]; // Fixture* fA = c.GetFixtureA(); // Fixture* fB = c.GetFixtureB(); // // Body bA = fA.GetBody(); // Body bB = fB.GetBody(); // // int indexA = c.GetChildIndexA(); // int indexB = c.GetChildIndexB(); // // DistanceInput input; // input.proxyA.Set(fA.GetShape(), indexA); // input.proxyB.Set(fB.GetShape(), indexB); // input.transformA = bA.GetTransform(); // input.transformB = bB.GetTransform(); // input.useRadii = false; // // DistanceOutput output; // SimplexCache cache; // cache.count = 0; // Distance(&output, &cache, &input); // // if (output.distance == 0 || cache.count == 3) // { // cache.count += 0; // } // } // #endif // Leap of faith to new safe state. m_bodies[toiIndexA].m_sweep.c0.x = m_positions[toiIndexA].c.x; m_bodies[toiIndexA].m_sweep.c0.y = m_positions[toiIndexA].c.y; m_bodies[toiIndexA].m_sweep.a0 = m_positions[toiIndexA].a; m_bodies[toiIndexB].m_sweep.c0.set(m_positions[toiIndexB].c); m_bodies[toiIndexB].m_sweep.a0 = m_positions[toiIndexB].a; // No warm starting is needed for TOI events because warm // starting impulses were applied in the discrete solver. toiContactSolver.initializeVelocityConstraints(); // Solve velocity constraints. for (int i = 0; i < subStep.velocityIterations; ++i) { toiContactSolver.solveVelocityConstraints(); } // Don't store the TOI contact forces for warm starting // because they can be quite large. float h = subStep.dt; // Integrate positions for (int i = 0; i < m_bodyCount; ++i) { Vec2 c = m_positions[i].c; float a = m_positions[i].a; Vec2 v = m_velocities[i].v; float w = m_velocities[i].w; // Check for large velocities float translationx = v.x * h; float translationy = v.y * h; if (translationx * translationx + translationy * translationy > Settings.maxTranslationSquared) { float ratio = Settings.maxTranslation / MathUtils.sqrt(translationx * translationx + translationy * translationy); v.mulLocal(ratio); } float rotation = h * w; if (rotation * rotation > Settings.maxRotationSquared) { float ratio = Settings.maxRotation / MathUtils.abs(rotation); w *= ratio; } // Integrate c.x += v.x * h; c.y += v.y * h; a += h * w; m_positions[i].c.x = c.x; m_positions[i].c.y = c.y; m_positions[i].a = a; m_velocities[i].v.x = v.x; m_velocities[i].v.y = v.y; m_velocities[i].w = w; // Sync bodies Body body = m_bodies[i]; body.m_sweep.c.x = c.x; body.m_sweep.c.y = c.y; body.m_sweep.a = a; body.m_linearVelocity.x = v.x; body.m_linearVelocity.y = v.y; body.m_angularVelocity = w; body.synchronizeTransform(); } report(toiContactSolver.m_velocityConstraints); } public void add(Body body) { assert (m_bodyCount < m_bodyCapacity); body.m_islandIndex = m_bodyCount; m_bodies[m_bodyCount] = body; ++m_bodyCount; } public void add(Contact contact) { assert (m_contactCount < m_contactCapacity); m_contacts[m_contactCount++] = contact; } public void add(Joint joint) { assert (m_jointCount < m_jointCapacity); m_joints[m_jointCount++] = joint; } private final ContactImpulse impulse = new ContactImpulse(); public void report(ContactVelocityConstraint[] constraints) { if (m_listener == null) { return; } for (int i = 0; i < m_contactCount; ++i) { Contact c = m_contacts[i]; ContactVelocityConstraint vc = constraints[i]; impulse.count = vc.pointCount; for (int j = 0; j < vc.pointCount; ++j) { impulse.normalImpulses[j] = vc.points[j].normalImpulse; impulse.tangentImpulses[j] = vc.points[j].tangentImpulse; } m_listener.postSolve(c, impulse); } } }