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squidout/deps/include/Box2D/Particle/b2ParticleSystem.cpp
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2015-10-06 21:42:54 +02:00

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/*
* Copyright (c) 2013 Google, Inc.
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <Box2D/Particle/b2ParticleSystem.h>
#include <Box2D/Particle/b2ParticleGroup.h>
#include <Box2D/Particle/b2VoronoiDiagram.h>
#include <Box2D/Particle/b2ParticleAssembly.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Dynamics/b2World.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <algorithm>
// Define LIQUIDFUN_SIMD_TEST_VS_REFERENCE to run both SIMD and reference
// versions, and assert that the results are identical. This is useful when
// modifying one of the functions, to help verify correctness.
// #define LIQUIDFUN_SIMD_TEST_VS_REFERENCE
// For ease of debugging, remove 'inline'. Then, when an assert hits in the
// test-vs-reference functions, you can easily jump the instruction pointer
// to the top of the function to re-run the test.
#define LIQUIDFUN_SIMD_INLINE inline
static const uint32 xTruncBits = 12;
static const uint32 yTruncBits = 12;
static const uint32 tagBits = 8u * sizeof(uint32);
static const uint32 yOffset = 1u << (yTruncBits - 1u);
static const uint32 yShift = tagBits - yTruncBits;
static const uint32 xShift = tagBits - yTruncBits - xTruncBits;
static const uint32 xScale = 1u << xShift;
static const uint32 xOffset = xScale * (1u << (xTruncBits - 1u));
static const uint32 yMask = ((1u << yTruncBits) - 1u) << yShift;
static const uint32 xMask = ~yMask;
static const uint32 relativeTagRight = 1u << xShift;
static const uint32 relativeTagBottomLeft = (uint32)((1 << yShift) +
(-1 << xShift));
static const uint32 relativeTagBottomRight = (1u << yShift) + (1u << xShift);
// This functor is passed to std::remove_if in RemoveSpuriousBodyContacts
// to implement the algorithm described there. It was hoisted out and friended
// as it would not compile with g++ 4.6.3 as a local class. It is only used in
// that function.
class b2ParticleBodyContactRemovePredicate
{
public:
b2ParticleBodyContactRemovePredicate(b2ParticleSystem* system,
int32* discarded)
: m_system(system), m_lastIndex(-1), m_currentContacts(0),
m_discarded(discarded) {}
bool operator()(const b2ParticleBodyContact& contact)
{
// This implements the selection criteria described in
// RemoveSpuriousBodyContacts().
// This functor is iterating through a list of Body contacts per
// Particle, ordered from near to far. For up to the maximum number of
// contacts we allow per point per step, we verify that the contact
// normal of the Body that genenerated the contact makes physical sense
// by projecting a point back along that normal and seeing if it
// intersects the fixture generating the contact.
if (contact.index != m_lastIndex)
{
m_currentContacts = 0;
m_lastIndex = contact.index;
}
if (m_currentContacts++ > k_maxContactsPerPoint)
{
++(*m_discarded);
return true;
}
// Project along inverse normal (as returned in the contact) to get the
// point to check.
b2Vec2 n = contact.normal;
// weight is 1-(inv(diameter) * distance)
n *= m_system->m_particleDiameter * (1 - contact.weight);
b2Vec2 pos = m_system->m_positionBuffer.data[contact.index] + n;
// pos is now a point projected back along the contact normal to the
// contact distance. If the surface makes sense for a contact, pos will
// now lie on or in the fixture generating
if (!contact.fixture->TestPoint(pos))
{
int32 childCount = contact.fixture->GetShape()->GetChildCount();
for (int32 childIndex = 0; childIndex < childCount; childIndex++)
{
float32 distance;
b2Vec2 normal;
contact.fixture->ComputeDistance(pos, &distance, &normal,
childIndex);
if (distance < b2_linearSlop)
{
return false;
}
}
++(*m_discarded);
return true;
}
return false;
}
private:
// Max number of contacts processed per particle, from nearest to farthest.
// This must be at least 2 for correctness with concave shapes; 3 was
// experimentally arrived at as looking reasonable.
static const int32 k_maxContactsPerPoint = 3;
const b2ParticleSystem* m_system;
// Index of last particle processed.
int32 m_lastIndex;
// Number of contacts processed for the current particle.
int32 m_currentContacts;
// Output the number of discarded contacts.
int32* m_discarded;
};
namespace {
// Compares the expiration time of two particle indices.
class ExpirationTimeComparator
{
public:
// Initialize the class with a pointer to an array of particle
// lifetimes.
ExpirationTimeComparator(const int32* const expirationTimes) :
m_expirationTimes(expirationTimes)
{
}
// Empty destructor.
~ExpirationTimeComparator() { }
// Compare the lifetime of particleIndexA and particleIndexB
// returning true if the lifetime of A is greater than B for particles
// that will expire. If either particle's lifetime is infinite (<= 0.0f)
// this function return true if the lifetime of A is lesser than B.
// When used with std::sort() this results in an array of particle
// indicies sorted in reverse order by particle lifetime.
// For example, the set of lifetimes
// (1.0, 0.7, 0.3, 0.0, -1.0, -2.0)
// would be sorted as
// (0.0, -1.0, -2.0, 1.0, 0.7, 0.3)
bool operator() (const int32 particleIndexA,
const int32 particleIndexB) const
{
const int32 expirationTimeA = m_expirationTimes[particleIndexA];
const int32 expirationTimeB = m_expirationTimes[particleIndexB];
const bool infiniteExpirationTimeA = expirationTimeA <= 0.0f;
const bool infiniteExpirationTimeB = expirationTimeB <= 0.0f;
return infiniteExpirationTimeA == infiniteExpirationTimeB ?
expirationTimeA > expirationTimeB : infiniteExpirationTimeA;
}
private:
const int32* m_expirationTimes;
};
// *Very* lightweight pair implementation.
template<typename A, typename B>
struct LightweightPair
{
A first;
B second;
// Compares the value of two FixtureParticle objects returning
// true if left is a smaller value than right.
static bool Compare(const LightweightPair& left,
const LightweightPair& right)
{
return left.first < right.first &&
left.second < right.second;
}
};
// Allocator for a fixed set of items.
class FixedSetAllocator
{
public:
// Associate a memory allocator with this object.
FixedSetAllocator(b2StackAllocator* allocator);
// Deallocate storage for this class.
~FixedSetAllocator()
{
Clear();
}
// Allocate internal storage for this object returning the size.
int32 Allocate(const int32 itemSize, const int32 count);
// Deallocate the internal buffer if it's allocated.
void Clear();
// Get the number of items in the set.
int32 GetCount() const { return m_count; }
// Invalidate an item from the set by index.
void Invalidate(const int32 itemIndex)
{
b2Assert(m_valid);
m_valid[itemIndex] = 0;
}
// Get the buffer which indicates whether items are valid in the set.
const int8* GetValidBuffer() const { return m_valid; }
protected:
// Get the internal buffer.
void* GetBuffer() const { return m_buffer; }
void* GetBuffer() { return m_buffer; }
// Reduce the number of items in the set.
void SetCount(int32 count)
{
b2Assert(count <= m_count);
m_count = count;
}
private:
// Set buffer.
void* m_buffer;
// Array of size m_count which indicates whether an item is in the
// corresponding index of m_set (1) or the item is invalid (0).
int8* m_valid;
// Number of items in m_set.
int32 m_count;
// Allocator used to allocate / free the set.
b2StackAllocator* m_allocator;
};
// Allocator for a fixed set of objects.
template<typename T>
class TypedFixedSetAllocator : public FixedSetAllocator
{
public:
// Initialize members of this class.
TypedFixedSetAllocator(b2StackAllocator* allocator) :
FixedSetAllocator(allocator) { }
// Allocate a set of objects, returning the new size of the set.
int32 Allocate(const int32 numberOfObjects)
{
Clear();
return FixedSetAllocator::Allocate(sizeof(T), numberOfObjects);
}
// Get the index of an item in the set if it's valid return an index
// >= 0, -1 otherwise.
int32 GetIndex(const T* item) const
{
if (item)
{
b2Assert(item >= GetBuffer() &&
item < GetBuffer() + GetCount());
const int32 index =
(int32)(((uint8*)item - (uint8*)GetBuffer()) /
sizeof(*item));
if (GetValidBuffer()[index])
{
return index;
}
}
return -1;
}
// Get the internal buffer.
const T* GetBuffer() const
{
return (const T*)FixedSetAllocator::GetBuffer();
}
T* GetBuffer() { return (T*)FixedSetAllocator::GetBuffer(); }
};
// Associates a fixture with a particle index.
typedef LightweightPair<b2Fixture*,int32> FixtureParticle;
// Associates a fixture with a particle index.
typedef LightweightPair<int32,int32> ParticlePair;
} // namespace
// Set of fixture / particle indices.
class FixtureParticleSet :
public TypedFixedSetAllocator<FixtureParticle>
{
public:
// Initialize members of this class.
FixtureParticleSet(b2StackAllocator* allocator) :
TypedFixedSetAllocator<FixtureParticle>(allocator) { }
// Initialize from a set of particle / body contacts for particles
// that have the b2_fixtureContactListenerParticle flag set.
void Initialize(const b2ParticleBodyContact * const bodyContacts,
const int32 numBodyContacts,
const uint32 * const particleFlagsBuffer);
// Find the index of a particle / fixture pair in the set or -1
// if it's not present.
// NOTE: This was not written as a template function to avoid
// exposing any dependencies via this header.
int32 Find(const FixtureParticle& fixtureParticle) const;
};
// Set of particle / particle pairs.
class b2ParticlePairSet : public TypedFixedSetAllocator<ParticlePair>
{
public:
// Initialize members of this class.
b2ParticlePairSet(b2StackAllocator* allocator) :
TypedFixedSetAllocator<ParticlePair>(allocator) { }
// Initialize from a set of particle contacts.
void Initialize(const b2ParticleContact * const contacts,
const int32 numContacts,
const uint32 * const particleFlagsBuffer);
// Find the index of a particle pair in the set or -1
// if it's not present.
// NOTE: This was not written as a template function to avoid
// exposing any dependencies via this header.
int32 Find(const ParticlePair& pair) const;
};
static inline uint32 computeTag(float32 x, float32 y)
{
return ((uint32)(y + yOffset) << yShift) + (uint32)(xScale * x + xOffset);
}
static inline uint32 computeRelativeTag(uint32 tag, int32 x, int32 y)
{
return tag + (y << yShift) + (x << xShift);
}
b2ParticleSystem::InsideBoundsEnumerator::InsideBoundsEnumerator(
uint32 lower, uint32 upper, const Proxy* first, const Proxy* last)
{
m_xLower = lower & xMask;
m_xUpper = upper & xMask;
m_yLower = lower & yMask;
m_yUpper = upper & yMask;
m_first = first;
m_last = last;
b2Assert(m_first <= m_last);
}
int32 b2ParticleSystem::InsideBoundsEnumerator::GetNext()
{
while (m_first < m_last)
{
uint32 xTag = m_first->tag & xMask;
#if B2_ASSERT_ENABLED
uint32 yTag = m_first->tag & yMask;
b2Assert(yTag >= m_yLower);
b2Assert(yTag <= m_yUpper);
#endif
if (xTag >= m_xLower && xTag <= m_xUpper)
{
return (m_first++)->index;
}
m_first++;
}
return b2_invalidParticleIndex;
}
b2ParticleSystem::b2ParticleSystem(const b2ParticleSystemDef* def,
b2World* world) :
m_handleAllocator(b2_minParticleSystemBufferCapacity),
m_stuckParticleBuffer(world->m_blockAllocator),
m_proxyBuffer(world->m_blockAllocator),
m_contactBuffer(world->m_blockAllocator),
m_bodyContactBuffer(world->m_blockAllocator),
m_pairBuffer(world->m_blockAllocator),
m_triadBuffer(world->m_blockAllocator)
{
b2Assert(def);
m_paused = false;
m_timestamp = 0;
m_allParticleFlags = 0;
m_needsUpdateAllParticleFlags = false;
m_allGroupFlags = 0;
m_needsUpdateAllGroupFlags = false;
m_hasForce = false;
m_iterationIndex = 0;
SetStrictContactCheck(def->strictContactCheck);
SetDensity(def->density);
SetGravityScale(def->gravityScale);
SetRadius(def->radius);
SetMaxParticleCount(def->maxCount);
m_count = 0;
m_internalAllocatedCapacity = 0;
m_forceBuffer = NULL;
m_weightBuffer = NULL;
m_staticPressureBuffer = NULL;
m_accumulationBuffer = NULL;
m_accumulation2Buffer = NULL;
m_depthBuffer = NULL;
m_groupBuffer = NULL;
m_groupCount = 0;
m_groupList = NULL;
b2Assert(def->lifetimeGranularity > 0.0f);
m_def = *def;
m_world = world;
m_stuckThreshold = 0;
m_timeElapsed = 0;
m_expirationTimeBufferRequiresSorting = false;
SetDestructionByAge(m_def.destroyByAge);
}
b2ParticleSystem::~b2ParticleSystem()
{
while (m_groupList)
{
DestroyParticleGroup(m_groupList);
}
FreeUserOverridableBuffer(&m_handleIndexBuffer);
FreeUserOverridableBuffer(&m_flagsBuffer);
FreeUserOverridableBuffer(&m_lastBodyContactStepBuffer);
FreeUserOverridableBuffer(&m_bodyContactCountBuffer);
FreeUserOverridableBuffer(&m_consecutiveContactStepsBuffer);
FreeUserOverridableBuffer(&m_positionBuffer);
FreeUserOverridableBuffer(&m_velocityBuffer);
FreeUserOverridableBuffer(&m_colorBuffer);
FreeUserOverridableBuffer(&m_userDataBuffer);
FreeUserOverridableBuffer(&m_expirationTimeBuffer);
FreeUserOverridableBuffer(&m_indexByExpirationTimeBuffer);
FreeBuffer(&m_forceBuffer, m_internalAllocatedCapacity);
FreeBuffer(&m_weightBuffer, m_internalAllocatedCapacity);
FreeBuffer(&m_staticPressureBuffer, m_internalAllocatedCapacity);
FreeBuffer(&m_accumulationBuffer, m_internalAllocatedCapacity);
FreeBuffer(&m_accumulation2Buffer, m_internalAllocatedCapacity);
FreeBuffer(&m_depthBuffer, m_internalAllocatedCapacity);
FreeBuffer(&m_groupBuffer, m_internalAllocatedCapacity);
}
template <typename T> void b2ParticleSystem::FreeBuffer(T** b, int capacity)
{
if (*b == NULL)
return;
m_world->m_blockAllocator.Free(*b, sizeof(**b) * capacity);
*b = NULL;
}
// Free buffer, if it was allocated with b2World's block allocator
template <typename T> void b2ParticleSystem::FreeUserOverridableBuffer(
UserOverridableBuffer<T>* b)
{
if (b->userSuppliedCapacity == 0)
{
FreeBuffer(&b->data, m_internalAllocatedCapacity);
}
}
// Reallocate a buffer
template <typename T> T* b2ParticleSystem::ReallocateBuffer(
T* oldBuffer, int32 oldCapacity, int32 newCapacity)
{
b2Assert(newCapacity > oldCapacity);
T* newBuffer = (T*) m_world->m_blockAllocator.Allocate(
sizeof(T) * newCapacity);
if (oldBuffer)
{
memcpy(newBuffer, oldBuffer, sizeof(T) * oldCapacity);
m_world->m_blockAllocator.Free(oldBuffer, sizeof(T) * oldCapacity);
}
return newBuffer;
}
// Reallocate a buffer
template <typename T> T* b2ParticleSystem::ReallocateBuffer(
T* buffer, int32 userSuppliedCapacity, int32 oldCapacity,
int32 newCapacity, bool deferred)
{
b2Assert(newCapacity > oldCapacity);
// A 'deferred' buffer is reallocated only if it is not NULL.
// If 'userSuppliedCapacity' is not zero, buffer is user supplied and must
// be kept.
b2Assert(!userSuppliedCapacity || newCapacity <= userSuppliedCapacity);
if ((!deferred || buffer) && !userSuppliedCapacity)
{
buffer = ReallocateBuffer(buffer, oldCapacity, newCapacity);
}
return buffer;
}
// Reallocate a buffer
template <typename T> T* b2ParticleSystem::ReallocateBuffer(
UserOverridableBuffer<T>* buffer, int32 oldCapacity, int32 newCapacity,
bool deferred)
{
b2Assert(newCapacity > oldCapacity);
return ReallocateBuffer(buffer->data, buffer->userSuppliedCapacity,
oldCapacity, newCapacity, deferred);
}
/// Reallocate the handle / index map and schedule the allocation of a new
/// pool for handle allocation.
void b2ParticleSystem::ReallocateHandleBuffers(int32 newCapacity)
{
b2Assert(newCapacity > m_internalAllocatedCapacity);
// Reallocate a new handle / index map buffer, copying old handle pointers
// is fine since they're kept around.
m_handleIndexBuffer.data = ReallocateBuffer(
&m_handleIndexBuffer, m_internalAllocatedCapacity, newCapacity,
true);
// Set the size of the next handle allocation.
m_handleAllocator.SetItemsPerSlab(newCapacity -
m_internalAllocatedCapacity);
}
template <typename T> T* b2ParticleSystem::RequestBuffer(T* buffer)
{
if (!buffer)
{
if (m_internalAllocatedCapacity == 0)
{
ReallocateInternalAllocatedBuffers(
b2_minParticleSystemBufferCapacity);
}
buffer = (T*) (m_world->m_blockAllocator.Allocate(
sizeof(T) * m_internalAllocatedCapacity));
b2Assert(buffer);
memset(buffer, 0, sizeof(T) * m_internalAllocatedCapacity);
}
return buffer;
}
b2ParticleColor* b2ParticleSystem::GetColorBuffer()
{
m_colorBuffer.data = RequestBuffer(m_colorBuffer.data);
return m_colorBuffer.data;
}
void** b2ParticleSystem::GetUserDataBuffer()
{
m_userDataBuffer.data = RequestBuffer(m_userDataBuffer.data);
return m_userDataBuffer.data;
}
static int32 LimitCapacity(int32 capacity, int32 maxCount)
{
return maxCount && capacity > maxCount ? maxCount : capacity;
}
void b2ParticleSystem::ReallocateInternalAllocatedBuffers(int32 capacity)
{
// Don't increase capacity beyond the smallest user-supplied buffer size.
capacity = LimitCapacity(capacity, m_def.maxCount);
capacity = LimitCapacity(capacity, m_flagsBuffer.userSuppliedCapacity);
capacity = LimitCapacity(capacity, m_positionBuffer.userSuppliedCapacity);
capacity = LimitCapacity(capacity, m_velocityBuffer.userSuppliedCapacity);
capacity = LimitCapacity(capacity, m_colorBuffer.userSuppliedCapacity);
capacity = LimitCapacity(capacity, m_userDataBuffer.userSuppliedCapacity);
if (m_internalAllocatedCapacity < capacity)
{
ReallocateHandleBuffers(capacity);
m_flagsBuffer.data = ReallocateBuffer(
&m_flagsBuffer, m_internalAllocatedCapacity, capacity, false);
// Conditionally defer these as they are optional if the feature is
// not enabled.
const bool stuck = m_stuckThreshold > 0;
m_lastBodyContactStepBuffer.data = ReallocateBuffer(
&m_lastBodyContactStepBuffer, m_internalAllocatedCapacity,
capacity, stuck);
m_bodyContactCountBuffer.data = ReallocateBuffer(
&m_bodyContactCountBuffer, m_internalAllocatedCapacity, capacity,
stuck);
m_consecutiveContactStepsBuffer.data = ReallocateBuffer(
&m_consecutiveContactStepsBuffer, m_internalAllocatedCapacity,
capacity, stuck);
m_positionBuffer.data = ReallocateBuffer(
&m_positionBuffer, m_internalAllocatedCapacity, capacity, false);
m_velocityBuffer.data = ReallocateBuffer(
&m_velocityBuffer, m_internalAllocatedCapacity, capacity, false);
m_forceBuffer = ReallocateBuffer(
m_forceBuffer, 0, m_internalAllocatedCapacity, capacity, false);
m_weightBuffer = ReallocateBuffer(
m_weightBuffer, 0, m_internalAllocatedCapacity, capacity, false);
m_staticPressureBuffer = ReallocateBuffer(
m_staticPressureBuffer, 0, m_internalAllocatedCapacity, capacity,
true);
m_accumulationBuffer = ReallocateBuffer(
m_accumulationBuffer, 0, m_internalAllocatedCapacity, capacity,
false);
m_accumulation2Buffer = ReallocateBuffer(
m_accumulation2Buffer, 0, m_internalAllocatedCapacity, capacity,
true);
m_depthBuffer = ReallocateBuffer(
m_depthBuffer, 0, m_internalAllocatedCapacity, capacity, true);
m_colorBuffer.data = ReallocateBuffer(
&m_colorBuffer, m_internalAllocatedCapacity, capacity, true);
m_groupBuffer = ReallocateBuffer(
m_groupBuffer, 0, m_internalAllocatedCapacity, capacity, false);
m_userDataBuffer.data = ReallocateBuffer(
&m_userDataBuffer, m_internalAllocatedCapacity, capacity, true);
m_expirationTimeBuffer.data = ReallocateBuffer(
&m_expirationTimeBuffer, m_internalAllocatedCapacity, capacity,
true);
m_indexByExpirationTimeBuffer.data = ReallocateBuffer(
&m_indexByExpirationTimeBuffer, m_internalAllocatedCapacity,
capacity, true);
m_internalAllocatedCapacity = capacity;
}
}
int32 b2ParticleSystem::CreateParticle(const b2ParticleDef& def)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked())
{
return 0;
}
if (m_count >= m_internalAllocatedCapacity)
{
// Double the particle capacity.
int32 capacity =
m_count ? 2 * m_count : b2_minParticleSystemBufferCapacity;
ReallocateInternalAllocatedBuffers(capacity);
}
if (m_count >= m_internalAllocatedCapacity)
{
// If the oldest particle should be destroyed...
if (m_def.destroyByAge)
{
DestroyOldestParticle(0, true);
// Need to destroy this particle *now* so that it's possible to
// create a new particle.
SolveZombie();
}
else
{
return b2_invalidParticleIndex;
}
}
int32 index = m_count++;
m_flagsBuffer.data[index] = 0;
if (m_lastBodyContactStepBuffer.data)
{
m_lastBodyContactStepBuffer.data[index] = 0;
}
if (m_bodyContactCountBuffer.data)
{
m_bodyContactCountBuffer.data[index] = 0;
}
if (m_consecutiveContactStepsBuffer.data)
{
m_consecutiveContactStepsBuffer.data[index] = 0;
}
m_positionBuffer.data[index] = def.position;
m_velocityBuffer.data[index] = def.velocity;
m_weightBuffer[index] = 0;
m_forceBuffer[index] = b2Vec2_zero;
if (m_staticPressureBuffer)
{
m_staticPressureBuffer[index] = 0;
}
if (m_depthBuffer)
{
m_depthBuffer[index] = 0;
}
if (m_colorBuffer.data || !def.color.IsZero())
{
m_colorBuffer.data = RequestBuffer(m_colorBuffer.data);
m_colorBuffer.data[index] = def.color;
}
if (m_userDataBuffer.data || def.userData)
{
m_userDataBuffer.data= RequestBuffer(m_userDataBuffer.data);
m_userDataBuffer.data[index] = def.userData;
}
if (m_handleIndexBuffer.data)
{
m_handleIndexBuffer.data[index] = NULL;
}
Proxy& proxy = m_proxyBuffer.Append();
// If particle lifetimes are enabled or the lifetime is set in the particle
// definition, initialize the lifetime.
const bool finiteLifetime = def.lifetime > 0;
if (m_expirationTimeBuffer.data || finiteLifetime)
{
SetParticleLifetime(index, finiteLifetime ? def.lifetime :
ExpirationTimeToLifetime(
-GetQuantizedTimeElapsed()));
// Add a reference to the newly added particle to the end of the
// queue.
m_indexByExpirationTimeBuffer.data[index] = index;
}
proxy.index = index;
b2ParticleGroup* group = def.group;
m_groupBuffer[index] = group;
if (group)
{
if (group->m_firstIndex < group->m_lastIndex)
{
// Move particles in the group just before the new particle.
RotateBuffer(group->m_firstIndex, group->m_lastIndex, index);
b2Assert(group->m_lastIndex == index);
// Update the index range of the group to contain the new particle.
group->m_lastIndex = index + 1;
}
else
{
// If the group is empty, reset the index range to contain only the
// new particle.
group->m_firstIndex = index;
group->m_lastIndex = index + 1;
}
}
SetParticleFlags(index, def.flags);
return index;
}
/// Retrieve a handle to the particle at the specified index.
const b2ParticleHandle* b2ParticleSystem::GetParticleHandleFromIndex(
const int32 index)
{
b2Assert(index >= 0 && index < GetParticleCount() &&
index != b2_invalidParticleIndex);
m_handleIndexBuffer.data = RequestBuffer(m_handleIndexBuffer.data);
b2ParticleHandle* handle = m_handleIndexBuffer.data[index];
if (handle)
{
return handle;
}
// Create a handle.
handle = m_handleAllocator.Allocate();
b2Assert(handle);
handle->SetIndex(index);
m_handleIndexBuffer.data[index] = handle;
return handle;
}
void b2ParticleSystem::DestroyParticle(
int32 index, bool callDestructionListener)
{
uint32 flags = b2_zombieParticle;
if (callDestructionListener)
{
flags |= b2_destructionListenerParticle;
}
SetParticleFlags(index, m_flagsBuffer.data[index] | flags);
}
void b2ParticleSystem::DestroyOldestParticle(
const int32 index, const bool callDestructionListener)
{
const int32 particleCount = GetParticleCount();
b2Assert(index >= 0 && index < particleCount);
// Make sure particle lifetime tracking is enabled.
b2Assert(m_indexByExpirationTimeBuffer.data);
// Destroy the oldest particle (preferring to destroy finite
// lifetime particles first) to free a slot in the buffer.
const int32 oldestFiniteLifetimeParticle =
m_indexByExpirationTimeBuffer.data[particleCount - (index + 1)];
const int32 oldestInfiniteLifetimeParticle =
m_indexByExpirationTimeBuffer.data[index];
DestroyParticle(
m_expirationTimeBuffer.data[oldestFiniteLifetimeParticle] > 0.0f ?
oldestFiniteLifetimeParticle : oldestInfiniteLifetimeParticle,
callDestructionListener);
}
int32 b2ParticleSystem::DestroyParticlesInShape(
const b2Shape& shape, const b2Transform& xf,
bool callDestructionListener)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked())
{
return 0;
}
class DestroyParticlesInShapeCallback : public b2QueryCallback
{
public:
DestroyParticlesInShapeCallback(
b2ParticleSystem* system, const b2Shape& shape,
const b2Transform& xf, bool callDestructionListener)
{
m_system = system;
m_shape = &shape;
m_xf = xf;
m_callDestructionListener = callDestructionListener;
m_destroyed = 0;
}
bool ReportFixture(b2Fixture* fixture)
{
B2_NOT_USED(fixture);
return false;
}
bool ReportParticle(const b2ParticleSystem* particleSystem, int32 index)
{
if (particleSystem != m_system)
return false;
b2Assert(index >=0 && index < m_system->m_count);
if (m_shape->TestPoint(m_xf,
m_system->m_positionBuffer.data[index]))
{
m_system->DestroyParticle(index, m_callDestructionListener);
m_destroyed++;
}
return true;
}
int32 Destroyed() { return m_destroyed; }
private:
b2ParticleSystem* m_system;
const b2Shape* m_shape;
b2Transform m_xf;
bool m_callDestructionListener;
int32 m_destroyed;
} callback(this, shape, xf, callDestructionListener);
b2AABB aabb;
shape.ComputeAABB(&aabb, xf, 0);
m_world->QueryAABB(&callback, aabb);
return callback.Destroyed();
}
int32 b2ParticleSystem::CreateParticleForGroup(
const b2ParticleGroupDef& groupDef, const b2Transform& xf, const b2Vec2& p)
{
b2ParticleDef particleDef;
particleDef.flags = groupDef.flags;
particleDef.position = b2Mul(xf, p);
particleDef.velocity =
groupDef.linearVelocity +
b2Cross(groupDef.angularVelocity,
particleDef.position - groupDef.position);
particleDef.color = groupDef.color;
particleDef.lifetime = groupDef.lifetime;
particleDef.userData = groupDef.userData;
return CreateParticle(particleDef);
}
void b2ParticleSystem::CreateParticlesStrokeShapeForGroup(
const b2Shape *shape,
const b2ParticleGroupDef& groupDef, const b2Transform& xf)
{
float32 stride = groupDef.stride;
if (stride == 0)
{
stride = GetParticleStride();
}
float32 positionOnEdge = 0;
int32 childCount = shape->GetChildCount();
for (int32 childIndex = 0; childIndex < childCount; childIndex++)
{
b2EdgeShape edge;
if (shape->GetType() == b2Shape::e_edge)
{
edge = *(b2EdgeShape*) shape;
}
else
{
b2Assert(shape->GetType() == b2Shape::e_chain);
((b2ChainShape*) shape)->GetChildEdge(&edge, childIndex);
}
b2Vec2 d = edge.m_vertex2 - edge.m_vertex1;
float32 edgeLength = d.Length();
while (positionOnEdge < edgeLength)
{
b2Vec2 p = edge.m_vertex1 + positionOnEdge / edgeLength * d;
CreateParticleForGroup(groupDef, xf, p);
positionOnEdge += stride;
}
positionOnEdge -= edgeLength;
}
}
void b2ParticleSystem::CreateParticlesFillShapeForGroup(
const b2Shape *shape,
const b2ParticleGroupDef& groupDef, const b2Transform& xf)
{
float32 stride = groupDef.stride;
if (stride == 0)
{
stride = GetParticleStride();
}
b2Transform identity;
identity.SetIdentity();
b2AABB aabb;
b2Assert(shape->GetChildCount() == 1);
shape->ComputeAABB(&aabb, identity, 0);
for (float32 y = floorf(aabb.lowerBound.y / stride) * stride;
y < aabb.upperBound.y; y += stride)
{
for (float32 x = floorf(aabb.lowerBound.x / stride) * stride;
x < aabb.upperBound.x; x += stride)
{
b2Vec2 p(x, y);
if (shape->TestPoint(identity, p))
{
CreateParticleForGroup(groupDef, xf, p);
}
}
}
}
void b2ParticleSystem::CreateParticlesWithShapeForGroup(
const b2Shape* shape,
const b2ParticleGroupDef& groupDef, const b2Transform& xf)
{
switch (shape->GetType()) {
case b2Shape::e_edge:
case b2Shape::e_chain:
CreateParticlesStrokeShapeForGroup(shape, groupDef, xf);
break;
case b2Shape::e_polygon:
case b2Shape::e_circle:
CreateParticlesFillShapeForGroup(shape, groupDef, xf);
break;
default:
b2Assert(false);
break;
}
}
void b2ParticleSystem::CreateParticlesWithShapesForGroup(
const b2Shape* const* shapes, int32 shapeCount,
const b2ParticleGroupDef& groupDef, const b2Transform& xf)
{
class CompositeShape : public b2Shape
{
public:
CompositeShape(const b2Shape* const* shapes, int32 shapeCount)
{
m_shapes = shapes;
m_shapeCount = shapeCount;
}
b2Shape* Clone(b2BlockAllocator* allocator) const
{
b2Assert(false);
B2_NOT_USED(allocator);
return NULL;
}
int32 GetChildCount() const
{
return 1;
}
bool TestPoint(const b2Transform& xf, const b2Vec2& p) const
{
for (int32 i = 0; i < m_shapeCount; i++)
{
if (m_shapes[i]->TestPoint(xf, p))
{
return true;
}
}
return false;
}
void ComputeDistance(const b2Transform& xf, const b2Vec2& p,
float32* distance, b2Vec2* normal, int32 childIndex) const
{
b2Assert(false);
B2_NOT_USED(xf);
B2_NOT_USED(p);
B2_NOT_USED(distance);
B2_NOT_USED(normal);
B2_NOT_USED(childIndex);
}
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const
{
b2Assert(false);
B2_NOT_USED(output);
B2_NOT_USED(input);
B2_NOT_USED(transform);
B2_NOT_USED(childIndex);
return false;
}
void ComputeAABB(
b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
aabb->lowerBound.x = +FLT_MAX;
aabb->lowerBound.y = +FLT_MAX;
aabb->upperBound.x = -FLT_MAX;
aabb->upperBound.y = -FLT_MAX;
b2Assert(childIndex == 0);
for (int32 i = 0; i < m_shapeCount; i++)
{
int32 childCount = m_shapes[i]->GetChildCount();
for (int32 j = 0; j < childCount; j++)
{
b2AABB subaabb;
m_shapes[i]->ComputeAABB(&subaabb, xf, j);
aabb->Combine(subaabb);
}
}
}
void ComputeMass(b2MassData* massData, float32 density) const
{
b2Assert(false);
B2_NOT_USED(massData);
B2_NOT_USED(density);
}
private:
const b2Shape* const* m_shapes;
int32 m_shapeCount;
} compositeShape(shapes, shapeCount);
CreateParticlesFillShapeForGroup(&compositeShape, groupDef, xf);
}
b2ParticleGroup* b2ParticleSystem::CreateParticleGroup(
const b2ParticleGroupDef& groupDef)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked())
{
return 0;
}
b2Transform transform;
transform.Set(groupDef.position, groupDef.angle);
int32 firstIndex = m_count;
if (groupDef.shape)
{
CreateParticlesWithShapeForGroup(groupDef.shape, groupDef, transform);
}
if (groupDef.shapes)
{
CreateParticlesWithShapesForGroup(
groupDef.shapes, groupDef.shapeCount, groupDef, transform);
}
if (groupDef.particleCount)
{
b2Assert(groupDef.positionData);
for (int32 i = 0; i < groupDef.particleCount; i++)
{
b2Vec2 p = groupDef.positionData[i];
CreateParticleForGroup(groupDef, transform, p);
}
}
int32 lastIndex = m_count;
void* mem = m_world->m_blockAllocator.Allocate(sizeof(b2ParticleGroup));
b2ParticleGroup* group = new (mem) b2ParticleGroup();
group->m_system = this;
group->m_firstIndex = firstIndex;
group->m_lastIndex = lastIndex;
group->m_strength = groupDef.strength;
group->m_userData = groupDef.userData;
group->m_transform = transform;
group->m_prev = NULL;
group->m_next = m_groupList;
if (m_groupList)
{
m_groupList->m_prev = group;
}
m_groupList = group;
++m_groupCount;
for (int32 i = firstIndex; i < lastIndex; i++)
{
m_groupBuffer[i] = group;
}
SetGroupFlags(group, groupDef.groupFlags);
// Create pairs and triads between particles in the group.
ConnectionFilter filter;
UpdateContacts(true);
UpdatePairsAndTriads(firstIndex, lastIndex, filter);
if (groupDef.group)
{
JoinParticleGroups(groupDef.group, group);
group = groupDef.group;
}
return group;
}
void b2ParticleSystem::JoinParticleGroups(b2ParticleGroup* groupA,
b2ParticleGroup* groupB)
{
b2Assert(m_world->IsLocked() == false);
if (m_world->IsLocked())
{
return;
}
b2Assert(groupA != groupB);
RotateBuffer(groupB->m_firstIndex, groupB->m_lastIndex, m_count);
b2Assert(groupB->m_lastIndex == m_count);
RotateBuffer(groupA->m_firstIndex, groupA->m_lastIndex,
groupB->m_firstIndex);
b2Assert(groupA->m_lastIndex == groupB->m_firstIndex);
// Create pairs and triads connecting groupA and groupB.
class JoinParticleGroupsFilter : public ConnectionFilter
{
bool ShouldCreatePair(int32 a, int32 b) const
{
return
(a < m_threshold && m_threshold <= b) ||
(b < m_threshold && m_threshold <= a);
}
bool ShouldCreateTriad(int32 a, int32 b, int32 c) const
{
return
(a < m_threshold || b < m_threshold || c < m_threshold) &&
(m_threshold <= a || m_threshold <= b || m_threshold <= c);
}
int32 m_threshold;
public:
JoinParticleGroupsFilter(int32 threshold)
{
m_threshold = threshold;
}
} filter(groupB->m_firstIndex);
UpdateContacts(true);
UpdatePairsAndTriads(groupA->m_firstIndex, groupB->m_lastIndex, filter);
for (int32 i = groupB->m_firstIndex; i < groupB->m_lastIndex; i++)
{
m_groupBuffer[i] = groupA;
}
uint32 groupFlags = groupA->m_groupFlags | groupB->m_groupFlags;
SetGroupFlags(groupA, groupFlags);
groupA->m_lastIndex = groupB->m_lastIndex;
groupB->m_firstIndex = groupB->m_lastIndex;
DestroyParticleGroup(groupB);
}
void b2ParticleSystem::SplitParticleGroup(b2ParticleGroup* group)
{
UpdateContacts(true);
int32 particleCount = group->GetParticleCount();
// We create several linked lists. Each list represents a set of connected
// particles.
ParticleListNode* nodeBuffer =
(ParticleListNode*) m_world->m_stackAllocator.Allocate(
sizeof(ParticleListNode) * particleCount);
InitializeParticleLists(group, nodeBuffer);
MergeParticleListsInContact(group, nodeBuffer);
ParticleListNode* survivingList =
FindLongestParticleList(group, nodeBuffer);
MergeZombieParticleListNodes(group, nodeBuffer, survivingList);
CreateParticleGroupsFromParticleList(group, nodeBuffer, survivingList);
UpdatePairsAndTriadsWithParticleList(group, nodeBuffer);
m_world->m_stackAllocator.Free(nodeBuffer);
}
void b2ParticleSystem::InitializeParticleLists(
const b2ParticleGroup* group, ParticleListNode* nodeBuffer)
{
int32 bufferIndex = group->GetBufferIndex();
int32 particleCount = group->GetParticleCount();
for (int32 i = 0; i < particleCount; i++)
{
ParticleListNode* node = &nodeBuffer[i];
node->list = node;
node->next = NULL;
node->count = 1;
node->index = i + bufferIndex;
}
}
void b2ParticleSystem::MergeParticleListsInContact(
const b2ParticleGroup* group, ParticleListNode* nodeBuffer) const
{
int32 bufferIndex = group->GetBufferIndex();
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
if (!group->ContainsParticle(a) || !group->ContainsParticle(b)) {
continue;
}
ParticleListNode* listA = nodeBuffer[a - bufferIndex].list;
ParticleListNode* listB = nodeBuffer[b - bufferIndex].list;
if (listA == listB) {
continue;
}
// To minimize the cost of insertion, make sure listA is longer than
// listB.
if (listA->count < listB->count)
{
b2Swap(listA, listB);
}
b2Assert(listA->count >= listB->count);
MergeParticleLists(listA, listB);
}
}
void b2ParticleSystem::MergeParticleLists(
ParticleListNode* listA, ParticleListNode* listB)
{
// Insert listB between index 0 and 1 of listA
// Example:
// listA => a1 => a2 => a3 => NULL
// listB => b1 => b2 => NULL
// to
// listA => listB => b1 => b2 => a1 => a2 => a3 => NULL
b2Assert(listA != listB);
for (ParticleListNode* b = listB;;)
{
b->list = listA;
ParticleListNode* nextB = b->next;
if (nextB)
{
b = nextB;
}
else
{
b->next = listA->next;
break;
}
}
listA->next = listB;
listA->count += listB->count;
listB->count = 0;
}
b2ParticleSystem::ParticleListNode* b2ParticleSystem::FindLongestParticleList(
const b2ParticleGroup* group, ParticleListNode* nodeBuffer)
{
int32 particleCount = group->GetParticleCount();
ParticleListNode* result = nodeBuffer;
for (int32 i = 0; i < particleCount; i++)
{
ParticleListNode* node = &nodeBuffer[i];
if (result->count < node->count)
{
result = node;
}
}
return result;
}
void b2ParticleSystem::MergeZombieParticleListNodes(
const b2ParticleGroup* group, ParticleListNode* nodeBuffer,
ParticleListNode* survivingList) const
{
int32 particleCount = group->GetParticleCount();
for (int32 i = 0; i < particleCount; i++)
{
ParticleListNode* node = &nodeBuffer[i];
if (node != survivingList &&
(m_flagsBuffer.data[node->index] & b2_zombieParticle))
{
MergeParticleListAndNode(survivingList, node);
}
}
}
void b2ParticleSystem::MergeParticleListAndNode(
ParticleListNode* list, ParticleListNode* node)
{
// Insert node between index 0 and 1 of list
// Example:
// list => a1 => a2 => a3 => NULL
// node => NULL
// to
// list => node => a1 => a2 => a3 => NULL
b2Assert(node != list);
b2Assert(node->list == node);
b2Assert(node->count == 1);
node->list = list;
node->next = list->next;
list->next = node;
list->count++;
node->count = 0;
}
void b2ParticleSystem::CreateParticleGroupsFromParticleList(
const b2ParticleGroup* group, ParticleListNode* nodeBuffer,
const ParticleListNode* survivingList)
{
int32 particleCount = group->GetParticleCount();
b2ParticleGroupDef def;
def.groupFlags = group->GetGroupFlags();
def.userData = group->GetUserData();
for (int32 i = 0; i < particleCount; i++)
{
ParticleListNode* list = &nodeBuffer[i];
if (!list->count || list == survivingList)
{
continue;
}
b2Assert(list->list == list);
b2ParticleGroup* newGroup = CreateParticleGroup(def);
for (ParticleListNode* node = list; node; node = node->next)
{
int32 oldIndex = node->index;
uint32& flags = m_flagsBuffer.data[oldIndex];
b2Assert(!(flags & b2_zombieParticle));
int32 newIndex = CloneParticle(oldIndex, newGroup);
flags |= b2_zombieParticle;
node->index = newIndex;
}
}
}
void b2ParticleSystem::UpdatePairsAndTriadsWithParticleList(
const b2ParticleGroup* group, const ParticleListNode* nodeBuffer)
{
int32 bufferIndex = group->GetBufferIndex();
// Update indices in pairs and triads. If an index belongs to the group,
// replace it with the corresponding value in nodeBuffer.
// Note that nodeBuffer is allocated only for the group and the index should
// be shifted by bufferIndex.
for (int32 k = 0; k < m_pairBuffer.GetCount(); k++)
{
b2ParticlePair& pair = m_pairBuffer[k];
int32 a = pair.indexA;
int32 b = pair.indexB;
if (group->ContainsParticle(a))
{
pair.indexA = nodeBuffer[a - bufferIndex].index;
}
if (group->ContainsParticle(b))
{
pair.indexB = nodeBuffer[b - bufferIndex].index;
}
}
for (int32 k = 0; k < m_triadBuffer.GetCount(); k++)
{
b2ParticleTriad& triad = m_triadBuffer[k];
int32 a = triad.indexA;
int32 b = triad.indexB;
int32 c = triad.indexC;
if (group->ContainsParticle(a))
{
triad.indexA = nodeBuffer[a - bufferIndex].index;
}
if (group->ContainsParticle(b))
{
triad.indexB = nodeBuffer[b - bufferIndex].index;
}
if (group->ContainsParticle(c))
{
triad.indexC = nodeBuffer[c - bufferIndex].index;
}
}
}
int32 b2ParticleSystem::CloneParticle(int32 oldIndex, b2ParticleGroup* group)
{
b2ParticleDef def;
def.flags = m_flagsBuffer.data[oldIndex];
def.position = m_positionBuffer.data[oldIndex];
def.velocity = m_velocityBuffer.data[oldIndex];
if (m_colorBuffer.data)
{
def.color = m_colorBuffer.data[oldIndex];
}
if (m_userDataBuffer.data)
{
def.userData = m_userDataBuffer.data[oldIndex];
}
def.group = group;
int32 newIndex = CreateParticle(def);
if (m_handleIndexBuffer.data)
{
b2ParticleHandle* handle = m_handleIndexBuffer.data[oldIndex];
if (handle) handle->SetIndex(newIndex);
m_handleIndexBuffer.data[newIndex] = handle;
m_handleIndexBuffer.data[oldIndex] = NULL;
}
if (m_lastBodyContactStepBuffer.data)
{
m_lastBodyContactStepBuffer.data[newIndex] =
m_lastBodyContactStepBuffer.data[oldIndex];
}
if (m_bodyContactCountBuffer.data)
{
m_bodyContactCountBuffer.data[newIndex] =
m_bodyContactCountBuffer.data[oldIndex];
}
if (m_consecutiveContactStepsBuffer.data)
{
m_consecutiveContactStepsBuffer.data[newIndex] =
m_consecutiveContactStepsBuffer.data[oldIndex];
}
if (m_hasForce)
{
m_forceBuffer[newIndex] = m_forceBuffer[oldIndex];
}
if (m_staticPressureBuffer)
{
m_staticPressureBuffer[newIndex] = m_staticPressureBuffer[oldIndex];
}
if (m_depthBuffer)
{
m_depthBuffer[newIndex] = m_depthBuffer[oldIndex];
}
if (m_expirationTimeBuffer.data)
{
m_expirationTimeBuffer.data[newIndex] =
m_expirationTimeBuffer.data[oldIndex];
}
return newIndex;
}
void b2ParticleSystem::UpdatePairsAndTriadsWithReactiveParticles()
{
class ReactiveFilter : public ConnectionFilter
{
bool IsNecessary(int32 index) const
{
return (m_flagsBuffer[index] & b2_reactiveParticle) != 0;
}
const uint32* m_flagsBuffer;
public:
ReactiveFilter(uint32* flagsBuffer)
{
m_flagsBuffer = flagsBuffer;
}
} filter(m_flagsBuffer.data);
UpdatePairsAndTriads(0, m_count, filter);
for (int32 i = 0; i < m_count; i++)
{
m_flagsBuffer.data[i] &= ~b2_reactiveParticle;
}
m_allParticleFlags &= ~b2_reactiveParticle;
}
static bool ParticleCanBeConnected(
uint32 flags, b2ParticleGroup* group)
{
return
(flags & (b2_wallParticle | b2_springParticle | b2_elasticParticle)) ||
(group && group->GetGroupFlags() & b2_rigidParticleGroup);
}
void b2ParticleSystem::UpdatePairsAndTriads(
int32 firstIndex, int32 lastIndex, const ConnectionFilter& filter)
{
// Create pairs or triads.
// All particles in each pair/triad should satisfy the following:
// * firstIndex <= index < lastIndex
// * don't have b2_zombieParticle
// * ParticleCanBeConnected returns true
// * ShouldCreatePair/ShouldCreateTriad returns true
// Any particles in each pair/triad should satisfy the following:
// * filter.IsNeeded returns true
// * have one of k_pairFlags/k_triadsFlags
b2Assert(firstIndex <= lastIndex);
uint32 particleFlags = 0;
for (int32 i = firstIndex; i < lastIndex; i++)
{
particleFlags |= m_flagsBuffer.data[i];
}
if (particleFlags & k_pairFlags)
{
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
uint32 af = m_flagsBuffer.data[a];
uint32 bf = m_flagsBuffer.data[b];
b2ParticleGroup* groupA = m_groupBuffer[a];
b2ParticleGroup* groupB = m_groupBuffer[b];
if (a >= firstIndex && a < lastIndex &&
b >= firstIndex && b < lastIndex &&
!((af | bf) & b2_zombieParticle) &&
((af | bf) & k_pairFlags) &&
(filter.IsNecessary(a) || filter.IsNecessary(b)) &&
ParticleCanBeConnected(af, groupA) &&
ParticleCanBeConnected(bf, groupB) &&
filter.ShouldCreatePair(a, b))
{
b2ParticlePair& pair = m_pairBuffer.Append();
pair.indexA = a;
pair.indexB = b;
pair.flags = contact.GetFlags();
pair.strength = b2Min(
groupA ? groupA->m_strength : 1,
groupB ? groupB->m_strength : 1);
pair.distance = b2Distance(m_positionBuffer.data[a],
m_positionBuffer.data[b]);
}
}
std::stable_sort(
m_pairBuffer.Begin(), m_pairBuffer.End(), ComparePairIndices);
m_pairBuffer.Unique(MatchPairIndices);
}
if (particleFlags & k_triadFlags)
{
b2VoronoiDiagram diagram(
&m_world->m_stackAllocator, lastIndex - firstIndex);
for (int32 i = firstIndex; i < lastIndex; i++)
{
uint32 flags = m_flagsBuffer.data[i];
b2ParticleGroup* group = m_groupBuffer[i];
if (!(flags & b2_zombieParticle) &&
ParticleCanBeConnected(flags, group))
{
diagram.AddGenerator(
m_positionBuffer.data[i], i, filter.IsNecessary(i));
}
}
float32 stride = GetParticleStride();
diagram.Generate(stride / 2, stride * 2);
class UpdateTriadsCallback : public b2VoronoiDiagram::NodeCallback
{
void operator()(int32 a, int32 b, int32 c)
{
uint32 af = m_system->m_flagsBuffer.data[a];
uint32 bf = m_system->m_flagsBuffer.data[b];
uint32 cf = m_system->m_flagsBuffer.data[c];
if (((af | bf | cf) & k_triadFlags) &&
m_filter->ShouldCreateTriad(a, b, c))
{
const b2Vec2& pa = m_system->m_positionBuffer.data[a];
const b2Vec2& pb = m_system->m_positionBuffer.data[b];
const b2Vec2& pc = m_system->m_positionBuffer.data[c];
b2Vec2 dab = pa - pb;
b2Vec2 dbc = pb - pc;
b2Vec2 dca = pc - pa;
float32 maxDistanceSquared = b2_maxTriadDistanceSquared *
m_system->m_squaredDiameter;
if (b2Dot(dab, dab) > maxDistanceSquared ||
b2Dot(dbc, dbc) > maxDistanceSquared ||
b2Dot(dca, dca) > maxDistanceSquared)
{
return;
}
b2ParticleGroup* groupA = m_system->m_groupBuffer[a];
b2ParticleGroup* groupB = m_system->m_groupBuffer[b];
b2ParticleGroup* groupC = m_system->m_groupBuffer[c];
b2ParticleTriad& triad = m_system->m_triadBuffer.Append();
triad.indexA = a;
triad.indexB = b;
triad.indexC = c;
triad.flags = af | bf | cf;
triad.strength = b2Min(b2Min(
groupA ? groupA->m_strength : 1,
groupB ? groupB->m_strength : 1),
groupC ? groupC->m_strength : 1);
b2Vec2 midPoint = (float32) 1 / 3 * (pa + pb + pc);
triad.pa = pa - midPoint;
triad.pb = pb - midPoint;
triad.pc = pc - midPoint;
triad.ka = -b2Dot(dca, dab);
triad.kb = -b2Dot(dab, dbc);
triad.kc = -b2Dot(dbc, dca);
triad.s = b2Cross(pa, pb) + b2Cross(pb, pc) + b2Cross(pc, pa);
}
}
b2ParticleSystem* m_system;
const ConnectionFilter* m_filter;
public:
UpdateTriadsCallback(
b2ParticleSystem* system, const ConnectionFilter* filter)
{
m_system = system;
m_filter = filter;
}
} callback(this, &filter);
diagram.GetNodes(callback);
std::stable_sort(
m_triadBuffer.Begin(), m_triadBuffer.End(), CompareTriadIndices);
m_triadBuffer.Unique(MatchTriadIndices);
}
}
bool b2ParticleSystem::ComparePairIndices(
const b2ParticlePair& a, const b2ParticlePair& b)
{
int32 diffA = a.indexA - b.indexA;
if (diffA != 0) return diffA < 0;
return a.indexB < b.indexB;
}
bool b2ParticleSystem::MatchPairIndices(
const b2ParticlePair& a, const b2ParticlePair& b)
{
return a.indexA == b.indexA && a.indexB == b.indexB;
}
bool b2ParticleSystem::CompareTriadIndices(
const b2ParticleTriad& a, const b2ParticleTriad& b)
{
int32 diffA = a.indexA - b.indexA;
if (diffA != 0) return diffA < 0;
int32 diffB = a.indexB - b.indexB;
if (diffB != 0) return diffB < 0;
return a.indexC < b.indexC;
}
bool b2ParticleSystem::MatchTriadIndices(
const b2ParticleTriad& a, const b2ParticleTriad& b)
{
return a.indexA == b.indexA && a.indexB == b.indexB && a.indexC == b.indexC;
}
// Only called from SolveZombie() or JoinParticleGroups().
void b2ParticleSystem::DestroyParticleGroup(b2ParticleGroup* group)
{
b2Assert(m_groupCount > 0);
b2Assert(group);
if (m_world->m_destructionListener)
{
m_world->m_destructionListener->SayGoodbye(group);
}
SetGroupFlags(group, 0);
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
m_groupBuffer[i] = NULL;
}
if (group->m_prev)
{
group->m_prev->m_next = group->m_next;
}
if (group->m_next)
{
group->m_next->m_prev = group->m_prev;
}
if (group == m_groupList)
{
m_groupList = group->m_next;
}
--m_groupCount;
group->~b2ParticleGroup();
m_world->m_blockAllocator.Free(group, sizeof(b2ParticleGroup));
}
void b2ParticleSystem::ComputeWeight()
{
// calculates the sum of contact-weights for each particle
// that means dimensionless density
memset(m_weightBuffer, 0, sizeof(*m_weightBuffer) * m_count);
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
float32 w = contact.weight;
m_weightBuffer[a] += w;
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
m_weightBuffer[a] += w;
m_weightBuffer[b] += w;
}
}
void b2ParticleSystem::ComputeDepth()
{
b2ParticleContact* contactGroups = (b2ParticleContact*) m_world->
m_stackAllocator.Allocate(sizeof(b2ParticleContact) * m_contactBuffer.GetCount());
int32 contactGroupsCount = 0;
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
const b2ParticleGroup* groupA = m_groupBuffer[a];
const b2ParticleGroup* groupB = m_groupBuffer[b];
if (groupA && groupA == groupB &&
(groupA->m_groupFlags & b2_particleGroupNeedsUpdateDepth))
{
contactGroups[contactGroupsCount++] = contact;
}
}
b2ParticleGroup** groupsToUpdate = (b2ParticleGroup**) m_world->
m_stackAllocator.Allocate(sizeof(b2ParticleGroup*) * m_groupCount);
int32 groupsToUpdateCount = 0;
for (b2ParticleGroup* group = m_groupList; group; group = group->GetNext())
{
if (group->m_groupFlags & b2_particleGroupNeedsUpdateDepth)
{
groupsToUpdate[groupsToUpdateCount++] = group;
SetGroupFlags(group,
group->m_groupFlags &
~b2_particleGroupNeedsUpdateDepth);
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
m_accumulationBuffer[i] = 0;
}
}
}
// Compute sum of weight of contacts except between different groups.
for (int32 k = 0; k < contactGroupsCount; k++)
{
const b2ParticleContact& contact = contactGroups[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
m_accumulationBuffer[a] += w;
m_accumulationBuffer[b] += w;
}
b2Assert(m_depthBuffer);
for (int32 i = 0; i < groupsToUpdateCount; i++)
{
const b2ParticleGroup* group = groupsToUpdate[i];
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
float32 w = m_accumulationBuffer[i];
m_depthBuffer[i] = w < 0.8f ? 0 : b2_maxFloat;
}
}
// The number of iterations is equal to particle number from the deepest
// particle to the nearest surface particle, and in general it is smaller
// than sqrt of total particle number.
int32 iterationCount = (int32)b2Sqrt((float)m_count);
for (int32 t = 0; t < iterationCount; t++)
{
bool updated = false;
for (int32 k = 0; k < contactGroupsCount; k++)
{
const b2ParticleContact& contact = contactGroups[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 r = 1 - contact.GetWeight();
float32& ap0 = m_depthBuffer[a];
float32& bp0 = m_depthBuffer[b];
float32 ap1 = bp0 + r;
float32 bp1 = ap0 + r;
if (ap0 > ap1)
{
ap0 = ap1;
updated = true;
}
if (bp0 > bp1)
{
bp0 = bp1;
updated = true;
}
}
if (!updated)
{
break;
}
}
for (int32 i = 0; i < groupsToUpdateCount; i++)
{
const b2ParticleGroup* group = groupsToUpdate[i];
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
float32& p = m_depthBuffer[i];
if (p < b2_maxFloat)
{
p *= m_particleDiameter;
}
else
{
p = 0;
}
}
}
m_world->m_stackAllocator.Free(groupsToUpdate);
m_world->m_stackAllocator.Free(contactGroups);
}
b2ParticleSystem::InsideBoundsEnumerator
b2ParticleSystem::GetInsideBoundsEnumerator(const b2AABB& aabb) const
{
uint32 lowerTag = computeTag(m_inverseDiameter * aabb.lowerBound.x - 1,
m_inverseDiameter * aabb.lowerBound.y - 1);
uint32 upperTag = computeTag(m_inverseDiameter * aabb.upperBound.x + 1,
m_inverseDiameter * aabb.upperBound.y + 1);
const Proxy* beginProxy = m_proxyBuffer.Begin();
const Proxy* endProxy = m_proxyBuffer.End();
const Proxy* firstProxy = std::lower_bound(beginProxy, endProxy, lowerTag);
const Proxy* lastProxy = std::upper_bound(firstProxy, endProxy, upperTag);
return InsideBoundsEnumerator(lowerTag, upperTag, firstProxy, lastProxy);
}
inline void b2ParticleSystem::AddContact(int32 a, int32 b,
b2GrowableBuffer<b2ParticleContact>& contacts) const
{
b2Vec2 d = m_positionBuffer.data[b] - m_positionBuffer.data[a];
float32 distBtParticlesSq = b2Dot(d, d);
if (distBtParticlesSq < m_squaredDiameter)
{
float32 invD = b2InvSqrt(distBtParticlesSq);
b2ParticleContact& contact = contacts.Append();
contact.SetIndices(a, b);
contact.SetFlags(m_flagsBuffer.data[a] | m_flagsBuffer.data[b]);
// 1 - distBtParticles / diameter
contact.SetWeight(1 - distBtParticlesSq * invD * m_inverseDiameter);
contact.SetNormal(invD * d);
}
}
void b2ParticleSystem::FindContacts_Reference(
b2GrowableBuffer<b2ParticleContact>& contacts) const
{
const Proxy* beginProxy = m_proxyBuffer.Begin();
const Proxy* endProxy = m_proxyBuffer.End();
contacts.SetCount(0);
for (const Proxy *a = beginProxy, *c = beginProxy; a < endProxy; a++)
{
uint32 rightTag = computeRelativeTag(a->tag, 1, 0);
for (const Proxy* b = a + 1; b < endProxy; b++)
{
if (rightTag < b->tag) break;
AddContact(a->index, b->index, contacts);
}
uint32 bottomLeftTag = computeRelativeTag(a->tag, -1, 1);
for (; c < endProxy; c++)
{
if (bottomLeftTag <= c->tag) break;
}
uint32 bottomRightTag = computeRelativeTag(a->tag, 1, 1);
for (const Proxy* b = c; b < endProxy; b++)
{
if (bottomRightTag < b->tag) break;
AddContact(a->index, b->index, contacts);
}
}
}
// Put the positions and indices in proxy-order. This allows us to process
// particles with SIMD, since adjacent particles are adjacent in memory.
void b2ParticleSystem::ReorderForFindContact(FindContactInput* reordered,
int alignedCount) const
{
int i = 0;
for (; i < m_count; ++i)
{
const int proxyIndex = m_proxyBuffer[i].index;
FindContactInput& r = reordered[i];
r.proxyIndex = proxyIndex;
r.position = m_positionBuffer.data[proxyIndex];
}
// We process multiple elements at a time, so we may read off the end of
// the array. Pad the array with a few elements, so we don't end up
// outputing spurious contacts.
for (; i < alignedCount; ++i)
{
FindContactInput& r = reordered[i];
r.proxyIndex = 0;
r.position = b2Vec2(b2_maxFloat, b2_maxFloat);
}
}
// Check particles to the right of 'startIndex', outputing FindContactChecks
// until we find an index that is greater than 'bound'. We skip over the
// indices NUM_V32_SLOTS at a time, because they are processed in groups
// in the SIMD function.
inline void b2ParticleSystem::GatherChecksOneParticle(
const uint32 bound,
const int startIndex,
const int particleIndex,
int* nextUncheckedIndex,
b2GrowableBuffer<FindContactCheck>& checks) const
{
// The particles have to be heavily packed together in order for this
// loop to iterate more than once. In almost all situations, it will
// iterate less than twice.
for (int comparatorIndex = startIndex;
comparatorIndex < m_count;
comparatorIndex += NUM_V32_SLOTS)
{
if (m_proxyBuffer[comparatorIndex].tag > bound)
break;
FindContactCheck& out = checks.Append();
out.particleIndex = (uint16)particleIndex;
out.comparatorIndex = (uint16)comparatorIndex;
// This is faster inside the 'for' since there are so few iterations.
if (nextUncheckedIndex != NULL)
{
*nextUncheckedIndex = comparatorIndex + NUM_V32_SLOTS;
}
}
}
void b2ParticleSystem::GatherChecks(
b2GrowableBuffer<FindContactCheck>& checks) const
{
int bottomLeftIndex = 0;
for (int particleIndex = 0; particleIndex < m_count; ++particleIndex)
{
const uint32 particleTag = m_proxyBuffer[particleIndex].tag;
// Add checks for particles to the right.
const uint32 rightBound = particleTag + relativeTagRight;
int nextUncheckedIndex = particleIndex + 1;
GatherChecksOneParticle(rightBound,
particleIndex + 1,
particleIndex,
&nextUncheckedIndex,
checks);
// Find comparator index below and to left of particle.
const uint32 bottomLeftTag = particleTag + relativeTagBottomLeft;
for (; bottomLeftIndex < m_count; ++bottomLeftIndex)
{
if (bottomLeftTag <= m_proxyBuffer[bottomLeftIndex].tag)
break;
}
// Add checks for particles below.
const uint32 bottomRightBound = particleTag + relativeTagBottomRight;
const int bottomStartIndex = b2Max(bottomLeftIndex, nextUncheckedIndex);
GatherChecksOneParticle(bottomRightBound,
bottomStartIndex,
particleIndex,
NULL,
checks);
}
}
#if defined(LIQUIDFUN_SIMD_NEON)
void b2ParticleSystem::FindContacts_Simd(
b2GrowableBuffer<b2ParticleContact>& contacts) const
{
contacts.SetCount(0);
const int alignedCount = m_count + NUM_V32_SLOTS;
FindContactInput* reordered = (FindContactInput*)
m_world->m_stackAllocator.Allocate(
sizeof(FindContactInput) * alignedCount);
// Put positions and indices into proxy-order.
// This allows us to efficiently check for contacts using SIMD.
ReorderForFindContact(reordered, alignedCount);
// Perform broad-band contact check using tags to approximate
// positions. This reduces the number of narrow-band contact checks
// that use actual positions.
static const int MAX_EXPECTED_CHECKS_PER_PARTICLE = 3;
b2GrowableBuffer<FindContactCheck> checks(m_world->m_blockAllocator);
checks.Reserve(MAX_EXPECTED_CHECKS_PER_PARTICLE * m_count);
GatherChecks(checks);
// Perform narrow-band contact checks using actual positions.
// Any particles whose centers are within one diameter of each other are
// considered contacting.
FindContactsFromChecks_Simd(reordered, checks.Data(), checks.GetCount(),
m_squaredDiameter, m_inverseDiameter,
m_flagsBuffer.data, contacts);
m_world->m_stackAllocator.Free(reordered);
}
#endif // defined(LIQUIDFUN_SIMD_NEON)
LIQUIDFUN_SIMD_INLINE
void b2ParticleSystem::FindContacts(
b2GrowableBuffer<b2ParticleContact>& contacts) const
{
#if defined(LIQUIDFUN_SIMD_NEON)
FindContacts_Simd(contacts);
#else
FindContacts_Reference(contacts);
#endif
#if defined(LIQUIDFUN_SIMD_TEST_VS_REFERENCE)
b2GrowableBuffer<b2ParticleContact>
reference(m_world->m_blockAllocator);
FindContacts_Reference(reference);
b2Assert(contacts.GetCount() == reference.GetCount());
for (int32 i = 0; i < contacts.GetCount(); ++i)
{
b2Assert(contacts[i].ApproximatelyEqual(reference[i]));
}
#endif // defined(LIQUIDFUN_SIMD_TEST_VS_REFERENCE)
}
static inline bool b2ParticleContactIsZombie(const b2ParticleContact& contact)
{
return (contact.GetFlags() & b2_zombieParticle) == b2_zombieParticle;
}
// Get the world's contact filter if any particles with the
// b2_particleContactFilterParticle flag are present in the system.
inline b2ContactFilter* b2ParticleSystem::GetParticleContactFilter() const
{
return (m_allParticleFlags & b2_particleContactFilterParticle) ?
m_world->m_contactManager.m_contactFilter : NULL;
}
// Get the world's contact listener if any particles with the
// b2_particleContactListenerParticle flag are present in the system.
inline b2ContactListener* b2ParticleSystem::GetParticleContactListener() const
{
return (m_allParticleFlags & b2_particleContactListenerParticle) ?
m_world->m_contactManager.m_contactListener : NULL;
}
// Recalculate 'tag' in proxies using m_positionBuffer.
// The 'tag' is an approximation of position, in left-right, top-bottom order.
void b2ParticleSystem::UpdateProxies_Reference(
b2GrowableBuffer<Proxy>& proxies) const
{
const Proxy* const endProxy = proxies.End();
for (Proxy* proxy = proxies.Begin(); proxy < endProxy; ++proxy)
{
int32 i = proxy->index;
b2Vec2 p = m_positionBuffer.data[i];
proxy->tag = computeTag(m_inverseDiameter * p.x,
m_inverseDiameter * p.y);
}
}
#if defined(LIQUIDFUN_SIMD_NEON)
// static
void b2ParticleSystem::UpdateProxyTags(
const uint32* const tags,
b2GrowableBuffer<Proxy>& proxies)
{
const Proxy* const endProxy = proxies.End();
for (Proxy* proxy = proxies.Begin(); proxy < endProxy; ++proxy)
{
proxy->tag = tags[proxy->index];
}
}
void b2ParticleSystem::UpdateProxies_Simd(
b2GrowableBuffer<Proxy>& proxies) const
{
uint32* tags = (uint32*)
m_world->m_stackAllocator.Allocate(m_count * sizeof(uint32));
// Calculate tag for every position.
// 'tags' array is in position-order.
CalculateTags_Simd(m_positionBuffer.data, m_count,
m_inverseDiameter, tags);
// Update 'tag' element in the 'proxies' array to the new values.
UpdateProxyTags(tags, proxies);
m_world->m_stackAllocator.Free(tags);
}
#endif // defined(LIQUIDFUN_SIMD_NEON)
// static
bool b2ParticleSystem::ProxyBufferHasIndex(
int32 index, const Proxy* const a, int count)
{
for (int j = 0; j < count; ++j)
{
if (a[j].index == index)
return true;
}
return false;
}
// static
int b2ParticleSystem::NumProxiesWithSameTag(
const Proxy* const a, const Proxy* const b, int count)
{
const uint32 tag = a[0].tag;
for (int num = 0; num < count; ++num)
{
if (a[num].tag != tag || b[num].tag != tag)
return num;
}
return count;
}
// Precondition: both 'a' and 'b' should be sorted by tag, but don't need to be
// sorted by index.
// static
bool b2ParticleSystem::AreProxyBuffersTheSame(const b2GrowableBuffer<Proxy>& a,
const b2GrowableBuffer<Proxy>& b)
{
if (a.GetCount() != b.GetCount())
return false;
// A given tag may have several indices. The order of these indices is
// not important, but the set must be equivalent.
for (int i = 0; i < a.GetCount();)
{
const int numWithSameTag = NumProxiesWithSameTag(
&a[i], &b[i], a.GetCount() - i);
if (numWithSameTag == 0)
return false;
for (int j = 0; j < numWithSameTag; ++j)
{
const bool hasIndex = ProxyBufferHasIndex(
a[i + j].index, &b[i], numWithSameTag);
if (!hasIndex)
return false;
}
i += numWithSameTag;
}
return true;
}
LIQUIDFUN_SIMD_INLINE
void b2ParticleSystem::UpdateProxies(
b2GrowableBuffer<Proxy>& proxies) const
{
#if defined(LIQUIDFUN_SIMD_TEST_VS_REFERENCE)
b2GrowableBuffer<Proxy> reference(proxies);
#endif
#if defined(LIQUIDFUN_SIMD_NEON)
UpdateProxies_Simd(proxies);
#else
UpdateProxies_Reference(proxies);
#endif
#if defined(LIQUIDFUN_SIMD_TEST_VS_REFERENCE)
UpdateProxies_Reference(reference);
b2Assert(AreProxyBuffersTheSame(proxies, reference));
#endif
}
// Sort the proxy array by 'tag'. This orders the particles into rows that
// run left-to-right, top-to-bottom. The rows are spaced m_particleDiameter
// apart, such that a particle in one row can only collide with the rows
// immediately above and below it. This ordering makes collision computation
// tractable.
//
// TODO OPT: The sort is a hot spot on the profiles. We could use SIMD to
// speed this up. See http://www.vldb.org/pvldb/1/1454171.pdf for an excellent
// explanation of a SIMD mergesort algorithm.
void b2ParticleSystem::SortProxies(b2GrowableBuffer<Proxy>& proxies) const
{
std::sort(proxies.Begin(), proxies.End());
}
class b2ParticleContactRemovePredicate
{
public:
b2ParticleContactRemovePredicate(
b2ParticleSystem* system,
b2ContactFilter* contactFilter) :
m_system(system),
m_contactFilter(contactFilter)
{}
bool operator()(const b2ParticleContact& contact)
{
return (contact.GetFlags() & b2_particleContactFilterParticle)
&& !m_contactFilter->ShouldCollide(m_system, contact.GetIndexA(),
contact.GetIndexB());
}
private:
b2ParticleSystem* m_system;
b2ContactFilter* m_contactFilter;
};
// Only changes 'contacts', but the contact filter has a non-const 'this'
// pointer, so this member function cannot be const.
void b2ParticleSystem::FilterContacts(
b2GrowableBuffer<b2ParticleContact>& contacts)
{
// Optionally filter the contact.
b2ContactFilter* const contactFilter = GetParticleContactFilter();
if (contactFilter == NULL)
return;
contacts.RemoveIf(b2ParticleContactRemovePredicate(this, contactFilter));
}
void b2ParticleSystem::NotifyContactListenerPreContact(
b2ParticlePairSet* particlePairs) const
{
b2ContactListener* const contactListener = GetParticleContactListener();
if (contactListener == NULL)
return;
particlePairs->Initialize(m_contactBuffer.Begin(),
m_contactBuffer.GetCount(),
GetFlagsBuffer());
}
// Note: This function is not const because 'this' in BeginContact and
// EndContact callbacks must be non-const. However, this function itself
// does not change any internal data (though the callbacks might).
void b2ParticleSystem::NotifyContactListenerPostContact(
b2ParticlePairSet& particlePairs)
{
b2ContactListener* const contactListener = GetParticleContactListener();
if (contactListener == NULL)
return;
// Loop through all new contacts, reporting any new ones, and
// "invalidating" the ones that still exist.
const b2ParticleContact* const endContact = m_contactBuffer.End();
for (b2ParticleContact* contact = m_contactBuffer.Begin();
contact < endContact; ++contact)
{
ParticlePair pair;
pair.first = contact->GetIndexA();
pair.second = contact->GetIndexB();
const int32 itemIndex = particlePairs.Find(pair);
if (itemIndex >= 0)
{
// Already touching, ignore this contact.
particlePairs.Invalidate(itemIndex);
}
else
{
// Just started touching, inform the listener.
contactListener->BeginContact(this, contact);
}
}
// Report particles that are no longer touching.
// That is, any pairs that were not invalidated above.
const int32 pairCount = particlePairs.GetCount();
const ParticlePair* const pairs = particlePairs.GetBuffer();
const int8* const valid = particlePairs.GetValidBuffer();
for (int32 i = 0; i < pairCount; ++i)
{
if (valid[i])
{
contactListener->EndContact(this, pairs[i].first,
pairs[i].second);
}
}
}
void b2ParticleSystem::UpdateContacts(bool exceptZombie)
{
UpdateProxies(m_proxyBuffer);
SortProxies(m_proxyBuffer);
b2ParticlePairSet particlePairs(&m_world->m_stackAllocator);
NotifyContactListenerPreContact(&particlePairs);
FindContacts(m_contactBuffer);
FilterContacts(m_contactBuffer);
NotifyContactListenerPostContact(particlePairs);
if (exceptZombie)
{
m_contactBuffer.RemoveIf(b2ParticleContactIsZombie);
}
}
void b2ParticleSystem::DetectStuckParticle(int32 particle)
{
// Detect stuck particles
//
// The basic algorithm is to allow the user to specify an optional
// threshold where we detect whenever a particle is contacting
// more than one fixture for more than threshold consecutive
// steps. This is considered to be "stuck", and these are put
// in a list the user can query per step, if enabled, to deal with
// such particles.
if (m_stuckThreshold <= 0)
{
return;
}
// Get the state variables for this particle.
int32 * const consecutiveCount =
&m_consecutiveContactStepsBuffer.data[particle];
int32 * const lastStep = &m_lastBodyContactStepBuffer.data[particle];
int32 * const bodyCount = &m_bodyContactCountBuffer.data[particle];
// This is only called when there is a body contact for this particle.
++(*bodyCount);
// We want to only trigger detection once per step, the first time we
// contact more than one fixture in a step for a given particle.
if (*bodyCount == 2)
{
++(*consecutiveCount);
if (*consecutiveCount > m_stuckThreshold)
{
int32& newStuckParticle = m_stuckParticleBuffer.Append();
newStuckParticle = particle;
}
}
*lastStep = m_timestamp;
}
// Get the world's contact listener if any particles with the
// b2_fixtureContactListenerParticle flag are present in the system.
inline b2ContactListener* b2ParticleSystem::GetFixtureContactListener() const
{
return (m_allParticleFlags & b2_fixtureContactListenerParticle) ?
m_world->m_contactManager.m_contactListener : NULL;
}
// Get the world's contact filter if any particles with the
// b2_fixtureContactFilterParticle flag are present in the system.
inline b2ContactFilter* b2ParticleSystem::GetFixtureContactFilter() const
{
return (m_allParticleFlags & b2_fixtureContactFilterParticle) ?
m_world->m_contactManager.m_contactFilter : NULL;
}
/// Compute the axis-aligned bounding box for all particles contained
/// within this particle system.
/// @param aabb Returns the axis-aligned bounding box of the system.
void b2ParticleSystem::ComputeAABB(b2AABB* const aabb) const
{
const int32 particleCount = GetParticleCount();
b2Assert(aabb);
aabb->lowerBound.x = +b2_maxFloat;
aabb->lowerBound.y = +b2_maxFloat;
aabb->upperBound.x = -b2_maxFloat;
aabb->upperBound.y = -b2_maxFloat;
for (int32 i = 0; i < particleCount; i++)
{
b2Vec2 p = m_positionBuffer.data[i];
aabb->lowerBound = b2Min(aabb->lowerBound, p);
aabb->upperBound = b2Max(aabb->upperBound, p);
}
aabb->lowerBound.x -= m_particleDiameter;
aabb->lowerBound.y -= m_particleDiameter;
aabb->upperBound.x += m_particleDiameter;
aabb->upperBound.y += m_particleDiameter;
}
// Associate a memory allocator with this object.
FixedSetAllocator::FixedSetAllocator(
b2StackAllocator* allocator) :
m_buffer(NULL), m_valid(NULL), m_count(0), m_allocator(allocator)
{
b2Assert(allocator);
}
// Allocate internal storage for this object.
int32 FixedSetAllocator::Allocate(
const int32 itemSize, const int32 count)
{
Clear();
if (count)
{
m_buffer = m_allocator->Allocate(
(itemSize + sizeof(*m_valid)) * count);
b2Assert(m_buffer);
m_valid = (int8*)m_buffer + (itemSize * count);
memset(m_valid, 1, sizeof(*m_valid) * count);
m_count = count;
}
return m_count;
}
// Deallocate the internal buffer if it's allocated.
void FixedSetAllocator::Clear()
{
if (m_buffer)
{
m_allocator->Free(m_buffer);
m_buffer = NULL;
m_count = 0;
}
}
// Search set for item returning the index of the item if it's found, -1
// otherwise.
template<typename T>
static int32 FindItemIndexInFixedSet(const TypedFixedSetAllocator<T>& set,
const T& item)
{
if (set.GetCount())
{
const T* buffer = set.GetBuffer();
const T* last = buffer + set.GetCount();
const T* found = std::lower_bound( buffer, buffer + set.GetCount(),
item, T::Compare);
if( found != last )
{
return set.GetIndex( found );
}
}
return -1;
}
// Initialize from a set of particle / body contacts for particles
// that have the b2_fixtureContactListenerParticle flag set.
void FixtureParticleSet::Initialize(
const b2ParticleBodyContact * const bodyContacts,
const int32 numBodyContacts,
const uint32 * const particleFlagsBuffer)
{
Clear();
if (Allocate(numBodyContacts))
{
FixtureParticle* set = GetBuffer();
int32 insertedContacts = 0;
for (int32 i = 0; i < numBodyContacts; ++i)
{
FixtureParticle* const fixtureParticle = &set[i];
const b2ParticleBodyContact& bodyContact = bodyContacts[i];
if (bodyContact.index == b2_invalidParticleIndex ||
!(particleFlagsBuffer[bodyContact.index] &
b2_fixtureContactListenerParticle))
{
continue;
}
fixtureParticle->first = bodyContact.fixture;
fixtureParticle->second = bodyContact.index;
insertedContacts++;
}
SetCount(insertedContacts);
std::sort(set, set + insertedContacts, FixtureParticle::Compare);
}
}
// Find the index of a particle / fixture pair in the set or -1 if it's not
// present.
int32 FixtureParticleSet::Find(
const FixtureParticle& fixtureParticle) const
{
return FindItemIndexInFixedSet(*this, fixtureParticle);
}
// Initialize from a set of particle contacts.
void b2ParticlePairSet::Initialize(
const b2ParticleContact * const contacts, const int32 numContacts,
const uint32 * const particleFlagsBuffer)
{
Clear();
if (Allocate(numContacts))
{
ParticlePair* set = GetBuffer();
int32 insertedContacts = 0;
for (int32 i = 0; i < numContacts; ++i)
{
ParticlePair* const pair = &set[i];
const b2ParticleContact& contact = contacts[i];
if (contact.GetIndexA() == b2_invalidParticleIndex ||
contact.GetIndexB() == b2_invalidParticleIndex ||
!((particleFlagsBuffer[contact.GetIndexA()] |
particleFlagsBuffer[contact.GetIndexB()]) &
b2_particleContactListenerParticle))
{
continue;
}
pair->first = contact.GetIndexA();
pair->second = contact.GetIndexB();
insertedContacts++;
}
SetCount(insertedContacts);
std::sort(set, set + insertedContacts, ParticlePair::Compare);
}
}
// Find the index of a particle pair in the set or -1 if it's not present.
int32 b2ParticlePairSet::Find(const ParticlePair& pair) const
{
int32 index = FindItemIndexInFixedSet(*this, pair);
if (index < 0)
{
ParticlePair swapped;
swapped.first = pair.second;
swapped.second = pair.first;
index = FindItemIndexInFixedSet(*this, swapped);
}
return index;
}
/// Callback class to receive pairs of fixtures and particles which may be
/// overlapping. Used as an argument of b2World::QueryAABB.
class b2FixtureParticleQueryCallback : public b2QueryCallback
{
public:
explicit b2FixtureParticleQueryCallback(b2ParticleSystem* system)
{
m_system = system;
}
private:
// Skip reporting particles.
bool ShouldQueryParticleSystem(const b2ParticleSystem* system)
{
B2_NOT_USED(system);
return false;
}
// Receive a fixture and call ReportFixtureAndParticle() for each particle
// inside aabb of the fixture.
bool ReportFixture(b2Fixture* fixture)
{
if (fixture->IsSensor())
{
return true;
}
const b2Shape* shape = fixture->GetShape();
int32 childCount = shape->GetChildCount();
for (int32 childIndex = 0; childIndex < childCount; childIndex++)
{
b2AABB aabb = fixture->GetAABB(childIndex);
b2ParticleSystem::InsideBoundsEnumerator enumerator =
m_system->GetInsideBoundsEnumerator(aabb);
int32 index;
while ((index = enumerator.GetNext()) >= 0)
{
ReportFixtureAndParticle(fixture, childIndex, index);
}
}
return true;
}
// Receive a fixture and a particle which may be overlapping.
virtual void ReportFixtureAndParticle(
b2Fixture* fixture, int32 childIndex, int32 index) = 0;
protected:
b2ParticleSystem* m_system;
};
void b2ParticleSystem::NotifyBodyContactListenerPreContact(
FixtureParticleSet* fixtureSet) const
{
b2ContactListener* const contactListener = GetFixtureContactListener();
if (contactListener == NULL)
return;
fixtureSet->Initialize(m_bodyContactBuffer.Begin(),
m_bodyContactBuffer.GetCount(),
GetFlagsBuffer());
}
// If a contact listener is present and the contact is just starting
// report the contact. If the contact is already in progress invalid
// the contact from m_fixtureSet.
void b2ParticleSystem::NotifyBodyContactListenerPostContact(
FixtureParticleSet& fixtureSet)
{
b2ContactListener* const contactListener = GetFixtureContactListener();
if (contactListener == NULL)
return;
// Loop through all new contacts, reporting any new ones, and
// "invalidating" the ones that still exist.
for (b2ParticleBodyContact* contact = m_bodyContactBuffer.Begin();
contact != m_bodyContactBuffer.End(); ++contact)
{
b2Assert(contact);
FixtureParticle fixtureParticleToFind;
fixtureParticleToFind.first = contact->fixture;
fixtureParticleToFind.second = contact->index;
const int32 index = fixtureSet.Find(fixtureParticleToFind);
if (index >= 0)
{
// Already touching remove this from the set.
fixtureSet.Invalidate(index);
}
else
{
// Just started touching, report it!
contactListener->BeginContact(this, contact);
}
}
// If the contact listener is enabled, report all fixtures that are no
// longer in contact with particles.
const FixtureParticle* const fixtureParticles = fixtureSet.GetBuffer();
const int8* const fixtureParticlesValid = fixtureSet.GetValidBuffer();
const int32 fixtureParticleCount = fixtureSet.GetCount();
for (int32 i = 0; i < fixtureParticleCount; ++i)
{
if (fixtureParticlesValid[i])
{
const FixtureParticle* const fixtureParticle =
&fixtureParticles[i];
contactListener->EndContact(fixtureParticle->first, this,
fixtureParticle->second);
}
}
}
void b2ParticleSystem::UpdateBodyContacts()
{
// If the particle contact listener is enabled, generate a set of
// fixture / particle contacts.
FixtureParticleSet fixtureSet(&m_world->m_stackAllocator);
NotifyBodyContactListenerPreContact(&fixtureSet);
if (m_stuckThreshold > 0)
{
const int32 particleCount = GetParticleCount();
for (int32 i = 0; i < particleCount; i++)
{
// Detect stuck particles, see comment in
// b2ParticleSystem::DetectStuckParticle()
m_bodyContactCountBuffer.data[i] = 0;
if (m_timestamp > (m_lastBodyContactStepBuffer.data[i] + 1))
{
m_consecutiveContactStepsBuffer.data[i] = 0;
}
}
}
m_bodyContactBuffer.SetCount(0);
m_stuckParticleBuffer.SetCount(0);
class UpdateBodyContactsCallback : public b2FixtureParticleQueryCallback
{
// Call the contact filter if it's set, to determine whether to
// filter this contact. Returns true if contact calculations should
// be performed, false otherwise.
inline bool ShouldCollide(b2Fixture * const fixture,
int32 particleIndex)
{
if (m_contactFilter)
{
const uint32* const flags = m_system->GetFlagsBuffer();
if (flags[particleIndex] & b2_fixtureContactFilterParticle)
{
return m_contactFilter->ShouldCollide(fixture, m_system,
particleIndex);
}
}
return true;
}
void ReportFixtureAndParticle(
b2Fixture* fixture, int32 childIndex, int32 a)
{
b2Vec2 ap = m_system->m_positionBuffer.data[a];
float32 d;
b2Vec2 n;
fixture->ComputeDistance(ap, &d, &n, childIndex);
if (d < m_system->m_particleDiameter && ShouldCollide(fixture, a))
{
b2Body* b = fixture->GetBody();
b2Vec2 bp = b->GetWorldCenter();
float32 bm = b->GetMass();
float32 bI =
b->GetInertia() - bm * b->GetLocalCenter().LengthSquared();
float32 invBm = bm > 0 ? 1 / bm : 0;
float32 invBI = bI > 0 ? 1 / bI : 0;
float32 invAm =
m_system->m_flagsBuffer.data[a] &
b2_wallParticle ? 0 : m_system->GetParticleInvMass();
b2Vec2 rp = ap - bp;
float32 rpn = b2Cross(rp, n);
float32 invM = invAm + invBm + invBI * rpn * rpn;
b2ParticleBodyContact& contact =
m_system->m_bodyContactBuffer.Append();
contact.index = a;
contact.body = b;
contact.fixture = fixture;
contact.weight = 1 - d * m_system->m_inverseDiameter;
contact.normal = -n;
contact.mass = invM > 0 ? 1 / invM : 0;
m_system->DetectStuckParticle(a);
}
}
b2ContactFilter* m_contactFilter;
public:
UpdateBodyContactsCallback(
b2ParticleSystem* system, b2ContactFilter* contactFilter):
b2FixtureParticleQueryCallback(system)
{
m_contactFilter = contactFilter;
}
} callback(this, GetFixtureContactFilter());
b2AABB aabb;
ComputeAABB(&aabb);
m_world->QueryAABB(&callback, aabb);
if (m_def.strictContactCheck)
{
RemoveSpuriousBodyContacts();
}
NotifyBodyContactListenerPostContact(fixtureSet);
}
void b2ParticleSystem::RemoveSpuriousBodyContacts()
{
// At this point we have a list of contact candidates based on AABB
// overlap.The AABB query that generated this returns all collidable
// fixtures overlapping particle bounding boxes. This breaks down around
// vertices where two shapes intersect, such as a "ground" surface made
// of multiple b2PolygonShapes; it potentially applies a lot of spurious
// impulses from normals that should not actually contribute. See the
// Ramp example in Testbed.
//
// To correct for this, we apply this algorithm:
// * sort contacts by particle and subsort by weight (nearest to farthest)
// * for each contact per particle:
// - project a point at the contact distance along the inverse of the
// contact normal
// - if this intersects the fixture that generated the contact, apply
// it, otherwise discard as impossible
// - repeat for up to n nearest contacts, currently we get good results
// from n=3.
std::sort(m_bodyContactBuffer.Begin(), m_bodyContactBuffer.End(),
b2ParticleSystem::BodyContactCompare);
int32 discarded = 0;
std::remove_if(m_bodyContactBuffer.Begin(),
m_bodyContactBuffer.End(),
b2ParticleBodyContactRemovePredicate(this, &discarded));
m_bodyContactBuffer.SetCount(m_bodyContactBuffer.GetCount() - discarded);
}
bool b2ParticleSystem::BodyContactCompare(const b2ParticleBodyContact &lhs,
const b2ParticleBodyContact &rhs)
{
if (lhs.index == rhs.index)
{
// Subsort by weight, decreasing.
return lhs.weight > rhs.weight;
}
return lhs.index < rhs.index;
}
void b2ParticleSystem::SolveCollision(const b2TimeStep& step)
{
// This function detects particles which are crossing boundary of bodies
// and modifies velocities of them so that they will move just in front of
// boundary. This function function also applies the reaction force to
// bodies as precisely as the numerical stability is kept.
b2AABB aabb;
aabb.lowerBound.x = +b2_maxFloat;
aabb.lowerBound.y = +b2_maxFloat;
aabb.upperBound.x = -b2_maxFloat;
aabb.upperBound.y = -b2_maxFloat;
for (int32 i = 0; i < m_count; i++)
{
b2Vec2 v = m_velocityBuffer.data[i];
b2Vec2 p1 = m_positionBuffer.data[i];
b2Vec2 p2 = p1 + step.dt * v;
aabb.lowerBound = b2Min(aabb.lowerBound, b2Min(p1, p2));
aabb.upperBound = b2Max(aabb.upperBound, b2Max(p1, p2));
}
class SolveCollisionCallback : public b2FixtureParticleQueryCallback
{
// Call the contact filter if it's set, to determine whether to
// filter this contact. Returns true if contact calculations should
// be performed, false otherwise.
inline bool ShouldCollide(b2Fixture * const fixture,
int32 particleIndex)
{
if (m_contactFilter) {
const uint32* const flags = m_system->GetFlagsBuffer();
if (flags[particleIndex] & b2_fixtureContactFilterParticle) {
return m_contactFilter->ShouldCollide(fixture, m_system,
particleIndex);
}
}
return true;
}
void ReportFixtureAndParticle(
b2Fixture* fixture, int32 childIndex, int32 a)
{
if (ShouldCollide(fixture, a)) {
b2Body* body = fixture->GetBody();
b2Vec2 ap = m_system->m_positionBuffer.data[a];
b2Vec2 av = m_system->m_velocityBuffer.data[a];
b2RayCastOutput output;
b2RayCastInput input;
if (m_system->m_iterationIndex == 0)
{
// Put 'ap' in the local space of the previous frame
b2Vec2 p1 = b2MulT(body->m_xf0, ap);
if (fixture->GetShape()->GetType() == b2Shape::e_circle)
{
// Make relative to the center of the circle
p1 -= body->GetLocalCenter();
// Re-apply rotation about the center of the
// circle
p1 = b2Mul(body->m_xf0.q, p1);
// Subtract rotation of the current frame
p1 = b2MulT(body->m_xf.q, p1);
// Return to local space
p1 += body->GetLocalCenter();
}
// Return to global space and apply rotation of current frame
input.p1 = b2Mul(body->m_xf, p1);
}
else
{
input.p1 = ap;
}
input.p2 = ap + m_step.dt * av;
input.maxFraction = 1;
if (fixture->RayCast(&output, input, childIndex))
{
b2Vec2 n = output.normal;
b2Vec2 p =
(1 - output.fraction) * input.p1 +
output.fraction * input.p2 +
b2_linearSlop * n;
b2Vec2 v = m_step.inv_dt * (p - ap);
m_system->m_velocityBuffer.data[a] = v;
b2Vec2 f = m_step.inv_dt *
m_system->GetParticleMass() * (av - v);
m_system->ParticleApplyForce(a, f);
}
}
}
b2TimeStep m_step;
b2ContactFilter* m_contactFilter;
public:
SolveCollisionCallback(
b2ParticleSystem* system, const b2TimeStep& step, b2ContactFilter* contactFilter) :
b2FixtureParticleQueryCallback(system)
{
m_step = step;
m_contactFilter = contactFilter;
}
} callback(this, step, GetFixtureContactFilter());
m_world->QueryAABB(&callback, aabb);
}
void b2ParticleSystem::SolveBarrier(const b2TimeStep& step)
{
// If a particle is passing between paired barrier particles,
// its velocity will be decelerated to avoid passing.
for (int32 i = 0; i < m_count; i++)
{
uint32 flags = m_flagsBuffer.data[i];
static const uint32 k_barrierWallFlags =
b2_barrierParticle | b2_wallParticle;
if ((flags & k_barrierWallFlags) == k_barrierWallFlags)
{
m_velocityBuffer.data[i].SetZero();
}
}
float32 tmax = b2_barrierCollisionTime * step.dt;
for (int32 k = 0; k < m_pairBuffer.GetCount(); k++)
{
const b2ParticlePair& pair = m_pairBuffer[k];
if (pair.flags & b2_barrierParticle)
{
int32 a = pair.indexA;
int32 b = pair.indexB;
b2Vec2 pa = m_positionBuffer.data[a];
b2Vec2 pb = m_positionBuffer.data[b];
b2AABB aabb;
aabb.lowerBound = b2Min(pa, pb);
aabb.upperBound = b2Max(pa, pb);
b2ParticleGroup *aGroup = m_groupBuffer[a];
b2ParticleGroup *bGroup = m_groupBuffer[b];
b2Vec2 va = GetLinearVelocity(aGroup, a, pa);
b2Vec2 vb = GetLinearVelocity(bGroup, b, pb);
b2Vec2 pba = pb - pa;
b2Vec2 vba = vb - va;
InsideBoundsEnumerator enumerator = GetInsideBoundsEnumerator(aabb);
int32 c;
while ((c = enumerator.GetNext()) >= 0)
{
b2Vec2 pc = m_positionBuffer.data[c];
b2ParticleGroup *cGroup = m_groupBuffer[c];
if (aGroup != cGroup && bGroup != cGroup)
{
b2Vec2 vc = GetLinearVelocity(cGroup, c, pc);
// Solve the equation below:
// (1-s)*(pa+t*va)+s*(pb+t*vb) = pc+t*vc
// which expresses that the particle c will pass a line
// connecting the particles a and b at the time of t.
// if s is between 0 and 1, c will pass between a and b.
b2Vec2 pca = pc - pa;
b2Vec2 vca = vc - va;
float32 e2 = b2Cross(vba, vca);
float32 e1 = b2Cross(pba, vca) - b2Cross(pca, vba);
float32 e0 = b2Cross(pba, pca);
float32 s, t;
b2Vec2 qba, qca;
if (e2 == 0)
{
if (e1 == 0) continue;
t = - e0 / e1;
if (!(t >= 0 && t < tmax)) continue;
qba = pba + t * vba;
qca = pca + t * vca;
s = b2Dot(qba, qca) / b2Dot(qba, qba);
if (!(s >= 0 && s <= 1)) continue;
}
else
{
float32 det = e1 * e1 - 4 * e0 * e2;
if (det < 0) continue;
float32 sqrtDet = b2Sqrt(det);
float32 t1 = (- e1 - sqrtDet) / (2 * e2);
float32 t2 = (- e1 + sqrtDet) / (2 * e2);
if (t1 > t2) b2Swap(t1, t2);
t = t1;
qba = pba + t * vba;
qca = pca + t * vca;
s = b2Dot(qba, qca) / b2Dot(qba, qba);
if (!(t >= 0 && t < tmax && s >= 0 && s <= 1))
{
t = t2;
if (!(t >= 0 && t < tmax)) continue;
qba = pba + t * vba;
qca = pca + t * vca;
s = b2Dot(qba, qca) / b2Dot(qba, qba);
if (!(s >= 0 && s <= 1)) continue;
}
}
// Apply a force to particle c so that it will have the
// interpolated velocity at the collision point on line ab.
b2Vec2 dv = va + s * vba - vc;
b2Vec2 f = GetParticleMass() * dv;
if (IsRigidGroup(cGroup))
{
// If c belongs to a rigid group, the force will be
// distributed in the group.
float32 mass = cGroup->GetMass();
float32 inertia = cGroup->GetInertia();
if (mass > 0)
{
cGroup->m_linearVelocity += 1 / mass * f;
}
if (inertia > 0)
{
cGroup->m_angularVelocity +=
b2Cross(pc - cGroup->GetCenter(), f) / inertia;
}
}
else
{
m_velocityBuffer.data[c] += dv;
}
// Apply a reversed force to particle c after particle
// movement so that momentum will be preserved.
ParticleApplyForce(c, -step.inv_dt * f);
}
}
}
}
}
void b2ParticleSystem::Solve(const b2TimeStep& step)
{
if (m_count == 0)
{
return;
}
// If particle lifetimes are enabled, destroy particles that are too old.
if (m_expirationTimeBuffer.data)
{
SolveLifetimes(step);
}
if (m_allParticleFlags & b2_zombieParticle)
{
SolveZombie();
}
if (m_needsUpdateAllParticleFlags)
{
UpdateAllParticleFlags();
}
if (m_needsUpdateAllGroupFlags)
{
UpdateAllGroupFlags();
}
if (m_paused)
{
return;
}
for (m_iterationIndex = 0;
m_iterationIndex < step.particleIterations;
m_iterationIndex++)
{
++m_timestamp;
b2TimeStep subStep = step;
subStep.dt /= step.particleIterations;
subStep.inv_dt *= step.particleIterations;
UpdateContacts(false);
UpdateBodyContacts();
ComputeWeight();
if (m_allGroupFlags & b2_particleGroupNeedsUpdateDepth)
{
ComputeDepth();
}
if (m_allParticleFlags & b2_reactiveParticle)
{
UpdatePairsAndTriadsWithReactiveParticles();
}
if (m_hasForce)
{
SolveForce(subStep);
}
if (m_allParticleFlags & b2_viscousParticle)
{
SolveViscous();
}
if (m_allParticleFlags & b2_repulsiveParticle)
{
SolveRepulsive(subStep);
}
if (m_allParticleFlags & b2_powderParticle)
{
SolvePowder(subStep);
}
if (m_allParticleFlags & b2_tensileParticle)
{
SolveTensile(subStep);
}
if (m_allGroupFlags & b2_solidParticleGroup)
{
SolveSolid(subStep);
}
if (m_allParticleFlags & b2_colorMixingParticle)
{
SolveColorMixing();
}
SolveGravity(subStep);
if (m_allParticleFlags & b2_staticPressureParticle)
{
SolveStaticPressure(subStep);
}
SolvePressure(subStep);
SolveDamping(subStep);
if (m_allParticleFlags & k_extraDampingFlags)
{
SolveExtraDamping();
}
// SolveElastic and SolveSpring refer the current velocities for
// numerical stability, they should be called as late as possible.
if (m_allParticleFlags & b2_elasticParticle)
{
SolveElastic(subStep);
}
if (m_allParticleFlags & b2_springParticle)
{
SolveSpring(subStep);
}
LimitVelocity(subStep);
if (m_allGroupFlags & b2_rigidParticleGroup)
{
SolveRigidDamping();
}
if (m_allParticleFlags & b2_barrierParticle)
{
SolveBarrier(subStep);
}
// SolveCollision, SolveRigid and SolveWall should be called after
// other force functions because they may require particles to have
// specific velocities.
SolveCollision(subStep);
if (m_allGroupFlags & b2_rigidParticleGroup)
{
SolveRigid(subStep);
}
if (m_allParticleFlags & b2_wallParticle)
{
SolveWall();
}
// The particle positions can be updated only at the end of substep.
for (int32 i = 0; i < m_count; i++)
{
m_positionBuffer.data[i] += subStep.dt * m_velocityBuffer.data[i];
}
}
}
void b2ParticleSystem::UpdateAllParticleFlags()
{
m_allParticleFlags = 0;
for (int32 i = 0; i < m_count; i++)
{
m_allParticleFlags |= m_flagsBuffer.data[i];
}
m_needsUpdateAllParticleFlags = false;
}
void b2ParticleSystem::UpdateAllGroupFlags()
{
m_allGroupFlags = 0;
for (const b2ParticleGroup* group = m_groupList; group;
group = group->GetNext())
{
m_allGroupFlags |= group->m_groupFlags;
}
m_needsUpdateAllGroupFlags = false;
}
void b2ParticleSystem::LimitVelocity(const b2TimeStep& step)
{
float32 criticalVelocitySquared = GetCriticalVelocitySquared(step);
for (int32 i = 0; i < m_count; i++)
{
b2Vec2& v = m_velocityBuffer.data[i];
float32 v2 = b2Dot(v, v);
if (v2 > criticalVelocitySquared)
{
v *= b2Sqrt(criticalVelocitySquared / v2);
}
}
}
void b2ParticleSystem::SolveGravity(const b2TimeStep& step)
{
b2Vec2 gravity = step.dt * m_def.gravityScale * m_world->GetGravity();
for (int32 i = 0; i < m_count; i++)
{
m_velocityBuffer.data[i] += gravity;
}
}
void b2ParticleSystem::SolveStaticPressure(const b2TimeStep& step)
{
m_staticPressureBuffer = RequestBuffer(m_staticPressureBuffer);
float32 criticalPressure = GetCriticalPressure(step);
float32 pressurePerWeight = m_def.staticPressureStrength * criticalPressure;
float32 maxPressure = b2_maxParticlePressure * criticalPressure;
float32 relaxation = m_def.staticPressureRelaxation;
/// Compute pressure satisfying the modified Poisson equation:
/// Sum_for_j((p_i - p_j) * w_ij) + relaxation * p_i =
/// pressurePerWeight * (w_i - b2_minParticleWeight)
/// by iterating the calculation:
/// p_i = (Sum_for_j(p_j * w_ij) + pressurePerWeight *
/// (w_i - b2_minParticleWeight)) / (w_i + relaxation)
/// where
/// p_i and p_j are static pressure of particle i and j
/// w_ij is contact weight between particle i and j
/// w_i is sum of contact weight of particle i
for (int32 t = 0; t < m_def.staticPressureIterations; t++)
{
memset(m_accumulationBuffer, 0,
sizeof(*m_accumulationBuffer) * m_count);
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_staticPressureParticle)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
m_accumulationBuffer[a] +=
w * m_staticPressureBuffer[b]; // a <- b
m_accumulationBuffer[b] +=
w * m_staticPressureBuffer[a]; // b <- a
}
}
for (int32 i = 0; i < m_count; i++)
{
float32 w = m_weightBuffer[i];
if (m_flagsBuffer.data[i] & b2_staticPressureParticle)
{
float32 wh = m_accumulationBuffer[i];
float32 h =
(wh + pressurePerWeight * (w - b2_minParticleWeight)) /
(w + relaxation);
m_staticPressureBuffer[i] = b2Clamp(h, 0.0f, maxPressure);
}
else
{
m_staticPressureBuffer[i] = 0;
}
}
}
}
void b2ParticleSystem::SolvePressure(const b2TimeStep& step)
{
// calculates pressure as a linear function of density
float32 criticalPressure = GetCriticalPressure(step);
float32 pressurePerWeight = m_def.pressureStrength * criticalPressure;
float32 maxPressure = b2_maxParticlePressure * criticalPressure;
for (int32 i = 0; i < m_count; i++)
{
float32 w = m_weightBuffer[i];
float32 h = pressurePerWeight * b2Max(0.0f, w - b2_minParticleWeight);
m_accumulationBuffer[i] = b2Min(h, maxPressure);
}
// ignores particles which have their own repulsive force
if (m_allParticleFlags & k_noPressureFlags)
{
for (int32 i = 0; i < m_count; i++)
{
if (m_flagsBuffer.data[i] & k_noPressureFlags)
{
m_accumulationBuffer[i] = 0;
}
}
}
// static pressure
if (m_allParticleFlags & b2_staticPressureParticle)
{
b2Assert(m_staticPressureBuffer);
for (int32 i = 0; i < m_count; i++)
{
if (m_flagsBuffer.data[i] & b2_staticPressureParticle)
{
m_accumulationBuffer[i] += m_staticPressureBuffer[i];
}
}
}
// applies pressure between each particles in contact
float32 velocityPerPressure = step.dt / (m_def.density * m_particleDiameter);
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
b2Body* b = contact.body;
float32 w = contact.weight;
float32 m = contact.mass;
b2Vec2 n = contact.normal;
b2Vec2 p = m_positionBuffer.data[a];
float32 h = m_accumulationBuffer[a] + pressurePerWeight * w;
b2Vec2 f = velocityPerPressure * w * m * h * n;
m_velocityBuffer.data[a] -= GetParticleInvMass() * f;
b->ApplyLinearImpulse(f, p, true);
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
float32 h = m_accumulationBuffer[a] + m_accumulationBuffer[b];
b2Vec2 f = velocityPerPressure * w * h * n;
m_velocityBuffer.data[a] -= f;
m_velocityBuffer.data[b] += f;
}
}
void b2ParticleSystem::SolveDamping(const b2TimeStep& step)
{
// reduces normal velocity of each contact
float32 linearDamping = m_def.dampingStrength;
float32 quadraticDamping = 1 / GetCriticalVelocity(step);
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
b2Body* b = contact.body;
float32 w = contact.weight;
float32 m = contact.mass;
b2Vec2 n = contact.normal;
b2Vec2 p = m_positionBuffer.data[a];
b2Vec2 v = b->GetLinearVelocityFromWorldPoint(p) -
m_velocityBuffer.data[a];
float32 vn = b2Dot(v, n);
if (vn < 0)
{
float32 damping =
b2Max(linearDamping * w, b2Min(- quadraticDamping * vn, 0.5f));
b2Vec2 f = damping * m * vn * n;
m_velocityBuffer.data[a] += GetParticleInvMass() * f;
b->ApplyLinearImpulse(-f, p, true);
}
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
b2Vec2 v = m_velocityBuffer.data[b] - m_velocityBuffer.data[a];
float32 vn = b2Dot(v, n);
if (vn < 0)
{
float32 damping =
b2Max(linearDamping * w, b2Min(- quadraticDamping * vn, 0.5f));
b2Vec2 f = damping * vn * n;
m_velocityBuffer.data[a] += f;
m_velocityBuffer.data[b] -= f;
}
}
}
inline bool b2ParticleSystem::IsRigidGroup(b2ParticleGroup *group) const
{
return group && (group->m_groupFlags & b2_rigidParticleGroup);
}
inline b2Vec2 b2ParticleSystem::GetLinearVelocity(
b2ParticleGroup *group, int32 particleIndex,
const b2Vec2 &point) const
{
if (IsRigidGroup(group))
{
return group->GetLinearVelocityFromWorldPoint(point);
}
else
{
return m_velocityBuffer.data[particleIndex];
}
}
inline void b2ParticleSystem::InitDampingParameter(
float32* invMass, float32* invInertia, float32* tangentDistance,
float32 mass, float32 inertia, const b2Vec2& center,
const b2Vec2& point, const b2Vec2& normal) const
{
*invMass = mass > 0 ? 1 / mass : 0;
*invInertia = inertia > 0 ? 1 / inertia : 0;
*tangentDistance = b2Cross(point - center, normal);
}
inline void b2ParticleSystem::InitDampingParameterWithRigidGroupOrParticle(
float32* invMass, float32* invInertia, float32* tangentDistance,
bool isRigidGroup, b2ParticleGroup* group, int32 particleIndex,
const b2Vec2& point, const b2Vec2& normal) const
{
if (isRigidGroup)
{
InitDampingParameter(
invMass, invInertia, tangentDistance,
group->GetMass(), group->GetInertia(), group->GetCenter(),
point, normal);
}
else
{
uint32 flags = m_flagsBuffer.data[particleIndex];
InitDampingParameter(
invMass, invInertia, tangentDistance,
flags & b2_wallParticle ? 0 : GetParticleMass(), 0, point,
point, normal);
}
}
inline float32 b2ParticleSystem::ComputeDampingImpulse(
float32 invMassA, float32 invInertiaA, float32 tangentDistanceA,
float32 invMassB, float32 invInertiaB, float32 tangentDistanceB,
float32 normalVelocity) const
{
float32 invMass =
invMassA + invInertiaA * tangentDistanceA * tangentDistanceA +
invMassB + invInertiaB * tangentDistanceB * tangentDistanceB;
return invMass > 0 ? normalVelocity / invMass : 0;
}
inline void b2ParticleSystem::ApplyDamping(
float32 invMass, float32 invInertia, float32 tangentDistance,
bool isRigidGroup, b2ParticleGroup* group, int32 particleIndex,
float32 impulse, const b2Vec2& normal)
{
if (isRigidGroup)
{
group->m_linearVelocity += impulse * invMass * normal;
group->m_angularVelocity += impulse * tangentDistance * invInertia;
}
else
{
m_velocityBuffer.data[particleIndex] += impulse * invMass * normal;
}
}
void b2ParticleSystem::SolveRigidDamping()
{
// Apply impulse to rigid particle groups colliding with other objects
// to reduce relative velocity at the colliding point.
float32 damping = m_def.dampingStrength;
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
b2ParticleGroup* aGroup = m_groupBuffer[a];
if (IsRigidGroup(aGroup))
{
b2Body* b = contact.body;
b2Vec2 n = contact.normal;
float32 w = contact.weight;
b2Vec2 p = m_positionBuffer.data[a];
b2Vec2 v = b->GetLinearVelocityFromWorldPoint(p) -
aGroup->GetLinearVelocityFromWorldPoint(p);
float32 vn = b2Dot(v, n);
if (vn < 0)
// The group's average velocity at particle position 'p' is pushing
// the particle into the body.
{
float32 invMassA, invInertiaA, tangentDistanceA;
float32 invMassB, invInertiaB, tangentDistanceB;
InitDampingParameterWithRigidGroupOrParticle(
&invMassA, &invInertiaA, &tangentDistanceA,
true, aGroup, a, p, n);
InitDampingParameter(
&invMassB, &invInertiaB, &tangentDistanceB,
b->GetMass(),
// Calculate b->m_I from public functions of b2Body.
b->GetInertia() -
b->GetMass() * b->GetLocalCenter().LengthSquared(),
b->GetWorldCenter(),
p, n);
float32 f = damping * b2Min(w, 1.0f) * ComputeDampingImpulse(
invMassA, invInertiaA, tangentDistanceA,
invMassB, invInertiaB, tangentDistanceB,
vn);
ApplyDamping(
invMassA, invInertiaA, tangentDistanceA,
true, aGroup, a, f, n);
b->ApplyLinearImpulse(-f * n, p, true);
}
}
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
b2Vec2 n = contact.GetNormal();
float32 w = contact.GetWeight();
b2ParticleGroup* aGroup = m_groupBuffer[a];
b2ParticleGroup* bGroup = m_groupBuffer[b];
bool aRigid = IsRigidGroup(aGroup);
bool bRigid = IsRigidGroup(bGroup);
if (aGroup != bGroup && (aRigid || bRigid))
{
b2Vec2 p =
0.5f * (m_positionBuffer.data[a] + m_positionBuffer.data[b]);
b2Vec2 v =
GetLinearVelocity(bGroup, b, p) -
GetLinearVelocity(aGroup, a, p);
float32 vn = b2Dot(v, n);
if (vn < 0)
{
float32 invMassA, invInertiaA, tangentDistanceA;
float32 invMassB, invInertiaB, tangentDistanceB;
InitDampingParameterWithRigidGroupOrParticle(
&invMassA, &invInertiaA, &tangentDistanceA,
aRigid, aGroup, a,
p, n);
InitDampingParameterWithRigidGroupOrParticle(
&invMassB, &invInertiaB, &tangentDistanceB,
bRigid, bGroup, b,
p, n);
float32 f = damping * w * ComputeDampingImpulse(
invMassA, invInertiaA, tangentDistanceA,
invMassB, invInertiaB, tangentDistanceB,
vn);
ApplyDamping(
invMassA, invInertiaA, tangentDistanceA,
aRigid, aGroup, a, f, n);
ApplyDamping(
invMassB, invInertiaB, tangentDistanceB,
bRigid, bGroup, b, -f, n);
}
}
}
}
void b2ParticleSystem::SolveExtraDamping()
{
// Applies additional damping force between bodies and particles which can
// produce strong repulsive force. Applying damping force multiple times
// is effective in suppressing vibration.
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
if (m_flagsBuffer.data[a] & k_extraDampingFlags)
{
b2Body* b = contact.body;
float32 m = contact.mass;
b2Vec2 n = contact.normal;
b2Vec2 p = m_positionBuffer.data[a];
b2Vec2 v =
b->GetLinearVelocityFromWorldPoint(p) -
m_velocityBuffer.data[a];
float32 vn = b2Dot(v, n);
if (vn < 0)
{
b2Vec2 f = 0.5f * m * vn * n;
m_velocityBuffer.data[a] += GetParticleInvMass() * f;
b->ApplyLinearImpulse(-f, p, true);
}
}
}
}
void b2ParticleSystem::SolveWall()
{
for (int32 i = 0; i < m_count; i++)
{
if (m_flagsBuffer.data[i] & b2_wallParticle)
{
m_velocityBuffer.data[i].SetZero();
}
}
}
void b2ParticleSystem::SolveRigid(const b2TimeStep& step)
{
for (b2ParticleGroup* group = m_groupList; group; group = group->GetNext())
{
if (group->m_groupFlags & b2_rigidParticleGroup)
{
group->UpdateStatistics();
b2Rot rotation(step.dt * group->m_angularVelocity);
b2Transform transform(
group->m_center + step.dt * group->m_linearVelocity -
b2Mul(rotation, group->m_center), rotation);
group->m_transform = b2Mul(transform, group->m_transform);
b2Transform velocityTransform;
velocityTransform.p.x = step.inv_dt * transform.p.x;
velocityTransform.p.y = step.inv_dt * transform.p.y;
velocityTransform.q.s = step.inv_dt * transform.q.s;
velocityTransform.q.c = step.inv_dt * (transform.q.c - 1);
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
m_velocityBuffer.data[i] = b2Mul(velocityTransform,
m_positionBuffer.data[i]);
}
}
}
}
void b2ParticleSystem::SolveElastic(const b2TimeStep& step)
{
float32 elasticStrength = step.inv_dt * m_def.elasticStrength;
for (int32 k = 0; k < m_triadBuffer.GetCount(); k++)
{
const b2ParticleTriad& triad = m_triadBuffer[k];
if (triad.flags & b2_elasticParticle)
{
int32 a = triad.indexA;
int32 b = triad.indexB;
int32 c = triad.indexC;
const b2Vec2& oa = triad.pa;
const b2Vec2& ob = triad.pb;
const b2Vec2& oc = triad.pc;
b2Vec2 pa = m_positionBuffer.data[a];
b2Vec2 pb = m_positionBuffer.data[b];
b2Vec2 pc = m_positionBuffer.data[c];
b2Vec2& va = m_velocityBuffer.data[a];
b2Vec2& vb = m_velocityBuffer.data[b];
b2Vec2& vc = m_velocityBuffer.data[c];
pa += step.dt * va;
pb += step.dt * vb;
pc += step.dt * vc;
b2Vec2 midPoint = (float32) 1 / 3 * (pa + pb + pc);
pa -= midPoint;
pb -= midPoint;
pc -= midPoint;
b2Rot r;
r.s = b2Cross(oa, pa) + b2Cross(ob, pb) + b2Cross(oc, pc);
r.c = b2Dot(oa, pa) + b2Dot(ob, pb) + b2Dot(oc, pc);
float32 r2 = r.s * r.s + r.c * r.c;
float32 invR = b2InvSqrt(r2);
r.s *= invR;
r.c *= invR;
float32 strength = elasticStrength * triad.strength;
va += strength * (b2Mul(r, oa) - pa);
vb += strength * (b2Mul(r, ob) - pb);
vc += strength * (b2Mul(r, oc) - pc);
}
}
}
void b2ParticleSystem::SolveSpring(const b2TimeStep& step)
{
float32 springStrength = step.inv_dt * m_def.springStrength;
for (int32 k = 0; k < m_pairBuffer.GetCount(); k++)
{
const b2ParticlePair& pair = m_pairBuffer[k];
if (pair.flags & b2_springParticle)
{
int32 a = pair.indexA;
int32 b = pair.indexB;
b2Vec2 pa = m_positionBuffer.data[a];
b2Vec2 pb = m_positionBuffer.data[b];
b2Vec2& va = m_velocityBuffer.data[a];
b2Vec2& vb = m_velocityBuffer.data[b];
pa += step.dt * va;
pb += step.dt * vb;
b2Vec2 d = pb - pa;
float32 r0 = pair.distance;
float32 r1 = d.Length();
float32 strength = springStrength * pair.strength;
b2Vec2 f = strength * (r0 - r1) / r1 * d;
va -= f;
vb += f;
}
}
}
void b2ParticleSystem::SolveTensile(const b2TimeStep& step)
{
b2Assert(m_accumulation2Buffer);
for (int32 i = 0; i < m_count; i++)
{
m_accumulation2Buffer[i] = b2Vec2_zero;
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_tensileParticle)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
b2Vec2 weightedNormal = (1 - w) * w * n;
m_accumulation2Buffer[a] -= weightedNormal;
m_accumulation2Buffer[b] += weightedNormal;
}
}
float32 criticalVelocity = GetCriticalVelocity(step);
float32 pressureStrength = m_def.surfaceTensionPressureStrength
* criticalVelocity;
float32 normalStrength = m_def.surfaceTensionNormalStrength
* criticalVelocity;
float32 maxVelocityVariation = b2_maxParticleForce * criticalVelocity;
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_tensileParticle)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
float32 h = m_weightBuffer[a] + m_weightBuffer[b];
b2Vec2 s = m_accumulation2Buffer[b] - m_accumulation2Buffer[a];
float32 fn = b2Min(
pressureStrength * (h - 2) + normalStrength * b2Dot(s, n),
maxVelocityVariation) * w;
b2Vec2 f = fn * n;
m_velocityBuffer.data[a] -= f;
m_velocityBuffer.data[b] += f;
}
}
}
void b2ParticleSystem::SolveViscous()
{
float32 viscousStrength = m_def.viscousStrength;
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
const b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
int32 a = contact.index;
if (m_flagsBuffer.data[a] & b2_viscousParticle)
{
b2Body* b = contact.body;
float32 w = contact.weight;
float32 m = contact.mass;
b2Vec2 p = m_positionBuffer.data[a];
b2Vec2 v = b->GetLinearVelocityFromWorldPoint(p) -
m_velocityBuffer.data[a];
b2Vec2 f = viscousStrength * m * w * v;
m_velocityBuffer.data[a] += GetParticleInvMass() * f;
b->ApplyLinearImpulse(-f, p, true);
}
}
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_viscousParticle)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
float32 w = contact.GetWeight();
b2Vec2 v = m_velocityBuffer.data[b] - m_velocityBuffer.data[a];
b2Vec2 f = viscousStrength * w * v;
m_velocityBuffer.data[a] += f;
m_velocityBuffer.data[b] -= f;
}
}
}
void b2ParticleSystem::SolveRepulsive(const b2TimeStep& step)
{
float32 repulsiveStrength =
m_def.repulsiveStrength * GetCriticalVelocity(step);
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_repulsiveParticle)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
if (m_groupBuffer[a] != m_groupBuffer[b])
{
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
b2Vec2 f = repulsiveStrength * w * n;
m_velocityBuffer.data[a] -= f;
m_velocityBuffer.data[b] += f;
}
}
}
}
void b2ParticleSystem::SolvePowder(const b2TimeStep& step)
{
float32 powderStrength = m_def.powderStrength * GetCriticalVelocity(step);
float32 minWeight = 1.0f - b2_particleStride;
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
if (contact.GetFlags() & b2_powderParticle)
{
float32 w = contact.GetWeight();
if (w > minWeight)
{
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
b2Vec2 n = contact.GetNormal();
b2Vec2 f = powderStrength * (w - minWeight) * n;
m_velocityBuffer.data[a] -= f;
m_velocityBuffer.data[b] += f;
}
}
}
}
void b2ParticleSystem::SolveSolid(const b2TimeStep& step)
{
// applies extra repulsive force from solid particle groups
b2Assert(m_depthBuffer);
float32 ejectionStrength = step.inv_dt * m_def.ejectionStrength;
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
if (m_groupBuffer[a] != m_groupBuffer[b])
{
float32 w = contact.GetWeight();
b2Vec2 n = contact.GetNormal();
float32 h = m_depthBuffer[a] + m_depthBuffer[b];
b2Vec2 f = ejectionStrength * h * w * n;
m_velocityBuffer.data[a] -= f;
m_velocityBuffer.data[b] += f;
}
}
}
void b2ParticleSystem::SolveForce(const b2TimeStep& step)
{
float32 velocityPerForce = step.dt * GetParticleInvMass();
for (int32 i = 0; i < m_count; i++)
{
m_velocityBuffer.data[i] += velocityPerForce * m_forceBuffer[i];
}
m_hasForce = false;
}
void b2ParticleSystem::SolveColorMixing()
{
// mixes color between contacting particles
b2Assert(m_colorBuffer.data);
const int32 colorMixing128 = (int32) (128 * m_def.colorMixingStrength);
if (colorMixing128) {
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
if (m_flagsBuffer.data[a] & m_flagsBuffer.data[b] &
b2_colorMixingParticle)
{
b2ParticleColor& colorA = m_colorBuffer.data[a];
b2ParticleColor& colorB = m_colorBuffer.data[b];
// Use the static method to ensure certain compilers inline
// this correctly.
b2ParticleColor::MixColors(&colorA, &colorB, colorMixing128);
}
}
}
}
void b2ParticleSystem::SolveZombie()
{
// removes particles with zombie flag
int32 newCount = 0;
int32* newIndices = (int32*) m_world->m_stackAllocator.Allocate(
sizeof(int32) * m_count);
uint32 allParticleFlags = 0;
for (int32 i = 0; i < m_count; i++)
{
int32 flags = m_flagsBuffer.data[i];
if (flags & b2_zombieParticle)
{
b2DestructionListener * const destructionListener =
m_world->m_destructionListener;
if ((flags & b2_destructionListenerParticle) &&
destructionListener)
{
destructionListener->SayGoodbye(this, i);
}
// Destroy particle handle.
if (m_handleIndexBuffer.data)
{
b2ParticleHandle * const handle = m_handleIndexBuffer.data[i];
if (handle)
{
handle->SetIndex(b2_invalidParticleIndex);
m_handleIndexBuffer.data[i] = NULL;
m_handleAllocator.Free(handle);
}
}
newIndices[i] = b2_invalidParticleIndex;
}
else
{
newIndices[i] = newCount;
if (i != newCount)
{
// Update handle to reference new particle index.
if (m_handleIndexBuffer.data)
{
b2ParticleHandle * const handle =
m_handleIndexBuffer.data[i];
if (handle) handle->SetIndex(newCount);
m_handleIndexBuffer.data[newCount] = handle;
}
m_flagsBuffer.data[newCount] = m_flagsBuffer.data[i];
if (m_lastBodyContactStepBuffer.data)
{
m_lastBodyContactStepBuffer.data[newCount] =
m_lastBodyContactStepBuffer.data[i];
}
if (m_bodyContactCountBuffer.data)
{
m_bodyContactCountBuffer.data[newCount] =
m_bodyContactCountBuffer.data[i];
}
if (m_consecutiveContactStepsBuffer.data)
{
m_consecutiveContactStepsBuffer.data[newCount] =
m_consecutiveContactStepsBuffer.data[i];
}
m_positionBuffer.data[newCount] = m_positionBuffer.data[i];
m_velocityBuffer.data[newCount] = m_velocityBuffer.data[i];
m_groupBuffer[newCount] = m_groupBuffer[i];
if (m_hasForce)
{
m_forceBuffer[newCount] = m_forceBuffer[i];
}
if (m_staticPressureBuffer)
{
m_staticPressureBuffer[newCount] =
m_staticPressureBuffer[i];
}
if (m_depthBuffer)
{
m_depthBuffer[newCount] = m_depthBuffer[i];
}
if (m_colorBuffer.data)
{
m_colorBuffer.data[newCount] = m_colorBuffer.data[i];
}
if (m_userDataBuffer.data)
{
m_userDataBuffer.data[newCount] = m_userDataBuffer.data[i];
}
if (m_expirationTimeBuffer.data)
{
m_expirationTimeBuffer.data[newCount] =
m_expirationTimeBuffer.data[i];
}
}
newCount++;
allParticleFlags |= flags;
}
}
// predicate functions
struct Test
{
static bool IsProxyInvalid(const Proxy& proxy)
{
return proxy.index < 0;
}
static bool IsContactInvalid(const b2ParticleContact& contact)
{
return contact.GetIndexA() < 0 || contact.GetIndexB() < 0;
}
static bool IsBodyContactInvalid(const b2ParticleBodyContact& contact)
{
return contact.index < 0;
}
static bool IsPairInvalid(const b2ParticlePair& pair)
{
return pair.indexA < 0 || pair.indexB < 0;
}
static bool IsTriadInvalid(const b2ParticleTriad& triad)
{
return triad.indexA < 0 || triad.indexB < 0 || triad.indexC < 0;
}
};
// update proxies
for (int32 k = 0; k < m_proxyBuffer.GetCount(); k++)
{
Proxy& proxy = m_proxyBuffer.Begin()[k];
proxy.index = newIndices[proxy.index];
}
m_proxyBuffer.RemoveIf(Test::IsProxyInvalid);
// update contacts
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
b2ParticleContact& contact = m_contactBuffer[k];
contact.SetIndices(newIndices[contact.GetIndexA()],
newIndices[contact.GetIndexB()]);
}
m_contactBuffer.RemoveIf(Test::IsContactInvalid);
// update particle-body contacts
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
contact.index = newIndices[contact.index];
}
m_bodyContactBuffer.RemoveIf(Test::IsBodyContactInvalid);
// update pairs
for (int32 k = 0; k < m_pairBuffer.GetCount(); k++)
{
b2ParticlePair& pair = m_pairBuffer[k];
pair.indexA = newIndices[pair.indexA];
pair.indexB = newIndices[pair.indexB];
}
m_pairBuffer.RemoveIf(Test::IsPairInvalid);
// update triads
for (int32 k = 0; k < m_triadBuffer.GetCount(); k++)
{
b2ParticleTriad& triad = m_triadBuffer[k];
triad.indexA = newIndices[triad.indexA];
triad.indexB = newIndices[triad.indexB];
triad.indexC = newIndices[triad.indexC];
}
m_triadBuffer.RemoveIf(Test::IsTriadInvalid);
// Update lifetime indices.
if (m_indexByExpirationTimeBuffer.data)
{
int32 writeOffset = 0;
for (int32 readOffset = 0; readOffset < m_count; readOffset++)
{
const int32 newIndex = newIndices[
m_indexByExpirationTimeBuffer.data[readOffset]];
if (newIndex != b2_invalidParticleIndex)
{
m_indexByExpirationTimeBuffer.data[writeOffset++] = newIndex;
}
}
}
// update groups
for (b2ParticleGroup* group = m_groupList; group; group = group->GetNext())
{
int32 firstIndex = newCount;
int32 lastIndex = 0;
bool modified = false;
for (int32 i = group->m_firstIndex; i < group->m_lastIndex; i++)
{
int32 j = newIndices[i];
if (j >= 0) {
firstIndex = b2Min(firstIndex, j);
lastIndex = b2Max(lastIndex, j + 1);
} else {
modified = true;
}
}
if (firstIndex < lastIndex)
{
group->m_firstIndex = firstIndex;
group->m_lastIndex = lastIndex;
if (modified)
{
if (group->m_groupFlags & b2_solidParticleGroup)
{
SetGroupFlags(group,
group->m_groupFlags |
b2_particleGroupNeedsUpdateDepth);
}
}
}
else
{
group->m_firstIndex = 0;
group->m_lastIndex = 0;
if (!(group->m_groupFlags & b2_particleGroupCanBeEmpty))
{
SetGroupFlags(group,
group->m_groupFlags | b2_particleGroupWillBeDestroyed);
}
}
}
// update particle count
m_count = newCount;
m_world->m_stackAllocator.Free(newIndices);
m_allParticleFlags = allParticleFlags;
m_needsUpdateAllParticleFlags = false;
// destroy bodies with no particles
for (b2ParticleGroup* group = m_groupList; group;)
{
b2ParticleGroup* next = group->GetNext();
if (group->m_groupFlags & b2_particleGroupWillBeDestroyed)
{
DestroyParticleGroup(group);
}
group = next;
}
}
/// Destroy all particles which have outlived their lifetimes set by
/// SetParticleLifetime().
void b2ParticleSystem::SolveLifetimes(const b2TimeStep& step)
{
b2Assert(m_expirationTimeBuffer.data);
b2Assert(m_indexByExpirationTimeBuffer.data);
// Update the time elapsed.
m_timeElapsed = LifetimeToExpirationTime(step.dt);
// Get the floor (non-fractional component) of the elapsed time.
const int32 quantizedTimeElapsed = GetQuantizedTimeElapsed();
const int32* const expirationTimes = m_expirationTimeBuffer.data;
int32* const expirationTimeIndices = m_indexByExpirationTimeBuffer.data;
const int32 particleCount = GetParticleCount();
// Sort the lifetime buffer if it's required.
if (m_expirationTimeBufferRequiresSorting)
{
const ExpirationTimeComparator expirationTimeComparator(
expirationTimes);
std::sort(expirationTimeIndices,
expirationTimeIndices + particleCount,
expirationTimeComparator);
m_expirationTimeBufferRequiresSorting = false;
}
// Destroy particles which have expired.
for (int32 i = particleCount - 1; i >= 0; --i)
{
const int32 particleIndex = expirationTimeIndices[i];
const int32 expirationTime = expirationTimes[particleIndex];
// If no particles need to be destroyed, skip this.
if (quantizedTimeElapsed < expirationTime || expirationTime <= 0)
{
break;
}
// Destroy this particle.
DestroyParticle(particleIndex);
}
}
void b2ParticleSystem::RotateBuffer(int32 start, int32 mid, int32 end)
{
// move the particles assigned to the given group toward the end of array
if (start == mid || mid == end)
{
return;
}
b2Assert(mid >= start && mid <= end);
struct NewIndices
{
int32 operator[](int32 i) const
{
if (i < start)
{
return i;
}
else if (i < mid)
{
return i + end - mid;
}
else if (i < end)
{
return i + start - mid;
}
else
{
return i;
}
}
int32 start, mid, end;
} newIndices;
newIndices.start = start;
newIndices.mid = mid;
newIndices.end = end;
std::rotate(m_flagsBuffer.data + start, m_flagsBuffer.data + mid,
m_flagsBuffer.data + end);
if (m_lastBodyContactStepBuffer.data)
{
std::rotate(m_lastBodyContactStepBuffer.data + start,
m_lastBodyContactStepBuffer.data + mid,
m_lastBodyContactStepBuffer.data + end);
}
if (m_bodyContactCountBuffer.data)
{
std::rotate(m_bodyContactCountBuffer.data + start,
m_bodyContactCountBuffer.data + mid,
m_bodyContactCountBuffer.data + end);
}
if (m_consecutiveContactStepsBuffer.data)
{
std::rotate(m_consecutiveContactStepsBuffer.data + start,
m_consecutiveContactStepsBuffer.data + mid,
m_consecutiveContactStepsBuffer.data + end);
}
std::rotate(m_positionBuffer.data + start, m_positionBuffer.data + mid,
m_positionBuffer.data + end);
std::rotate(m_velocityBuffer.data + start, m_velocityBuffer.data + mid,
m_velocityBuffer.data + end);
std::rotate(m_groupBuffer + start, m_groupBuffer + mid,
m_groupBuffer + end);
if (m_hasForce)
{
std::rotate(m_forceBuffer + start, m_forceBuffer + mid,
m_forceBuffer + end);
}
if (m_staticPressureBuffer)
{
std::rotate(m_staticPressureBuffer + start,
m_staticPressureBuffer + mid,
m_staticPressureBuffer + end);
}
if (m_depthBuffer)
{
std::rotate(m_depthBuffer + start, m_depthBuffer + mid,
m_depthBuffer + end);
}
if (m_colorBuffer.data)
{
std::rotate(m_colorBuffer.data + start,
m_colorBuffer.data + mid, m_colorBuffer.data + end);
}
if (m_userDataBuffer.data)
{
std::rotate(m_userDataBuffer.data + start,
m_userDataBuffer.data + mid, m_userDataBuffer.data + end);
}
// Update handle indices.
if (m_handleIndexBuffer.data)
{
std::rotate(m_handleIndexBuffer.data + start,
m_handleIndexBuffer.data + mid,
m_handleIndexBuffer.data + end);
for (int32 i = start; i < end; ++i)
{
b2ParticleHandle * const handle = m_handleIndexBuffer.data[i];
if (handle) handle->SetIndex(newIndices[handle->GetIndex()]);
}
}
if (m_expirationTimeBuffer.data)
{
std::rotate(m_expirationTimeBuffer.data + start,
m_expirationTimeBuffer.data + mid,
m_expirationTimeBuffer.data + end);
// Update expiration time buffer indices.
const int32 particleCount = GetParticleCount();
int32* const indexByExpirationTime =
m_indexByExpirationTimeBuffer.data;
for (int32 i = 0; i < particleCount; ++i)
{
indexByExpirationTime[i] = newIndices[indexByExpirationTime[i]];
}
}
// update proxies
for (int32 k = 0; k < m_proxyBuffer.GetCount(); k++)
{
Proxy& proxy = m_proxyBuffer.Begin()[k];
proxy.index = newIndices[proxy.index];
}
// update contacts
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
b2ParticleContact& contact = m_contactBuffer[k];
contact.SetIndices(newIndices[contact.GetIndexA()],
newIndices[contact.GetIndexB()]);
}
// update particle-body contacts
for (int32 k = 0; k < m_bodyContactBuffer.GetCount(); k++)
{
b2ParticleBodyContact& contact = m_bodyContactBuffer[k];
contact.index = newIndices[contact.index];
}
// update pairs
for (int32 k = 0; k < m_pairBuffer.GetCount(); k++)
{
b2ParticlePair& pair = m_pairBuffer[k];
pair.indexA = newIndices[pair.indexA];
pair.indexB = newIndices[pair.indexB];
}
// update triads
for (int32 k = 0; k < m_triadBuffer.GetCount(); k++)
{
b2ParticleTriad& triad = m_triadBuffer[k];
triad.indexA = newIndices[triad.indexA];
triad.indexB = newIndices[triad.indexB];
triad.indexC = newIndices[triad.indexC];
}
// update groups
for (b2ParticleGroup* group = m_groupList; group; group = group->GetNext())
{
group->m_firstIndex = newIndices[group->m_firstIndex];
group->m_lastIndex = newIndices[group->m_lastIndex - 1] + 1;
}
}
/// Set the lifetime (in seconds) of a particle relative to the current
/// time.
void b2ParticleSystem::SetParticleLifetime(const int32 index,
const float32 lifetime)
{
b2Assert(ValidateParticleIndex(index));
const bool initializeExpirationTimes =
m_indexByExpirationTimeBuffer.data == NULL;
m_expirationTimeBuffer.data = RequestBuffer(
m_expirationTimeBuffer.data);
m_indexByExpirationTimeBuffer.data = RequestBuffer(
m_indexByExpirationTimeBuffer.data);
// Initialize the inverse mapping buffer.
if (initializeExpirationTimes)
{
const int32 particleCount = GetParticleCount();
for (int32 i = 0; i < particleCount; ++i)
{
m_indexByExpirationTimeBuffer.data[i] = i;
}
}
const int32 quantizedLifetime = (int32)(lifetime /
m_def.lifetimeGranularity);
// Use a negative lifetime so that it's possible to track which
// of the infinite lifetime particles are older.
const int32 newExpirationTime = quantizedLifetime > 0 ?
GetQuantizedTimeElapsed() + quantizedLifetime : quantizedLifetime;
if (newExpirationTime != m_expirationTimeBuffer.data[index])
{
m_expirationTimeBuffer.data[index] = newExpirationTime;
m_expirationTimeBufferRequiresSorting = true;
}
}
/// Convert a lifetime value in returned by GetExpirationTimeBuffer()
/// to a value in seconds relative to the current simulation time.
float32 b2ParticleSystem::ExpirationTimeToLifetime(
const int32 expirationTime) const
{
return (float32)(expirationTime > 0 ?
expirationTime - GetQuantizedTimeElapsed() :
expirationTime) * m_def.lifetimeGranularity;
}
/// Get the lifetime (in seconds) of a particle relative to the current
/// time.
float32 b2ParticleSystem::GetParticleLifetime(const int32 index)
{
b2Assert(ValidateParticleIndex(index));
return ExpirationTimeToLifetime(GetExpirationTimeBuffer()[index]);
}
/// Get the array of particle lifetimes indexed by particle index.
/// GetParticleCount() items are in the returned array.
const int32* b2ParticleSystem::GetExpirationTimeBuffer()
{
m_expirationTimeBuffer.data = RequestBuffer(
m_expirationTimeBuffer.data);
return m_expirationTimeBuffer.data;
}
/// Get the array of particle indices ordered by lifetime.
/// GetExpirationTimeBuffer(
/// GetIndexByExpirationTimeBuffer()[index])
/// is equivalent to GetParticleLifetime(index).
/// GetParticleCount() items are in the returned array.
const int32* b2ParticleSystem::GetIndexByExpirationTimeBuffer()
{
// If particles are present, initialize / reinitialize the lifetime buffer.
if (GetParticleCount())
{
SetParticleLifetime(0, GetParticleLifetime(0));
}
else
{
m_indexByExpirationTimeBuffer.data = RequestBuffer(
m_indexByExpirationTimeBuffer.data);
}
return m_indexByExpirationTimeBuffer.data;
}
void b2ParticleSystem::SetDestructionByAge(const bool enable)
{
if (enable)
{
GetExpirationTimeBuffer();
}
m_def.destroyByAge = enable;
}
/// Get the time elapsed in b2ParticleSystemDef::lifetimeGranularity.
int32 b2ParticleSystem::GetQuantizedTimeElapsed() const
{
return (int32)(m_timeElapsed >> 32);
}
/// Convert a lifetime in seconds to an expiration time.
int64 b2ParticleSystem::LifetimeToExpirationTime(const float32 lifetime) const
{
return m_timeElapsed + (int64)((lifetime / m_def.lifetimeGranularity) *
(float32)(1LL << 32));
}
template <typename T> void b2ParticleSystem::SetUserOverridableBuffer(
UserOverridableBuffer<T>* buffer, T* newData, int32 newCapacity)
{
b2Assert((newData && newCapacity) || (!newData && !newCapacity));
if (!buffer->userSuppliedCapacity && buffer->data)
{
m_world->m_blockAllocator.Free(
buffer->data, sizeof(T) * m_internalAllocatedCapacity);
}
buffer->data = newData;
buffer->userSuppliedCapacity = newCapacity;
}
void b2ParticleSystem::SetFlagsBuffer(uint32* buffer, int32 capacity)
{
SetUserOverridableBuffer(&m_flagsBuffer, buffer, capacity);
}
void b2ParticleSystem::SetPositionBuffer(b2Vec2* buffer,
int32 capacity)
{
SetUserOverridableBuffer(&m_positionBuffer, buffer, capacity);
}
void b2ParticleSystem::SetVelocityBuffer(b2Vec2* buffer,
int32 capacity)
{
SetUserOverridableBuffer(&m_velocityBuffer, buffer, capacity);
}
void b2ParticleSystem::SetColorBuffer(b2ParticleColor* buffer,
int32 capacity)
{
SetUserOverridableBuffer(&m_colorBuffer, buffer, capacity);
}
void b2ParticleSystem::SetUserDataBuffer(void** buffer, int32 capacity)
{
SetUserOverridableBuffer(&m_userDataBuffer, buffer, capacity);
}
void b2ParticleSystem::SetParticleFlags(int32 index, uint32 newFlags)
{
uint32* oldFlags = &m_flagsBuffer.data[index];
if (*oldFlags & ~newFlags)
{
// If any flags might be removed
m_needsUpdateAllParticleFlags = true;
}
if (~m_allParticleFlags & newFlags)
{
// If any flags were added
if (newFlags & b2_tensileParticle)
{
m_accumulation2Buffer = RequestBuffer(
m_accumulation2Buffer);
}
if (newFlags & b2_colorMixingParticle)
{
m_colorBuffer.data = RequestBuffer(m_colorBuffer.data);
}
m_allParticleFlags |= newFlags;
}
*oldFlags = newFlags;
}
void b2ParticleSystem::SetGroupFlags(
b2ParticleGroup* group, uint32 newFlags)
{
uint32* oldFlags = &group->m_groupFlags;
if ((*oldFlags ^ newFlags) & b2_solidParticleGroup)
{
// If the b2_solidParticleGroup flag changed schedule depth update.
newFlags |= b2_particleGroupNeedsUpdateDepth;
}
if (*oldFlags & ~newFlags)
{
// If any flags might be removed
m_needsUpdateAllGroupFlags = true;
}
if (~m_allGroupFlags & newFlags)
{
// If any flags were added
if (newFlags & b2_solidParticleGroup)
{
m_depthBuffer = RequestBuffer(m_depthBuffer);
}
m_allGroupFlags |= newFlags;
}
*oldFlags = newFlags;
}
static inline bool IsSignificantForce(const b2Vec2& force)
{
return force.x != 0 || force.y != 0;
}
inline bool b2ParticleSystem::ForceCanBeApplied(uint32 flags) const
{
return !(flags & b2_wallParticle);
}
inline void b2ParticleSystem::PrepareForceBuffer()
{
if (!m_hasForce)
{
memset(m_forceBuffer, 0, sizeof(*m_forceBuffer) * m_count);
m_hasForce = true;
}
}
void b2ParticleSystem::ApplyForce(int32 firstIndex, int32 lastIndex,
const b2Vec2& force)
{
// Ensure we're not trying to apply force to particles that can't move,
// such as wall particles.
#if B2_ASSERT_ENABLED
uint32 flags = 0;
for (int32 i = firstIndex; i < lastIndex; i++)
{
flags |= m_flagsBuffer.data[i];
}
b2Assert(ForceCanBeApplied(flags));
#endif
// Early out if force does nothing (optimization).
const b2Vec2 distributedForce = force / (float32)(lastIndex - firstIndex);
if (IsSignificantForce(distributedForce))
{
PrepareForceBuffer();
// Distribute the force over all the particles.
for (int32 i = firstIndex; i < lastIndex; i++)
{
m_forceBuffer[i] += distributedForce;
}
}
}
void b2ParticleSystem::ParticleApplyForce(int32 index, const b2Vec2& force)
{
if (IsSignificantForce(force) &&
ForceCanBeApplied(m_flagsBuffer.data[index]))
{
PrepareForceBuffer();
m_forceBuffer[index] += force;
}
}
void b2ParticleSystem::ApplyLinearImpulse(int32 firstIndex, int32 lastIndex,
const b2Vec2& impulse)
{
const float32 numParticles = (float32)(lastIndex - firstIndex);
const float32 totalMass = numParticles * GetParticleMass();
const b2Vec2 velocityDelta = impulse / totalMass;
for (int32 i = firstIndex; i < lastIndex; i++)
{
m_velocityBuffer.data[i] += velocityDelta;
}
}
void b2ParticleSystem::QueryAABB(b2QueryCallback* callback,
const b2AABB& aabb) const
{
if (m_proxyBuffer.GetCount() == 0)
{
return;
}
const Proxy* beginProxy = m_proxyBuffer.Begin();
const Proxy* endProxy = m_proxyBuffer.End();
const Proxy* firstProxy = std::lower_bound(
beginProxy, endProxy,
computeTag(
m_inverseDiameter * aabb.lowerBound.x,
m_inverseDiameter * aabb.lowerBound.y));
const Proxy* lastProxy = std::upper_bound(
firstProxy, endProxy,
computeTag(
m_inverseDiameter * aabb.upperBound.x,
m_inverseDiameter * aabb.upperBound.y));
for (const Proxy* proxy = firstProxy; proxy < lastProxy; ++proxy)
{
int32 i = proxy->index;
const b2Vec2& p = m_positionBuffer.data[i];
if (aabb.lowerBound.x < p.x && p.x < aabb.upperBound.x &&
aabb.lowerBound.y < p.y && p.y < aabb.upperBound.y)
{
if (!callback->ReportParticle(this, i))
{
break;
}
}
}
}
void b2ParticleSystem::QueryShapeAABB(b2QueryCallback* callback,
const b2Shape& shape,
const b2Transform& xf) const
{
b2AABB aabb;
shape.ComputeAABB(&aabb, xf, 0);
QueryAABB(callback, aabb);
}
void b2ParticleSystem::RayCast(b2RayCastCallback* callback,
const b2Vec2& point1,
const b2Vec2& point2) const
{
if (m_proxyBuffer.GetCount() == 0)
{
return;
}
b2AABB aabb;
aabb.lowerBound = b2Min(point1, point2);
aabb.upperBound = b2Max(point1, point2);
float32 fraction = 1;
// solving the following equation:
// ((1-t)*point1+t*point2-position)^2=diameter^2
// where t is a potential fraction
b2Vec2 v = point2 - point1;
float32 v2 = b2Dot(v, v);
InsideBoundsEnumerator enumerator = GetInsideBoundsEnumerator(aabb);
int32 i;
while ((i = enumerator.GetNext()) >= 0)
{
b2Vec2 p = point1 - m_positionBuffer.data[i];
float32 pv = b2Dot(p, v);
float32 p2 = b2Dot(p, p);
float32 determinant = pv * pv - v2 * (p2 - m_squaredDiameter);
if (determinant >= 0)
{
float32 sqrtDeterminant = b2Sqrt(determinant);
// find a solution between 0 and fraction
float32 t = (-pv - sqrtDeterminant) / v2;
if (t > fraction)
{
continue;
}
if (t < 0)
{
t = (-pv + sqrtDeterminant) / v2;
if (t < 0 || t > fraction)
{
continue;
}
}
b2Vec2 n = p + t * v;
n.Normalize();
float32 f = callback->ReportParticle(this, i, point1 + t * v, n, t);
fraction = b2Min(fraction, f);
if (fraction <= 0)
{
break;
}
}
}
}
float32 b2ParticleSystem::ComputeCollisionEnergy() const
{
float32 sum_v2 = 0;
for (int32 k = 0; k < m_contactBuffer.GetCount(); k++)
{
const b2ParticleContact& contact = m_contactBuffer[k];
int32 a = contact.GetIndexA();
int32 b = contact.GetIndexB();
b2Vec2 n = contact.GetNormal();
b2Vec2 v = m_velocityBuffer.data[b] - m_velocityBuffer.data[a];
float32 vn = b2Dot(v, n);
if (vn < 0)
{
sum_v2 += vn * vn;
}
}
return 0.5f * GetParticleMass() * sum_v2;
}
void b2ParticleSystem::SetStuckThreshold(int32 steps)
{
m_stuckThreshold = steps;
if (steps > 0)
{
m_lastBodyContactStepBuffer.data = RequestBuffer(
m_lastBodyContactStepBuffer.data);
m_bodyContactCountBuffer.data = RequestBuffer(
m_bodyContactCountBuffer.data);
m_consecutiveContactStepsBuffer.data = RequestBuffer(
m_consecutiveContactStepsBuffer.data);
}
}
#if LIQUIDFUN_EXTERNAL_LANGUAGE_API
b2ParticleSystem::b2ExceptionType b2ParticleSystem::IsBufCopyValid(
int startIndex, int numParticles, int copySize, int bufSize) const
{
const int maxNumParticles = GetParticleCount();
// are we actually copying?
if (copySize == 0)
{
return b2_noExceptions;
}
// is the index out of bounds?
if (startIndex < 0 ||
startIndex >= maxNumParticles ||
numParticles < 0 ||
numParticles + startIndex > maxNumParticles)
{
return b2_particleIndexOutOfBounds;
}
// are we copying within the boundaries?
if (copySize > bufSize)
{
return b2_bufferTooSmall;
}
return b2_noExceptions;
}
#endif // LIQUIDFUN_EXTERNAL_LANGUAGE_API