4671 lines
134 KiB
C++
4671 lines
134 KiB
C++
/*
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* Copyright (c) 2013 Google, Inc.
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <Box2D/Particle/b2ParticleSystem.h>
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#include <Box2D/Particle/b2ParticleGroup.h>
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#include <Box2D/Particle/b2VoronoiDiagram.h>
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#include <Box2D/Particle/b2ParticleAssembly.h>
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#include <Box2D/Common/b2BlockAllocator.h>
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#include <Box2D/Dynamics/b2World.h>
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#include <Box2D/Dynamics/b2WorldCallbacks.h>
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#include <Box2D/Dynamics/b2Body.h>
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#include <Box2D/Dynamics/b2Fixture.h>
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#include <Box2D/Collision/Shapes/b2Shape.h>
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <Box2D/Collision/Shapes/b2ChainShape.h>
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#include <algorithm>
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// Define LIQUIDFUN_SIMD_TEST_VS_REFERENCE to run both SIMD and reference
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// versions, and assert that the results are identical. This is useful when
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// modifying one of the functions, to help verify correctness.
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// #define LIQUIDFUN_SIMD_TEST_VS_REFERENCE
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// For ease of debugging, remove 'inline'. Then, when an assert hits in the
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// test-vs-reference functions, you can easily jump the instruction pointer
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// to the top of the function to re-run the test.
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#define LIQUIDFUN_SIMD_INLINE inline
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static const uint32 xTruncBits = 12;
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static const uint32 yTruncBits = 12;
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static const uint32 tagBits = 8u * sizeof(uint32);
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static const uint32 yOffset = 1u << (yTruncBits - 1u);
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static const uint32 yShift = tagBits - yTruncBits;
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static const uint32 xShift = tagBits - yTruncBits - xTruncBits;
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static const uint32 xScale = 1u << xShift;
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static const uint32 xOffset = xScale * (1u << (xTruncBits - 1u));
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static const uint32 yMask = ((1u << yTruncBits) - 1u) << yShift;
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static const uint32 xMask = ~yMask;
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static const uint32 relativeTagRight = 1u << xShift;
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static const uint32 relativeTagBottomLeft = (uint32)((1 << yShift) +
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(-1 << xShift));
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static const uint32 relativeTagBottomRight = (1u << yShift) + (1u << xShift);
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// This functor is passed to std::remove_if in RemoveSpuriousBodyContacts
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// to implement the algorithm described there. It was hoisted out and friended
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// as it would not compile with g++ 4.6.3 as a local class. It is only used in
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// that function.
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class b2ParticleBodyContactRemovePredicate
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{
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public:
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b2ParticleBodyContactRemovePredicate(b2ParticleSystem* system,
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int32* discarded)
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: m_system(system), m_lastIndex(-1), m_currentContacts(0),
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m_discarded(discarded) {}
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bool operator()(const b2ParticleBodyContact& contact)
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{
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// This implements the selection criteria described in
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// RemoveSpuriousBodyContacts().
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// This functor is iterating through a list of Body contacts per
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// Particle, ordered from near to far. For up to the maximum number of
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// contacts we allow per point per step, we verify that the contact
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// normal of the Body that genenerated the contact makes physical sense
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// by projecting a point back along that normal and seeing if it
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// intersects the fixture generating the contact.
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if (contact.index != m_lastIndex)
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{
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m_currentContacts = 0;
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m_lastIndex = contact.index;
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}
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if (m_currentContacts++ > k_maxContactsPerPoint)
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{
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++(*m_discarded);
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return true;
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}
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// Project along inverse normal (as returned in the contact) to get the
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// point to check.
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b2Vec2 n = contact.normal;
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// weight is 1-(inv(diameter) * distance)
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n *= m_system->m_particleDiameter * (1 - contact.weight);
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b2Vec2 pos = m_system->m_positionBuffer.data[contact.index] + n;
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// pos is now a point projected back along the contact normal to the
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// contact distance. If the surface makes sense for a contact, pos will
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// now lie on or in the fixture generating
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if (!contact.fixture->TestPoint(pos))
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{
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int32 childCount = contact.fixture->GetShape()->GetChildCount();
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for (int32 childIndex = 0; childIndex < childCount; childIndex++)
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{
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float32 distance;
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b2Vec2 normal;
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contact.fixture->ComputeDistance(pos, &distance, &normal,
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childIndex);
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if (distance < b2_linearSlop)
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{
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return false;
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}
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}
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++(*m_discarded);
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return true;
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}
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return false;
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}
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private:
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// Max number of contacts processed per particle, from nearest to farthest.
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// This must be at least 2 for correctness with concave shapes; 3 was
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// experimentally arrived at as looking reasonable.
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static const int32 k_maxContactsPerPoint = 3;
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const b2ParticleSystem* m_system;
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// Index of last particle processed.
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int32 m_lastIndex;
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// Number of contacts processed for the current particle.
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int32 m_currentContacts;
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// Output the number of discarded contacts.
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int32* m_discarded;
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};
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namespace {
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// Compares the expiration time of two particle indices.
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class ExpirationTimeComparator
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{
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public:
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// Initialize the class with a pointer to an array of particle
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// lifetimes.
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ExpirationTimeComparator(const int32* const expirationTimes) :
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m_expirationTimes(expirationTimes)
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{
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}
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// Empty destructor.
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~ExpirationTimeComparator() { }
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// Compare the lifetime of particleIndexA and particleIndexB
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// returning true if the lifetime of A is greater than B for particles
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// that will expire. If either particle's lifetime is infinite (<= 0.0f)
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// this function return true if the lifetime of A is lesser than B.
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// When used with std::sort() this results in an array of particle
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// indicies sorted in reverse order by particle lifetime.
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// For example, the set of lifetimes
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// (1.0, 0.7, 0.3, 0.0, -1.0, -2.0)
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// would be sorted as
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// (0.0, -1.0, -2.0, 1.0, 0.7, 0.3)
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bool operator() (const int32 particleIndexA,
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const int32 particleIndexB) const
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{
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const int32 expirationTimeA = m_expirationTimes[particleIndexA];
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const int32 expirationTimeB = m_expirationTimes[particleIndexB];
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const bool infiniteExpirationTimeA = expirationTimeA <= 0.0f;
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const bool infiniteExpirationTimeB = expirationTimeB <= 0.0f;
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return infiniteExpirationTimeA == infiniteExpirationTimeB ?
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expirationTimeA > expirationTimeB : infiniteExpirationTimeA;
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}
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private:
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const int32* m_expirationTimes;
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};
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// *Very* lightweight pair implementation.
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template<typename A, typename B>
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struct LightweightPair
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{
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A first;
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B second;
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// Compares the value of two FixtureParticle objects returning
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// true if left is a smaller value than right.
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static bool Compare(const LightweightPair& left,
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const LightweightPair& right)
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{
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return left.first < right.first &&
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left.second < right.second;
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}
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};
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// Allocator for a fixed set of items.
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class FixedSetAllocator
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{
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public:
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// Associate a memory allocator with this object.
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FixedSetAllocator(b2StackAllocator* allocator);
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// Deallocate storage for this class.
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~FixedSetAllocator()
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{
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Clear();
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}
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// Allocate internal storage for this object returning the size.
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int32 Allocate(const int32 itemSize, const int32 count);
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// Deallocate the internal buffer if it's allocated.
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void Clear();
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// Get the number of items in the set.
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int32 GetCount() const { return m_count; }
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// Invalidate an item from the set by index.
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void Invalidate(const int32 itemIndex)
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{
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b2Assert(m_valid);
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m_valid[itemIndex] = 0;
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}
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// Get the buffer which indicates whether items are valid in the set.
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const int8* GetValidBuffer() const { return m_valid; }
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protected:
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// Get the internal buffer.
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void* GetBuffer() const { return m_buffer; }
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void* GetBuffer() { return m_buffer; }
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// Reduce the number of items in the set.
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void SetCount(int32 count)
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{
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b2Assert(count <= m_count);
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m_count = count;
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}
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private:
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// Set buffer.
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void* m_buffer;
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// Array of size m_count which indicates whether an item is in the
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// corresponding index of m_set (1) or the item is invalid (0).
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int8* m_valid;
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// Number of items in m_set.
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int32 m_count;
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// Allocator used to allocate / free the set.
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b2StackAllocator* m_allocator;
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};
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// Allocator for a fixed set of objects.
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template<typename T>
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class TypedFixedSetAllocator : public FixedSetAllocator
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{
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public:
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// Initialize members of this class.
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TypedFixedSetAllocator(b2StackAllocator* allocator) :
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FixedSetAllocator(allocator) { }
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// Allocate a set of objects, returning the new size of the set.
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int32 Allocate(const int32 numberOfObjects)
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{
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Clear();
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return FixedSetAllocator::Allocate(sizeof(T), numberOfObjects);
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}
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// Get the index of an item in the set if it's valid return an index
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// >= 0, -1 otherwise.
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int32 GetIndex(const T* item) const
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{
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if (item)
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{
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b2Assert(item >= GetBuffer() &&
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item < GetBuffer() + GetCount());
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const int32 index =
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(int32)(((uint8*)item - (uint8*)GetBuffer()) /
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sizeof(*item));
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if (GetValidBuffer()[index])
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{
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return index;
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}
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}
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return -1;
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}
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// Get the internal buffer.
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const T* GetBuffer() const
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{
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return (const T*)FixedSetAllocator::GetBuffer();
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}
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T* GetBuffer() { return (T*)FixedSetAllocator::GetBuffer(); }
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};
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// Associates a fixture with a particle index.
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typedef LightweightPair<b2Fixture*,int32> FixtureParticle;
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// Associates a fixture with a particle index.
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typedef LightweightPair<int32,int32> ParticlePair;
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} // namespace
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// Set of fixture / particle indices.
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class FixtureParticleSet :
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public TypedFixedSetAllocator<FixtureParticle>
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{
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public:
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// Initialize members of this class.
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FixtureParticleSet(b2StackAllocator* allocator) :
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TypedFixedSetAllocator<FixtureParticle>(allocator) { }
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// Initialize from a set of particle / body contacts for particles
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// that have the b2_fixtureContactListenerParticle flag set.
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void Initialize(const b2ParticleBodyContact * const bodyContacts,
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const int32 numBodyContacts,
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const uint32 * const particleFlagsBuffer);
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// Find the index of a particle / fixture pair in the set or -1
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// if it's not present.
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// NOTE: This was not written as a template function to avoid
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// exposing any dependencies via this header.
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int32 Find(const FixtureParticle& fixtureParticle) const;
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};
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// Set of particle / particle pairs.
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class b2ParticlePairSet : public TypedFixedSetAllocator<ParticlePair>
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{
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public:
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// Initialize members of this class.
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b2ParticlePairSet(b2StackAllocator* allocator) :
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TypedFixedSetAllocator<ParticlePair>(allocator) { }
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// Initialize from a set of particle contacts.
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void Initialize(const b2ParticleContact * const contacts,
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const int32 numContacts,
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const uint32 * const particleFlagsBuffer);
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// Find the index of a particle pair in the set or -1
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// if it's not present.
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// NOTE: This was not written as a template function to avoid
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// exposing any dependencies via this header.
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int32 Find(const ParticlePair& pair) const;
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};
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static inline uint32 computeTag(float32 x, float32 y)
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{
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return ((uint32)(y + yOffset) << yShift) + (uint32)(xScale * x + xOffset);
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}
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static inline uint32 computeRelativeTag(uint32 tag, int32 x, int32 y)
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{
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return tag + (y << yShift) + (x << xShift);
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}
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b2ParticleSystem::InsideBoundsEnumerator::InsideBoundsEnumerator(
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uint32 lower, uint32 upper, const Proxy* first, const Proxy* last)
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{
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m_xLower = lower & xMask;
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m_xUpper = upper & xMask;
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m_yLower = lower & yMask;
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m_yUpper = upper & yMask;
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m_first = first;
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m_last = last;
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b2Assert(m_first <= m_last);
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}
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int32 b2ParticleSystem::InsideBoundsEnumerator::GetNext()
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{
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while (m_first < m_last)
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{
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uint32 xTag = m_first->tag & xMask;
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#if B2_ASSERT_ENABLED
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uint32 yTag = m_first->tag & yMask;
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b2Assert(yTag >= m_yLower);
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b2Assert(yTag <= m_yUpper);
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#endif
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if (xTag >= m_xLower && xTag <= m_xUpper)
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{
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return (m_first++)->index;
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}
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m_first++;
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}
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return b2_invalidParticleIndex;
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}
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b2ParticleSystem::b2ParticleSystem(const b2ParticleSystemDef* def,
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b2World* world) :
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m_handleAllocator(b2_minParticleSystemBufferCapacity),
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m_stuckParticleBuffer(world->m_blockAllocator),
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m_proxyBuffer(world->m_blockAllocator),
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m_contactBuffer(world->m_blockAllocator),
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m_bodyContactBuffer(world->m_blockAllocator),
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m_pairBuffer(world->m_blockAllocator),
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m_triadBuffer(world->m_blockAllocator)
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{
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b2Assert(def);
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m_paused = false;
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m_timestamp = 0;
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m_allParticleFlags = 0;
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m_needsUpdateAllParticleFlags = false;
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m_allGroupFlags = 0;
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m_needsUpdateAllGroupFlags = false;
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m_hasForce = false;
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m_iterationIndex = 0;
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SetStrictContactCheck(def->strictContactCheck);
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SetDensity(def->density);
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SetGravityScale(def->gravityScale);
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SetRadius(def->radius);
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SetMaxParticleCount(def->maxCount);
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m_count = 0;
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m_internalAllocatedCapacity = 0;
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m_forceBuffer = NULL;
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m_weightBuffer = NULL;
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m_staticPressureBuffer = NULL;
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m_accumulationBuffer = NULL;
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m_accumulation2Buffer = NULL;
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m_depthBuffer = NULL;
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m_groupBuffer = NULL;
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m_groupCount = 0;
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m_groupList = NULL;
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b2Assert(def->lifetimeGranularity > 0.0f);
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m_def = *def;
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m_world = world;
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m_stuckThreshold = 0;
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m_timeElapsed = 0;
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m_expirationTimeBufferRequiresSorting = false;
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SetDestructionByAge(m_def.destroyByAge);
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}
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b2ParticleSystem::~b2ParticleSystem()
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{
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while (m_groupList)
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{
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DestroyParticleGroup(m_groupList);
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}
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FreeUserOverridableBuffer(&m_handleIndexBuffer);
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FreeUserOverridableBuffer(&m_flagsBuffer);
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FreeUserOverridableBuffer(&m_lastBodyContactStepBuffer);
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FreeUserOverridableBuffer(&m_bodyContactCountBuffer);
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FreeUserOverridableBuffer(&m_consecutiveContactStepsBuffer);
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FreeUserOverridableBuffer(&m_positionBuffer);
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FreeUserOverridableBuffer(&m_velocityBuffer);
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FreeUserOverridableBuffer(&m_colorBuffer);
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FreeUserOverridableBuffer(&m_userDataBuffer);
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FreeUserOverridableBuffer(&m_expirationTimeBuffer);
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FreeUserOverridableBuffer(&m_indexByExpirationTimeBuffer);
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FreeBuffer(&m_forceBuffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_weightBuffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_staticPressureBuffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_accumulationBuffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_accumulation2Buffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_depthBuffer, m_internalAllocatedCapacity);
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FreeBuffer(&m_groupBuffer, m_internalAllocatedCapacity);
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}
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template <typename T> void b2ParticleSystem::FreeBuffer(T** b, int capacity)
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{
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if (*b == NULL)
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return;
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m_world->m_blockAllocator.Free(*b, sizeof(**b) * capacity);
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*b = NULL;
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}
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// Free buffer, if it was allocated with b2World's block allocator
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template <typename T> void b2ParticleSystem::FreeUserOverridableBuffer(
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UserOverridableBuffer<T>* b)
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{
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if (b->userSuppliedCapacity == 0)
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{
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FreeBuffer(&b->data, m_internalAllocatedCapacity);
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}
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}
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|
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// Reallocate a buffer
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template <typename T> T* b2ParticleSystem::ReallocateBuffer(
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T* oldBuffer, int32 oldCapacity, int32 newCapacity)
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{
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b2Assert(newCapacity > oldCapacity);
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T* newBuffer = (T*) m_world->m_blockAllocator.Allocate(
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sizeof(T) * newCapacity);
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if (oldBuffer)
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{
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memcpy(newBuffer, oldBuffer, sizeof(T) * oldCapacity);
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m_world->m_blockAllocator.Free(oldBuffer, sizeof(T) * oldCapacity);
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}
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return newBuffer;
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}
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|
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// Reallocate a buffer
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|
template <typename T> T* b2ParticleSystem::ReallocateBuffer(
|
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T* buffer, int32 userSuppliedCapacity, int32 oldCapacity,
|
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int32 newCapacity, bool deferred)
|
|
{
|
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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
|