solveVelocityConstraints method

void solveVelocityConstraints()

Implementation

void solveVelocityConstraints() {
  for (final contact in _contacts) {
    final vc = contact.velocityConstraint;

    final indexA = vc.indexA;
    final indexB = vc.indexB;

    final mA = vc.invMassA;
    final mB = vc.invMassB;
    final iA = vc.invIA;
    final iB = vc.invIB;
    final pointCount = vc.pointCount;

    final vA = _velocities[indexA].v;
    var wA = _velocities[indexA].w;
    final vB = _velocities[indexB].v;
    var wB = _velocities[indexB].w;

    final normal = vc.normal;
    final normalX = normal.x;
    final normalY = normal.y;
    final tangentX = 1.0 * vc.normal.y;
    final tangentY = -1.0 * vc.normal.x;
    final friction = vc.friction;

    assert(pointCount == 1 || pointCount == 2);

    // Solve tangent constraints
    for (var j = 0; j < pointCount; ++j) {
      final vcp = vc.points[j];
      final a = vcp.rA;
      final dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * a.y;
      final dvy = wB * vcp.rB.x + vB.y - vA.y - wA * a.x;

      // Compute tangent force
      final vt = dvx * tangentX + dvy * tangentY - vc.tangentSpeed;
      var lambda = vcp.tangentMass * (-vt);

      // Clamp the accumulated force
      final maxFriction = (friction * vcp.normalImpulse).abs();
      final newImpulse =
          (vcp.tangentImpulse + lambda).clamp(-maxFriction, maxFriction);
      lambda = newImpulse - vcp.tangentImpulse;
      vcp.tangentImpulse = newImpulse;

      // Apply contact impulse
      // Vec2 P = lambda * tangent;

      final pX = tangentX * lambda;
      final pY = tangentY * lambda;

      // vA -= invMassA * P;
      vA.x -= pX * mA;
      vA.y -= pY * mA;
      wA -= iA * (vcp.rA.x * pY - vcp.rA.y * pX);

      // vB += invMassB * P;
      vB.x += pX * mB;
      vB.y += pY * mB;
      wB += iB * (vcp.rB.x * pY - vcp.rB.y * pX);
    }

    // Solve normal constraints
    if (vc.pointCount == 1) {
      final vcp = vc.points[0];

      // Relative velocity at contact
      // Vec2 dv = vB + Cross(wB, vcp.rB) - vA - Cross(wA, vcp.rA);

      final dvx = -wB * vcp.rB.y + vB.x - vA.x + wA * vcp.rA.y;
      final dvy = wB * vcp.rB.x + vB.y - vA.y - wA * vcp.rA.x;

      // Compute normal impulse
      final vn = dvx * normalX + dvy * normalY;
      var lambda = -vcp.normalMass * (vn - vcp.velocityBias);

      // Clamp the accumulated impulse
      final a = vcp.normalImpulse + lambda;
      final newImpulse = a > 0.0 ? a : 0.0;
      lambda = newImpulse - vcp.normalImpulse;
      vcp.normalImpulse = newImpulse;

      // Apply contact impulse
      final pX = normalX * lambda;
      final pY = normalY * lambda;

      vA.x -= pX * mA;
      vA.y -= pY * mA;
      wA -= iA * (vcp.rA.x * pY - vcp.rA.y * pX);

      // vB += invMassB * P;
      vB.x += pX * mB;
      vB.y += pY * mB;
      wB += iB * (vcp.rB.x * pY - vcp.rB.y * pX);
    } else {
      // Block solver developed in collaboration with Dirk Gregorius
      // (back in 01/07 on Box2D_Lite).
      // Build the mini LCP for this contact patch
      //
      // vn = A * x + b, vn >= 0, , vn >= 0, x >= 0 and vn_i * x_i = 0
      // with i = 1..2
      //
      // A = J * W * JT and J = ( -n, -r1 x n, n, r2 x n )
      // b = vn_0 - velocityBias
      //
      // The system is solved using the "Total enumeration method" (s. Murty).
      // The complementary constraint vn_i * x_i
      // implies that we must have in any solution either vn_i = 0 or x_i = 0.
      // So for the 2D contact problem the cases
      // vn1 = 0 and vn2 = 0, x1 = 0 and x2 = 0, x1 = 0 and vn2 = 0, x2 = 0
      // and vn1 = 0 need to be tested.
      // The first valid solution that satisfies the problem is chosen.
      //
      // In order to account of the accumulated impulse 'a'
      // (because of the iterative nature of the solver which only requires
      // that the accumulated impulse is clamped and not the incremental
      // impulse) we change the impulse variable (x_i).
      //
      // Substitute:
      //
      // x = a + d
      //
      // a := old total impulse
      // x := new total impulse
      // d := incremental impulse
      //
      // For the current iteration we extend the formula for the incremental
      // impulse to compute the new total impulse:
      //
      // vn = A * d + b
      // = A * (x - a) + b
      // = A * x + b - A * a
      // = A * x + b'
      // b' = b - A * a;

      final cp1 = vc.points[0];
      final cp2 = vc.points[1];
      final cp1rA = cp1.rA;
      final cp1rB = cp1.rB;
      final cp2rA = cp2.rA;
      final cp2rB = cp2.rB;
      final ax = cp1.normalImpulse;
      final ay = cp2.normalImpulse;

      assert(ax >= 0.0 && ay >= 0.0);
      // Relative velocity at contact
      // Vec2 dv1 = vB + Cross(wB, cp1.rB) - vA - Cross(wA, cp1.rA);
      final dv1x = -wB * cp1rB.y + vB.x - vA.x + wA * cp1rA.y;
      final dv1y = wB * cp1rB.x + vB.y - vA.y - wA * cp1rA.x;

      // Vec2 dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA);
      final dv2x = -wB * cp2rB.y + vB.x - vA.x + wA * cp2rA.y;
      final dv2y = wB * cp2rB.x + vB.y - vA.y - wA * cp2rA.x;

      // Compute normal velocity
      var vn1 = dv1x * normalX + dv1y * normalY;
      var vn2 = dv2x * normalX + dv2y * normalY;

      var bx = vn1 - cp1.velocityBias;
      var by = vn2 - cp2.velocityBias;

      // Compute b'
      final r = vc.K;
      bx -= r.entry(0, 0) * ax + r.entry(0, 1) * ay;
      by -= r.entry(1, 0) * ax + r.entry(1, 1) * ay;

      // final double k_errorTol = 1e-3f;
      // B2_NOT_USED(k_errorTol);
      for (;;) {
        //
        // Case 1: vn = 0
        //
        // 0 = A * x' + b'
        //
        // Solve for x':
        //
        // x' = - inv(A) * b'
        //
        // Vec2 x = - Mul(c.normalMass, b);
        final r1 = vc.normalMass;
        var xx = r1.entry(0, 0) * bx + r1.entry(0, 1) * by;
        var xy = r1.entry(1, 0) * bx + r1.entry(1, 1) * by;
        xx *= -1;
        xy *= -1;

        if (xx >= 0.0 && xy >= 0.0) {
          // Get the incremental impulse
          final dx = xx - ax;
          final dy = xy - ay;

          // Apply incremental impulse
          final p1x = dx * normalX;
          final p1y = dx * normalY;
          final p2x = dy * normalX;
          final p2y = dy * normalY;

          /*
           * vA -= invMassA * (P1 + P2); wA -= invIA * (Cross(cp1.rA, P1) +
           *       Cross(cp2.rA, P2));
           *
           * vB += invMassB * (P1 + P2); wB += invIB * (Cross(cp1.rB, P1) +
           *       Cross(cp2.rB, P2));
           */

          vA.x -= mA * (p1x + p2x);
          vA.y -= mA * (p1y + p2y);
          vB.x += mB * (p1x + p2x);
          vB.y += mB * (p1y + p2y);

          wA -= iA *
              (cp1rA.x * p1y -
                  cp1rA.y * p1x +
                  (cp2rA.x * p2y - cp2rA.y * p2x));
          wB += iB *
              (cp1rB.x * p1y -
                  cp1rB.y * p1x +
                  (cp2rB.x * p2y - cp2rB.y * p2x));

          // Accumulate
          cp1.normalImpulse = xx;
          cp2.normalImpulse = xy;

          // Postconditions
          // dv1 = vB + Cross(wB, cp1.rB) - vA - Cross(wA, cp1.rA);
          // dv2 = vB + Cross(wB, cp2.rB) - vA - Cross(wA, cp2.rA);
          //
          // Compute normal velocity
          // vn1 = Dot(dv1, normal); vn2 = Dot(dv2, normal);
          if (debugSolver) {
            // Postconditions
            final dv1 = vB + _crossDoubleVector2(wB, cp1rB)
              ..sub(vA)
              ..sub(_crossDoubleVector2(wA, cp1rA));
            final dv2 = vB + _crossDoubleVector2(wB, cp2rB)
              ..sub(vA)
              ..sub(_crossDoubleVector2(wA, cp2rA));
            // Compute normal velocity
            vn1 = dv1.dot(normal);
            vn2 = dv2.dot(normal);

            assert((vn1 - cp1.velocityBias).abs() < errorTol);
            assert((vn2 - cp2.velocityBias).abs() < errorTol);
          }
          break;
        }

        //
        // Case 2: vn1 = 0 and x2 = 0
        //
        // 0 = a11 * x1' + a12 * 0 + b1'
        // vn2 = a21 * x1' + a22 * 0 + '
        //
        xx = -cp1.normalMass * bx;
        xy = 0.0;
        vn1 = 0.0;
        vn2 = vc.K.entry(1, 0) * xx + by;

        if (xx >= 0.0 && vn2 >= 0.0) {
          // Get the incremental impulse
          final dx = xx - ax;
          final dy = xy - ay;

          // Apply incremental impulse
          final p1x = normalX * dx;
          final p1y = normalY * dx;
          final p2x = normalX * dy;
          final p2y = normalY * dy;

          // Vec2 P1 = d.x * normal;
          // Vec2 P2 = d.y * normal;
          // vA -= invMassA * (P1 + P2); wA -=
          // invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
          //
          // vB += invMassB * (P1 + P2);
          // wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
          vA.x -= mA * (p1x + p2x);
          vA.y -= mA * (p1y + p2y);
          vB.x += mB * (p1x + p2x);
          vB.y += mB * (p1y + p2y);

          wA -= iA *
              (cp1rA.x * p1y -
                  cp1rA.y * p1x +
                  (cp2rA.x * p2y - cp2rA.y * p2x));
          wB += iB *
              (cp1rB.x * p1y -
                  cp1rB.y * p1x +
                  (cp2rB.x * p2y - cp2rB.y * p2x));

          // Accumulate
          cp1.normalImpulse = xx;
          cp2.normalImpulse = xy;

          /*
           * #if B2_DEBUG_SOLVER == 1 // Postconditions dv1 = vB + Cross(wB, cp1.rB) - vA -
           * Cross(wA, cp1.rA);
           *
           * // Compute normal velocity vn1 = Dot(dv1, normal);
           *
           * assert(Abs(vn1 - cp1.velocityBias) < k_errorTol); #endif
           */
          if (debugSolver) {
            // Postconditions
            final dv1 = vB + _crossDoubleVector2(wB, cp1rB)
              ..sub(vA)
              ..sub(_crossDoubleVector2(wA, cp1rA));
            // Compute normal velocity
            vn1 = dv1.dot(normal);

            assert((vn1 - cp1.velocityBias).abs() < errorTol);
          }
          break;
        }

        //
        // Case 3: wB = 0 and x1 = 0
        //
        // vn1 = a11 * 0 + a12 * x2' + b1'
        // 0 = a21 * 0 + a22 * x2' + '
        //
        xx = 0.0;
        xy = -cp2.normalMass * by;
        vn1 = vc.K.entry(0, 1) * xy + bx;
        vn2 = 0.0;

        if (xy >= 0.0 && vn1 >= 0.0) {
          // Resubstitute for the incremental impulse
          final dx = xx - ax;
          final dy = xy - ay;

          // Apply incremental impulse
          //
          // Vec2 P1 = d.x * normal;
          // Vec2 P2 = d.y * normal;
          // vA -= invMassA * (P1 + P2); wA -=
          //   invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
          //
          // vB += invMassB * (P1 + P2);
          //  wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
          final p1x = normalX * dx;
          final p1y = normalY * dx;
          final p2x = normalX * dy;
          final p2y = normalY * dy;

          vA.x -= mA * (p1x + p2x);
          vA.y -= mA * (p1y + p2y);
          vB.x += mB * (p1x + p2x);
          vB.y += mB * (p1y + p2y);

          wA -= iA *
              (cp1rA.x * p1y -
                  cp1rA.y * p1x +
                  (cp2rA.x * p2y - cp2rA.y * p2x));
          wB += iB *
              (cp1rB.x * p1y -
                  cp1rB.y * p1x +
                  (cp2rB.x * p2y - cp2rB.y * p2x));

          // Accumulate
          cp1.normalImpulse = xx;
          cp2.normalImpulse = xy;

          /*
           * #if B2_DEBUG_SOLVER == 1 // Postconditions dv2 = vB + Cross(wB, cp2.rB) - vA -
           * Cross(wA, cp2.rA);
           *
           * // Compute normal velocity vn2 = Dot(dv2, normal);
           *
           * assert(Abs(vn2 - cp2.velocityBias) < k_errorTol); #endif
           */
          if (debugSolver) {
            // Postconditions
            final dv2 = vB + _crossDoubleVector2(wB, cp2rB)
              ..sub(vA)
              ..sub(_crossDoubleVector2(wA, cp2rA));
            // Compute normal velocity
            vn2 = dv2.dot(normal);

            assert((vn2 - cp2.velocityBias).abs() < errorTol);
          }
          break;
        }

        //
        // Case 4: x1 = 0 and x2 = 0
        //
        // vn1 = b1
        // vn2 = ;
        xx = 0.0;
        xy = 0.0;
        vn1 = bx;
        vn2 = by;

        if (vn1 >= 0.0 && vn2 >= 0.0) {
          // Resubstitute for the incremental impulse
          final dx = xx - ax;
          final dy = xy - ay;

          // Apply incremental impulse
          // Vec2 P1 = d.x * normal;
          // Vec2 P2 = d.y * normal;
          // vA -= invMassA * (P1 + P2); wA -=
          //   invIA * (Cross(cp1.rA, P1) + Cross(cp2.rA, P2));
          //
          // vB += invMassB * (P1 + P2);
          // wB += invIB * (Cross(cp1.rB, P1) + Cross(cp2.rB, P2));
          final p1x = normalX * dx;
          final p1y = normalY * dx;
          final p2x = normalX * dy;
          final p2y = normalY * dy;

          vA.x -= mA * (p1x + p2x);
          vA.y -= mA * (p1y + p2y);
          vB.x += mB * (p1x + p2x);
          vB.y += mB * (p1y + p2y);

          wA -= iA *
              (cp1rA.x * p1y -
                  cp1rA.y * p1x +
                  (cp2rA.x * p2y - cp2rA.y * p2x));
          wB += iB *
              (cp1rB.x * p1y -
                  cp1rB.y * p1x +
                  (cp2rB.x * p2y - cp2rB.y * p2x));

          // Accumulate
          cp1.normalImpulse = xx;
          cp2.normalImpulse = xy;

          break;
        }

        // No solution, give up.
        // This is hit sometimes, but it doesn't seem to matter.
        break;
      }
    }

    _velocities[indexA].w = wA;
    _velocities[indexB].w = wB;
  }
}