in Box2D/Dynamics/b2Island.cpp [384:514]
void b2Island::SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB)
{
b2Assert(toiIndexA < m_bodyCount);
b2Assert(toiIndexB < m_bodyCount);
// Initialize the body state.
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Body* b = m_bodies[i];
m_positions[i].c = b->m_sweep.c;
m_positions[i].a = b->m_sweep.a;
m_velocities[i].v = b->m_linearVelocity;
m_velocities[i].w = b->m_angularVelocity;
}
b2ContactSolverDef contactSolverDef;
contactSolverDef.contacts = m_contacts;
contactSolverDef.count = m_contactCount;
contactSolverDef.allocator = m_allocator;
contactSolverDef.step = subStep;
contactSolverDef.positions = m_positions;
contactSolverDef.velocities = m_velocities;
b2ContactSolver contactSolver(&contactSolverDef);
// Solve position constraints.
for (int32 i = 0; i < subStep.positionIterations; ++i)
{
bool contactsOkay = contactSolver.SolveTOIPositionConstraints(toiIndexA, toiIndexB);
if (contactsOkay)
{
break;
}
}
#if 0
// Is the new position really safe?
for (int32 i = 0; i < m_contactCount; ++i)
{
b2Contact* c = m_contacts[i];
b2Fixture* fA = c->GetFixtureA();
b2Fixture* fB = c->GetFixtureB();
b2Body* bA = fA->GetBody();
b2Body* bB = fB->GetBody();
int32 indexA = c->GetChildIndexA();
int32 indexB = c->GetChildIndexB();
b2DistanceInput input;
input.proxyA.Set(fA->GetShape(), indexA);
input.proxyB.Set(fB->GetShape(), indexB);
input.transformA = bA->GetTransform();
input.transformB = bB->GetTransform();
input.useRadii = false;
b2DistanceOutput output;
b2SimplexCache cache;
cache.count = 0;
b2Distance(&output, &cache, &input);
if (output.distance == 0 || cache.count == 3)
{
cache.count += 0;
}
}
#endif
// Leap of faith to new safe state.
m_bodies[toiIndexA]->m_sweep.c0 = m_positions[toiIndexA].c;
m_bodies[toiIndexA]->m_sweep.a0 = m_positions[toiIndexA].a;
m_bodies[toiIndexB]->m_sweep.c0 = m_positions[toiIndexB].c;
m_bodies[toiIndexB]->m_sweep.a0 = m_positions[toiIndexB].a;
// No warm starting is needed for TOI events because warm
// starting impulses were applied in the discrete solver.
contactSolver.InitializeVelocityConstraints();
// Solve velocity constraints.
for (int32 i = 0; i < subStep.velocityIterations; ++i)
{
contactSolver.SolveVelocityConstraints();
}
// Don't store the TOI contact forces for warm starting
// because they can be quite large.
float32 h = subStep.dt;
// Integrate positions
for (int32 i = 0; i < m_bodyCount; ++i)
{
b2Vec2 c = m_positions[i].c;
float32 a = m_positions[i].a;
b2Vec2 v = m_velocities[i].v;
float32 w = m_velocities[i].w;
// Check for large velocities
b2Vec2 translation = h * v;
if (b2Dot(translation, translation) > b2_maxTranslationSquared)
{
float32 ratio = b2_maxTranslation / translation.Length();
v *= ratio;
}
float32 rotation = h * w;
if (rotation * rotation > b2_maxRotationSquared)
{
float32 ratio = b2_maxRotation / b2Abs(rotation);
w *= ratio;
}
// Integrate
c += h * v;
a += h * w;
m_positions[i].c = c;
m_positions[i].a = a;
m_velocities[i].v = v;
m_velocities[i].w = w;
// Sync bodies
b2Body* body = m_bodies[i];
body->m_sweep.c = c;
body->m_sweep.a = a;
body->m_linearVelocity = v;
body->m_angularVelocity = w;
body->SynchronizeTransform();
}
Report(contactSolver.m_velocityConstraints);
}