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Diffstat (limited to 'src/main/scala/sims/collision/Collision.scala')
-rw-r--r-- | src/main/scala/sims/collision/Collision.scala | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/src/main/scala/sims/collision/Collision.scala b/src/main/scala/sims/collision/Collision.scala new file mode 100644 index 0000000..65111c6 --- /dev/null +++ b/src/main/scala/sims/collision/Collision.scala @@ -0,0 +1,108 @@ +/* + * Simple Mechanics Simulator (SiMS) + * copyright (c) 2009 Jakob Odersky + * made available under the MIT License +*/ + +package sims.collision + +import sims.dynamics._ +import sims.geometry._ + +/**Collision between two shapes. Contains methods to compute the collision response.*/ +abstract class Collision extends Constraint { + + /**First colliding shape (reference shape).*/ + val shape1: Shape + + /**Second colliding shape (incident shape).*/ + val shape2: Shape + + /**Collision points.*/ + val points: Iterable[Vector2D] + + /**Normal vector to the collision face.*/ + val normal: Vector2D + + /* C = delta + * Cdot = (vp2 - vp1) dot n + * = v2 + (w2 cross r2) - v2 - (w1 cross r1) + * = v2 + (w2 cross (p - x2)) - v2 - (w1 cross(p - x1)) + * J = [-n -((p-x1) cross n) n ((p-x2) cross n)]*/ + def correctVelocity(h: Double) = { + val coefficientOfRestitution = shape1.restitution * shape2.restitution + for (p <- points) { + val b1 = shape1.body + val b2 = shape2.body + val relativeNormalVelocity = (b2.velocityOfPoint(p) - b1.velocityOfPoint(p)) dot normal + val Cdot = relativeNormalVelocity + relativeNormalVelocity * coefficientOfRestitution + if (Cdot <= 0) { + val r1 = p - b1.pos + val r2 = p - b2.pos + val cr1 = r1 cross normal + val cr2 = r2 cross normal + val invMass = 1/b1.mass * (normal dot normal) + 1/b1.I * cr1 * cr1 + 1/b2.mass * (normal dot normal) + 1/b2.I * cr2 * cr2 + val m = if (invMass == 0.0) 0.0 else 1/invMass + val lambda = -m * Cdot + //wenn fixed, dann ist Masse unendlich => kein 'if (fixed != true)' + b1.linearVelocity += -normal * lambda / b1.mass + b1.angularVelocity += -(r1 cross normal) * lambda / b1.I + b2.linearVelocity += normal * lambda / b2.mass + b2.angularVelocity += (r2 cross normal) * lambda / b2.I + correctFriction(p, (-normal * lambda).length / h, h) + } + } + } + + /* Cdot = vt = [v2 + (w2 cross r2) - v1 - (w2 cross r2)] dot t + * J = [-t -(r2 cross t) t (r1 cross t)] + * 1/m = J * M * JT + * = 1/m1 * (t dot t) + 1/m2 * (t dot t) + 1/I1 * (r1 cross u)^2 + 1/I2 * (r2 cross u)^2*/ + def correctFriction(point: Vector2D, normalForce: Double, h: Double) = { + val b1 = shape1.body + val b2 = shape2.body + val tangent = normal.leftNormal + val Cdot = (b2.velocityOfPoint(point) - b1.velocityOfPoint(point)) dot tangent + val r1 = point - b1.pos + val r2 = point - b2.pos + val cr1 = r1 cross tangent + val cr2 = r2 cross tangent + val invMass = 1/b1.mass * (tangent dot tangent) + 1/b1.I * cr1 * cr1 + 1/b2.mass * (tangent dot tangent) + 1/b2.I * cr2 * cr2 + val m = if (invMass == 0.0) 0.0 else 1/invMass + val lambda = -m * Cdot + val cf = shape1.friction * shape2.friction + val cl = math.min(math.max(-normalForce * cf * h, lambda), normalForce * cf * h) + val impulse = tangent * cl + b1.applyImpulse(-impulse, point) + b2.applyImpulse(impulse, point) + } + + def correctPosition(h: Double) = { + val b1 = shape1.body + val b2 = shape2.body + + for (p <- points) { + val overlap = shape1.project(normal) overlap shape2.project(normal) + val C = Collision.ToleratedOverlap - overlap + if (C <= 0.0) { + val r1 = p - b1.pos + val r2 = p - b2.pos + val cr1 = r1 cross normal + val cr2 = r2 cross normal + val invMass = 1/b1.mass + 1/b1.I * cr1 * cr1 + 1/b2.mass + 1/b2.I * cr2 * cr2 + val m = if (invMass == 0.0) 0.0 else 1/invMass + val impulse = -normal.unit * m * C + b1.pos += -impulse / b1.mass + b1.rotation += -(r1 cross impulse) / b1.I + b2.pos += impulse / b2.mass + b2.rotation += (r2 cross impulse) / b2.I + } + } + } +} + +object Collision { + + /**Tolerated overlap. Collision response will only be applied if the overlap of two shapes exceeds the tolerated overlap.*/ + val ToleratedOverlap: Double = 0.01 +} |