Try using solver contacts again, but in a more cache-coherent way.
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@@ -66,35 +66,25 @@ impl VelocityGroundConstraint {
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let mut rb1 = &bodies[manifold.data.body_pair.body1];
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let mut rb2 = &bodies[manifold.data.body_pair.body2];
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let flipped = !rb2.is_dynamic();
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let force_dir1;
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let coll_pos1;
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let coll_pos2;
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if flipped {
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coll_pos1 = rb2.position * manifold.data.delta2;
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coll_pos2 = rb1.position * manifold.data.delta1;
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force_dir1 = coll_pos1 * (-manifold.local_n2);
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let force_dir1 = if flipped {
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std::mem::swap(&mut rb1, &mut rb2);
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manifold.data.normal
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} else {
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coll_pos1 = rb1.position * manifold.data.delta1;
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coll_pos2 = rb2.position * manifold.data.delta2;
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force_dir1 = coll_pos1 * (-manifold.local_n1);
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}
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-manifold.data.normal
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};
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let mj_lambda2 = rb2.active_set_offset;
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let warmstart_coeff = manifold.data.warmstart_multiplier * params.warmstart_coeff;
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let active_contacts = &manifold.data.solver_contacts[..manifold.num_active_contacts];
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for (l, manifold_points) in manifold
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.active_contacts()
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.chunks(MAX_MANIFOLD_POINTS)
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.enumerate()
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{
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for (l, manifold_points) in active_contacts.chunks(MAX_MANIFOLD_POINTS).enumerate() {
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#[cfg(not(target_arch = "wasm32"))]
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let mut constraint = VelocityGroundConstraint {
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dir1: force_dir1,
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elements: [VelocityGroundConstraintElement::zero(); MAX_MANIFOLD_POINTS],
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im2: rb2.mass_properties.inv_mass,
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limit: manifold.data.friction,
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limit: 0.0,
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mj_lambda2,
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manifold_id,
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manifold_contact_id: l * MAX_MANIFOLD_POINTS,
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@@ -144,24 +134,13 @@ impl VelocityGroundConstraint {
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for k in 0..manifold_points.len() {
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let manifold_point = &manifold_points[k];
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let (p1, p2) = if flipped {
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// NOTE: we already swapped rb1 and rb2
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// so we multiply by coll_pos1/coll_pos2.
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(
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coll_pos1 * manifold_point.local_p2,
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coll_pos2 * manifold_point.local_p1,
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)
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} else {
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(
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coll_pos1 * manifold_point.local_p1,
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coll_pos2 * manifold_point.local_p2,
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)
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};
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let dp2 = p2 - rb2.world_com;
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let dp1 = p1 - rb1.world_com;
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let dp2 = manifold_point.point - rb2.world_com;
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let dp1 = manifold_point.point - rb1.world_com;
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let vel1 = rb1.linvel + rb1.angvel.gcross(dp1);
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let vel2 = rb2.linvel + rb2.angvel.gcross(dp2);
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constraint.limit = manifold_point.friction;
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// Normal part.
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{
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let gcross2 = rb2
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@@ -173,7 +152,7 @@ impl VelocityGroundConstraint {
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let mut rhs = (vel1 - vel2).dot(&force_dir1);
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if rhs <= -params.restitution_velocity_threshold {
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rhs += manifold.data.restitution * rhs
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rhs += manifold_point.restitution * rhs
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}
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rhs += manifold_point.dist.max(0.0) * params.inv_dt();
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