/// <summary> /// Compute the upper bound on time before two shapes penetrate. Time is represented as a fraction /// between [0,tMax]. This uses a swept separating axis and may miss some intermediate, /// non-tunneling collision. If you change the time interval, you should call this function again. /// Note: use Distance to compute the contact point and normal at the time of impact. /// </summary> /// <param name="output"></param> /// <param name="input"></param> public void GetTimeOfImpact(TOIOutput output, TOIInput input) { // CCD via the local separating axis method. This seeks progression // by computing the largest time at which separation is maintained. ++ToiCalls; output.State = TOIOutputState.Unknown; output.T = input.tMax; Distance.DistanceProxy proxyA = input.ProxyA; Distance.DistanceProxy proxyB = input.ProxyB; sweepA.Set(input.SweepA); sweepB.Set(input.SweepB); // Large rotations can make the root finder fail, so we normalize the // sweep angles. sweepA.Normalize(); sweepB.Normalize(); float tMax = input.tMax; float totalRadius = proxyA.Radius + proxyB.Radius; // djm: whats with all these constants? float target = MathUtils.Max(Settings.LINEAR_SLOP, totalRadius - 3.0f * Settings.LINEAR_SLOP); const float tolerance = 0.25f * Settings.LINEAR_SLOP; Debug.Assert(target > tolerance); float t1 = 0f; int iter = 0; cache.Count = 0; distanceInput.ProxyA = input.ProxyA; distanceInput.ProxyB = input.ProxyB; distanceInput.UseRadii = false; // The outer loop progressively attempts to compute new separating axes. // This loop terminates when an axis is repeated (no progress is made). for (; ;) { sweepA.GetTransform(xfA, t1); sweepB.GetTransform(xfB, t1); // System.out.printf("sweepA: %f, %f, sweepB: %f, %f\n", // sweepA.c.x, sweepA.c.y, sweepB.c.x, sweepB.c.y); // Get the distance between shapes. We can also use the results // to get a separating axis distanceInput.TransformA = xfA; distanceInput.TransformB = xfB; pool.GetDistance().GetDistance(distanceOutput, cache, distanceInput); // System.out.printf("Dist: %f at points %f, %f and %f, %f. %d iterations\n", // distanceOutput.distance, distanceOutput.pointA.x, distanceOutput.pointA.y, // distanceOutput.pointB.x, distanceOutput.pointB.y, // distanceOutput.iterations); // If the shapes are overlapped, we give up on continuous collision. if (distanceOutput.Distance <= 0f) { // System.out.println("failure, overlapped"); // Failure! output.State = TOIOutputState.Overlapped; output.T = 0f; break; } if (distanceOutput.Distance < target + tolerance) { // System.out.println("touching, victory"); // Victory! output.State = TOIOutputState.Touching; output.T = t1; break; } // Initialize the separating axis. fcn.Initialize(cache, proxyA, sweepA, proxyB, sweepB, t1); // Compute the TOI on the separating axis. We do this by successively // resolving the deepest point. This loop is bounded by the number of // vertices. bool done = false; float t2 = tMax; int pushBackIter = 0; for (; ;) { // Find the deepest point at t2. Store the witness point indices. float s2 = fcn.FindMinSeparation(indexes, t2); // System.out.printf("s2: %f\n", s2); // Is the final configuration separated? if (s2 > target + tolerance) { // Victory! // System.out.println("separated"); output.State = TOIOutputState.Separated; output.T = tMax; done = true; break; } // Has the separation reached tolerance? if (s2 > target - tolerance) { // System.out.println("advancing"); // Advance the sweeps t1 = t2; break; } // Compute the initial separation of the witness points. float s1 = fcn.Evaluate(indexes[0], indexes[1], t1); // Check for initial overlap. This might happen if the root finder // runs out of iterations. // System.out.printf("s1: %f, target: %f, tolerance: %f\n", s1, target, // tolerance); if (s1 < target - tolerance) { // System.out.println("failed?"); output.State = TOIOutputState.Failed; output.T = t1; done = true; break; } // Check for touching if (s1 <= target + tolerance) { // System.out.println("touching?"); // Victory! t1 should hold the TOI (could be 0.0). output.State = TOIOutputState.Touching; output.T = t1; done = true; break; } // Compute 1D root of: f(x) - target = 0 int rootIterCount = 0; float a1 = t1, a2 = t2; for (; ;) { // Use a mix of the secant rule and bisection. float t; if ((rootIterCount & 1) == 1) { // Secant rule to improve convergence. t = a1 + (target - s1) * (a2 - a1) / (s2 - s1); } else { // Bisection to guarantee progress. t = 0.5f * (a1 + a2); } float s = fcn.Evaluate(indexes[0], indexes[1], t); if (MathUtils.Abs(s - target) < tolerance) { // t2 holds a tentative value for t1 t2 = t; break; } // Ensure we continue to bracket the root. if (s > target) { a1 = t; s1 = s; } else { a2 = t; s2 = s; } ++rootIterCount; ++ToiRootIters; // djm: whats with this? put in settings? if (rootIterCount == 50) { break; } } ToiMaxRootIters = MathUtils.Max(ToiMaxRootIters, rootIterCount); ++pushBackIter; if (pushBackIter == Settings.MAX_POLYGON_VERTICES) { break; } } ++iter; ++ToiIters; if (done) { // System.out.println("done"); break; } if (iter == MAX_ITERATIONS) { // System.out.println("failed, root finder stuck"); // Root finder got stuck. Semi-victory. output.State = TOIOutputState.Failed; output.T = t1; break; } } // System.out.printf("final sweeps: %f, %f, %f; %f, %f, %f", input.s) ToiMaxIters = MathUtils.Max(ToiMaxIters, iter); }