// This algorithm uses conservative advancement to compute the time of
		// impact (TOI) of two shapes.
		// Refs: Bullet, Young Kim
		/// <summary>
		/// Compute the time when two shapes begin to touch or touch at a closer distance.
		/// warning the sweeps must have the same time interval.
		/// </summary>
		/// <param name="shape1"></param>
		/// <param name="sweep1"></param>
		/// <param name="shape2"></param>
		/// <param name="sweep2"></param>
		/// <returns>
		/// The fraction between [0,1] in which the shapes first touch.
		/// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch.
		/// </returns>
#warning: "check params"
		public static float TimeOfImpact(Shape shape1, Sweep sweep1, Shape shape2, Sweep sweep2)
		{
			float r1 = shape1.GetSweepRadius();
			float r2 = shape2.GetSweepRadius();

			Box2DXDebug.Assert(sweep1.T0 == sweep2.T0);
			Box2DXDebug.Assert(1.0f - sweep1.T0 > Common.Settings.FLT_EPSILON);

			float t0 = sweep1.T0;
			Vec2 v1 = sweep1.C - sweep1.C0;
			Vec2 v2 = sweep2.C - sweep2.C0;
			float omega1 = sweep1.A - sweep1.A0;
			float omega2 = sweep2.A - sweep2.A0;

			float alpha = 0.0f;

			Vec2 p1, p2;
			int k_maxIterations = 20;	// TODO_ERIN b2Settings
			int iter = 0;
			Vec2 normal = Vec2.Zero;
			float distance = 0.0f;
			float targetDistance = 0.0f;

			for (; ; )
			{
				float t = (1.0f - alpha) * t0 + alpha;
				XForm xf1, xf2;
				sweep1.GetXForm(out xf1, t);
				sweep2.GetXForm(out xf2, t);

				// Get the distance between shapes.
				distance = Collision.Distance(out p1, out p2, shape1, xf1, shape2, xf2);

				if (iter == 0)
				{
					// Compute a reasonable target distance to give some breathing room
					// for conservative advancement.
					if (distance > 2.0f * Settings.ToiSlop)
					{
						targetDistance = 1.5f * Settings.ToiSlop;
					}
					else
					{
						targetDistance = Common.Math.Max(0.05f * Settings.ToiSlop, distance - 0.5f * Settings.ToiSlop);
					}
				}

				if (distance - targetDistance < 0.05f * Settings.ToiSlop || iter == k_maxIterations)
				{
					break;
				}

				normal = p2 - p1;
				normal.Normalize();

				// Compute upper bound on remaining movement.
				float approachVelocityBound = Vec2.Dot(normal, v1 - v2) +
					Common.Math.Abs(omega1) * r1 + Common.Math.Abs(omega2) * r2;
				if (Common.Math.Abs(approachVelocityBound) < Common.Settings.FLT_EPSILON)
				{
					alpha = 1.0f;
					break;
				}

				// Get the conservative time increment. Don't advance all the way.
				float dAlpha = (distance - targetDistance) / approachVelocityBound;
				//float dt = (distance - 0.5f * Settings.LinearSlop) / approachVelocityBound;
				float newAlpha = alpha + dAlpha;

				// The shapes may be moving apart or a safe distance apart.
				if (newAlpha < 0.0f || 1.0f < newAlpha)
				{
					alpha = 1.0f;
					break;
				}

				// Ensure significant advancement.
				if (newAlpha < (1.0f + 100.0f * Common.Settings.FLT_EPSILON) * alpha)
				{
					break;
				}

				alpha = newAlpha;

				++iter;
			}

			return alpha;
		}
Beispiel #2
0
		public override void Step(Settings settings)
		{			
			settings.pause = 1;
			base.Step(settings);
			settings.pause = 0;

			Sweep sweep1 = new Sweep();
			sweep1.C0.Set(0.0f, 20.0f);
			sweep1.A0 = 0.0f;
			sweep1.C = sweep1.C0;
			sweep1.A = sweep1.A0;
			sweep1.T0 = 0.0f;
			sweep1.LocalCenter = _body1.GetLocalCenter();

			Sweep sweep2 = new Sweep();
			sweep2.C0.Set(9.6363468f, 28.050615f);
			sweep2.A0 = 1.6408679f;
			sweep2.C = sweep2.C0 + new Vec2(-0.075121880f, 0.27358246f);
			sweep2.A = sweep2.A0 - 10.434675f;
			sweep2.T0 = 0.0f;
			sweep2.LocalCenter = _body2.GetLocalCenter();

			float toi = Collision.TimeOfImpact(_shape1, sweep1, _shape2, sweep2);
			
			OpenGLDebugDraw.DrawString(5, _textLine, "toi = " + toi.ToString());
			_textLine += 15;

			XForm xf2 = new XForm();
			sweep2.GetXForm(out xf2, toi);
			int vertexCount = _shape2.VertexCount;
			Vec2[] vertices = new Vec2[Box2DX.Common.Settings.MaxPolygonVertices];
			Vec2[] localVertices = _shape2.GetVertices();
			for (int i = 0; i < vertexCount; ++i)
			{
				vertices[i] = Box2DX.Common.Math.Mul(xf2, localVertices[i]);
			}
			_debugDraw.DrawPolygon(vertices, vertexCount, new Color(0.5f, 0.7f, 0.9f));

			localVertices = _shape2.GetCoreVertices();
			for (int i = 0; i < vertexCount; ++i)
			{
				vertices[i] = Box2DX.Common.Math.Mul(xf2, localVertices[i]);
			}
			_debugDraw.DrawPolygon(vertices, vertexCount, new Color(0.5f, 0.7f, 0.9f));
		}