public float ComputeTOI(Sweep sweepA, Sweep sweepB) { TOIInput input = new TOIInput(); input.SweepA = sweepA; input.SweepB = sweepB; input.SweepRadiusA = _fixtureA.ComputeSweepRadius(sweepA.LocalCenter); input.SweepRadiusB = _fixtureB.ComputeSweepRadius(sweepB.LocalCenter); input.Tolerance = Common.Settings.LinearSlop; return Collision.Collision.TimeOfImpact(input, _fixtureA.Shape, _fixtureB.Shape); }
// CCD via the secant method. /// <summary> /// Compute the time when two shapes begin to touch or touch at a closer distance. /// TOI considers the shape radii. It attempts to have the radii overlap by the tolerance. /// Iterations terminate with the overlap is within 0.5 * tolerance. The tolerance should be /// smaller than sum of the shape radii. /// Warning the sweeps must have the same time interval. /// </summary> /// <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> public static float TimeOfImpact(TOIInput input, Shape shapeA, Shape shapeB) { Sweep sweepA = input.SweepA; Sweep sweepB = input.SweepB; Box2DXDebug.Assert(sweepA.T0 == sweepB.T0); Box2DXDebug.Assert(1.0f - sweepA.T0 > Common.Settings.FLT_EPSILON); float radius = shapeA._radius + shapeB._radius; float tolerance = input.Tolerance; float alpha = 0.0f; const int k_maxIterations = 1000; // TODO_ERIN b2Settings int iter = 0; float target = 0.0f; // Prepare input for distance query. SimplexCache cache = new SimplexCache(); cache.Count = 0; DistanceInput distanceInput; distanceInput.UseRadii = false; for (; ;) { Transform xfA, xfB; sweepA.GetTransform(out xfA, alpha); sweepB.GetTransform(out xfB, alpha); // Get the distance between shapes. distanceInput.TransformA = xfA; distanceInput.TransformB = xfB; DistanceOutput distanceOutput; Distance(out distanceOutput, ref cache, ref distanceInput, shapeA, shapeB); if (distanceOutput.Distance <= 0.0f) { alpha = 1.0f; break; } SeparationFunction fcn = new SeparationFunction(); #if ALLOWUNSAFE unsafe { fcn.Initialize(&cache, shapeA, xfA, shapeB, xfB); } #else fcn.Initialize(cache, shapeA, xfA, shapeB, xfB); #endif float separation = fcn.Evaluate(xfA, xfB); if (separation <= 0.0f) { alpha = 1.0f; break; } if (iter == 0) { // Compute a reasonable target distance to give some breathing room // for conservative advancement. We take advantage of the shape radii // to create additional clearance. if (separation > radius) { target = Common.Math.Max(radius - tolerance, 0.75f * radius); } else { target = Common.Math.Max(separation - tolerance, 0.02f * radius); } } if (separation - target < 0.5f * tolerance) { if (iter == 0) { alpha = 1.0f; break; } break; } #if _FALSE // Dump the curve seen by the root finder { const int32 N = 100; float32 dx = 1.0f / N; float32 xs[N + 1];
/// <summary> /// CCD via the secant method. /// Compute the time when two shapes begin to touch or touch at a closer distance. /// TOI considers the shape radii. It attempts to have the radii overlap by the tolerance. /// Iterations terminate with the overlap is within 0.5 * tolerance. The tolerance should be /// smaller than sum of the shape radii. /// @warning the sweeps must have the same time interval. /// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch. /// </summary> /// <param name="input">The input.</param> /// <param name="shapeA">The shape A.</param> /// <param name="shapeB">The shape B.</param> /// <returns> /// fraction between [0,1] in which the shapes first touch. /// </returns> public static float TimeOfImpact(TOIInput input) { ++ToiCalls; DistanceProxy proxyA = input.ProxyA; DistanceProxy proxyB = input.ProxyB; Sweep sweepA = input.SweepA; Sweep sweepB = input.SweepB; Box2DXDebug.Assert(sweepA.T0 == sweepB.T0); Box2DXDebug.Assert(1.0f - sweepA.T0 > Settings.FLT_EPSILON); float radius = proxyA._radius + proxyB._radius; float tolerance = input.Tolerance; float alpha = 0.0f; const int k_maxIterations = 1000; // TODO_ERIN b2Settings int iter = 0; float target = 0.0f; // Prepare input for distance query. SimplexCache cache = new SimplexCache(); cache.Count = 0; DistanceInput distanceInput = new DistanceInput(); distanceInput.proxyA = input.ProxyA; distanceInput.proxyB = input.ProxyB; distanceInput.UseRadii = false; for (;;) { Transform xfA, xfB; sweepA.GetTransform(out xfA, alpha); sweepB.GetTransform(out xfB, alpha); // Get the distance between shapes. distanceInput.TransformA = xfA; distanceInput.TransformB = xfB; DistanceOutput distanceOutput; Distance(out distanceOutput, cache, distanceInput); if (distanceOutput.Distance <= 0.0f) { alpha = 1.0f; break; } SeparationFunction fcn = new SeparationFunction(); fcn.Initialize(cache, proxyA, xfA, proxyB, xfB); float separation = fcn.Evaluate(xfA, xfB); if (separation <= 0.0f) { alpha = 1.0f; break; } if (iter == 0) { // Compute a reasonable target distance to give some breathing room // for conservative advancement. We take advantage of the shape radii // to create additional clearance. if (separation > radius) { target = Math.Max(radius - tolerance, 0.75f*radius); } else { target = Math.Max(separation - tolerance, 0.02f*radius); } } if (separation - target < 0.5f*tolerance) { if (iter == 0) { alpha = 1.0f; break; } break; } #if false // Dump the curve seen by the root finder { const int N = 100; float dx = 1.0f / N; float xs[N+1];