Input for ComputeDistance. You have to option to use the shape radii in the computation.
Example #1
0
        public override void Update(GameSettings settings, GameTime gameTime)
        {
            base.Update(settings, gameTime);

            DistanceInput input = new DistanceInput();
            input.ProxyA.Set(_polygonA, 0);
            input.ProxyB.Set(_polygonB, 0);
            input.TransformA = _transformA;
            input.TransformB = _transformB;
            input.UseRadii = true;
            SimplexCache cache;
            cache.Count = 0;
            DistanceOutput output;
            Distance.ComputeDistance(out output, out cache, input);

            DebugView.DrawString(50, TextLine, "Distance = {0:n7}", output.Distance);
            TextLine += 15;

            DebugView.DrawString(50, TextLine, "Iterations = {0:n0}", output.Iterations);
            TextLine += 15;

            DebugView.BeginCustomDraw();
            {
                Color color = new Color(0.9f, 0.9f, 0.9f);
                CCVector2[] v = new CCVector2[Settings.MaxPolygonVertices];
                for (int i = 0; i < _polygonA.Vertices.Count; ++i)
                {
                    v[i] = (CCVector2)MathUtils.Multiply(ref _transformA, _polygonA.Vertices[i]);
                }
				DebugView.DrawPolygon(v, _polygonA.Vertices.Count, color);

                for (int i = 0; i < _polygonB.Vertices.Count; ++i)
                {
                    v[i] = (CCVector2)MathUtils.Multiply(ref _transformB, _polygonB.Vertices[i]);
                }
				DebugView.DrawPolygon(v, _polygonB.Vertices.Count, color);
            }

            Vector2 x1 = output.PointA;
            Vector2 x2 = output.PointB;


            DebugView.DrawPoint(x1, 0.5f, new Color(1.0f, 0.0f, 0.0f));
            DebugView.DrawPoint(x2, 0.5f, new Color(1.0f, 0.0f, 0.0f));

            DebugView.DrawSegment(x1, x2, new Color(1.0f, 1.0f, 0.0f));
            DebugView.EndCustomDraw();
        }
Example #2
0
        public static void ComputeDistance(out DistanceOutput output,
                                           out SimplexCache cache,
                                           DistanceInput input)
        {
            cache = new SimplexCache();
            ++GJKCalls;

            // Initialize the simplex.
            Simplex simplex = new Simplex();
            simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB);

            // Get simplex vertices as an array.
            const int k_maxIters = 20;

            // These store the vertices of the last simplex so that we
            // can check for duplicates and prevent cycling.
            FixedArray3<int> saveA = new FixedArray3<int>();
            FixedArray3<int> saveB = new FixedArray3<int>();

            Vector2 closestPoint = simplex.GetClosestPoint();
            float distanceSqr1 = closestPoint.LengthSquared();
            float distanceSqr2 = distanceSqr1;

            // Main iteration loop.
            int iter = 0;
            while (iter < k_maxIters)
            {
                // Copy simplex so we can identify duplicates.
                int saveCount = simplex.Count;
                for (int i = 0; i < saveCount; ++i)
                {
                    saveA[i] = simplex.V[i].IndexA;
                    saveB[i] = simplex.V[i].IndexB;
                }

                switch (simplex.Count)
                {
                    case 1:
                        break;

                    case 2:
                        simplex.Solve2();
                        break;

                    case 3:
                        simplex.Solve3();
                        break;

                    default:
                        Debug.Assert(false);
                        break;
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                // Compute closest point.
                Vector2 p = simplex.GetClosestPoint();
                distanceSqr2 = p.LengthSquared();

                // Ensure progress
                if (distanceSqr2 >= distanceSqr1)
                {
                    //break;
                }
                distanceSqr1 = distanceSqr2;

                // Get search direction.
                Vector2 d = simplex.GetSearchDirection();

                // Ensure the search direction is numerically fit.
                if (d.LengthSquared() < Settings.Epsilon * Settings.Epsilon)
                {
                    // The origin is probably contained by a line segment
                    // or triangle. Thus the shapes are overlapped.

                    // We can't return zero here even though there may be overlap.
                    // In case the simplex is a point, segment, or triangle it is difficult
                    // to determine if the origin is contained in the CSO or very close to it.
                    break;
                }

                // Compute a tentative new simplex vertex using support points.
                SimplexVertex vertex = simplex.V[simplex.Count];
                vertex.IndexA = input.ProxyA.GetSupport(MathUtils.MultiplyT(ref input.TransformA.R, -d));
                vertex.WA = MathUtils.Multiply(ref input.TransformA, input.ProxyA.Vertices[vertex.IndexA]);

                vertex.IndexB = input.ProxyB.GetSupport(MathUtils.MultiplyT(ref input.TransformB.R, d));
                vertex.WB = MathUtils.Multiply(ref input.TransformB, input.ProxyB.Vertices[vertex.IndexB]);
                vertex.W = vertex.WB - vertex.WA;
                simplex.V[simplex.Count] = vertex;

                // Iteration count is equated to the number of support point calls.
                ++iter;
                ++GJKIters;

                // Check for duplicate support points. This is the main termination criteria.
                bool duplicate = false;
                for (int i = 0; i < saveCount; ++i)
                {
                    if (vertex.IndexA == saveA[i] && vertex.IndexB == saveB[i])
                    {
                        duplicate = true;
                        break;
                    }
                }

                // If we found a duplicate support point we must exit to avoid cycling.
                if (duplicate)
                {
                    break;
                }

                // New vertex is ok and needed.
                ++simplex.Count;
            }

            GJKMaxIters = Math.Max(GJKMaxIters, iter);

            // Prepare output.
            simplex.GetWitnessPoints(out output.PointA, out output.PointB);
            output.Distance = (output.PointA - output.PointB).Length();
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(ref cache);

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = input.ProxyA.Radius;
                float rB = input.ProxyB.Radius;

                if (output.Distance > rA + rB && output.Distance > Settings.Epsilon)
                {
                    // Shapes are still no overlapped.
                    // Move the witness points to the outer surface.
                    output.Distance -= rA + rB;
                    Vector2 normal = output.PointB - output.PointA;
                    normal.Normalize();
                    output.PointA += rA * normal;
                    output.PointB -= rB * normal;
                }
                else
                {
                    // Shapes are overlapped when radii are considered.
                    // Move the witness points to the middle.
                    Vector2 p = 0.5f * (output.PointA + output.PointB);
                    output.PointA = p;
                    output.PointB = p;
                    output.Distance = 0.0f;
                }
            }
        }
        public static void ComputeDistance(out DistanceOutput output, out SimplexCache cache, DistanceInput input)
        {
            cache = new SimplexCache();

            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
            {
                ++GJKCalls;
            }

            // Initialize the simplex.
            Simplex simplex = new Simplex();

            simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB);

            // These store the vertices of the last simplex so that we
            // can check for duplicates and prevent cycling.
            FixedArray3 <int> saveA = new FixedArray3 <int>();
            FixedArray3 <int> saveB = new FixedArray3 <int>();

            //float distanceSqr1 = Settings.MaxFloat;

            // Main iteration loop.
            int iter = 0;

            while (iter < Settings.MaxGJKIterations)
            {
                // Copy simplex so we can identify duplicates.
                int saveCount = simplex.Count;
                for (int i = 0; i < saveCount; ++i)
                {
                    saveA[i] = simplex.V[i].IndexA;
                    saveB[i] = simplex.V[i].IndexB;
                }

                switch (simplex.Count)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
                    Debug.Assert(false);
                    break;
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                //FPE: This code was not used anyway.
                // Compute closest point.
                //Vector2 p = simplex.GetClosestPoint();
                //float distanceSqr2 = p.LengthSquared();

                // Ensure progress
                //if (distanceSqr2 >= distanceSqr1)
                //{
                //break;
                //}
                //distanceSqr1 = distanceSqr2;

                // Get search direction.
                Vector2 d = simplex.GetSearchDirection();

                // Ensure the search direction is numerically fit.
                if (d.LengthSquared() < Settings.Epsilon * Settings.Epsilon)
                {
                    // The origin is probably contained by a line segment
                    // or triangle. Thus the shapes are overlapped.

                    // We can't return zero here even though there may be overlap.
                    // In case the simplex is a point, segment, or triangle it is difficult
                    // to determine if the origin is contained in the CSO or very close to it.
                    break;
                }

                // Compute a tentative new simplex vertex using support points.
                SimplexVertex vertex = simplex.V[simplex.Count];
                vertex.IndexA = input.ProxyA.GetSupport(MathUtils.MulT(input.TransformA.q, -d));
                vertex.WA     = MathUtils.Mul(ref input.TransformA, input.ProxyA.Vertices[vertex.IndexA]);

                vertex.IndexB            = input.ProxyB.GetSupport(MathUtils.MulT(input.TransformB.q, d));
                vertex.WB                = MathUtils.Mul(ref input.TransformB, input.ProxyB.Vertices[vertex.IndexB]);
                vertex.W                 = vertex.WB - vertex.WA;
                simplex.V[simplex.Count] = vertex;

                // Iteration count is equated to the number of support point calls.
                ++iter;

                if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                {
                    ++GJKIters;
                }

                // Check for duplicate support points. This is the main termination criteria.
                bool duplicate = false;
                for (int i = 0; i < saveCount; ++i)
                {
                    if (vertex.IndexA == saveA[i] && vertex.IndexB == saveB[i])
                    {
                        duplicate = true;
                        break;
                    }
                }

                // If we found a duplicate support point we must exit to avoid cycling.
                if (duplicate)
                {
                    break;
                }

                // New vertex is ok and needed.
                ++simplex.Count;
            }

            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
            {
                GJKMaxIters = Math.Max(GJKMaxIters, iter);
            }

            // Prepare output.
            simplex.GetWitnessPoints(out output.PointA, out output.PointB);
            output.Distance   = (output.PointA - output.PointB).Length();
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(ref cache);

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = input.ProxyA.Radius;
                float rB = input.ProxyB.Radius;

                if (output.Distance > rA + rB && output.Distance > Settings.Epsilon)
                {
                    // Shapes are still no overlapped.
                    // Move the witness points to the outer surface.
                    output.Distance -= rA + rB;
                    Vector2 normal = output.PointB - output.PointA;
                    normal.Normalize();
                    output.PointA += rA * normal;
                    output.PointB -= rB * normal;
                }
                else
                {
                    // Shapes are overlapped when radii are considered.
                    // Move the witness points to the middle.
                    Vector2 p = 0.5f * (output.PointA + output.PointB);
                    output.PointA   = p;
                    output.PointB   = p;
                    output.Distance = 0.0f;
                }
            }
        }
Example #4
0
        /// <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">The output.</param>
        /// <param name="input">The input.</param>
        public static void CalculateTimeOfImpact(out TOIOutput output, ref TOIInput input)
        {
            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
            {
                ++TOICalls;
            }

            output       = new TOIOutput();
            output.State = TOIOutputState.Unknown;
            output.T     = input.TMax;

            Sweep sweepA = input.SweepA;
            Sweep sweepB = 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 = input.ProxyA.Radius + input.ProxyB.Radius;
            float       target      = Math.Max(Settings.LinearSlop, totalRadius - 3.0f * Settings.LinearSlop);
            const float tolerance   = 0.25f * Settings.LinearSlop;

            Debug.Assert(target > tolerance);

            float     t1 = 0.0f;
            const int k_maxIterations = 20;
            int       iter            = 0;

            // Prepare input for distance query.
            DistanceInput distanceInput = new DistanceInput();

            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 (; ;)
            {
                Transform xfA, xfB;
                sweepA.GetTransform(out xfA, t1);
                sweepB.GetTransform(out xfB, t1);

                // Get the distance between shapes. We can also use the results
                // to get a separating axis.
                distanceInput.TransformA = xfA;
                distanceInput.TransformB = xfB;
                DistanceOutput distanceOutput;
                SimplexCache   cache;
                Distance.ComputeDistance(out distanceOutput, out cache, distanceInput);

                // If the shapes are overlapped, we give up on continuous collision.
                if (distanceOutput.Distance <= 0.0f)
                {
                    // Failure!
                    output.State = TOIOutputState.Overlapped;
                    output.T     = 0.0f;
                    break;
                }

                if (distanceOutput.Distance < target + tolerance)
                {
                    // Victory!
                    output.State = TOIOutputState.Touching;
                    output.T     = t1;
                    break;
                }

                SeparationFunction.Set(ref cache, ref input.ProxyA, ref sweepA, ref input.ProxyB, ref 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.
                    int   indexA, indexB;
                    float s2 = SeparationFunction.FindMinSeparation(out indexA, out indexB, t2);

                    // Is the final configuration separated?
                    if (s2 > target + tolerance)
                    {
                        // Victory!
                        output.State = TOIOutputState.Seperated;
                        output.T     = tMax;
                        done         = true;
                        break;
                    }

                    // Has the separation reached tolerance?
                    if (s2 > target - tolerance)
                    {
                        // Advance the sweeps
                        t1 = t2;
                        break;
                    }

                    // Compute the initial separation of the witness points.
                    float s1 = SeparationFunction.Evaluate(indexA, indexB, t1);

                    // Check for initial overlap. This might happen if the root finder
                    // runs out of iterations.
                    if (s1 < target - tolerance)
                    {
                        output.State = TOIOutputState.Failed;
                        output.T     = t1;
                        done         = true;
                        break;
                    }

                    // Check for touching
                    if (s1 <= target + tolerance)
                    {
                        // 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) != 0)
                        {
                            // Secant rule to improve convergence.
                            t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
                        }
                        else
                        {
                            // Bisection to guarantee progress.
                            t = 0.5f * (a1 + a2);
                        }

                        ++rootIterCount;

                        if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                        {
                            ++TOIRootIters;
                        }

                        float s = SeparationFunction.Evaluate(indexA, indexB, t);

                        if (Math.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;
                        }

                        if (rootIterCount == 50)
                        {
                            break;
                        }
                    }

                    if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                    {
                        TOIMaxRootIters = Math.Max(TOIMaxRootIters, rootIterCount);
                    }

                    ++pushBackIter;

                    if (pushBackIter == Settings.MaxPolygonVertices)
                    {
                        break;
                    }
                }

                ++iter;

                if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                {
                    ++TOIIters;
                }

                if (done)
                {
                    break;
                }

                if (iter == k_maxIterations)
                {
                    // Root finder got stuck. Semi-victory.
                    output.State = TOIOutputState.Failed;
                    output.T     = t1;
                    break;
                }
            }

            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
            {
                TOIMaxIters = Math.Max(TOIMaxIters, iter);
            }
        }
Example #5
0
        /// <summary>
        /// Test overlap between the two shapes.
        /// </summary>
        /// <param name="shapeA">The first shape.</param>
        /// <param name="indexA">The index for the first shape.</param>
        /// <param name="shapeB">The second shape.</param>
        /// <param name="indexB">The index for the second shape.</param>
        /// <param name="xfA">The transform for the first shape.</param>
        /// <param name="xfB">The transform for the seconds shape.</param>
        /// <returns></returns>
        public static bool TestOverlap(Shape shapeA, int indexA, Shape shapeB, int indexB, ref Transform xfA, ref Transform xfB)
        {
            _input = _input ?? new DistanceInput();
            _input.ProxyA.Set(shapeA, indexA);
            _input.ProxyB.Set(shapeB, indexB);
            _input.TransformA = xfA;
            _input.TransformB = xfB;
            _input.UseRadii = true;

            SimplexCache cache;
            DistanceOutput output;
            Distance.ComputeDistance(out output, out cache, _input);

            return output.Distance < 10.0f * Settings.Epsilon;
        }
        /// <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">The output.</param>
        /// <param name="input">The input.</param>
        public static void CalculateTimeOfImpact(out TOIOutput output, TOIInput input)
        {
            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                ++TOICalls;

            output = new TOIOutput();
            output.State = TOIOutputState.Unknown;
            output.T = input.TMax;

            Sweep sweepA = input.SweepA;
            Sweep sweepB = 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 = input.ProxyA.Radius + input.ProxyB.Radius;
            float target = Math.Max(Settings.LinearSlop, totalRadius - 3.0f * Settings.LinearSlop);
            const float tolerance = 0.25f * Settings.LinearSlop;
            Debug.Assert(target > tolerance);

            float t1 = 0.0f;
            const int k_maxIterations = 20;
            int iter = 0;

            // Prepare input for distance query.
            _distanceInput = _distanceInput ?? new DistanceInput();
            _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 (; ; )
            {
                Transform xfA, xfB;
                sweepA.GetTransform(out xfA, t1);
                sweepB.GetTransform(out xfB, t1);

                // Get the distance between shapes. We can also use the results
                // to get a separating axis.
                _distanceInput.TransformA = xfA;
                _distanceInput.TransformB = xfB;
                DistanceOutput distanceOutput;
                SimplexCache cache;
                Distance.ComputeDistance(out distanceOutput, out cache, _distanceInput);

                // If the shapes are overlapped, we give up on continuous collision.
                if (distanceOutput.Distance <= 0.0f)
                {
                    // Failure!
                    output.State = TOIOutputState.Overlapped;
                    output.T = 0.0f;
                    break;
                }

                if (distanceOutput.Distance < target + tolerance)
                {
                    // Victory!
                    output.State = TOIOutputState.Touching;
                    output.T = t1;
                    break;
                }

                SeparationFunction.Set(ref cache, input.ProxyA, ref sweepA, input.ProxyB, ref 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.
                    int indexA, indexB;
                    float s2 = SeparationFunction.FindMinSeparation(out indexA, out indexB, t2);

                    // Is the final configuration separated?
                    if (s2 > target + tolerance)
                    {
                        // Victory!
                        output.State = TOIOutputState.Seperated;
                        output.T = tMax;
                        done = true;
                        break;
                    }

                    // Has the separation reached tolerance?
                    if (s2 > target - tolerance)
                    {
                        // Advance the sweeps
                        t1 = t2;
                        break;
                    }

                    // Compute the initial separation of the witness points.
                    float s1 = SeparationFunction.Evaluate(indexA, indexB, t1);

                    // Check for initial overlap. This might happen if the root finder
                    // runs out of iterations.
                    if (s1 < target - tolerance)
                    {
                        output.State = TOIOutputState.Failed;
                        output.T = t1;
                        done = true;
                        break;
                    }

                    // Check for touching
                    if (s1 <= target + tolerance)
                    {
                        // 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) != 0)
                        {
                            // Secant rule to improve convergence.
                            t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
                        }
                        else
                        {
                            // Bisection to guarantee progress.
                            t = 0.5f * (a1 + a2);
                        }

                        ++rootIterCount;

                        if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                            ++TOIRootIters;

                        float s = SeparationFunction.Evaluate(indexA, indexB, t);

                        if (Math.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;
                        }

                        if (rootIterCount == 50)
                        {
                            break;
                        }
                    }

                    if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                        TOIMaxRootIters = Math.Max(TOIMaxRootIters, rootIterCount);

                    ++pushBackIter;

                    if (pushBackIter == Settings.MaxPolygonVertices)
                    {
                        break;
                    }
                }

                ++iter;

                if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                    ++TOIIters;

                if (done)
                {
                    break;
                }

                if (iter == k_maxIterations)
                {
                    // Root finder got stuck. Semi-victory.
                    output.State = TOIOutputState.Failed;
                    output.T = t1;
                    break;
                }
            }

            if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
                TOIMaxIters = Math.Max(TOIMaxIters, iter);
        }