/// 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. /// @return 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. public static float CalculateTimeOfImpact(ref TOIInput input, Shape shapeA, Shape shapeB) { ++b2_toiCalls; Sweep sweepA = input.sweepA; Sweep sweepB = input.sweepB; Debug.Assert(sweepA.t0 == sweepB.t0); Debug.Assert(1.0f - sweepA.t0 > Settings.b2_FLT_EPSILON); float radius = shapeA._radius + shapeB._radius; float tolerance = input.tolerance; float alpha = 0.0f; int k_maxIterations = 1000; // TODO_ERIN b2Settings int iter = 0; float target = 0.0f; // Prepare input for distance query. SimplexCache cache; DistanceInput distanceInput; distanceInput.useRadii = false; for(;;) { XForm 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.ComputeDistance(out distanceOutput, out cache, ref distanceInput, shapeA, shapeB); if (distanceOutput.distance <= 0.0f) { alpha = 1.0f; break; } SeparationFunction fcn = new SeparationFunction(ref cache, shapeA, ref xfA, shapeB, ref xfB); float separation = fcn.Evaluate(ref xfA, ref 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 { int N = 100; float dx = 1.0f / N; float xs[N+1];
/// 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. /// @return 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. public static float CalculateTimeOfImpact(ref TOIInput input, Shape shapeA, Shape shapeB) { ++b2_toiCalls; Sweep sweepA = input.sweepA; Sweep sweepB = input.sweepB; Debug.Assert(sweepA.t0 == sweepB.t0); Debug.Assert(1.0f - sweepA.t0 > Settings.b2_FLT_EPSILON); float radius = shapeA._radius + shapeB._radius; float tolerance = input.tolerance; float alpha = 0.0f; int k_maxIterations = 1000; // TODO_ERIN b2Settings int iter = 0; float target = 0.0f; // Prepare input for distance query. SimplexCache cache; DistanceInput distanceInput; distanceInput.useRadii = false; for (;;) { XForm 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.ComputeDistance(out distanceOutput, out cache, ref distanceInput, shapeA, shapeB); if (distanceOutput.distance <= 0.0f) { alpha = 1.0f; break; } SeparationFunction fcn = new SeparationFunction(ref cache, shapeA, ref xfA, shapeB, ref xfB); float separation = fcn.Evaluate(ref xfA, ref 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 { int N = 100; float dx = 1.0f / N; float xs[N + 1];