Exemple #1
0
		/// 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.
		// CCD via the local separating axis method. This seeks progression
		// by computing the largest time at which separation is maintained.
		public static void TimeOfImpact(out TOIOutput output, TOIInput input){
		    Timer timer = new Timer();

		    ++_toiCalls;

		    output.state = TOIOutput.State.e_unknown;
		    output.t = input.tMax;

		    DistanceProxy proxyA = input.proxyA;
		    DistanceProxy proxyB = input.proxyB;

		    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 = proxyA.m_radius + proxyB.m_radius;
			float target = Math.Max(Settings._linearSlop, totalRadius - 3.0f * Settings._linearSlop);
			float tolerance = 0.25f * Settings._linearSlop;
		    Utilities.Assert(target > tolerance);

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

		    // Prepare input for distance query.
		    SimplexCache cache = new SimplexCache();
		    cache.count = 0;
		    DistanceInput 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;
				Utilities.Distance(out distanceOutput, cache, distanceInput);

		        // If the shapes are overlapped, we give up on continuous collision.
		        if (distanceOutput.distance <= 0.0f)
		        {
		            // Failure!
		            output.state = TOIOutput.State.e_overlapped;
		            output.t = 0.0f;
		            break;
		        }

		        if (distanceOutput.distance < target + tolerance)
		        {
		            // Victory!
		            output.state = TOIOutput.State.e_touching;
		            output.t = t1;
		            break;
		        }

		        // Initialize the separating axis.
				throw new NotImplementedException();
		//        SeparationFunction fcn;
		//        fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
		//#if ZERO
		//        // Dump the curve seen by the root finder
		//        {
		//            const int N = 100;
		//            float dx = 1.0f / N;
		//            float xs[N+1];
		//            float fs[N+1];

		//            float x = 0.0f;

		//            for (int i = 0; i <= N; ++i)
		//            {
		//                sweepA.GetTransform(out xfA, x);
		//                sweepB.GetTransform(out xfB, x);
		//                float f = fcn.Evaluate(xfA, xfB) - target;

		//                printf("%g %g\n", x, f);

		//                xs[i] = x;
		//                fs[i] = f;

		//                x += dx;
		//            }
		//        }
		//#endif

		//        // 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 = fcn.FindMinSeparation(&indexA, &indexB, t2);

		//            // Is the final configuration separated?
		//            if (s2 > target + tolerance)
		//            {
		//                // Victory!
		//                output.state = TOIOutput.State.e_separated;
		//                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 = fcn.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 = TOIOutput.State.e_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 = TOIOutput.State.e_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)
		//                {
		//                    // Secant rule to improve convergence.
		//                    t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
		//                }
		//                else
		//                {
		//                    // Bisection to guarantee progress.
		//                    t = 0.5f * (a1 + a2);
		//                }

		//                ++rootIterCount;
		//                ++_toiRootIters;

		//                float s = fcn.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;
		//                }
		//            }

		//            _toiMaxRootIters = Math.Max(_toiMaxRootIters, rootIterCount);

		//            ++pushBackIter;

		//            if (pushBackIter == Settings._maxPolygonVertices)
		//            {
		//                break;
		//            }
		//        }

		//        ++iter;
		//        ++_toiIters;

		//        if (done)
		//        {
		//            break;
		//        }

		//        if (iter == k_maxIterations)
		//        {
		//            // Root finder got stuck. Semi-victory.
		//            output.state = TOIOutput.State.e_failed;
		//            output.t = t1;
		//            break;
		//        }
		    }

		    _toiMaxIters = Math.Max(_toiMaxIters, iter);

		    float time = timer.GetMilliseconds();
		    _toiMaxTime = Math.Max(_toiMaxTime, time);
		    _toiTime += time;
		}
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.
        /// 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 b2Distance to compute the contact point and normal at the time of impact.
        public static void CalculateTimeOfImpact(out TOIOutput output, ref TOIInput input)
        {
            ++b2_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.b2_linearSlop, totalRadius - 3.0f * Settings.b2_linearSlop);
            float tolerance   = 0.25f * Settings.b2_linearSlop;
            //Debug.Assert(target > tolerance);

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

            // Prepare input for distance query.
            SimplexCache  cache;
            DistanceInput 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;
                Distance.ComputeDistance(out distanceOutput, out cache, ref 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 fcn = new SeparationFunction(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 = fcn.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 = fcn.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);
                        }

                        float s = fcn.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;
                        }

                        ++rootIterCount;
                        ++b2_toiRootIters;

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

                    b2_toiMaxRootIters = Math.Max(b2_toiMaxRootIters, rootIterCount);

                    ++pushBackIter;

                    if (pushBackIter == Settings.b2_maxPolygonVertices)
                    {
                        break;
                    }
                }

                ++iter;
                ++b2_toiIters;

                if (done)
                {
                    break;
                }

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

            b2_toiMaxIters = Math.Max(b2_toiMaxIters, iter);
        }
Exemple #3
0
		private void SolveTOI(TimeStep step){
			Island island = new Island(m_contactManager.m_contactListener);

			if (m_stepComplete)
			{
			    foreach (Body b in m_bodyList)
			    {
			        b.m_flags &= ~Body.BodyFlags.e_islandFlag;
			        b.m_sweep.alpha0 = 0.0f;
			    }

			    foreach (Contact c in m_contactManager.m_contactList)
			    {
			        // Invalidate TOI
			        c.m_flags &= ~(ContactFlags.e_toiFlag | ContactFlags.e_islandFlag);
			        c.m_toiCount = 0;
			        c.m_toi = 1.0f;
			    }
			}

			Fixture fA = null;
			Fixture fB = null;
			Body bA = null;
			Body bB = null;

			// Find TOI events and solve them.
			for (;;)
			{
			    // Find the first TOI.
			    Contact minContact = null;
			    float minAlpha = 1.0f;

			    foreach (Contact c in m_contactManager.m_contactList)
			    {
			        // Is this contact disabled?
			        if (c.IsEnabled() == false)
			        {
			            continue;
			        }

			        // Prevent excessive sub-stepping.
			        if (c.m_toiCount > Settings._maxSubSteps)
			        {
			            continue;
			        }

					

			        float alpha = 1.0f;
			        if (c.m_flags.HasFlag(ContactFlags.e_toiFlag))
			        {
			            // This contact has a valid cached TOI.
			            alpha = c.m_toi;
			        }
			        else
			        {
			            fA = c.FixtureA;
			            fB = c.FixtureB;

			            // Is there a sensor?
			            if (fA.IsSensor || fB.IsSensor)
			            {
			                continue;
			            }

			            bA = fA.GetBody();
			            bB = fB.GetBody();

			            BodyType typeA = bA.m_type;
			            BodyType typeB = bB.m_type;
			            Utilities.Assert(typeA == BodyType._dynamicBody || typeB == BodyType._dynamicBody);

			            bool activeA = bA.IsAwake() && typeA != BodyType._staticBody;
			            bool activeB = bB.IsAwake() && typeB != BodyType._staticBody;

			            // Is at least one body active (awake and dynamic or kinematic)?
			            if (activeA == false && activeB == false)
			            {
			                continue;
			            }

			            bool collideA = bA.IsBullet() || typeA != BodyType._dynamicBody;
			            bool collideB = bB.IsBullet() || typeB != BodyType._dynamicBody;

			            // Are these two non-bullet dynamic bodies?
			            if (collideA == false && collideB == false)
			            {
			                continue;
			            }

			            // Compute the TOI for this contact.
			            // Put the sweeps onto the same time interval.
			            float alpha0 = bA.m_sweep.alpha0;

			            if (bA.m_sweep.alpha0 < bB.m_sweep.alpha0)
			            {
			                alpha0 = bB.m_sweep.alpha0;
			                bA.m_sweep.Advance(alpha0);
			            }
			            else if (bB.m_sweep.alpha0 < bA.m_sweep.alpha0)
			            {
			                alpha0 = bA.m_sweep.alpha0;
			                bB.m_sweep.Advance(alpha0);
			            }

			            Utilities.Assert(alpha0 < 1.0f);

			            int indexA = c.GetChildIndexA();
			            int indexB = c.GetChildIndexB();

			            // Compute the time of impact in interval [0, minTOI]
			            TOIInput input = new TOIInput();
			            input.proxyA.Set(fA.GetShape(), indexA);
			            input.proxyB.Set(fB.GetShape(), indexB);
			            input.sweepA = bA.m_sweep;
			            input.sweepB = bB.m_sweep;
			            input.tMax = 1.0f;

			            TOIOutput output;
			            Utilities.TimeOfImpact(out output, input);

			            // Beta is the fraction of the remaining portion of the .
			            float beta = output.t;
			            if (output.state == TOIOutput.State.e_touching)
			            {
			                alpha = Math.Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
			            }
			            else
			            {
			                alpha = 1.0f;
			            }

			            c.m_toi = alpha;
			            c.m_flags |= ContactFlags.e_toiFlag;
			        }

			        if (alpha < minAlpha)
			        {
			            // This is the minimum TOI found so far.
			            minContact = c;
			            minAlpha = alpha;
			        }
			    }

			    if (minContact == null || 1.0f - 10.0f * Single.Epsilon < minAlpha)
			    {
			        // No more TOI events. Done!
			        m_stepComplete = true;
			        break;
			    }

			    // Advance the bodies to the TOI.
			    fA = minContact.FixtureA;
			    fB = minContact.FixtureB;
			    bA = fA.GetBody();
			    bB = fB.GetBody();

			    Sweep backup1 = bA.m_sweep;
			    Sweep backup2 = bB.m_sweep;

			    bA.Advance(minAlpha);
			    bB.Advance(minAlpha);

			    // The TOI contact likely has some new contact points.
			    minContact.Update(m_contactManager.m_contactListener);
			    minContact.m_flags &= ~ContactFlags.e_toiFlag;
			    ++minContact.m_toiCount;

			    // Is the contact solid?
			    if (minContact.IsEnabled() == false || minContact.IsTouching() == false)
			    {
			        // Restore the sweeps.
			        minContact.SetEnabled(false);
			        bA.m_sweep = backup1;
			        bB.m_sweep = backup2;
			        bA.SynchronizeTransform();
			        bB.SynchronizeTransform();
			        continue;
			    }

			    bA.SetAwake(true);
			    bB.SetAwake(true);

			    // Build the island
			    island.Clear();
			    island.Add(bA);
			    island.Add(bB);
			    island.Add(minContact);

			    bA.m_flags |= Body.BodyFlags.e_islandFlag;
			    bB.m_flags |= Body.BodyFlags.e_islandFlag;
			    minContact.m_flags |= ContactFlags.e_islandFlag;

			    // Get contacts on bodyA and bodyB.
			    Body[] bodies = {bA, bB};
			    for (int i = 0; i < 2; ++i)
			    {
			        Body body = bodies[i];
			        if (body.m_type == BodyType._dynamicBody)
			        {
						foreach (ContactEdge ce in body.m_contactList)
			            {
							throw new NotImplementedException();

							//if (island.m_bodies.Count() == island.m_bodyCapacity)
							//{
							//    break;
							//}

							//if (island.m_bodies.Count() == island.m_contactCapacity)
							//{
							//    break;
							//}

							//Contact* contact = ce.contact;

							//// Has this contact already been added to the island?
							//if (contact.m_flags & ContactFlags.e_islandFlag)
							//{
							//    continue;
							//}

							//// Only add static, kinematic, or bullet bodies.
							//Body* other = ce.other;
							//if (other.m_type == _dynamicBody &&
							//    body.IsBullet() == false && other.IsBullet() == false)
							//{
							//    continue;
							//}

							//// Skip sensors.
							//bool sensorA = contact.m_fixtureA.m_isSensor;
							//bool sensorB = contact.m_fixtureB.m_isSensor;
							//if (sensorA || sensorB)
							//{
							//    continue;
							//}

							//// Tentatively advance the body to the TOI.
							//Sweep backup = other.m_sweep;
							//if ((other.m_flags & Body.BodyFlags.e_islandFlag) == 0)
							//{
							//    other.Advance(minAlpha);
							//}

							//// Update the contact points
							//contact.Update(m_contactManager.m_contactListener);

							//// Was the contact disabled by the user?
							//if (contact.IsEnabled() == false)
							//{
							//    other.m_sweep = backup;
							//    other.SynchronizeTransform();
							//    continue;
							//}

							//// Are there contact points?
							//if (contact.IsTouching() == false)
							//{
							//    other.m_sweep = backup;
							//    other.SynchronizeTransform();
							//    continue;
							//}

							//// Add the contact to the island
							//contact.m_flags |= ContactFlags.e_islandFlag;
							//island.Add(contact);

							//// Has the other body already been added to the island?
							//if (other.m_flags & Body.BodyFlags.e_islandFlag)
							//{
							//    continue;
							//}
					
							//// Add the other body to the island.
							//other.m_flags |= Body.BodyFlags.e_islandFlag;

							//if (other.m_type != _staticBody)
							//{
							//    other.SetAwake(true);
							//}

							//island.Add(other);
			            }
			        }
			    }

			    TimeStep subStep;
			    subStep.dt = (1.0f - minAlpha) * step.dt;
			    subStep.inv_dt = 1.0f / subStep.dt;
			    subStep.dtRatio = 1.0f;
			    subStep.positionIterations = 20;
			    subStep.velocityIterations = step.velocityIterations;
			    subStep.warmStarting = false;
			    island.SolveTOI(subStep, bA.m_islandIndex, bB.m_islandIndex);

			    // Reset island flags and synchronize broad-phase proxies.
			    for (int i = 0; i < island.m_bodies.Count(); ++i)
			    {
					throw new NotImplementedException();
					//Body* body = island.m_bodies[i];
					//body.m_flags &= ~Body.BodyFlags.e_islandFlag;

					//if (body.m_type != _dynamicBody)
					//{
					//    continue;
					//}

					//body.SynchronizeFixtures();

					//// Invalidate all contact TOIs on this displaced body.
					//for (ContactEdge* ce = body.m_contactList; ce; ce = ce.next)
					//{
					//    ce.contact.m_flags &= ~(ContactFlags.e_toiFlag | ContactFlags.e_islandFlag);
					//}
			    }

			    // Commit fixture proxy movements to the broad-phase so that new contacts are created.
			    // Also, some contacts can be destroyed.
			    m_contactManager.FindNewContacts();

			    if (m_subStepping)
			    {
			        m_stepComplete = false;
			        break;
			    }
			}
		}
Exemple #4
0
        // Advance a dynamic body to its first time of contact
        // and adjust the position to ensure clearance.
        void SolveTOI(Body body)
        {
            // Find the minimum contact.
            Contact toiContact = null;
            float   toi        = 1.0f;
            Body    toiOther   = null;
            bool    found;
            int     count;
            int     iter = 0;

            bool bullet = body.IsBullet;

            // Iterate until all contacts agree on the minimum TOI. We have
            // to iterate because the TOI algorithm may skip some intermediate
            // collisions when objects rotate through each other.
            do
            {
                count = 0;
                found = false;
                for (ContactEdge ce = body._contactList; ce != null; ce = ce.Next)
                {
                    if (ce.Contact == toiContact)
                    {
                        continue;
                    }

                    Body     other = ce.Other;
                    BodyType type  = other.GetType();

                    // Only bullets perform TOI with dynamic bodies.
                    if (bullet == true)
                    {
                        // Bullets only perform TOI with bodies that have their TOI resolved.
                        if ((other._flags & BodyFlags.Toi) == 0)
                        {
                            continue;
                        }

                        // No repeated hits on non-static bodies
                        if (type != BodyType.Static && (ce.Contact._flags & ContactFlags.BulletHit) != 0)
                        {
                            continue;
                        }
                    }
                    else if (type == BodyType.Dynamic)
                    {
                        continue;
                    }

                    // Check for a disabled contact.
                    Contact contact = ce.Contact;
                    if (contact.IsEnabled() == false)
                    {
                        continue;
                    }

                    // Prevent infinite looping.
                    if (contact._toiCount > 10)
                    {
                        continue;
                    }

                    Fixture fixtureA = contact._fixtureA;
                    Fixture fixtureB = contact._fixtureB;
                    int     indexA   = contact._indexA;
                    int     indexB   = contact._indexB;

                    // Cull sensors.
                    if (fixtureA.IsSensor() || fixtureB.IsSensor())
                    {
                        continue;
                    }

                    Body bodyA = fixtureA._body;
                    Body bodyB = fixtureB._body;

                    // Compute the time of impact in interval [0, minTOI]
                    TOIInput input = new TOIInput();
                    input.proxyA.Set(fixtureA.GetShape(), indexA);
                    input.proxyB.Set(fixtureB.GetShape(), indexB);
                    input.sweepA = bodyA._sweep;
                    input.sweepB = bodyB._sweep;
                    input.tMax   = toi;

                    TOIOutput output;
                    TimeOfImpact.CalculateTimeOfImpact(out output, ref input);

                    if (output.State == TOIOutputState.Touching && output.t < toi)
                    {
                        toiContact = contact;
                        toi        = output.t;
                        toiOther   = other;
                        found      = true;
                    }

                    ++count;
                }

                ++iter;
            } while (found && count > 1 && iter < 50);

            if (toiContact == null)
            {
                body.Advance(1.0f);
                return;
            }

            Sweep backup = body._sweep;

            body.Advance(toi);
            toiContact.Update(_contactManager.ContactListener);
            if (toiContact.IsEnabled() == false)
            {
                // Contact disabled. Backup and recurse.
                body._sweep = backup;
                SolveTOI(body);
            }

            ++toiContact._toiCount;

            // Update all the valid contacts on this body and build a contact island.
            count = 0;
            for (ContactEdge ce = body._contactList; (ce != null) && (count < Settings.b2_maxTOIContacts); ce = ce.Next)
            {
                Body     other = ce.Other;
                BodyType type  = other.GetType();

                // Only perform correction with static bodies, so the
                // body won't get pushed out of the world.
                if (type == BodyType.Dynamic)
                {
                    continue;
                }

                // Check for a disabled contact.
                Contact contact = ce.Contact;
                if (contact.IsEnabled() == false)
                {
                    continue;
                }

                Fixture fixtureA = contact._fixtureA;
                Fixture fixtureB = contact._fixtureB;

                // Cull sensors.
                if (fixtureA.IsSensor() || fixtureB.IsSensor())
                {
                    continue;
                }

                // The contact likely has some new contact points. The listener
                // gives the user a chance to disable the contact.
                if (contact != toiContact)
                {
                    contact.Update(_contactManager.ContactListener);
                }

                // Did the user disable the contact?
                if (contact.IsEnabled() == false)
                {
                    // Skip this contact.
                    continue;
                }

                if (contact.IsTouching() == false)
                {
                    continue;
                }

                _toiContacts[count] = contact;
                ++count;
            }

            // Reduce the TOI body's overlap with the contact island.
            _toiSolver.Initialize(_toiContacts, count, body);

            float k_toiBaumgarte = 0.75f;

            //bool solved = false;
            for (int i = 0; i < 20; ++i)
            {
                bool contactsOkay = _toiSolver.Solve(k_toiBaumgarte);
                if (contactsOkay)
                {
                    //solved = true;
                    break;
                }
            }

            if (toiOther.GetType() != BodyType.Static)
            {
                toiContact._flags |= ContactFlags.BulletHit;
            }
        }
Exemple #5
0
        private void SolveTOI(TimeStep step)
        {
            Island island = new Island(m_contactManager.m_contactListener);

            if (m_stepComplete)
            {
                foreach (Body b in m_bodyList)
                {
                    b.m_flags       &= ~Body.BodyFlags.e_islandFlag;
                    b.m_sweep.alpha0 = 0.0f;
                }

                foreach (Contact c in m_contactManager.m_contactList)
                {
                    // Invalidate TOI
                    c.m_flags   &= ~(ContactFlags.e_toiFlag | ContactFlags.e_islandFlag);
                    c.m_toiCount = 0;
                    c.m_toi      = 1.0f;
                }
            }

            Fixture fA = null;
            Fixture fB = null;
            Body    bA = null;
            Body    bB = null;

            // Find TOI events and solve them.
            for (;;)
            {
                // Find the first TOI.
                Contact minContact = null;
                float   minAlpha   = 1.0f;

                foreach (Contact c in m_contactManager.m_contactList)
                {
                    // Is this contact disabled?
                    if (c.IsEnabled() == false)
                    {
                        continue;
                    }

                    // Prevent excessive sub-stepping.
                    if (c.m_toiCount > Settings._maxSubSteps)
                    {
                        continue;
                    }



                    float alpha = 1.0f;
                    if (c.m_flags.HasFlag(ContactFlags.e_toiFlag))
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.m_toi;
                    }
                    else
                    {
                        fA = c.FixtureA;
                        fB = c.FixtureB;

                        // Is there a sensor?
                        if (fA.IsSensor || fB.IsSensor)
                        {
                            continue;
                        }

                        bA = fA.GetBody();
                        bB = fB.GetBody();

                        BodyType typeA = bA.m_type;
                        BodyType typeB = bB.m_type;
                        Utilities.Assert(typeA == BodyType._dynamicBody || typeB == BodyType._dynamicBody);

                        bool activeA = bA.IsAwake() && typeA != BodyType._staticBody;
                        bool activeB = bB.IsAwake() && typeB != BodyType._staticBody;

                        // Is at least one body active (awake and dynamic or kinematic)?
                        if (activeA == false && activeB == false)
                        {
                            continue;
                        }

                        bool collideA = bA.IsBullet() || typeA != BodyType._dynamicBody;
                        bool collideB = bB.IsBullet() || typeB != BodyType._dynamicBody;

                        // Are these two non-bullet dynamic bodies?
                        if (collideA == false && collideB == false)
                        {
                            continue;
                        }

                        // Compute the TOI for this contact.
                        // Put the sweeps onto the same time interval.
                        float alpha0 = bA.m_sweep.alpha0;

                        if (bA.m_sweep.alpha0 < bB.m_sweep.alpha0)
                        {
                            alpha0 = bB.m_sweep.alpha0;
                            bA.m_sweep.Advance(alpha0);
                        }
                        else if (bB.m_sweep.alpha0 < bA.m_sweep.alpha0)
                        {
                            alpha0 = bA.m_sweep.alpha0;
                            bB.m_sweep.Advance(alpha0);
                        }

                        Utilities.Assert(alpha0 < 1.0f);

                        int indexA = c.GetChildIndexA();
                        int indexB = c.GetChildIndexB();

                        // Compute the time of impact in interval [0, minTOI]
                        TOIInput input = new TOIInput();
                        input.proxyA.Set(fA.GetShape(), indexA);
                        input.proxyB.Set(fB.GetShape(), indexB);
                        input.sweepA = bA.m_sweep;
                        input.sweepB = bB.m_sweep;
                        input.tMax   = 1.0f;

                        TOIOutput output;
                        Utilities.TimeOfImpact(out output, input);

                        // Beta is the fraction of the remaining portion of the .
                        float beta = output.t;
                        if (output.state == TOIOutput.State.e_touching)
                        {
                            alpha = Math.Min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
                        }
                        else
                        {
                            alpha = 1.0f;
                        }

                        c.m_toi    = alpha;
                        c.m_flags |= ContactFlags.e_toiFlag;
                    }

                    if (alpha < minAlpha)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minAlpha   = alpha;
                    }
                }

                if (minContact == null || 1.0f - 10.0f * Single.Epsilon < minAlpha)
                {
                    // No more TOI events. Done!
                    m_stepComplete = true;
                    break;
                }

                // Advance the bodies to the TOI.
                fA = minContact.FixtureA;
                fB = minContact.FixtureB;
                bA = fA.GetBody();
                bB = fB.GetBody();

                Sweep backup1 = bA.m_sweep;
                Sweep backup2 = bB.m_sweep;

                bA.Advance(minAlpha);
                bB.Advance(minAlpha);

                // The TOI contact likely has some new contact points.
                minContact.Update(m_contactManager.m_contactListener);
                minContact.m_flags &= ~ContactFlags.e_toiFlag;
                ++minContact.m_toiCount;

                // Is the contact solid?
                if (minContact.IsEnabled() == false || minContact.IsTouching() == false)
                {
                    // Restore the sweeps.
                    minContact.SetEnabled(false);
                    bA.m_sweep = backup1;
                    bB.m_sweep = backup2;
                    bA.SynchronizeTransform();
                    bB.SynchronizeTransform();
                    continue;
                }

                bA.SetAwake(true);
                bB.SetAwake(true);

                // Build the island
                island.Clear();
                island.Add(bA);
                island.Add(bB);
                island.Add(minContact);

                bA.m_flags         |= Body.BodyFlags.e_islandFlag;
                bB.m_flags         |= Body.BodyFlags.e_islandFlag;
                minContact.m_flags |= ContactFlags.e_islandFlag;

                // Get contacts on bodyA and bodyB.
                Body[] bodies = { bA, bB };
                for (int i = 0; i < 2; ++i)
                {
                    Body body = bodies[i];
                    if (body.m_type == BodyType._dynamicBody)
                    {
                        foreach (ContactEdge ce in body.m_contactList)
                        {
                            throw new NotImplementedException();

                            //if (island.m_bodies.Count() == island.m_bodyCapacity)
                            //{
                            //    break;
                            //}

                            //if (island.m_bodies.Count() == island.m_contactCapacity)
                            //{
                            //    break;
                            //}

                            //Contact* contact = ce.contact;

                            //// Has this contact already been added to the island?
                            //if (contact.m_flags & ContactFlags.e_islandFlag)
                            //{
                            //    continue;
                            //}

                            //// Only add static, kinematic, or bullet bodies.
                            //Body* other = ce.other;
                            //if (other.m_type == _dynamicBody &&
                            //    body.IsBullet() == false && other.IsBullet() == false)
                            //{
                            //    continue;
                            //}

                            //// Skip sensors.
                            //bool sensorA = contact.m_fixtureA.m_isSensor;
                            //bool sensorB = contact.m_fixtureB.m_isSensor;
                            //if (sensorA || sensorB)
                            //{
                            //    continue;
                            //}

                            //// Tentatively advance the body to the TOI.
                            //Sweep backup = other.m_sweep;
                            //if ((other.m_flags & Body.BodyFlags.e_islandFlag) == 0)
                            //{
                            //    other.Advance(minAlpha);
                            //}

                            //// Update the contact points
                            //contact.Update(m_contactManager.m_contactListener);

                            //// Was the contact disabled by the user?
                            //if (contact.IsEnabled() == false)
                            //{
                            //    other.m_sweep = backup;
                            //    other.SynchronizeTransform();
                            //    continue;
                            //}

                            //// Are there contact points?
                            //if (contact.IsTouching() == false)
                            //{
                            //    other.m_sweep = backup;
                            //    other.SynchronizeTransform();
                            //    continue;
                            //}

                            //// Add the contact to the island
                            //contact.m_flags |= ContactFlags.e_islandFlag;
                            //island.Add(contact);

                            //// Has the other body already been added to the island?
                            //if (other.m_flags & Body.BodyFlags.e_islandFlag)
                            //{
                            //    continue;
                            //}

                            //// Add the other body to the island.
                            //other.m_flags |= Body.BodyFlags.e_islandFlag;

                            //if (other.m_type != _staticBody)
                            //{
                            //    other.SetAwake(true);
                            //}

                            //island.Add(other);
                        }
                    }
                }

                TimeStep subStep;
                subStep.dt                 = (1.0f - minAlpha) * step.dt;
                subStep.inv_dt             = 1.0f / subStep.dt;
                subStep.dtRatio            = 1.0f;
                subStep.positionIterations = 20;
                subStep.velocityIterations = step.velocityIterations;
                subStep.warmStarting       = false;
                island.SolveTOI(subStep, bA.m_islandIndex, bB.m_islandIndex);

                // Reset island flags and synchronize broad-phase proxies.
                for (int i = 0; i < island.m_bodies.Count(); ++i)
                {
                    throw new NotImplementedException();
                    //Body* body = island.m_bodies[i];
                    //body.m_flags &= ~Body.BodyFlags.e_islandFlag;

                    //if (body.m_type != _dynamicBody)
                    //{
                    //    continue;
                    //}

                    //body.SynchronizeFixtures();

                    //// Invalidate all contact TOIs on this displaced body.
                    //for (ContactEdge* ce = body.m_contactList; ce; ce = ce.next)
                    //{
                    //    ce.contact.m_flags &= ~(ContactFlags.e_toiFlag | ContactFlags.e_islandFlag);
                    //}
                }

                // Commit fixture proxy movements to the broad-phase so that new contacts are created.
                // Also, some contacts can be destroyed.
                m_contactManager.FindNewContacts();

                if (m_subStepping)
                {
                    m_stepComplete = false;
                    break;
                }
            }
        }
Exemple #6
0
		public override void Step(TestSettings settings)
		{
			base.Step(settings);

			Sweep sweepA = new Sweep();
			sweepA.c0.Set(24.0f, -60.0f);
			sweepA.a0 = 2.95f;
			sweepA.c = sweepA.c0;
			sweepA.a = sweepA.a0;
			sweepA.localCenter.SetZero();

			Sweep sweepB = new Sweep();
			sweepB.c0.Set(53.474274f, -50.252514f);
			sweepB.a0 = 513.36676f; // - 162.0f * (float)Math.PI;
			sweepB.c.Set(54.595478f, -51.083473f);
			sweepB.a = 513.62781f; //  - 162.0f * (float)Math.PI;
			sweepB.localCenter.SetZero();

			//sweepB.a0 -= 300.0f * (float)Math.PI;
			//sweepB.a -= 300.0f * (float)Math.PI;

			TOIInput input = new TOIInput();
			input.proxyA.Set(m_shapeA, 0);
			input.proxyB.Set(m_shapeB, 0);
			input.sweepA = sweepA;
			input.sweepB = sweepB;
			input.tMax = 1.0f;

			TOIOutput output;

			Utilities.TimeOfImpact(out output, input);

			m_debugDraw.DrawString("toi = {0}", output.t);

			m_debugDraw.DrawString("max toi iters = {0}, max root iters = {1}", Utilities._toiMaxIters, Utilities._toiMaxRootIters);

			Vec2[] vertices = new Vec2[Settings._maxPolygonVertices];

			Transform transformA;
			sweepA.GetTransform(out transformA, 0.0f);
			for (int i = 0; i < m_shapeA.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformA, m_shapeA.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeA.m_count, Color.FromArgb(225, 225, 225));

			Transform transformB;
			sweepB.GetTransform(out transformB, 0.0f);
		
			//Vec2 localPoint(2.0f, -0.1f);

			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(128, 225, 128));

			sweepB.GetTransform(out transformB, output.t);
			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(128, 175, 225));

			sweepB.GetTransform(out transformB, 1.0f);
			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(225, 128, 128));

	#if ZERO
			for (float t = 0.0f; t < 1.0f; t += 0.1f)
			{
				sweepB.GetTransform(out transformB, t);
				for (int i = 0; i < m_shapeB.m_count; ++i)
				{
					vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(225, 0.5f, 0.5f));
			}
	#endif
		}
Exemple #7
0
        /// 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.
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.
        public static void TimeOfImpact(out TOIOutput output, TOIInput input)
        {
            Timer timer = new Timer();

            ++_toiCalls;

            output.state = TOIOutput.State.e_unknown;
            output.t     = input.tMax;

            DistanceProxy proxyA = input.proxyA;
            DistanceProxy proxyB = input.proxyB;

            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 = proxyA.m_radius + proxyB.m_radius;
            float target      = Math.Max(Settings._linearSlop, totalRadius - 3.0f * Settings._linearSlop);
            float tolerance   = 0.25f * Settings._linearSlop;

            Utilities.Assert(target > tolerance);

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

            // Prepare input for distance query.
            SimplexCache cache = new SimplexCache();

            cache.count = 0;
            DistanceInput 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;
                Utilities.Distance(out distanceOutput, cache, distanceInput);

                // If the shapes are overlapped, we give up on continuous collision.
                if (distanceOutput.distance <= 0.0f)
                {
                    // Failure!
                    output.state = TOIOutput.State.e_overlapped;
                    output.t     = 0.0f;
                    break;
                }

                if (distanceOutput.distance < target + tolerance)
                {
                    // Victory!
                    output.state = TOIOutput.State.e_touching;
                    output.t     = t1;
                    break;
                }

                // Initialize the separating axis.
                throw new NotImplementedException();
                //        SeparationFunction fcn;
                //        fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
                //#if ZERO
                //        // Dump the curve seen by the root finder
                //        {
                //            const int N = 100;
                //            float dx = 1.0f / N;
                //            float xs[N+1];
                //            float fs[N+1];

                //            float x = 0.0f;

                //            for (int i = 0; i <= N; ++i)
                //            {
                //                sweepA.GetTransform(out xfA, x);
                //                sweepB.GetTransform(out xfB, x);
                //                float f = fcn.Evaluate(xfA, xfB) - target;

                //                printf("%g %g\n", x, f);

                //                xs[i] = x;
                //                fs[i] = f;

                //                x += dx;
                //            }
                //        }
                //#endif

                //        // 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 = fcn.FindMinSeparation(&indexA, &indexB, t2);

                //            // Is the final configuration separated?
                //            if (s2 > target + tolerance)
                //            {
                //                // Victory!
                //                output.state = TOIOutput.State.e_separated;
                //                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 = fcn.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 = TOIOutput.State.e_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 = TOIOutput.State.e_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)
                //                {
                //                    // Secant rule to improve convergence.
                //                    t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
                //                }
                //                else
                //                {
                //                    // Bisection to guarantee progress.
                //                    t = 0.5f * (a1 + a2);
                //                }

                //                ++rootIterCount;
                //                ++_toiRootIters;

                //                float s = fcn.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;
                //                }
                //            }

                //            _toiMaxRootIters = Math.Max(_toiMaxRootIters, rootIterCount);

                //            ++pushBackIter;

                //            if (pushBackIter == Settings._maxPolygonVertices)
                //            {
                //                break;
                //            }
                //        }

                //        ++iter;
                //        ++_toiIters;

                //        if (done)
                //        {
                //            break;
                //        }

                //        if (iter == k_maxIterations)
                //        {
                //            // Root finder got stuck. Semi-victory.
                //            output.state = TOIOutput.State.e_failed;
                //            output.t = t1;
                //            break;
                //        }
            }

            _toiMaxIters = Math.Max(_toiMaxIters, iter);

            float time = timer.GetMilliseconds();

            _toiMaxTime = Math.Max(_toiMaxTime, time);
            _toiTime   += time;
        }