Input parameters for CalculateTimeOfImpact
Exemple #1
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)
        {
            ++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.
            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;
                        ++TOIRootIters;

                        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 = TOIOutputState.Failed;
                    output.T     = t1;
                    break;
                }
            }

            TOIMaxIters = Math.Max(TOIMaxIters, iter);
        }
Exemple #2
0
        /// <summary>
        /// Find TOI contacts and solve them.
        /// </summary>
        /// <param name="step">The step.</param>
        private void SolveTOI(ref TimeStep step)
        {
            Island.Reset(2*Settings.MaxTOIContacts, Settings.MaxTOIContacts, 0, ContactManager);

            if (_stepComplete)
            {
                for (int i = 0; i < BodyList.Count; i++)
                {
                    BodyList[i].Flags &= ~BodyFlags.Island;
                    BodyList[i].Sweep.Alpha0 = 0.0f;
                }

                for (Contact c = ContactManager.ContactList; c != null; c = c.Next)
                {
                    // Invalidate TOI
                    c.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    c.TOICount = 0;
                    c.TOI = 1.0f;
                }
            }

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

                for (Contact c = ContactManager.ContactList; c != null; c = c.Next)
                {
                    // Is this contact disabled?
                    if (c.Enabled == false)
                    {
                        continue;
                    }

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

                    float alpha;
                    if ((c.Flags & ContactFlags.TOI) == ContactFlags.TOI)
                    {
                        // This contact has a valid cached TOI.
                        alpha = c.TOI;
                    }
                    else
                    {
                        Fixture fA = c.FixtureA;
                        Fixture fB = c.FixtureB;

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

                        Body bA = fA.Body;
                        Body bB = fB.Body;

                        BodyType typeA = bA.BodyType;
                        BodyType typeB = bB.BodyType;
                        Debug.Assert(typeA == BodyType.Dynamic || typeB == BodyType.Dynamic);

                        bool awakeA = bA.Awake && typeA != BodyType.Static;
                        bool awakeB = bB.Awake && typeB != BodyType.Static;

                        // Is at least one body awake?
                        if (awakeA == false && awakeB == false)
                        {
                            continue;
                        }

                        bool collideA = bA.IsBullet || typeA != BodyType.Dynamic;
                        bool collideB = bB.IsBullet || typeB != BodyType.Dynamic;

                        // 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.Sweep.Alpha0;

                        if (bA.Sweep.Alpha0 < bB.Sweep.Alpha0)
                        {
                            alpha0 = bB.Sweep.Alpha0;
                            bA.Sweep.Advance(alpha0);
                        }
                        else if (bB.Sweep.Alpha0 < bA.Sweep.Alpha0)
                        {
                            alpha0 = bA.Sweep.Alpha0;
                            bB.Sweep.Advance(alpha0);
                        }

                        Debug.Assert(alpha0 < 1.0f);

                        // Compute the time of impact in interval [0, minTOI]
                        TOIInput input = new TOIInput();
                        input.ProxyA.Set(fA.Shape, c.ChildIndexA);
                        input.ProxyB.Set(fB.Shape, c.ChildIndexB);
                        input.SweepA = bA.Sweep;
                        input.SweepB = bB.Sweep;
                        input.TMax = 1.0f;

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

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

                        c.TOI = alpha;
                        c.Flags |= ContactFlags.TOI;
                    }

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

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

                // Advance the bodies to the TOI.
                Fixture fA1 = minContact.FixtureA;
                Fixture fB1 = minContact.FixtureB;
                Body bA1 = fA1.Body;
                Body bB1 = fB1.Body;

                Sweep backup1 = bA1.Sweep;
                Sweep backup2 = bB1.Sweep;

                bA1.Advance(minAlpha);
                bB1.Advance(minAlpha);

                // The TOI contact likely has some new contact points.
                minContact.Update(ContactManager);
                minContact.Flags &= ~ContactFlags.TOI;
                ++minContact.TOICount;

                // Is the contact solid?
                if (minContact.Enabled == false || minContact.IsTouching() == false)
                {
                    // Restore the sweeps.
                    minContact.Enabled = false;
                    bA1.Sweep = backup1;
                    bB1.Sweep = backup2;
                    bA1.SynchronizeTransform();
                    bB1.SynchronizeTransform();
                    continue;
                }

                bA1.Awake = true;
                bB1.Awake = true;

                // Build the island
                Island.Clear();
                Island.Add(bA1);
                Island.Add(bB1);
                Island.Add(minContact);

                bA1.Flags |= BodyFlags.Island;
                bB1.Flags |= BodyFlags.Island;
                minContact.Flags |= ContactFlags.Island;

                // Get contacts on bodyA and bodyB.
                Body[] bodies = {bA1, bB1};
                for (int i = 0; i < 2; ++i)
                {
                    Body body = bodies[i];
                    if (body.BodyType == BodyType.Dynamic)
                    {
                        // for (ContactEdge ce = body.ContactList; ce && Island.BodyCount < Settings.MaxTOIContacts; ce = ce.Next)
                        for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                        {
                            Contact contact = ce.Contact;

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

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

                            // Skip sensors.
                            if (contact.FixtureA.IsSensor || contact.FixtureB.IsSensor)
                            {
                                continue;
                            }

                            // Tentatively advance the body to the TOI.
                            Sweep backup = other.Sweep;
                            if ((other.Flags & BodyFlags.Island) == 0)
                            {
                                other.Advance(minAlpha);
                            }

                            // Update the contact points
                            contact.Update(ContactManager);

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

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

                            // Add the contact to the island
                            contact.Flags |= ContactFlags.Island;
                            Island.Add(contact);

                            // Has the other body already been added to the island?
                            if ((other.Flags & BodyFlags.Island) == BodyFlags.Island)
                            {
                                continue;
                            }

                            // Add the other body to the island.
                            other.Flags |= BodyFlags.Island;

                            if (other.BodyType != BodyType.Static)
                            {
                                other.Awake = 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(ref subStep);

                // Reset island flags and synchronize broad-phase proxies.
                for (int i = 0; i < Island.BodyCount; ++i)
                {
                    Body body = Island.Bodies[i];
                    body.Flags &= ~BodyFlags.Island;

                    if (body.BodyType != BodyType.Dynamic)
                    {
                        continue;
                    }

                    body.SynchronizeFixtures();

                    // Invalidate all contact TOIs on this displaced body.
                    for (ContactEdge ce = body.ContactList; ce != null; ce = ce.Next)
                    {
                        ce.Contact.Flags &= ~(ContactFlags.TOI | ContactFlags.Island);
                    }
                }

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

                if (_subStepping)
                {
                    _stepComplete = false;
                    break;
                }
            }
        }
        /// <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)
        {
            ++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.
            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;
                        ++TOIRootIters;

                        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 = TOIOutputState.Failed;
                    output.T = t1;
                    break;
                }
            }

            TOIMaxIters = Math.Max(TOIMaxIters, iter);
        }