Esempio n. 1
0
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.

        /// <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 b2Distance to compute the contact point and normal at the time of impact.
        /// </summary>
        /// <param name="output"></param>
        /// <param name="input"></param>
        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;

            float tMax = input.tMax;

            float target    = Settings.b2_linearSlop;
            float tolerance = 0.25f * Settings.b2_linearSlop;

            Debug.Assert(target > tolerance);

            float     t1 = 0.0f;
            const int k_maxIterations = 1000;
            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;
                }

                SeparationFunction fcn = new SeparationFunction(ref cache, ref input.proxyA, ref sweepA, ref input.proxyB, ref sweepB);

                // 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;
                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;
                    }

                    // Is the final configuration touching?
                    if (s2 > target - tolerance)
                    {
                        // Victory!
                        output.State = TOIOutputState.Touching;
                        output.t     = t2;
                        done         = true;
                        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);
                }

                ++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);
        }
        /// <summary>
        /// Advance a dynamic body to its first time of contact
        /// and adjust the position to ensure clearance.
        /// </summary>
        /// <param name="body"></param>
        void SolveTOI(Body body)
        {
            // Find the minimum contact.
            Contact toiContact = null;
            float toi = 1.0f;
            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)
                {
                    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;
                        }
                    }
                    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;

                    // 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());
                    input.proxyB.Set(fixtureB.GetShape());
                    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;
                        found = true;
                    }

                    ++count;
                }

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

            if (toiContact == null)
            {
                return;
            }

            // Advance the body to its safe time.
            Sweep backup = body._sweep;
            body.Advance(toi);

            ++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.Static)
                {
                    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;
                contact.Update(_contactManager.ContactListener);

                // Did the user disable the contact?
                if (contact.IsEnabled() == false)
                {
                    if (contact == toiContact)
                    {
                        // Restore the body's sweep.
                        body._sweep = backup;
                        body.SynchronizeTransform();

                        // Recurse because the TOI has been invalidated.
                        SolveTOI(body);
                        return;
                    }

                    // 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);

            const 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;
                }
            }
        }
Esempio n. 3
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;
            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)
                {
                    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;
                        }
                    }
                    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;

                    // 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());
                    input.proxyB.Set(fixtureB.GetShape());
                    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;
                        found      = true;
                    }

                    ++count;
                }

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

            if (toiContact == null)
            {
                return;
            }

            // Advance the body to its safe time.
            Sweep backup = body._sweep;

            body.Advance(toi);

            ++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.Static)
                {
                    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;
                contact.Update(_contactManager.ContactListener);

                // Did the user disable the contact?
                if (contact.IsEnabled() == false)
                {
                    if (contact == toiContact)
                    {
                        // Restore the body's sweep.
                        body._sweep = backup;
                        body.SynchronizeTransform();

                        // Recurse because the TOI has been invalidated.
                        SolveTOI(body);
                        return;
                    }

                    // 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);

            const 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;
                }
            }
        }
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.
        /// <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 b2Distance to compute the contact point and normal at the time of impact.
        /// </summary>
        /// <param name="output"></param>
        /// <param name="input"></param>
        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;

            float tMax = input.tMax;

            float target = Settings.b2_linearSlop;
            float tolerance = 0.25f * Settings.b2_linearSlop;
            Debug.Assert(target > tolerance);

            float t1 = 0.0f;
            const int k_maxIterations = 1000;
            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;
                }

                SeparationFunction fcn = new SeparationFunction(ref cache, ref input.proxyA, ref sweepA, ref input.proxyB, ref sweepB);

                // 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;
                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;
                    }

                    // Is the final configuration touching?
                    if (s2 > target - tolerance)
                    {
                        // Victory!
                        output.State = TOIOutputState.Touching;
                        output.t = t2;
                        done = true;
                        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);
                }

                ++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);
        }