Advance() private method

private Advance ( float t ) : void
t float
return void
Esempio n. 1
0
        // Find TOI contacts and solve them.
        private void SolveTOI(TimeStep step)
        {
            // Reserve an island and a queue for TOI island solution.
            Island island = new Island(_bodyCount,
                                       Settings.MaxTOIContactsPerIsland,
                                       Settings.MaxTOIJointsPerIsland,
                                       _contactManager._contactListener);

            //Simple one pass queue
            //Relies on the fact that we're only making one pass
            //through and each body can only be pushed/popped once.
            //To push:
            //  queue[queueStart+queueSize++] = newElement;
            //To pop:
            //	poppedElement = queue[queueStart++];
            //  --queueSize;
            int queueCapacity = _bodyCount;

            Body[] queue = new Body[queueCapacity];

            for (Body b = _bodyList; b != null; b = b._next)
            {
                b._flags   &= ~Body.BodyFlags.Island;
                b._sweep.T0 = 0.0f;
            }

            for (Contact c = _contactManager._contactList; c != null; c = c.Next)
            {
                // Invalidate TOI
                c.Flags &= ~(ContactFlag.ToiFlag | ContactFlag.IslandFlag);
            }

            for (Joint j = _jointList; j != null; j = j._next)
            {
                j._islandFlag = false;
            }

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

                for (Contact c = _contactManager._contactList; c != null; c = c.Next)
                {
                    // Can this contact generate a solid TOI contact?
                    if (c.IsSolid() == false || c.IsContinuous() == false)
                    {
                        continue;
                    }

                    // TODO_ERIN keep a counter on the contact, only respond to M TOIs per contact.

                    float toi = 1.0f;
                    if ((c.Flags & ContactFlag.ToiFlag) != 0)
                    {
                        // This contact has a valid cached TOI.
                        toi = c.Toi;
                    }
                    else
                    {
                        // Compute the TOI for this contact.
                        Fixture s1 = c.GetFixtureA();
                        Fixture s2 = c.GetFixtureB();
                        Body    b1 = s1.GetBody();
                        Body    b2 = s2.GetBody();

                        if ((b1.IsStatic() || b1.IsSleeping()) && (b2.IsStatic() || b2.IsSleeping()))
                        {
                            continue;
                        }

                        // Put the sweeps onto the same time interval.
                        float t0 = b1._sweep.T0;

                        if (b1._sweep.T0 < b2._sweep.T0)
                        {
                            t0 = b2._sweep.T0;
                            b1._sweep.Advance(t0);
                        }
                        else if (b2._sweep.T0 < b1._sweep.T0)
                        {
                            t0 = b1._sweep.T0;
                            b2._sweep.Advance(t0);
                        }

                        Box2DXDebug.Assert(t0 < 1.0f);

                        // Compute the time of impact.
                        toi = c.ComputeTOI(b1._sweep, b2._sweep);

                        Box2DXDebug.Assert(0.0f <= toi && toi <= 1.0f);

                        // If the TOI is in range ...
                        if (0.0f < toi && toi < 1.0f)
                        {
                            // Interpolate on the actual range.
                            toi = Math.Min((1.0f - toi) * t0 + toi, 1.0f);
                        }


                        c.Toi    = toi;
                        c.Flags |= ContactFlag.ToiFlag;
                    }

                    if (Settings.FLT_EPSILON < toi && toi < minTOI)
                    {
                        // This is the minimum TOI found so far.
                        minContact = c;
                        minTOI     = toi;
                    }
                }

                if (minContact == null || 1.0f - 100.0f * Settings.FLT_EPSILON < minTOI)
                {
                    // No more TOI events. Done!
                    break;
                }

                // Advance the bodies to the TOI.
                Fixture f1 = minContact.GetFixtureA();
                Fixture f2 = minContact.GetFixtureB();
                Body    b3 = f1.GetBody();
                Body    b4 = f2.GetBody();

                Sweep backup1 = b3._sweep;
                Sweep backup2 = b4._sweep;

                b3.Advance(minTOI);
                b4.Advance(minTOI);

                // The TOI contact likely has some new contact points.
                minContact.Update(_contactManager._contactListener);
                minContact.Flags &= ~ContactFlag.ToiFlag;

                // Is the contact solid?
                if (minContact.IsSolid() == false)
                {
                    // Restore the sweeps.
                    b3._sweep = backup1;
                    b4._sweep = backup2;
                    b3.SynchronizeTransform();
                    b4.SynchronizeTransform();
                    continue;
                }

                // Did numerical issues prevent a contact point from being generated?
                if (minContact.IsTouching() == false)
                {
                    // Give up on this TOI.
                    continue;
                }

                // Build the TOI island. We need a dynamic seed.
                Body seed = b3;
                if (seed.IsStatic())
                {
                    seed = b4;
                }

                // Reset island and queue.
                island.Clear();

                int queueStart = 0; // starting index for queue
                int queueSize  = 0; // elements in queue
                queue[queueStart + queueSize++] = seed;
                seed._flags |= Body.BodyFlags.Island;

                // Perform a breadth first search (BFS) on the contact/joint graph.
                while (queueSize > 0)
                {
                    // Grab the next body off the stack and add it to the island.
                    Body b = queue[queueStart++];
                    --queueSize;

                    island.Add(ref b);

                    // Make sure the body is awake.
                    b._flags &= ~Body.BodyFlags.Sleep;

                    // To keep islands as small as possible, we don't
                    // propagate islands across static bodies.
                    if (b.IsStatic())
                    {
                        continue;
                    }

                    // Search all contacts connected to this body.
                    for (ContactEdge cEdge = b._contactList; cEdge != null; cEdge = cEdge.Next)
                    {
                        // Does the TOI island still have space for contacts?
                        if (island.ContactCount == island.ContactCapacity)
                        {
                            break;
                        }

                        // Has this contact already been added to an island? Skip slow or non-solid contacts.
                        if ((cEdge.Contact.Flags & ContactFlag.IslandFlag) != 0)
                        {
                            continue;
                        }

                        // Is this contact touching? For performance we are not updating this contact.
                        if (cEdge.Contact.IsSolid() == false || cEdge.Contact.IsTouching() == false)
                        {
                            continue;
                        }

                        island.Add(ref cEdge.Contact);
                        cEdge.Contact.Flags |= ContactFlag.IslandFlag;

                        // Update other body.
                        Body other = cEdge.Other;

                        // Was the other body already added to this island?
                        if ((other._flags & Body.BodyFlags.Island) != 0)
                        {
                            continue;
                        }

                        // March forward, this can do no harm since this is the min TOI.
                        if (other.IsStatic() == false)
                        {
                            other.Advance(minTOI);
                            other.WakeUp();
                        }

                        Box2DXDebug.Assert(queueStart + queueSize < queueCapacity);
                        queue[queueStart + queueSize] = other;
                        ++queueSize;
                        other._flags |= Body.BodyFlags.Island;
                    }

                    for (JointEdge jEdge = b._jointList; jEdge != null; jEdge = jEdge.Next)
                    {
                        if (island.JointCount == island.JointCapacity)
                        {
                            continue;
                        }

                        if (jEdge.Joint._islandFlag == true)
                        {
                            continue;
                        }

                        island.Add(jEdge.Joint);

                        jEdge.Joint._islandFlag = true;

                        Body other = jEdge.Other;

                        if ((other._flags & Body.BodyFlags.Island) != 0)
                        {
                            continue;
                        }

                        if (!other.IsStatic())
                        {
                            other.Advance(minTOI);
                            other.WakeUp();
                        }

                        Box2DXDebug.Assert(queueStart + queueSize < queueCapacity);
                        queue[queueStart + queueSize] = other;
                        ++queueSize;
                        other._flags |= Body.BodyFlags.Island;
                    }
                }

                TimeStep subStep;
                subStep.WarmStarting       = false;
                subStep.Dt                 = (1.0f - minTOI) * step.Dt;
                subStep.Inv_Dt             = 1.0f / subStep.Dt;
                subStep.DtRatio            = 0.0f;
                subStep.VelocityIterations = step.VelocityIterations;
                subStep.PositionIterations = step.PositionIterations;

                island.SolveTOI(ref subStep);

                // Post solve cleanup.
                for (int i = 0; i < island.BodyCount; ++i)
                {
                    // Allow bodies to participate in future TOI islands.
                    Body b = island.Bodies[i];
                    b._flags &= ~Body.BodyFlags.Island;

                    if ((b._flags & Body.BodyFlags.Sleep) != 0)
                    {
                        continue;
                    }

                    if (b.IsStatic())
                    {
                        continue;
                    }

                    b.SynchronizeFixtures();

                    // Invalidate all contact TOIs associated with this body. Some of these
                    // may not be in the island because they were not touching.
                    for (ContactEdge ce = b._contactList; ce != null; ce = ce.Next)
                    {
                        ce.Contact.Flags &= ~ContactFlag.ToiFlag;
                    }
                }

                for (int i = 0; i < island.ContactCount; ++i)
                {
                    // Allow contacts to participate in future TOI islands.
                    Contact c = island.Contacts[i];
                    c.Flags &= ~(ContactFlag.ToiFlag | ContactFlag.IslandFlag);
                }

                for (int i = 0; i < island.JointCount; ++i)
                {
                    // Allow joints to participate in future TOI islands.
                    Joint j = island.Joints[i];
                    j._islandFlag = false;
                }

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

            queue = null;
        }