コード例 #1
0
        public override void Step(Settings settings)
        {
            settings.pause = 1;
            base.Step(settings);
            settings.pause = 0;

            Sweep sweep1 = new Sweep();

            sweep1.C0.Set(0.0f, 20.0f);
            sweep1.A0          = 0.0f;
            sweep1.C           = sweep1.C0;
            sweep1.A           = sweep1.A0;
            sweep1.T0          = 0.0f;
            sweep1.LocalCenter = _body1.GetLocalCenter();

            Sweep sweep2 = new Sweep();

            sweep2.C0.Set(9.6363468f, 28.050615f);
            sweep2.A0          = 1.6408679f;
            sweep2.C           = sweep2.C0 + new Vec2(-0.075121880f, 0.27358246f);
            sweep2.A           = sweep2.A0 - 10.434675f;
            sweep2.T0          = 0.0f;
            sweep2.LocalCenter = _body2.GetLocalCenter();

            float toi = Collision.TimeOfImpact(_shape1, sweep1, _shape2, sweep2);

            OpenGLDebugDraw.DrawString(5, _textLine, "toi = " + toi.ToString());
            _textLine += 15;

            XForm xf2 = new XForm();

            sweep2.GetXForm(out xf2, toi);
            int vertexCount = _shape2.VertexCount;

            Vec2[] vertices      = new Vec2[Box2DX.Common.Settings.MaxPolygonVertices];
            Vec2[] localVertices = _shape2.GetVertices();
            for (int i = 0; i < vertexCount; ++i)
            {
                vertices[i] = Box2DX.Common.Math.Mul(xf2, localVertices[i]);
            }
            _debugDraw.DrawPolygon(vertices, vertexCount, new Color(0.5f, 0.7f, 0.9f));

            localVertices = _shape2.GetCoreVertices();
            for (int i = 0; i < vertexCount; ++i)
            {
                vertices[i] = Box2DX.Common.Math.Mul(xf2, localVertices[i]);
            }
            _debugDraw.DrawPolygon(vertices, vertexCount, new Color(0.5f, 0.7f, 0.9f));
        }
コード例 #2
0
        // This algorithm uses conservative advancement to compute the time of
        // impact (TOI) of two shapes.
        // Refs: Bullet, Young Kim
        /// <summary>
        /// Compute the time when two shapes begin to touch or touch at a closer distance.
        /// warning the sweeps must have the same time interval.
        /// </summary>
        /// <param name="shape1"></param>
        /// <param name="sweep1"></param>
        /// <param name="shape2"></param>
        /// <param name="sweep2"></param>
        /// <returns>
        /// The fraction between [0,1] in which the shapes first touch.
        /// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch.
        /// </returns>
        public static float TimeOfImpact(Shape shape1, Sweep sweep1, Shape shape2, Sweep sweep2)
        {
            float r1 = shape1.GetSweepRadius();
            float r2 = shape2.GetSweepRadius();

            //Box2DXDebug.Assert(sweep1.T0 == sweep2.T0);
            //Box2DXDebug.Assert(1.0f - sweep1.T0 > Common.Settings.FLT_EPSILON);

            float   t0     = sweep1.T0;
            Vector2 v1     = sweep1.C - sweep1.C0;
            Vector2 v2     = sweep2.C - sweep2.C0;
            float   omega1 = sweep1.A - sweep1.A0;
            float   omega2 = sweep2.A - sweep2.A0;

            float alpha = 0.0f;

            Vector2 p1, p2;
            int     k_maxIterations = 20; // TODO_ERIN b2Settings
            int     iter            = 0;
            Vector2 normal          = Vector2.Zero;
            float   distance        = 0.0f;
            float   targetDistance  = 0.0f;

            for (;;)
            {
                float t = (1.0f - alpha) * t0 + alpha;
                XForm xf1, xf2;
                sweep1.GetXForm(out xf1, t);
                sweep2.GetXForm(out xf2, t);

                // Get the distance between shapes.
                distance = Distance(out p1, out p2, shape1, xf1, shape2, xf2);

                if (iter == 0)
                {
                    // Compute a reasonable target distance to give some breathing room
                    // for conservative advancement.
                    if (distance > 2.0f * Settings.ToiSlop)
                    {
                        targetDistance = 1.5f * Settings.ToiSlop;
                    }
                    else
                    {
                        targetDistance = CommonMath.Max(0.05f * Settings.ToiSlop, distance - 0.5f * Settings.ToiSlop);
                    }
                }

                if (distance - targetDistance < 0.05f * Settings.ToiSlop || iter == k_maxIterations)
                {
                    break;
                }

                normal = p2 - p1;
                normal.Normalize();

                // Compute upper bound on remaining movement.
                float approachVelocityBound = Vector2.Dot(normal, v1 - v2) +
                                              CommonMath.Abs(omega1) * r1 + CommonMath.Abs(omega2) * r2;
                if (CommonMath.Abs(approachVelocityBound) < Settings.FLT_EPSILON)
                {
                    alpha = 1.0f;
                    break;
                }

                // Get the conservative time increment. Don't advance all the way.
                float dAlpha = (distance - targetDistance) / approachVelocityBound;
                //float dt = (distance - 0.5f * Settings.LinearSlop) / approachVelocityBound;
                float newAlpha = alpha + dAlpha;

                // The shapes may be moving apart or a safe distance apart.
                if (newAlpha < 0.0f || 1.0f < newAlpha)
                {
                    alpha = 1.0f;
                    break;
                }

                // Ensure significant advancement.
                if (newAlpha < (1.0f + 100.0f * Settings.FLT_EPSILON) * alpha)
                {
                    break;
                }

                alpha = newAlpha;

                ++iter;
            }

            return(alpha);
        }