コード例 #1
0
ファイル: TimeOfImpact.cs プロジェクト: Bitsits/web
        public SeparationFunction(ref SimplexCache cache,
                                  ref DistanceProxy proxyA, ref Sweep sweepA,
                                  ref DistanceProxy proxyB, ref Sweep sweepB)
        {
            _localPoint = Vector2.Zero;
            _proxyA     = proxyA;
            _proxyB     = proxyB;
            int count = cache.count;

            Debug.Assert(0 < count && count < 3);

            _sweepA = sweepA;
            _sweepB = sweepB;

            Transform xfA, xfB;

            _sweepA.GetTransform(out xfA, 0.0f);
            _sweepB.GetTransform(out xfB, 0.0f);

            if (count == 1)
            {
                _type = SeparationFunctionType.Points;
                Vector2 localPointA = _proxyA.GetVertex(cache.indexA[0]);
                Vector2 localPointB = _proxyB.GetVertex(cache.indexB[0]);
                Vector2 pointA      = MathUtils.Multiply(ref xfA, localPointA);
                Vector2 pointB      = MathUtils.Multiply(ref xfB, localPointB);
                _axis = pointB - pointA;
                _axis.Normalize();
                return;
            }
            else if (cache.indexA[0] == cache.indexA[1])
            {
                // Two points on B and one on A.
                _type = SeparationFunctionType.FaceB;
                Vector2 localPointB1 = proxyB.GetVertex(cache.indexB[0]);
                Vector2 localPointB2 = proxyB.GetVertex(cache.indexB[1]);

                _axis = MathUtils.Cross(localPointB2 - localPointB1, 1.0f);
                _axis.Normalize();
                Vector2 normal = MathUtils.Multiply(ref xfB.R, _axis);

                _localPoint = 0.5f * (localPointB1 + localPointB2);
                Vector2 pointB = MathUtils.Multiply(ref xfB, _localPoint);

                Vector2 localPointA = proxyA.GetVertex(cache.indexA[0]);
                Vector2 pointA      = MathUtils.Multiply(ref xfA, localPointA);

                float s = Vector2.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    _axis = -_axis;
                    s     = -s;
                }
                return;
            }
            else
            {
                // Two points on A and one or two points on B.
                _type = SeparationFunctionType.FaceA;
                Vector2 localPointA1 = _proxyA.GetVertex(cache.indexA[0]);
                Vector2 localPointA2 = _proxyA.GetVertex(cache.indexA[1]);

                _axis = MathUtils.Cross(localPointA2 - localPointA1, 1.0f);
                _axis.Normalize();
                Vector2 normal = MathUtils.Multiply(ref xfA.R, _axis);

                _localPoint = 0.5f * (localPointA1 + localPointA2);
                Vector2 pointA = MathUtils.Multiply(ref xfA, _localPoint);

                Vector2 localPointB = _proxyB.GetVertex(cache.indexB[0]);
                Vector2 pointB      = MathUtils.Multiply(ref xfB, localPointB);

                float s = Vector2.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    _axis = -_axis;
                    s     = -s;
                }
                return;
            }
        }
コード例 #2
0
ファイル: TimeOfImpact.cs プロジェクト: Bitsits/web
        // 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);
        }