public static bool InPoints(Vector2 w, Vector2[] points, int pointCount) { float k_tolerance = 100.0f * Settings.FLT_EPSILON; for (int i = 0; i < pointCount; ++i) { Vector2 d = CommonMath.Abs(w - points[i]); Vector2 m = CommonMath.Max(CommonMath.Abs(w), CommonMath.Abs(points[i])); if (d.X < k_tolerance * (m.X + 1.0f) && d.Y < k_tolerance * (m.Y + 1.0f)) { return(true); } } return(false); }
// 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); }