/// 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 Distance to compute the contact point and normal at the time of impact. // CCD via the local separating axis method. This seeks progression // by computing the largest time at which separation is maintained. public static void TimeOfImpact(out TOIOutput output, TOIInput input){ Timer timer = new Timer(); ++_toiCalls; output.state = TOIOutput.State.e_unknown; output.t = input.tMax; DistanceProxy proxyA = input.proxyA; DistanceProxy proxyB = input.proxyB; Sweep sweepA = input.sweepA; Sweep sweepB = input.sweepB; // Large rotations can make the root finder fail, so we normalize the // sweep angles. sweepA.Normalize(); sweepB.Normalize(); float tMax = input.tMax; float totalRadius = proxyA.m_radius + proxyB.m_radius; float target = Math.Max(Settings._linearSlop, totalRadius - 3.0f * Settings._linearSlop); float tolerance = 0.25f * Settings._linearSlop; Utilities.Assert(target > tolerance); float t1 = 0.0f; const int k_maxIterations = 20; // TODO_ERIN Settings int iter = 0; // Prepare input for distance query. SimplexCache cache = new SimplexCache(); cache.count = 0; 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; Utilities.Distance(out distanceOutput, cache, distanceInput); // If the shapes are overlapped, we give up on continuous collision. if (distanceOutput.distance <= 0.0f) { // Failure! output.state = TOIOutput.State.e_overlapped; output.t = 0.0f; break; } if (distanceOutput.distance < target + tolerance) { // Victory! output.state = TOIOutput.State.e_touching; output.t = t1; break; } // Initialize the separating axis. throw new NotImplementedException(); // SeparationFunction fcn; // fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1); //#if ZERO // // Dump the curve seen by the root finder // { // const int N = 100; // float dx = 1.0f / N; // float xs[N+1]; // float fs[N+1]; // float x = 0.0f; // for (int i = 0; i <= N; ++i) // { // sweepA.GetTransform(out xfA, x); // sweepB.GetTransform(out xfB, x); // float f = fcn.Evaluate(xfA, xfB) - target; // printf("%g %g\n", x, f); // xs[i] = x; // fs[i] = f; // x += dx; // } // } //#endif // // 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; // int pushBackIter = 0; // for (;;) // { // // Find the deepest point at t2. Store the witness point indices. // int indexA, indexB; // float s2 = fcn.FindMinSeparation(&indexA, &indexB, t2); // // Is the final configuration separated? // if (s2 > target + tolerance) // { // // Victory! // output.state = TOIOutput.State.e_separated; // output.t = tMax; // done = true; // break; // } // // Has the separation reached tolerance? // if (s2 > target - tolerance) // { // // Advance the sweeps // t1 = t2; // 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 = TOIOutput.State.e_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 = TOIOutput.State.e_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) // { // // Secant rule to improve convergence. // t = a1 + (target - s1) * (a2 - a1) / (s2 - s1); // } // else // { // // Bisection to guarantee progress. // t = 0.5f * (a1 + a2); // } // ++rootIterCount; // ++_toiRootIters; // 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; // } // if (rootIterCount == 50) // { // break; // } // } // _toiMaxRootIters = Math.Max(_toiMaxRootIters, rootIterCount); // ++pushBackIter; // if (pushBackIter == Settings._maxPolygonVertices) // { // break; // } // } // ++iter; // ++_toiIters; // if (done) // { // break; // } // if (iter == k_maxIterations) // { // // Root finder got stuck. Semi-victory. // output.state = TOIOutput.State.e_failed; // output.t = t1; // break; // } } _toiMaxIters = Math.Max(_toiMaxIters, iter); float time = timer.GetMilliseconds(); _toiMaxTime = Math.Max(_toiMaxTime, time); _toiTime += time; }
public Tiles() { m_fixtureCount = 0; Timer timer = new Timer(); { float a = 0.5f; BodyDef bd = new BodyDef(); bd.Position.Y = -a; Body ground = m_world.CreateBody(bd); #if true int N = 200; int M = 10; Vec2 position; position.Y = 0.0f; for (int j = 0; j < M; ++j) { position.X = -N * a; for (int i = 0; i < N; ++i) { PolygonShape shape = new PolygonShape(); shape.SetAsBox(a, a, position, 0.0f); shape.Density = 0; ground.CreateFixture(shape); ++m_fixtureCount; position.X += 2.0f * a; } position.Y -= 2.0f * a; } #else int N = 200; int M = 10; Vec2 position; position.X = -N * a; for (int i = 0; i < N; ++i) { position.Y = 0.0f; for (int j = 0; j < M; ++j) { PolygonShape shape = new PolygonShape(); shape.SetAsBox(a, a, position, 0.0f); ground.CreateFixture(shape, 0.0f); position.Y -= 2.0f * a; } position.X += 2.0f * a; } #endif } { float a = 0.5f; PolygonShape shape = new PolygonShape(); shape.SetAsBox(a, a); Vec2 x = new Vec2(-7.0f, 0.75f); Vec2 y; Vec2 deltaX = new Vec2(0.5625f, 1.25f); Vec2 deltaY = new Vec2(1.125f, 0.0f); for (int i = 0; i < e_count; ++i) { y = x; for (int j = i; j < e_count; ++j) { BodyDef bd = new BodyDef(); bd.type = BodyType._dynamicBody; bd.Position = y; //if (i == 0 && j == 0) //{ // bd.allowSleep = false; //} //else //{ // bd.allowSleep = true; //} Body body = m_world.CreateBody(bd); shape.Density = 5; body.CreateFixture(shape); ++m_fixtureCount; y += deltaY; } x += deltaX; } } m_createTime = timer.GetMilliseconds(); }
public void Solve(Profile profile, TimeStep step, Vec2 gravity, bool allowSleep) { Timer timer = new Timer(); float h = step.dt; // Integrate velocities and apply damping. Initialize the body state. for (int i = 0; i < m_bodies.Count(); i++) { Body b = m_bodies[i]; Vec2 c = b.m_sweep.c; float a = b.m_sweep.a; Vec2 v = b.m_linearVelocity; float w = b.m_angularVelocity; // Store positions for continuous collision. b.m_sweep.c0 = b.m_sweep.c; b.m_sweep.a0 = b.m_sweep.a; if (b.m_type == BodyType._dynamicBody) { // Integrate velocities. v += h * (b.m_gravityScale * gravity + b.m_invMass * b.m_force); w += h * b.m_invI * b.m_torque; // Apply damping. // ODE: dv/dt + c * v = 0 // Solution: v(t) = v0 * exp(-c * t) // Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt) // v2 = exp(-c * dt) * v1 // Taylor expansion: // v2 = (1.0f - c * dt) * v1 v *= Utilities.Clamp(1.0f - h * b.m_linearDamping, 0.0f, 1.0f); w *= Utilities.Clamp(1.0f - h * b.m_angularDamping, 0.0f, 1.0f); } Position pos = new Position(); pos.c = c; pos.a = a; m_positions.Add(pos); Velocity vel = new Velocity(); vel.v = v; vel.w = w; m_velocities.Add(vel); } timer.Reset(); // Solver data SolverData solverData; solverData.step = step; solverData.positions = m_positions; solverData.velocities = m_velocities; // Initialize velocity constraints. ContactSolverDef contactSolverDef; contactSolverDef.step = step; contactSolverDef.contacts = m_contacts; contactSolverDef.positions = m_positions; contactSolverDef.velocities = m_velocities; ContactSolver contactSolver = new ContactSolver(contactSolverDef); contactSolver.InitializeVelocityConstraints(); if (step.warmStarting) { contactSolver.WarmStart(); } for (int i = 0; i < m_joints.Count(); ++i) { m_joints[i].InitVelocityConstraints(solverData); } profile.solveInit = timer.GetMilliseconds(); // Solve velocity constraints timer.Reset(); for (int i = 0; i < step.velocityIterations; ++i) { for (int j = 0; j < m_joints.Count(); ++j) { m_joints[j].SolveVelocityConstraints(solverData); } contactSolver.SolveVelocityConstraints(); } // Store impulses for warm starting contactSolver.StoreImpulses(); profile.solveVelocity = timer.GetMilliseconds(); // Integrate positions for (int i = 0; i < m_bodies.Count(); ++i) { Vec2 c = m_positions[i].c; float a = m_positions[i].a; Vec2 v = m_velocities[i].v; float w = m_velocities[i].w; // Check for large velocities Vec2 translation = h * v; if (Utilities.Dot(translation, translation) > Settings._maxTranslationSquared) { float ratio = Settings._maxTranslation / translation.Length(); v *= ratio; } float rotation = h * w; if (rotation * rotation > Settings._maxRotationSquared) { float ratio = Settings._maxRotation / Math.Abs(rotation); w *= ratio; } // Integrate c += h * v; a += h * w; m_positions[i].c = c; m_positions[i].a = a; m_velocities[i].v = v; m_velocities[i].w = w; } // Solve position constraints timer.Reset(); bool positionSolved = false; for (int i = 0; i < step.positionIterations; ++i) { bool contactsOkay = contactSolver.SolvePositionConstraints(); bool jointsOkay = true; for (int j = 0; j < m_joints.Count; ++j) { bool jointOkay = m_joints[j].SolvePositionConstraints(solverData); jointsOkay = jointsOkay && jointOkay; } if (contactsOkay && jointsOkay) { // Exit early if the position errors are small. positionSolved = true; break; } } // Copy state buffers back to the bodies for (int i = 0; i < m_bodies.Count(); ++i) { Body body = m_bodies[i]; body.m_sweep.c = m_positions[i].c; body.m_sweep.a = m_positions[i].a; body.m_linearVelocity = m_velocities[i].v; body.m_angularVelocity = m_velocities[i].w; body.SynchronizeTransform(); } profile.solvePosition = timer.GetMilliseconds(); Report(contactSolver.m_velocityConstraints); if (allowSleep) { float minSleepTime = Single.MaxValue; const float linTolSqr = Settings._linearSleepTolerance * Settings._linearSleepTolerance; const float angTolSqr = Settings._angularSleepTolerance * Settings._angularSleepTolerance; for (int i = 0; i < m_bodies.Count(); ++i) { Body b = m_bodies[i]; if (b.GetBodyType() == BodyType._staticBody) { continue; } if ((b.m_flags & Body.BodyFlags.e_autoSleepFlag) == 0 || b.m_angularVelocity * b.m_angularVelocity > angTolSqr || Utilities.Dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr) { b.m_sleepTime = 0.0f; minSleepTime = 0.0f; } else { b.m_sleepTime += h; minSleepTime = Math.Min(minSleepTime, b.m_sleepTime); } } if (minSleepTime >= Settings._timeToSleep && positionSolved) { for (int i = 0; i < m_bodies.Count(); ++i) { Body b = m_bodies[i]; b.SetAwake(false); } } } }