internal Fixture() { _userData = null; _body = null; _next = null; _proxyId = BroadPhase.NullProxy; _shape = null; }
/// The ructor sets the default fixture definition values. public FixtureDef() { shape = null; userData = null; friction = 0.2f; restitution = 0.0f; density = 0.0f; filter.categoryBits = 0x0001; filter.maskBits = 0xFFFF; filter.groupIndex = 0; isSensor = false; }
// We need separation create/destroy functions from the ructor/destructor because // the destructor cannot access the allocator or broad-phase (no destructor arguments allowed by C++). internal void Create(BroadPhase broadPhase, Body body, ref XForm xf, FixtureDef def) { _userData = def.userData; _friction = def.friction; _restitution = def.restitution; _density = def.density; _body = body; _next = null; _filter = def.filter; _isSensor = def.isSensor; _shape = def.shape.Clone(); // Create proxy in the broad-phase. AABB aabb; _shape.ComputeAABB(out aabb, ref xf); _proxyId = broadPhase.CreateProxy(ref aabb, this); }
internal void Destroy(BroadPhase broadPhase) { // Remove proxy from the broad-phase. if (_proxyId != BroadPhase.NullProxy) { broadPhase.DestroyProxy(_proxyId); _proxyId = BroadPhase.NullProxy; } _shape = null; }
/// Creates a fixture from a shape and attach it to this body. /// This is a convenience function. Use FixtureDef if you need to set parameters /// like friction, restitution, user data, or filtering. /// @param shape the shape to be cloned. /// @param density the shape density (set to zero for static bodies). /// @warning This function is locked during callbacks. public Fixture CreateFixture(Shape shape, float density) { Debug.Assert(_world.IsLocked == false); if (_world.IsLocked == true) { return null; } BroadPhase broadPhase = _world._contactManager._broadPhase; FixtureDef def = new FixtureDef(); def.shape = shape; def.density = density; Fixture fixture = new Fixture(); fixture.Create(broadPhase, this, ref _xf, def); fixture._next = _fixtureList; _fixtureList = fixture; ++_fixtureCount; fixture._body = this; // Let the world know we have a new fixture. _world._flags |= WorldFlags.NewFixture; return fixture; }
public SeparationFunction(ref SimplexCache cache, Shape shapeA, ref XForm transformA, Shape shapeB, ref XForm transformB) { _localPoint = Vector2.Zero; _shapeA = shapeA; _shapeB = shapeB; int count = cache.count; Debug.Assert(0 < count && count < 3); if (count == 1) { _type = SeparationFunctionType.Points; Vector2 localPointA = _shapeA.GetVertex(cache.indexA[0]); Vector2 localPointB = _shapeB.GetVertex(cache.indexB[0]); Vector2 pointA = MathUtils.Multiply(ref transformA, localPointA); Vector2 pointB = MathUtils.Multiply(ref transformB, localPointB); _axis = pointB - pointA; _axis.Normalize(); } else if (cache.indexB[0] == cache.indexB[1]) { // Two points on A and one on B _type = SeparationFunctionType.FaceA; Vector2 localPointA1 = _shapeA.GetVertex(cache.indexA[0]); Vector2 localPointA2 = _shapeA.GetVertex(cache.indexA[1]); Vector2 localPointB = _shapeB.GetVertex(cache.indexB[0]); _localPoint = 0.5f * (localPointA1 + localPointA2); _axis = MathUtils.Cross(localPointA2 - localPointA1, 1.0f); _axis.Normalize(); Vector2 normal = MathUtils.Multiply(ref transformA.R, _axis); Vector2 pointA = MathUtils.Multiply(ref transformA, _localPoint); Vector2 pointB = MathUtils.Multiply(ref transformB, localPointB); float s = Vector2.Dot(pointB - pointA, normal); if (s < 0.0f) { _axis = -_axis; } } else if (cache.indexA[0] == cache.indexA[1]) { // Two points on B and one on A. _type = SeparationFunctionType.FaceB; Vector2 localPointA = shapeA.GetVertex(cache.indexA[0]); Vector2 localPointB1 = shapeB.GetVertex(cache.indexB[0]); Vector2 localPointB2 = shapeB.GetVertex(cache.indexB[1]); _localPoint = 0.5f * (localPointB1 + localPointB2); _axis = MathUtils.Cross(localPointB2 - localPointB1, 1.0f); _axis.Normalize(); Vector2 normal = MathUtils.Multiply(ref transformB.R, _axis); Vector2 pointB = MathUtils.Multiply(ref transformB, _localPoint); Vector2 pointA = MathUtils.Multiply(ref transformA, localPointA); float s = Vector2.Dot(pointA - pointB, normal); if (s < 0.0f) { _axis = -_axis; } } else { // Two points on B and two points on A. // The faces are parallel. Vector2 localPointA1 = _shapeA.GetVertex(cache.indexA[0]); Vector2 localPointA2 = _shapeA.GetVertex(cache.indexA[1]); Vector2 localPointB1 = _shapeB.GetVertex(cache.indexB[0]); Vector2 localPointB2 = _shapeB.GetVertex(cache.indexB[1]); Vector2 pA = MathUtils.Multiply(ref transformA, localPointA1); Vector2 dA = MathUtils.Multiply(ref transformA.R, localPointA2 - localPointA1); Vector2 pB = MathUtils.Multiply(ref transformB, localPointB1); Vector2 dB = MathUtils.Multiply(ref transformB.R, localPointB2 - localPointB1); float a = Vector2.Dot(dA, dA); float e = Vector2.Dot(dB, dB); Vector2 r = pA - pB; float c = Vector2.Dot(dA, r); float f = Vector2.Dot(dB, r); float b = Vector2.Dot(dA, dB); float denom = a * e - b * b; float s = 0.0f; if (denom != 0.0f) { s = MathUtils.Clamp((b * f - c * e) / denom, 0.0f, 1.0f); } float t = (b * s + f) / e; if (t < 0.0f) { t = 0.0f; s = MathUtils.Clamp(-c / a, 0.0f, 1.0f); } else if (t > 1.0f) { t = 1.0f; s = MathUtils.Clamp((b - c) / a, 0.0f, 1.0f); } Vector2 localPointA = localPointA1 + s * (localPointA2 - localPointA1); Vector2 localPointB = localPointB1 + t * (localPointB2 - localPointB1); if (s == 0.0f || s == 1.0f) { _type = SeparationFunctionType.FaceB; _axis = MathUtils.Cross(localPointB2 - localPointB1, 1.0f); _axis.Normalize(); _localPoint = localPointB; Vector2 normal = MathUtils.Multiply(ref transformB.R, _axis); Vector2 pointA = MathUtils.Multiply(ref transformA, localPointA); Vector2 pointB = MathUtils.Multiply(ref transformB, localPointB); float sgn = Vector2.Dot(pointA - pointB, normal); if (sgn < 0.0f) { _axis = -_axis; } } else { _type = SeparationFunctionType.FaceA; _axis = MathUtils.Cross(localPointA2 - localPointA1, 1.0f); _axis.Normalize(); _localPoint = localPointA; Vector2 normal = MathUtils.Multiply(ref transformA.R, _axis); Vector2 pointA = MathUtils.Multiply(ref transformA, localPointA); Vector2 pointB = MathUtils.Multiply(ref transformB, localPointB); float sgn = Vector2.Dot(pointB - pointA, normal); if (sgn < 0.0f) { _axis = -_axis; } } } }
/// Compute the time when two shapes begin to touch or touch at a closer distance. /// TOI considers the shape radii. It attempts to have the radii overlap by the tolerance. /// Iterations terminate with the overlap is within 0.5 * tolerance. The tolerance should be /// smaller than sum of the shape radii. /// @warning the sweeps must have the same time interval. /// @return 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. public static float CalculateTimeOfImpact(ref TOIInput input, Shape shapeA, Shape shapeB) { ++b2_toiCalls; Sweep sweepA = input.sweepA; Sweep sweepB = input.sweepB; Debug.Assert(sweepA.t0 == sweepB.t0); Debug.Assert(1.0f - sweepA.t0 > Settings.b2_FLT_EPSILON); float radius = shapeA._radius + shapeB._radius; float tolerance = input.tolerance; float alpha = 0.0f; int k_maxIterations = 1000; // TODO_ERIN b2Settings int iter = 0; float target = 0.0f; // Prepare input for distance query. SimplexCache cache; DistanceInput distanceInput; distanceInput.useRadii = false; for(;;) { XForm xfA, xfB; sweepA.GetTransform(out xfA, alpha); sweepB.GetTransform(out xfB, alpha); // Get the distance between shapes. distanceInput.transformA = xfA; distanceInput.transformB = xfB; DistanceOutput distanceOutput; Distance.ComputeDistance(out distanceOutput, out cache, ref distanceInput, shapeA, shapeB); if (distanceOutput.distance <= 0.0f) { alpha = 1.0f; break; } SeparationFunction fcn = new SeparationFunction(ref cache, shapeA, ref xfA, shapeB, ref xfB); float separation = fcn.Evaluate(ref xfA, ref xfB); if (separation <= 0.0f) { alpha = 1.0f; break; } if (iter == 0) { // Compute a reasonable target distance to give some breathing room // for conservative advancement. We take advantage of the shape radii // to create additional clearance. if (separation > radius) { target = Math.Max(radius - tolerance, 0.75f * radius); } else { target = Math.Max(separation - tolerance, 0.02f * radius); } } if (separation - target < 0.5f * tolerance) { if (iter == 0) { alpha = 1.0f; break; } break; } #if false // Dump the curve seen by the root finder { int N = 100; float dx = 1.0f / N; float xs[N+1];
public static void ComputeDistance(out DistanceOutput output, out SimplexCache cache, ref DistanceInput input, Shape shapeA, Shape shapeB) { cache = new SimplexCache(); ++b2_gjkCalls; XForm transformA = input.transformA; XForm transformB = input.transformB; // Initialize the simplex. Simplex simplex = new Simplex(); simplex.ReadCache(ref cache, shapeA, ref transformA, shapeB, ref transformB); // Get simplex vertices as an array. int k_maxIters = 20; // These store the vertices of the last simplex so that we // can check for duplicates and prevent cycling. FixedArray3<int> saveA = new FixedArray3<int>(); FixedArray3<int> saveB = new FixedArray3<int>(); int saveCount = 0; Vector2 closestPoint = simplex.GetClosestPoint(); float distanceSqr1 = closestPoint.LengthSquared(); float distanceSqr2 = distanceSqr1; // Main iteration loop. int iter = 0; while (iter < k_maxIters) { // Copy simplex so we can identify duplicates. saveCount = simplex._count; for (int i = 0; i < saveCount; ++i) { saveA[i] = simplex._v[i].indexA; saveB[i] = simplex._v[i].indexB; } switch (simplex._count) { case 1: break; case 2: simplex.Solve2(); break; case 3: simplex.Solve3(); break; default: Debug.Assert(false); break; } // If we have 3 points, then the origin is in the corresponding triangle. if (simplex._count == 3) { break; } // Compute closest point. Vector2 p = simplex.GetClosestPoint(); distanceSqr2 = p.LengthSquared(); // Ensure progress if (distanceSqr2 >= distanceSqr1) { //break; } distanceSqr1 = distanceSqr2; // Get search direction. Vector2 d = simplex.GetSearchDirection(); // Ensure the search direction is numerically fit. if (d.LengthSquared() < Settings.b2_FLT_EPSILON * Settings.b2_FLT_EPSILON) { // The origin is probably contained by a line segment // or triangle. Thus the shapes are overlapped. // We can't return zero here even though there may be overlap. // In case the simplex is a point, segment, or triangle it is difficult // to determine if the origin is contained in the CSO or very close to it. break; } // Compute a tentative new simplex vertex using support points. SimplexVertex vertex = simplex._v[simplex._count]; vertex.indexA = shapeA.GetSupport(MathUtils.MultiplyT(ref transformA.R, -d)); vertex.wA = MathUtils.Multiply(ref transformA, shapeA.GetVertex(vertex.indexA)); //Vector2 wBLocal; vertex.indexB = shapeB.GetSupport(MathUtils.MultiplyT(ref transformB.R, d)); vertex.wB = MathUtils.Multiply(ref transformB, shapeB.GetVertex(vertex.indexB)); vertex.w = vertex.wB - vertex.wA; simplex._v[simplex._count] = vertex; // Iteration count is equated to the number of support point calls. ++iter; ++b2_gjkIters; // Check for duplicate support points. This is the main termination criteria. bool duplicate = false; for (int i = 0; i < saveCount; ++i) { if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) { duplicate = true; break; } } // If we found a duplicate support point we must exit to avoid cycling. if (duplicate) { break; } // New vertex is ok and needed. ++simplex._count; } b2_gjkMaxIters = Math.Max(b2_gjkMaxIters, iter); // Prepare output. simplex.GetWitnessPoints(out output.pointA, out output.pointB); output.distance = (output.pointA - output.pointB).Length(); output.iterations = iter; // Cache the simplex. simplex.WriteCache(ref cache); // Apply radii if requested. if (input.useRadii) { float rA = shapeA._radius; float rB = shapeB._radius; if (output.distance > rA + rB && output.distance > Settings.b2_FLT_EPSILON) { // Shapes are still no overlapped. // Move the witness points to the outer surface. output.distance -= rA + rB; Vector2 normal = output.pointB - output.pointA; normal.Normalize(); output.pointA += rA * normal; output.pointB -= rB * normal; } else { // Shapes are overlapped when radii are considered. // Move the witness points to the middle. Vector2 p = 0.5f * (output.pointA + output.pointB); output.pointA = p; output.pointB = p; output.distance = 0.0f; } } }
internal void ReadCache( ref SimplexCache cache, Shape shapeA, ref XForm transformA, Shape shapeB, ref XForm transformB) { Debug.Assert(0 <= cache.count && cache.count <= 3); // Copy data from cache. _count = cache.count; for (int i = 0; i < _count; ++i) { SimplexVertex v = _v[i]; v.indexA = cache.indexA[i]; v.indexB = cache.indexB[i]; Vector2 wALocal = shapeA.GetVertex(v.indexA); Vector2 wBLocal = shapeB.GetVertex(v.indexB); v.wA = MathUtils.Multiply(ref transformA, wALocal); v.wB = MathUtils.Multiply(ref transformB, wBLocal); v.w = v.wB - v.wA; v.a = 0.0f; _v[i] = v; } // Compute the new simplex metric, if it is substantially different than // old metric then flush the simplex. if (_count > 1) { float metric1 = cache.metric; float metric2 = GetMetric(); if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.b2_FLT_EPSILON) { // Reset the simplex. _count = 0; } } // If the cache is empty or invalid ... if (_count == 0) { SimplexVertex v = _v[0]; v.indexA = 0; v.indexB = 0; Vector2 wALocal = shapeA.GetVertex(0); Vector2 wBLocal = shapeB.GetVertex(0); v.wA = MathUtils.Multiply(ref transformA, wALocal); v.wB = MathUtils.Multiply(ref transformB, wBLocal); v.w = v.wB - v.wA; _v[0] = v; _count = 1; } }