示例#1
0
        public override float CalculateTimeOfImpact(CollisionObject colA, CollisionObject colB, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold

            //Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
            //col0->m_worldTransform,
            float resultFraction = 1f;

            float squareMotA = (colA.InterpolationWorldTransform.Translation - colA.WorldTransform.Translation).LengthSquared();
            float squareMotB = (colB.InterpolationWorldTransform.Translation - colB.WorldTransform.Translation).LengthSquared();

            if (squareMotA < colA.CcdSquareMotionThreshold &&
                squareMotB < colB.CcdSquareMotionThreshold)
                return resultFraction;

            if (DisableCcd)
                return 1f;

            //An adhoc way of testing the Continuous Collision Detection algorithms
            //One object is approximated as a sphere, to simplify things
            //Starting in penetration should report no time of impact
            //For proper CCD, better accuracy and handling of 'allowed' penetration should be added
            //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)

            // Convex0 against sphere for Convex1
            {
                ConvexShape convexA = colA.CollisionShape as ConvexShape;

                SphereShape sphereB = new SphereShape(colB.CcdSweptSphereRadius); //todo: allow non-zero sphere sizes, for better approximation
                CastResult result = new CastResult();
                VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                //Simplification, one object is simplified as a sphere
                GjkConvexCast ccdB = new GjkConvexCast(convexA, sphereB, voronoiSimplex);
                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                if (ccdB.CalcTimeOfImpact(colA.WorldTransform, colA.InterpolationWorldTransform,
                    colB.WorldTransform, colB.InterpolationWorldTransform, result))
                {
                    //store result.m_fraction in both bodies
                    if (colA.HitFraction > result.Fraction)
                        colA.HitFraction = result.Fraction;

                    if (colB.HitFraction > result.Fraction)
                        colB.HitFraction = result.Fraction;

                    if (resultFraction > result.Fraction)
                        resultFraction = result.Fraction;
                }
            }

            // Sphere (for convex0) against Convex1
            {
                ConvexShape convexB = colB.CollisionShape as ConvexShape;

                SphereShape sphereA = new SphereShape(colA.CcdSweptSphereRadius); //todo: allow non-zero sphere sizes, for better approximation
                CastResult result = new CastResult();
                VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                GjkConvexCast ccdB = new GjkConvexCast(sphereA, convexB, voronoiSimplex);
                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                if (ccdB.CalcTimeOfImpact(colA.WorldTransform, colA.InterpolationWorldTransform,
                    colB.WorldTransform, colB.InterpolationWorldTransform, result))
                {
                    //store result.m_fraction in both bodies
                    if (colA.HitFraction > result.Fraction)
                        colA.HitFraction = result.Fraction;

                    if (colB.HitFraction > result.Fraction)
                        colB.HitFraction = result.Fraction;

                    if (resultFraction > result.Fraction)
                        resultFraction = result.Fraction;
                }
            }
            return resultFraction;
        }
示例#2
0
        public override float CalculateTimeOfImpact(CollisionObject colA, CollisionObject colB, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold

            //Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
            //col0->m_worldTransform,
            float resultFraction = 1f;

            float squareMotA = (colA.InterpolationWorldTransform.Translation - colA.WorldTransform.Translation).LengthSquared();
            float squareMotB = (colB.InterpolationWorldTransform.Translation - colB.WorldTransform.Translation).LengthSquared();

            if (squareMotA < colA.CcdSquareMotionThreshold &&
                squareMotB < colB.CcdSquareMotionThreshold)
            {
                return(resultFraction);
            }

            if (DisableCcd)
            {
                return(1f);
            }

            //An adhoc way of testing the Continuous Collision Detection algorithms
            //One object is approximated as a sphere, to simplify things
            //Starting in penetration should report no time of impact
            //For proper CCD, better accuracy and handling of 'allowed' penetration should be added
            //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)

            // Convex0 against sphere for Convex1
            {
                ConvexShape convexA = colA.CollisionShape as ConvexShape;

                SphereShape          sphereB        = new SphereShape(colB.CcdSweptSphereRadius); //todo: allow non-zero sphere sizes, for better approximation
                CastResult           result         = new CastResult();
                VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                //Simplification, one object is simplified as a sphere
                GjkConvexCast ccdB = new GjkConvexCast(convexA, sphereB, voronoiSimplex);
                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                if (ccdB.CalcTimeOfImpact(colA.WorldTransform, colA.InterpolationWorldTransform,
                                          colB.WorldTransform, colB.InterpolationWorldTransform, result))
                {
                    //store result.m_fraction in both bodies
                    if (colA.HitFraction > result.Fraction)
                    {
                        colA.HitFraction = result.Fraction;
                    }

                    if (colB.HitFraction > result.Fraction)
                    {
                        colB.HitFraction = result.Fraction;
                    }

                    if (resultFraction > result.Fraction)
                    {
                        resultFraction = result.Fraction;
                    }
                }
            }

            // Sphere (for convex0) against Convex1
            {
                ConvexShape convexB = colB.CollisionShape as ConvexShape;

                SphereShape          sphereA        = new SphereShape(colA.CcdSweptSphereRadius); //todo: allow non-zero sphere sizes, for better approximation
                CastResult           result         = new CastResult();
                VoronoiSimplexSolver voronoiSimplex = new VoronoiSimplexSolver();
                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
                ///Simplification, one object is simplified as a sphere
                GjkConvexCast ccdB = new GjkConvexCast(sphereA, convexB, voronoiSimplex);
                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
                if (ccdB.CalcTimeOfImpact(colA.WorldTransform, colA.InterpolationWorldTransform,
                                          colB.WorldTransform, colB.InterpolationWorldTransform, result))
                {
                    //store result.m_fraction in both bodies
                    if (colA.HitFraction > result.Fraction)
                    {
                        colA.HitFraction = result.Fraction;
                    }

                    if (colB.HitFraction > result.Fraction)
                    {
                        colB.HitFraction = result.Fraction;
                    }

                    if (resultFraction > result.Fraction)
                    {
                        resultFraction = result.Fraction;
                    }
                }
            }
            return(resultFraction);
        }