/* * JBox2D - A Java Port of Erin Catto's Box2D * * JBox2D homepage: http://jbox2d.sourceforge.net/ * Box2D homepage: http://www.box2d.org * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package org.jbox2d.collision; import org.jbox2d.common.*; //updated to rev 142 of b2TimeOfImpact.cpp /** Handles conservative advancement to compute time of impact between shapes. */ public class TOI { // This algorithm uses conservative advancement to compute the time of // impact (TOI) of two shapes. // Refs: Bullet, Young Kim /** * Compute the time when two shapes begin to touch or touch at a closer distance. *

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 timeOfImpact(Shape shape1, Sweep sweep1, Shape shape2, Sweep sweep2) { float r1 = shape1.getSweepRadius(); float r2 = shape2.getSweepRadius(); //assert(sweep1.t0 == sweep2.t0); //assert(1.0f - sweep1.t0 > Settings.EPSILON); float t0 = sweep1.t0; Vec2 v1 = sweep1.c.sub(sweep1.c0); Vec2 v2 = sweep2.c.sub(sweep2.c0); float omega1 = sweep1.a - sweep1.a0; float omega2 = sweep2.a - sweep2.a0; float alpha = 0.0f; Vec2 p1 = new Vec2(); Vec2 p2 = new Vec2(); final int k_maxIterations = 20; // TODO_ERIN b2Settings int iter = 0; Vec2 normal = new Vec2(0.0f, 0.0f); float distance = 0.0f; float targetDistance = 0.0f; while(true){ float t = (1.0f - alpha) * t0 + alpha; XForm xf1 = new XForm(); XForm xf2 = new XForm(); sweep1.getXForm(xf1, t); sweep2.getXForm(xf2, t); // Get the distance between shapes. distance = Distance.distance(p1, p2, shape1, xf1, shape2, xf2); //System.out.println(distance); 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 = Math.max(0.05f * Settings.toiSlop, distance - 0.5f * Settings.toiSlop); } } if (distance - targetDistance < 0.05f * Settings.toiSlop || iter == k_maxIterations) { //if (distance-targetDistance < 0) System.out.println("dist error: "+ (distance-targetDistance) + " toiSlop: "+Settings.toiSlop + " iter: "+iter); break; } normal = p2.sub(p1); normal.normalize(); // Compute upper bound on remaining movement. float approachVelocityBound = Vec2.dot(normal, v1.sub(v2)) + Math.abs(omega1) * r1 + Math.abs(omega2) * r2; if (Math.abs(approachVelocityBound) < Settings.EPSILON) { alpha = 1.0f; break; } // Get the conservative time increment. Don't advance all the way. float dAlpha = (distance - targetDistance) / approachVelocityBound; //float32 dt = (distance - 0.5f * b2_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.EPSILON) * alpha) { break; } alpha = newAlpha; ++iter; } return alpha; } }