/*
* 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;
}
}