use of spacegraph.space2d.phys.dynamics.contacts.Contact in project narchy by automenta.
the class WorldRayCastWrapper method solveTOI.
private void solveTOI(final TimeStep step) {
final Island island = toiIsland;
island.init(2 * Settings.maxTOIContacts, Settings.maxTOIContacts, 0, contactManager.contactListener);
if (m_stepComplete) {
bodies(b -> {
b.flags &= ~Body2D.e_islandFlag;
b.sweep.alpha0 = 0.0f;
});
for (Contact c = contactManager.m_contactList; c != null; c = c.m_next) {
// Invalidate TOI
c.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG);
c.m_toiCount = 0;
c.m_toi = 1.0f;
}
}
// Find TOI events and solve them.
for (; ; ) {
// Find the first TOI.
Contact minContact = null;
float minAlpha = 1.0f;
for (Contact c = contactManager.m_contactList; c != null; c = c.m_next) {
// Is this contact disabled?
if (!c.isEnabled()) {
continue;
}
// Prevent excessive sub-stepping.
if (c.m_toiCount > Settings.maxSubSteps) {
continue;
}
float alpha = 1.0f;
if ((c.m_flags & Contact.TOI_FLAG) != 0) {
// This contact has a valid cached TOI.
alpha = c.m_toi;
} else {
Fixture fA = c.aFixture;
Fixture fB = c.bFixture;
// Is there a sensor?
if (fA.isSensor() || fB.isSensor()) {
continue;
}
Body2D bA = fA.getBody();
Body2D bB = fB.getBody();
BodyType typeA = bA.type;
BodyType typeB = bB.type;
assert (typeA == BodyType.DYNAMIC || typeB == BodyType.DYNAMIC);
boolean activeA = bA.isAwake() && typeA != BodyType.STATIC;
boolean activeB = bB.isAwake() && typeB != BodyType.STATIC;
// Is at least one body active (awake and dynamic or kinematic)?
if (!activeA && !activeB) {
continue;
}
boolean collideA = bA.isBullet() || typeA != BodyType.DYNAMIC;
boolean collideB = bB.isBullet() || typeB != BodyType.DYNAMIC;
// Are these two non-bullet dynamic bodies?
if (!collideA && !collideB) {
continue;
}
// Compute the TOI for this contact.
// Put the sweeps onto the same time interval.
float alpha0 = bA.sweep.alpha0;
if (bA.sweep.alpha0 < bB.sweep.alpha0) {
alpha0 = bB.sweep.alpha0;
bA.sweep.advance(alpha0);
} else if (bB.sweep.alpha0 < bA.sweep.alpha0) {
alpha0 = bA.sweep.alpha0;
bB.sweep.advance(alpha0);
}
assert (alpha0 < 1.0f);
int indexA = c.aIndex;
int indexB = c.bIndex;
// Compute the time of impact in interval [0, minTOI]
final TimeOfImpact.TOIInput input = toiInput;
input.proxyA.set(fA.shape(), indexA);
input.proxyB.set(fB.shape(), indexB);
input.sweepA.set(bA.sweep);
input.sweepB.set(bB.sweep);
input.tMax = 1.0f;
pool.getTimeOfImpact().timeOfImpact(toiOutput, input);
// Beta is the fraction of the remaining portion of the .
float beta = toiOutput.t;
if (toiOutput.state == TimeOfImpact.TOIOutputState.TOUCHING) {
alpha = MathUtils.min(alpha0 + (1.0f - alpha0) * beta, 1.0f);
} else {
alpha = 1.0f;
}
c.m_toi = alpha;
c.m_flags |= Contact.TOI_FLAG;
}
if (alpha < minAlpha) {
// This is the minimum TOI found so far.
minContact = c;
minAlpha = alpha;
}
}
if (minContact == null || 1.0f - 10.0f * Settings.EPSILON < minAlpha) {
// No more TOI events. Done!
m_stepComplete = true;
break;
}
// Advance the bodies to the TOI.
Fixture fA = minContact.aFixture;
Fixture fB = minContact.bFixture;
Body2D bA = fA.getBody();
Body2D bB = fB.getBody();
backup1.set(bA.sweep);
backup2.set(bB.sweep);
bA.advance(minAlpha);
bB.advance(minAlpha);
// The TOI contact likely has some new contact points.
minContact.update(contactManager.contactListener);
minContact.m_flags &= ~Contact.TOI_FLAG;
++minContact.m_toiCount;
// Is the contact solid?
if (!minContact.isEnabled() || !minContact.isTouching()) {
// Restore the sweeps.
minContact.setEnabled(false);
bA.sweep.set(backup1);
bB.sweep.set(backup2);
bA.synchronizeTransform();
bB.synchronizeTransform();
continue;
}
bA.setAwake(true);
bB.setAwake(true);
// Build the island
island.clear();
island.add(bA);
island.add(bB);
island.add(minContact);
bA.flags |= Body2D.e_islandFlag;
bB.flags |= Body2D.e_islandFlag;
minContact.m_flags |= Contact.ISLAND_FLAG;
// Get contacts on bodyA and bodyB.
tempBodies[0] = bA;
tempBodies[1] = bB;
for (int i = 0; i < 2; ++i) {
Body2D body = tempBodies[i];
if (body.type == BodyType.DYNAMIC) {
for (ContactEdge ce = body.contacts; ce != null; ce = ce.next) {
if (island.m_bodyCount == island.m_bodyCapacity) {
break;
}
if (island.m_contactCount == island.m_contactCapacity) {
break;
}
Contact contact = ce.contact;
// Has this contact already been added to the island?
if ((contact.m_flags & Contact.ISLAND_FLAG) != 0) {
continue;
}
// Only add static, kinematic, or bullet bodies.
Body2D other = ce.other;
if (other.type == BodyType.DYNAMIC && !body.isBullet() && !other.isBullet()) {
continue;
}
// Skip sensors.
boolean sensorA = contact.aFixture.isSensor;
boolean sensorB = contact.bFixture.isSensor;
if (sensorA || sensorB) {
continue;
}
// Tentatively advance the body to the TOI.
backup1.set(other.sweep);
if ((other.flags & Body2D.e_islandFlag) == 0) {
other.advance(minAlpha);
}
// Update the contact points
contact.update(contactManager.contactListener);
// Was the contact disabled by the user?
if (!contact.isEnabled()) {
other.sweep.set(backup1);
other.synchronizeTransform();
continue;
}
// Are there contact points?
if (!contact.isTouching()) {
other.sweep.set(backup1);
other.synchronizeTransform();
continue;
}
// Add the contact to the island
contact.m_flags |= Contact.ISLAND_FLAG;
island.add(contact);
// Has the other body already been added to the island?
if ((other.flags & Body2D.e_islandFlag) != 0) {
continue;
}
// Add the other body to the island.
other.flags |= Body2D.e_islandFlag;
if (other.type != BodyType.STATIC) {
other.setAwake(true);
}
island.add(other);
}
}
}
subStep.dt = (1.0f - minAlpha) * step.dt;
subStep.inv_dt = 1.0f / subStep.dt;
subStep.dtRatio = 1.0f;
subStep.positionIterations = 20;
subStep.velocityIterations = step.velocityIterations;
subStep.warmStarting = false;
island.solveTOI(subStep, bA.island, bB.island);
// Reset island flags and synchronize broad-phase proxies.
for (int i = 0; i < island.m_bodyCount; ++i) {
Body2D body = island.bodies[i];
body.flags &= ~Body2D.e_islandFlag;
if (body.type != BodyType.DYNAMIC) {
continue;
}
body.synchronizeFixtures();
// Invalidate all contact TOIs on this displaced body.
for (ContactEdge ce = body.contacts; ce != null; ce = ce.next) {
ce.contact.m_flags &= ~(Contact.TOI_FLAG | Contact.ISLAND_FLAG);
}
}
// Commit fixture proxy movements to the broad-phase so that new contacts are created.
// Also, some contacts can be destroyed.
contactManager.findNewContacts();
if (m_subStepping) {
m_stepComplete = false;
break;
}
}
}
use of spacegraph.space2d.phys.dynamics.contacts.Contact in project narchy by automenta.
the class Fixture method refilter.
/**
* Call this if you want to establish collision that was previously disabled by
* ContactFilter::ShouldCollide.
*/
public void refilter() {
if (body == null) {
return;
}
// Flag associated contacts for filtering.
ContactEdge edge = body.contacts();
while (edge != null) {
Contact contact = edge.contact;
Fixture fixtureA = contact.aFixture;
Fixture fixtureB = contact.bFixture;
if (fixtureA == this || fixtureB == this) {
contact.flagForFiltering();
}
edge = edge.next;
}
Dynamics2D world = body.W;
if (world == null) {
return;
}
// Touch each proxy so that new pairs may be created
BroadPhase broadPhase = world.contactManager.broadPhase;
for (int i = 0; i < m_proxyCount; ++i) {
broadPhase.touchProxy(proxies[i].id);
}
}
Aggregations