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bvh
...
physics-th
| Author | SHA1 | Date | |
|---|---|---|---|
| 6f4af1c694 | |||
| 40af48068a | |||
| edd3ca566a | |||
| a1f9a62c89 | |||
| b5ee40e48d | |||
| 3c521089cb | |||
| 77ea099880 | |||
| 54a21ae00b | |||
| dd61c64ddd |
91
src/aabb.rs
91
src/aabb.rs
@@ -1,91 +0,0 @@
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub enum AabbFace{
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Right,//+X
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Top,
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Back,
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Left,
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Bottom,
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Front,
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}
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#[derive(Clone)]
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pub struct Aabb {
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pub min: glam::Vec3,
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pub max: glam::Vec3,
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}
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impl Default for Aabb {
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fn default() -> Self {
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Aabb::new()
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}
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}
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impl Aabb {
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const VERTEX_DATA: [glam::Vec3; 8] = [
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glam::vec3(1., -1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(1., -1., 1.),
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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pub fn new() -> Self {
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Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
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}
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pub fn grow(&mut self, point:glam::Vec3){
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self.min=self.min.min(point);
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self.max=self.max.max(point);
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}
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pub fn join(&mut self, aabb:&Aabb){
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self.min=self.min.min(aabb.min);
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self.max=self.max.max(aabb.max);
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}
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pub fn inflate(&mut self, hs:glam::Vec3){
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self.min-=hs;
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self.max+=hs;
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}
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pub fn intersects(&self,aabb:&Aabb)->bool{
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(self.min.cmplt(aabb.max)&aabb.min.cmplt(self.max)).all()
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}
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pub fn normal(face:AabbFace) -> glam::Vec3 {
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match face {
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AabbFace::Right => glam::vec3(1.,0.,0.),
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AabbFace::Top => glam::vec3(0.,1.,0.),
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AabbFace::Back => glam::vec3(0.,0.,1.),
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AabbFace::Left => glam::vec3(-1.,0.,0.),
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AabbFace::Bottom => glam::vec3(0.,-1.,0.),
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AabbFace::Front => glam::vec3(0.,0.,-1.),
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}
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}
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pub fn unit_vertices() -> [glam::Vec3;8] {
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return Self::VERTEX_DATA;
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}
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pub fn face(&self,face:AabbFace) -> Aabb {
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let mut aabb=self.clone();
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//in this implementation face = worldspace aabb face
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match face {
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AabbFace::Right => aabb.min.x=aabb.max.x,
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AabbFace::Top => aabb.min.y=aabb.max.y,
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AabbFace::Back => aabb.min.z=aabb.max.z,
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AabbFace::Left => aabb.max.x=aabb.min.x,
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AabbFace::Bottom => aabb.max.y=aabb.min.y,
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AabbFace::Front => aabb.max.z=aabb.min.z,
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}
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return aabb;
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}
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pub fn center(&self)->glam::Vec3{
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return (self.min+self.max)/2.0
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}
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//probably use floats for area & volume because we don't care about precision
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pub fn area_weight(&self)->f32{
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let d=self.max-self.min;
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d.x*d.y+d.y*d.z+d.z*d.x
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}
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pub fn volume(&self)->f32{
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let d=self.max-self.min;
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d.x*d.y*d.z
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}
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}
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107
src/bvh.rs
107
src/bvh.rs
@@ -1,107 +0,0 @@
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use crate::aabb::Aabb;
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//da algaritum
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//lista boxens
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//sort by {minx,maxx,miny,maxy,minz,maxz} (6 lists)
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//find the sets that minimizes the sum of surface areas
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//splitting is done when the minimum split sum of surface areas is larger than the node's own surface area
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//start with bisection into octrees because a bad bvh is still 1000x better than no bvh
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//sort the centerpoints on each axis (3 lists)
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//bv is put into octant based on whether it is upper or lower in each list
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#[derive(Default)]
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pub struct BvhNode{
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children:Vec<Self>,
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models:Vec<u32>,
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aabb:Aabb,
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}
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impl BvhNode{
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pub fn the_tester<F:FnMut(u32)>(&self,aabb:&Aabb,f:&mut F){
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for &model in &self.models{
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f(model);
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}
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for child in &self.children{
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if aabb.intersects(&child.aabb){
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child.the_tester(aabb,f);
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}
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}
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}
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}
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pub fn generate_bvh(boxen:Vec<Aabb>)->BvhNode{
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generate_bvh_node(boxen.into_iter().enumerate().collect())
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}
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fn generate_bvh_node(boxen:Vec<(usize,Aabb)>)->BvhNode{
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let n=boxen.len();
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if n<20{
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let mut aabb=Aabb::new();
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let models=boxen.into_iter().map(|b|{aabb.join(&b.1);b.0 as u32}).collect();
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BvhNode{
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children:Vec::new(),
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models,
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aabb,
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}
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}else{
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let mut octant=std::collections::HashMap::with_capacity(n);//this ids which octant the boxen is put in
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let mut sort_x=Vec::with_capacity(n);
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let mut sort_y=Vec::with_capacity(n);
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let mut sort_z=Vec::with_capacity(n);
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for (i,aabb) in boxen.iter(){
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let center=aabb.center();
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octant.insert(*i,0);
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sort_x.push((*i,center.x));
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sort_y.push((*i,center.y));
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sort_z.push((*i,center.z));
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}
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sort_x.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
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sort_y.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
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sort_z.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
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let h=n/2;
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let median_x=sort_x[h].1;
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let median_y=sort_y[h].1;
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let median_z=sort_z[h].1;
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for (i,c) in sort_x{
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if median_x<c{
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octant.insert(i,octant[&i]+1<<0);
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}
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}
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for (i,c) in sort_y{
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if median_y<c{
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octant.insert(i,octant[&i]+1<<1);
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}
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}
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for (i,c) in sort_z{
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if median_z<c{
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octant.insert(i,octant[&i]+1<<2);
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}
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}
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//generate lists for unique octant values
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let mut list_list=Vec::with_capacity(8);
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let mut octant_list=Vec::with_capacity(8);
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for (i,aabb) in boxen.into_iter(){
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let octant_id=octant[&i];
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let list_id=if let Some(list_id)=octant_list.iter().position(|&id|id==octant_id){
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list_id
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}else{
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let list_id=list_list.len();
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octant_list.push(octant_id);
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list_list.push(Vec::new());
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list_id
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};
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list_list[list_id].push((i,aabb));
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}
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let mut aabb=Aabb::new();
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let children=list_list.into_iter().map(|b|{
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let node=generate_bvh_node(b);
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aabb.join(&node.aabb);
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node
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}).collect();
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BvhNode{
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children,
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models:Vec::new(),
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aabb,
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}
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}
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}
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@@ -4,8 +4,6 @@ use model::{Vertex,ModelInstance,ModelGraphicsInstance};
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use physics::{InputInstruction, PhysicsInstruction};
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use instruction::{TimedInstruction, InstructionConsumer};
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mod bvh;
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mod aabb;
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mod model;
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mod zeroes;
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mod worker;
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194
src/physics.rs
194
src/physics.rs
@@ -125,6 +125,7 @@ impl MouseState {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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//let time=time.clamp(self.time, target.time);
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let t1t=(target.time-time) as i64;
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let tt0=(time-self.time) as i64;
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let dt=(target.time-self.time) as i64;
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@@ -297,7 +298,6 @@ pub struct PhysicsState{
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pub grounded:bool,
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//all models
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pub models:Vec<ModelPhysics>,
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pub bvh:crate::bvh::BvhNode,
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pub modes:Vec<crate::model::ModeDescription>,
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pub mode_from_mode_id:std::collections::HashMap::<u32,usize>,
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@@ -316,9 +316,114 @@ impl PhysicsOutputState{
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}
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}
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub enum AabbFace{
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Right,//+X
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Top,
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Back,
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Left,
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Bottom,
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Front,
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}
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#[derive(Clone)]
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pub struct Aabb {
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min: glam::Vec3,
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max: glam::Vec3,
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}
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impl Aabb {
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// const FACE_DATA: [[f32; 3]; 6] = [
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// [0.0f32, 0., 1.],
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// [0.0f32, 0., -1.],
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// [1.0f32, 0., 0.],
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// [-1.0f32, 0., 0.],
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// [0.0f32, 1., 0.],
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// [0.0f32, -1., 0.],
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// ];
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const VERTEX_DATA: [glam::Vec3; 8] = [
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glam::vec3(1., -1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(1., -1., 1.),
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
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glam::vec3(1., -1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(1., -1., 1.),
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];
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const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
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glam::vec3(1., 1., -1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(1., 1., 1.),
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];
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const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
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glam::vec3(1., -1., 1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(-1., 1., 1.),
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];
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const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
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glam::vec3(1., -1., 1.),
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., -1., -1.),
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glam::vec3(1., -1., -1.),
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];
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const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
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glam::vec3(-1., 1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., -1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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pub fn new() -> Self {
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Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
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}
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pub fn grow(&mut self, point:glam::Vec3){
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self.min=self.min.min(point);
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self.max=self.max.max(point);
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}
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pub fn normal(face:AabbFace) -> glam::Vec3 {
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match face {
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AabbFace::Right => glam::vec3(1.,0.,0.),
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AabbFace::Top => glam::vec3(0.,1.,0.),
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AabbFace::Back => glam::vec3(0.,0.,1.),
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AabbFace::Left => glam::vec3(-1.,0.,0.),
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AabbFace::Bottom => glam::vec3(0.,-1.,0.),
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AabbFace::Front => glam::vec3(0.,0.,-1.),
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}
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}
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pub fn unit_vertices() -> [glam::Vec3;8] {
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return Self::VERTEX_DATA;
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}
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pub fn unit_face_vertices(face:AabbFace) -> [glam::Vec3;4] {
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match face {
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AabbFace::Right => Self::VERTEX_DATA_RIGHT,
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AabbFace::Top => Self::VERTEX_DATA_TOP,
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AabbFace::Back => Self::VERTEX_DATA_BACK,
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AabbFace::Left => Self::VERTEX_DATA_LEFT,
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AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
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AabbFace::Front => Self::VERTEX_DATA_FRONT,
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}
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}
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}
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//pretend to be using what we want to eventually do
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type TreyMeshFace = crate::aabb::AabbFace;
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type TreyMesh = crate::aabb::Aabb;
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type TreyMeshFace = AabbFace;
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type TreyMesh = Aabb;
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enum PhysicsCollisionAttributes{
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Contact{//track whether you are contacting the object
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@@ -341,7 +446,7 @@ pub struct ModelPhysics {
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impl ModelPhysics {
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fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
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let mut aabb=TreyMesh::new();
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let mut aabb=Aabb::new();
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for indexed_vertex in &model.unique_vertices {
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aabb.grow(transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
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}
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@@ -359,16 +464,29 @@ impl ModelPhysics {
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}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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TreyMesh::unit_vertices()
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Aabb::unit_vertices()
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}
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pub fn mesh(&self) -> &TreyMesh {
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return &self.mesh;
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}
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pub fn face_mesh(&self,face:TreyMeshFace)->TreyMesh{
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self.mesh.face(face)
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pub fn unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
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Aabb::unit_face_vertices(face)
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}
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pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
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let mut aabb=self.mesh.clone();
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//in this implementation face = worldspace aabb face
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match face {
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AabbFace::Right => aabb.min.x=aabb.max.x,
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AabbFace::Top => aabb.min.y=aabb.max.y,
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AabbFace::Back => aabb.min.z=aabb.max.z,
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AabbFace::Left => aabb.max.x=aabb.min.x,
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AabbFace::Bottom => aabb.max.y=aabb.min.y,
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AabbFace::Front => aabb.max.z=aabb.min.z,
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}
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return aabb;
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}
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pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
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TreyMesh::normal(face)//this is wrong for scale
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Aabb::normal(face)//this is wrong for scale
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}
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}
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@@ -429,7 +547,6 @@ impl Default for PhysicsState{
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contacts: std::collections::HashMap::new(),
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intersects: std::collections::HashMap::new(),
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models: Vec::new(),
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bvh:crate::bvh::BvhNode::default(),
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walk: WalkState::new(),
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camera: PhysicsCamera::from_offset(glam::vec3(0.0,4.5-2.5,0.0)),
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next_mouse: MouseState::default(),
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@@ -566,7 +683,6 @@ impl PhysicsState {
|
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}
|
||||
}
|
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}
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self.bvh=crate::bvh::generate_bvh(self.models.iter().map(|m|m.mesh().clone()).collect());
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//I don't wanna write structs for temporary structures
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//this code builds ModeDescriptions from the unsorted lists at the top of the function
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starts.sort_by_key(|tup|tup.0);
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@@ -746,8 +862,8 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
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fn mesh(&self) -> TreyMesh {
|
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let mut aabb=TreyMesh::new();
|
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for vertex in TreyMesh::unit_vertices(){
|
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let mut aabb=Aabb::new();
|
||||
for vertex in Aabb::unit_vertices(){
|
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aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
|
||||
}
|
||||
aabb
|
||||
@@ -764,7 +880,7 @@ impl PhysicsState {
|
||||
let (v,a)=(-self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
match collision_data.face {
|
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TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
|
||||
AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
@@ -792,14 +908,14 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Left=>{
|
||||
AabbFace::Left=>{
|
||||
//generate event if v.x<0||a.x<0
|
||||
if -v.x<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Right=>{
|
||||
AabbFace::Right=>{
|
||||
//generate event if 0<v.x||0<a.x
|
||||
if 0f32<(-v.x){
|
||||
best_time=time;
|
||||
@@ -809,7 +925,7 @@ impl PhysicsState {
|
||||
}
|
||||
//collect y
|
||||
match collision_data.face {
|
||||
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
|
||||
AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
@@ -837,14 +953,14 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Bottom=>{
|
||||
AabbFace::Bottom=>{
|
||||
//generate event if v.y<0||a.y<0
|
||||
if -v.y<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Top=>{
|
||||
AabbFace::Top=>{
|
||||
//generate event if 0<v.y||0<a.y
|
||||
if 0f32<(-v.y){
|
||||
best_time=time;
|
||||
@@ -854,7 +970,7 @@ impl PhysicsState {
|
||||
}
|
||||
//collect z
|
||||
match collision_data.face {
|
||||
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
|
||||
AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
@@ -882,14 +998,14 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Front=>{
|
||||
AabbFace::Front=>{
|
||||
//generate event if v.z<0||a.z<0
|
||||
if -v.z<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
}
|
||||
},
|
||||
TreyMeshFace::Back=>{
|
||||
AabbFace::Back=>{
|
||||
//generate event if 0<v.z||0<a.z
|
||||
if 0f32<(-v.z){
|
||||
best_time=time;
|
||||
@@ -907,18 +1023,18 @@ impl PhysicsState {
|
||||
None
|
||||
}
|
||||
fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models.get(model_id as usize).unwrap().mesh();
|
||||
let (p,v,a,time)=(self.body.position,self.body.velocity,self.body.acceleration,self.body.time);
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut best_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models.get(model_id as usize).unwrap().mesh();
|
||||
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -934,7 +1050,7 @@ impl PhysicsState {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -951,7 +1067,7 @@ impl PhysicsState {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -967,7 +1083,7 @@ impl PhysicsState {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -984,7 +1100,7 @@ impl PhysicsState {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -1000,7 +1116,7 @@ impl PhysicsState {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
@@ -1039,15 +1155,13 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
|
||||
// collector.collect(self.predict_collision_end2(self.time,time_limit,collision_data));
|
||||
// }
|
||||
//check for collision start instructions (against every part in the game with no optimization!!)
|
||||
let mut aabb=crate::aabb::Aabb::new();
|
||||
aabb.grow(self.body.extrapolated_position(self.time));
|
||||
aabb.grow(self.body.extrapolated_position(time_limit));
|
||||
aabb.inflate(self.style.hitbox_halfsize);
|
||||
self.bvh.the_tester(&aabb,&mut |id|{
|
||||
if !(self.contacts.contains_key(&id)||self.intersects.contains_key(&id)){
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,id));
|
||||
for i in 0..self.models.len() {
|
||||
let i=i as u32;
|
||||
if self.contacts.contains_key(&i)||self.intersects.contains_key(&i){
|
||||
continue;
|
||||
}
|
||||
});
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i));
|
||||
}
|
||||
if self.grounded {
|
||||
//walk maintenance
|
||||
collector.collect(self.next_walk_instruction());
|
||||
@@ -1085,7 +1199,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
match &contacting.surf{
|
||||
Some(surf)=>println!("I'm surfing!"),
|
||||
None=>match &c.face {
|
||||
TreyMeshFace::Top => {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
@@ -1155,7 +1269,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
self.body.acceleration=a;
|
||||
//check ground
|
||||
match &c.face {
|
||||
TreyMeshFace::Top => {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
|
||||
Reference in New Issue
Block a user