2023-10-26 04:31:53 +00:00
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use crate::physics::Body;
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2023-10-26 23:18:32 +00:00
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use crate::model_physics::{VirtualMesh,FEV,FaceId};
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2023-10-26 22:51:47 +00:00
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use crate::integer::{Time,Planar64Vec3};
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2023-10-26 04:31:53 +00:00
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2023-10-26 04:22:28 +00:00
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struct State{
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fev:FEV,
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2023-10-27 02:38:34 +00:00
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time:Time,
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}
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enum Transition{
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Miss,
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Next(FEV,Time),
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Hit(FaceId,Time),
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}
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2023-10-26 04:31:53 +00:00
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impl State{
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2023-10-26 22:51:47 +00:00
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fn next_transition(&self,mesh:&VirtualMesh,body:&Body,time_limit:Time)->Transition{
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//conflicting derivative means it crosses in the wrong direction.
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//if the transition time is equal to an already tested transition, do not replace the current best.
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match &self.fev{
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FEV::Face(face_id)=>{
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//test own face collision time, ignoring edges with zero or conflicting derivative
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//test each edge collision time, ignoring edges with zero or conflicting derivative
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//if face: Transition::Hit(Face,Time)
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//if edge: Transition::NextState(State{time,fev:FEV::Edge(edge_id)})
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//if none:
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Transition::Miss
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},
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FEV::Edge(edge_id)=>{
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//test each face collision time, ignoring faces with zero or conflicting derivative
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//test each vertex collision time, ignoring vertices with zero or conflicting derivative
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//if face: Transition::NextState(State{time,fev:FEV::Face(face_id)})
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//if vert: Transition::NextState(State{time,fev:FEV::Vertex(vertex_id)})
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//if none:
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Transition::Miss
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},
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FEV::Vertex(vertex_id)=>{
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//test each edge collision time, ignoring edges with zero or conflicting derivative
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2023-10-26 22:51:47 +00:00
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//if some: Transition::NextState(State{time,fev:FEV::Edge(edge_id)})
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//if none:
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Transition::Miss
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},
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}
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}
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}
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2023-10-26 23:18:32 +00:00
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pub fn predict_collision(mesh:&VirtualMesh,relative_body:&Body,time_limit:Time)->Option<(FaceId,Time)>{
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let mut state=State{
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time:relative_body.time,
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fev:mesh.closest_fev(relative_body.position),
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};
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//it would be possible to write down the point of closest approach...
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loop{
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match state.next_transition(mesh,relative_body,time_limit){
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Transition::Miss=>return None,
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Transition::NextState(next_state)=>state=next_state,
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Transition::Hit(hit_face,hit_time)=>return Some((hit_face,hit_time)),
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}
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}
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}
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