strafe-client/src/face_crawler.rs

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Rust
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use crate::physics::Body;
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use crate::model_physics::{FEV,MeshQuery};
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use crate::integer::{Time,Planar64,Planar64Vec3};
use crate::zeroes::zeroes2;
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struct State<FEV>{
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fev:FEV,
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time:Time,
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}
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enum Transition<F,E,V>{
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Miss,
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Next(FEV<F,E,V>,Time),
Hit(F,Time),
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}
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impl<F:Copy,E:Copy,V:Copy> State<FEV<F,E,V>>{
fn next_transition(&self,mesh:&impl MeshQuery<F,E,V>,body:&Body,time_limit:Time)->Transition<F,E,V>{
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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.
let mut best_time=time_limit;
let mut best_transtition=Transition::Miss;
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match &self.fev{
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&FEV::<F,E,V>::Face(face_id)=>{
//test own face collision time, ignoring roots with zero or conflicting derivative
//n=face.normal d=face.dot
//n.a t^2+n.v t+n.p-d==0
let (n,d)=mesh.face_nd(face_id);
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Hit(face_id,t);
}
}
//test each edge collision time, ignoring roots with zero or conflicting derivative
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for &(edge_id,test_face_id) in mesh.face_edges(face_id).iter(){
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let edge_n=mesh.edge_n(edge_id);
let n=n.cross(edge_n);
//picking a vert randomly is terrible
let d=n.dot(mesh.vert(mesh.edge_verts(edge_id)[0]));
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Edge(edge_id),t);
break;
}
}
}
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//if none:
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},
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&FEV::<F,E,V>::Edge(edge_id)=>{
//test each face collision time, ignoring roots with zero or conflicting derivative
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let edge_n=mesh.edge_n(edge_id);
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for &test_face_id in mesh.edge_faces(edge_id).iter(){
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let face_n=mesh.face_nd(test_face_id).0;
let n=edge_n.cross(face_n);
let d=n.dot(mesh.vert(mesh.edge_verts(edge_id)[0]));
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Face(test_face_id),t);
break;
}
}
}
//test each vertex collision time, ignoring roots with zero or conflicting derivative
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let n=mesh.edge_n(edge_id);
for &vert_id in mesh.edge_verts(edge_id).iter(){
let d=n.dot(mesh.vert(vert_id));
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Vert(vert_id),t);
break;
}
}
}
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//if none:
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},
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&FEV::<F,E,V>::Vert(vert_id)=>{
//test each edge collision time, ignoring roots with zero or conflicting derivative
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for &edge_id in mesh.vert_edges(vert_id).iter(){
let n=mesh.edge_n(edge_id);
let d=n.dot(mesh.vert(vert_id));
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Edge(edge_id),t);
break;
}
}
}
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//if none:
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},
}
best_transtition
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}
}
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pub fn predict_collision<F:Copy,E:Copy,V:Copy>(mesh:&impl MeshQuery<F,E,V>,relative_body:&Body,time_limit:Time)->Option<(F,Time)>{
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let mut state=State{
fev:mesh.closest_fev(relative_body.position),
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time:relative_body.time,
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};
//it would be possible to write down the point of closest approach...
loop{
match state.next_transition(mesh,relative_body,time_limit){
Transition::Miss=>return None,
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Transition::Next(fev,time)=>(state.fev,state.time)=(fev,time),
Transition::Hit(face,time)=>return Some((face,time)),
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}
}
}
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pub fn predict_collision_end<F:Copy,E:Copy,V:Copy>(mesh:&impl MeshQuery<F,E,V>,relative_body:&Body,time_limit:Time,ignore_face_id:F)->Option<(F,Time)>{
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//imagine the mesh without the collision face
//no algorithm needed, there is only one state and three cases (Face,Edge,None)
//determine when it passes an edge ("sliding off" case) or if it leaves the surface directly
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//the state can be constructed from the ContactCollision directly
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None
}