wip: physics work
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89f7a2b9b9
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053bab9e24
@ -109,10 +109,10 @@ pub fn predict_collision<F:Copy,E:Copy,V:Copy>(mesh:&impl MeshQuery<F,E,V>,relat
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}
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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,c:&crate::physics::RelativeCollision)->Option<(F,Time)>{
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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,c:&crate::physics::ContactCollision)->Option<(F,Time)>{
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//imagine the mesh without the collision face
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//no algorithm needed, there is only one state and three cases (Face,Edge,None)
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//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 RelativeCollision directly
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//the state can be constructed from the ContactCollision directly
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None
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}
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@ -1,11 +1,11 @@
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use crate::integer::{Planar64,Planar64Vec3};
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use std::borrow::Cow;
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#[derive(Clone,Copy)]
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub struct VertId(usize);
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#[derive(Clone,Copy)]
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub struct EdgeId(usize);
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#[derive(Clone,Copy)]
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub struct FaceId(usize);
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//Vertex <-> Edge <-> Face -> Collide
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@ -115,6 +115,42 @@ impl MeshQuery<FaceId,EdgeId,VertId> for PhysicsMesh{
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}
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}
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pub struct VirtualMesh<'a>{
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mesh:&'a PhysicsMesh,
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transform:&'a crate::integer::Planar64Affine3,
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normal_transform:&'a crate::integer::Planar64Mat3,
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normal_determinant:Planar64,
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}
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impl MeshQuery<FaceId,EdgeId,VertId> for VirtualMesh<'_>{
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fn closest_fev(&self,point:Planar64Vec3)->FEV<FaceId,EdgeId,VertId>{
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//put some genius code right here
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todo!()
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}
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fn face_nd(&self,face_id:FaceId)->(Planar64Vec3,Planar64){
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let (n,d)=self.mesh.face_nd(face_id);
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(self.normal_transform*n,self.normal_determinant*d)
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}
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fn vert(&self,vert_id:VertId)->Planar64Vec3{
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self.transform.transform_point3(self.mesh.vert(vert_id))
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}
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#[inline]
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fn face_edges(&self,face_id:FaceId)->Cow<Vec<(EdgeId,FaceId)>>{
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self.mesh.face_edges(face_id)
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}
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#[inline]
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fn edge_faces(&self,edge_id:EdgeId)->Cow<[FaceId;2]>{
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self.mesh.edge_faces(edge_id)
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}
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#[inline]
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fn edge_verts(&self,edge_id:EdgeId)->Cow<[(VertId,FaceId);2]>{
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self.mesh.edge_verts(edge_id)
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}
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#[inline]
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fn vert_edges(&self,vert_id:VertId)->Cow<Vec<(EdgeId,FaceId)>>{
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self.mesh.vert_edges(vert_id)
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}
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}
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//Note that a face on a minkowski mesh refers to a pair of fevs on the meshes it's summed from
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//(face,vertex)
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//(edge,edge)
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@ -128,20 +164,20 @@ enum MinkowskiEdge{
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VertEdge(VertId,EdgeId),
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EdgeVert(EdgeId,VertId),
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}
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#[derive(Clone,Copy)]
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enum MinkowskiFace{
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub enum MinkowskiFace{
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FaceVert(FaceId,VertId),
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EdgeEdge(EdgeId,EdgeId),
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VertFace(VertId,FaceId),
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}
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pub struct MinkowskiMesh<'a>{
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mesh0:&'a PhysicsMesh,
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mesh1:&'a PhysicsMesh,
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mesh0:&'a VirtualMesh<'a>,
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mesh1:&'a VirtualMesh<'a>,
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}
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impl MinkowskiMesh<'_>{
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pub fn minkowski_sum<'a>(mesh0:&'a PhysicsMesh,mesh1:&'a PhysicsMesh)->MinkowskiMesh<'a>{
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pub fn minkowski_sum<'a>(mesh0:&'a VirtualMesh,mesh1:&'a VirtualMesh)->MinkowskiMesh<'a>{
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MinkowskiMesh{
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mesh0,
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mesh1,
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175
src/physics.rs
175
src/physics.rs
@ -1,11 +1,12 @@
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use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruction}, zeroes::zeroes2};
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use crate::zeroes::zeroes2;
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use crate::instruction::{InstructionEmitter,InstructionConsumer,TimedInstruction};
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use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64,Ratio64Vec2};
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use crate::model_physics::{PhysicsMesh,VirtualMesh,MinkowskiMesh};
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#[derive(Debug)]
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
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CollisionStart(Collision),
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CollisionEnd(Collision),
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StrafeTick,
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ReachWalkTargetVelocity,
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// Water,
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@ -154,6 +155,7 @@ impl Default for Modes{
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}
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}
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#[derive(Default)]
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struct PhysicsModels{
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models:Vec<PhysicsModel>,
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model_id_from_wormhole_id:std::collections::HashMap::<u32,usize>,
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@ -163,8 +165,8 @@ impl PhysicsModels{
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self.models.clear();
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self.model_id_from_wormhole_id.clear();
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}
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fn get(&self,i:usize)->Option<&PhysicsModel>{
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self.models.get(i)
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fn get(&self,model_id:usize)->Option<&PhysicsModel>{
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self.models.get(model_id)
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}
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fn get_wormhole_model(&self,wormhole_id:u32)->Option<&PhysicsModel>{
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self.models.get(*self.model_id_from_wormhole_id.get(&wormhole_id)?)
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@ -175,14 +177,6 @@ impl PhysicsModels{
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model_id
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}
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}
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impl Default for PhysicsModels{
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fn default() -> Self {
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Self{
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models:Vec::new(),
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model_id_from_wormhole_id:std::collections::HashMap::new(),
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}
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}
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}
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#[derive(Clone)]
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pub struct PhysicsCamera{
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@ -592,7 +586,7 @@ pub struct PhysicsState{
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,
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move_state:MoveState,
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//all models
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meshes:Vec<PhysicsMesh>,
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models:PhysicsModels,
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bvh:crate::bvh::BvhNode,
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@ -613,10 +607,6 @@ impl PhysicsOutputState{
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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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enum PhysicsCollisionAttributes{
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Contact{//track whether you are contacting the object
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contacting:crate::model::ContactingAttributes,
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@ -628,113 +618,94 @@ enum PhysicsCollisionAttributes{
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},
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}
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pub struct PhysicsModel {
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pub struct PhysicsModel{
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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mesh: TreyMesh,
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transform:crate::integer::Planar64Affine3,
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mesh_id:usize,
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attributes:PhysicsCollisionAttributes,
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transform:crate::integer::Planar64Affine3,
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normal_transform:crate::integer::Planar64Mat3,
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}
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impl PhysicsModel {
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fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&crate::integer::Planar64Affine3,attributes:PhysicsCollisionAttributes)->Self{
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let mut aabb=TreyMesh::default();
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for indexed_vertex in &model.unique_vertices {
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aabb.grow(transform.transform_point3(model.unique_pos[indexed_vertex.pos as usize]));
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}
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impl PhysicsModel{
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fn new(mesh_id:usize,transform:crate::integer::Planar64Affine3,attributes:PhysicsCollisionAttributes)->Self{
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Self{
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mesh:aabb,
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mesh_id,
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attributes,
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transform:transform.clone(),
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transform,
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normal_transform:transform.matrix3.inverse().transpose(),
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}
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}
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pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
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pub fn from_model(mesh_id:usize,instance:&crate::model::ModelInstance) -> Option<Self> {
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match &instance.attributes{
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crate::model::CollisionAttributes::Contact{contacting,general}=>Some(PhysicsModel::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(PhysicsModel::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Contact{contacting,general}=>Some(PhysicsModel::new(mesh_id,instance.transform.clone(),PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(PhysicsModel::new(mesh_id,instance.transform.clone(),PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Decoration=>None,
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}
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}
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pub fn unit_vertices(&self) -> [Planar64Vec3;8] {
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TreyMesh::unit_vertices()
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pub fn mesh<'a>(&self,meshes:&Vec<PhysicsMesh>)->VirtualMesh<'a>{
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VirtualMesh{
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mesh:&meshes[self.mesh_id],
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transform:&self.transform,
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normal_transform:&self.normal_transform,
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normal_determinant:self.normal_transform.determinant(),
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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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// }
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pub fn face_normal(&self,face:TreyMeshFace) -> Planar64Vec3 {
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TreyMesh::normal(face)//this is wrong for scale
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}
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}
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//need non-face (full model) variant for CanCollide false objects
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//OR have a separate list from contacts for model intersection
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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pub struct RelativeCollision {
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face:TreyMeshFace,//just an id
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model:usize,//using id to avoid lifetimes
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struct ContactCollision{
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face_id:crate::model_physics::MinkowskiFace,
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model_id:usize,//using id to avoid lifetimes
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}
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impl RelativeCollision {
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fn model<'a>(&self,models:&'a PhysicsModels)->Option<&'a PhysicsModel>{
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models.get(self.model)
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}
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// pub fn mesh(&self,models:&Vec<PhysicsModel>) -> TreyMesh {
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// return self.model(models).unwrap().face_mesh(self.face).clone()
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// }
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fn normal(&self,models:&PhysicsModels) -> Planar64Vec3 {
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return self.model(models).unwrap().face_normal(self.face)
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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struct IntersectCollision{
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model_id:usize,
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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enum Collision{
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Contact(ContactCollision),
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Intersect(IntersectCollision),
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}
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#[derive(Default)]
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struct TouchingState{
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contacts:std::collections::HashMap::<usize,RelativeCollision>,
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intersects:std::collections::HashMap::<usize,RelativeCollision>,
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contacts:std::collections::HashSet::<ContactCollision>,
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intersects:std::collections::HashSet::<IntersectCollision>,
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}
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impl TouchingState{
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fn clear(&mut self){
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self.contacts.clear();
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self.intersects.clear();
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}
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fn insert_contact(&mut self,model_id:usize,collision:RelativeCollision)->Option<RelativeCollision>{
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self.contacts.insert(model_id,collision)
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}
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fn remove_contact(&mut self,model_id:usize)->Option<RelativeCollision>{
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self.contacts.remove(&model_id)
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}
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fn insert_intersect(&mut self,model_id:usize,collision:RelativeCollision)->Option<RelativeCollision>{
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self.intersects.insert(model_id,collision)
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}
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fn remove_intersect(&mut self,model_id:usize)->Option<RelativeCollision>{
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self.intersects.remove(&model_id)
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}
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fn constrain_velocity(&self,models:&PhysicsModels,velocity:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(models);
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let d=velocity.dot(n);
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if d<Planar64::ZERO{
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(*velocity)-=n*(d/n.dot(n));
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fn insert(&mut self,collision:Collision)->bool{
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match collision{
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Collision::Contact(collision)=>self.contacts.insert(collision),
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Collision::Intersect(collision)=>self.intersects.insert(collision),
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}
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}
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fn remove(&mut self,collision:&Collision)->bool{
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match collision{
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Collision::Contact(collision)=>self.contacts.remove(collision),
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Collision::Intersect(collision)=>self.intersects.remove(collision),
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}
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}
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fn get_acceleration(&self,gravity:Planar64Vec3)->Planar64Vec3{
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//accelerators
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//water
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//contact constrain?
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todo!()
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}
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fn constrain_velocity(&self,meshes:&Vec<PhysicsModel>,models:&PhysicsModels,velocity:&mut Planar64Vec3){
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for contact in &self.contacts{
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//trey push solve
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}
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todo!()
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,acceleration:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(models);
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let d=acceleration.dot(n);
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if d<Planar64::ZERO{
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(*acceleration)-=n*(d/n.dot(n));
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}
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}
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}
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}
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impl Default for TouchingState{
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fn default() -> Self {
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Self{
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contacts: std::collections::HashMap::new(),
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intersects: std::collections::HashMap::new(),
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for contact in &self.contacts{
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//trey push solve
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}
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todo!()
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}
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}
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@ -803,6 +774,7 @@ impl Default for PhysicsState{
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style:StyleModifiers::default(),
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touching:TouchingState::default(),
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models:PhysicsModels::default(),
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meshes:Vec::new(),
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bvh:crate::bvh::BvhNode::default(),
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move_state: MoveState::Air,
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camera:PhysicsCamera::default(),
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@ -844,9 +816,11 @@ impl PhysicsState {
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let mut starts=Vec::new();
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let mut spawns=Vec::new();
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for model in &indexed_models.models{
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//make aabb and run vertices to get realistic bounds
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let mesh_id=self.meshes.len();
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let mut make_mesh=false;
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for model_instance in &model.instances{
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if let Some(model_physics)=PhysicsModel::from_model(model,model_instance){
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if let Some(model_physics)=PhysicsModel::from_model(mesh_id,model_instance){
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make_mesh=true;
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let model_id=self.models.push(model_physics);
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for attr in &model_instance.temp_indexing{
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match attr{
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@ -857,8 +831,11 @@ impl PhysicsState {
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}
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}
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}
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if make_mesh{
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self.meshes.push(PhysicsMesh::from_model(model));
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}
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self.bvh=crate::bvh::generate_bvh(self.models.models.iter().map(|m|m.mesh().clone()).collect());
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}
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self.bvh=crate::bvh::generate_bvh(self.models.aabb_list(&self.meshes));
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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.1.mode_id);
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@ -1000,7 +977,7 @@ impl PhysicsState {
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}
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aabb
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}
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fn predict_collision_end(&self,time:Time,time_limit:Time,collision_data:&RelativeCollision) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn predict_collision_end(&self,time:Time,time_limit:Time,collision_data:&ContactCollision) -> Option<TimedInstruction<PhysicsInstruction>> {
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//must treat cancollide false objects differently: you may not exit through the same face you entered.
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//RelativeCollsion must reference the full model instead of a particular face
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//this is Ctrl+C Ctrl+V of predict_collision_start but with v=-v before the calc and t=-t after the calc
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@ -1264,7 +1241,7 @@ impl PhysicsState {
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if let Some(face)=best_face{
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return Some(TimedInstruction{
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time: best_time,
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instruction:PhysicsInstruction::CollisionStart(RelativeCollision{
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instruction:PhysicsInstruction::CollisionStart(ContactCollision{
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face,
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model:model_id
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})
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