use style mesh + remove double reference in set_velocity & set_acceleration
This commit is contained in:
parent
5c2aad268f
commit
5a3013365e
106
src/physics.rs
106
src/physics.rs
@ -670,6 +670,9 @@ impl StyleModifiers{
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let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
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camera_mat*self.get_control_dir(controls)
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}
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fn mesh(&self)->TransformedMesh{
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self.hitbox.transformed_mesh()
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}
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}
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enum MoveState{
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@ -836,20 +839,20 @@ impl TouchingState{
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//add water../?
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a
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}
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fn constrain_velocity(&self,models:&PhysicsModels,velocity:&mut Planar64Vec3){
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fn constrain_velocity(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,velocity:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let n=contact_normal(models,style_mesh,contact);
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let d=n.dot128(*velocity);
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if d<0{
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*velocity-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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}
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}
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,acceleration:&mut Planar64Vec3){
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fn constrain_acceleration(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,acceleration:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let n=contact_normal(models,style_mesh,contact);
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let d=n.dot128(*acceleration);
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if d<0{
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*acceleration-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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@ -860,30 +863,31 @@ impl TouchingState{
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//check current move conditions and use heuristics to determine
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//which ladder to climb on, which ground to walk on, etc
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//collect move state affecting objects from contacts (accelerator,water,ladder,ground)
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let style_mesh=style.mesh();
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let gravity=self.base_acceleration(models,style,camera,controls,next_mouse,time);
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let mut move_state=MoveState::Air;
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let mut a=gravity;
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for contact in &self.contacts{
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match models.attr(contact.model_id){
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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let normal=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let normal=contact_normal(models,&style_mesh,contact);
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match &contacting.contact_behaviour{
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Some(crate::model::ContactingBehaviour::Ladder(_))=>{
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//ladder walkstate
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let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time,&normal);
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self.constrain_velocity(models,&mut target_velocity);
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self.constrain_velocity(models,&style_mesh,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ladder(body,style,gravity,target_velocity,contact.clone(),&normal);
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move_state=MoveState::Ladder(walk_state);
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self.constrain_acceleration(models,&mut acceleration);
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self.constrain_acceleration(models,&style_mesh,&mut acceleration);
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a=acceleration;
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},
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None=>if style.surf_slope.map_or(true,|s|normal.walkable(s,Planar64Vec3::Y)){
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//check ground
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let mut target_velocity=style.get_walk_target_velocity(camera,controls,next_mouse,time,&normal);
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self.constrain_velocity(models,&mut target_velocity);
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self.constrain_velocity(models,&style_mesh,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ground(body,style,gravity,target_velocity,contact.clone(),&normal);
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move_state=MoveState::Walk(walk_state);
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self.constrain_acceleration(models,&mut acceleration);
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self.constrain_acceleration(models,&style_mesh,&mut acceleration);
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a=acceleration;
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},
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_=>(),
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@ -895,7 +899,7 @@ impl TouchingState{
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for intersect in &self.intersects{
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//
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}
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self.constrain_acceleration(models,&mut a);
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self.constrain_acceleration(models,&style_mesh,&mut a);
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(move_state,a)
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}
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fn predict_collision_end(&self,collector:&mut crate::instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,style_mesh:&TransformedMesh,body:&Body,time:Time){
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@ -1159,21 +1163,23 @@ impl PhysicsState {
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match &mut self.move_state{
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MoveState::Air|MoveState::Water=>self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time),
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MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
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let n=self.models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let style_mesh=self.style.mesh();
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let n=contact_normal(&self.models,&style_mesh,contact);
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut a;
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let mut v=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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let normal_accel=-n.dot(gravity)/n.length();
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.walk_speed,normal_accel);
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a
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},
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MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
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let n=self.models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let style_mesh=self.style.mesh();
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let n=contact_normal(&self.models,&style_mesh,contact);
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut a;
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let mut v=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.ladder_speed,self.style.ladder_accel);
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a
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},
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@ -1210,7 +1216,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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let mut aabb=crate::aabb::Aabb::default();
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aabb.grow(self.body.extrapolated_position(self.time));
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aabb.grow(self.body.extrapolated_position(collector.time()));
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aabb.inflate(self.style.hitbox_halfsize);
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aabb.inflate(self.style.hitbox.halfsize);
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//common body
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let relative_body=VirtualBody::relative(&Body::default(),&self.body).body(self.time);
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self.bvh.the_tester(&aabb,&mut |id|{
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@ -1236,12 +1242,17 @@ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
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fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,walk_state:&WalkState,v:&mut Planar64Vec3){
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let jump_dir=match &walk_state.jump_direction{
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JumpDirection::FromContactNormal=>models.mesh(walk_state.contact.model_id).face_nd(walk_state.contact.face_id).0,
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JumpDirection::FromContactNormal=>contact_normal(models,&style.mesh(),&walk_state.contact),
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&JumpDirection::Exactly(dir)=>dir,
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};
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*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
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}
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fn contact_normal(models:&PhysicsModels,style_mesh:&TransformedMesh,contact:&ContactCollision)->Planar64Vec3{
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(style_mesh,&models.mesh(contact.model_id));
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minkowski.face_nd(contact.face_id).0
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}
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fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
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//test intersections at new position
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//hovering above the surface 0 units is not intersecting. you will fall into it just fine
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@ -1252,11 +1263,11 @@ fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->
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//touching.recalculate(body);
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point
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}
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,v:Planar64Vec3)->bool{
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,v:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let n=contact_normal(models,style_mesh,contact);
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let r=n.dot(v)<=Planar64::ZERO;
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if !r{
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culled=true;
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@ -1264,19 +1275,19 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
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}
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r
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});
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set_velocity(body,touching,models,v);
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set_velocity(body,touching,models,style_mesh,v);
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culled
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}
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,mut v:Planar64Vec3)->Planar64Vec3{
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touching.constrain_velocity(&models,&mut v);
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut v:Planar64Vec3)->Planar64Vec3{
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touching.constrain_velocity(models,style_mesh,&mut v);
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body.velocity=v;
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v
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}
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,a:Planar64Vec3)->bool{
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,a:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let n=contact_normal(models,style_mesh,contact);
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let r=n.dot(a)<=Planar64::ZERO;
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if !r{
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culled=true;
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@ -1284,23 +1295,23 @@ fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&Phys
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}
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r
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});
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set_acceleration(body,touching,models,a);
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set_acceleration(body,touching,models,style_mesh,a);
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culled
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}
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,mut a:Planar64Vec3)->Planar64Vec3{
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touching.constrain_acceleration(&models,&mut a);
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut a:Planar64Vec3)->Planar64Vec3{
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touching.constrain_acceleration(models,style_mesh,&mut a);
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body.acceleration=a;
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a
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}
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fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
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set_position(body,touching,point);
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set_acceleration(body,touching,models,style.gravity);
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set_acceleration(body,touching,models,&style.mesh(),style.gravity);
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MoveState::Air
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}
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{
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let model=models.model(*mode.get_spawn_model_id(stage_id)? as usize);
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let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16);
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let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
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Some(teleport(body,touching,models,style,point))
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}
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@ -1389,19 +1400,19 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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match ins.instruction{
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PhysicsInstruction::CollisionStart(c)=>{
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let style_mesh=self.style.mesh();
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let model_id=c.model_id();
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match (self.models.attr(model_id),&c){
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(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
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let mut v=self.body.velocity;
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let normal=self.models.mesh(model_id).face_nd(contact.face_id).0;
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let normal=contact_normal(&self.models,&style_mesh,contact);
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match &contacting.contact_behaviour{
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Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(crate::model::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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&Some(crate::model::ContactingBehaviour::Elastic(elasticity))=>{
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let n=self.models.mesh(contact.model_id).face_nd(contact.face_id).0;
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//velocity and normal are facing opposite directions so this is inherently negative.
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let d=n.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
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v+=n*(d/n.dot(n));
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let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
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v+=normal*(d/normal.dot(normal));
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},
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Some(crate::model::ContactingBehaviour::Ladder(contacting_ladder))=>{
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if contacting_ladder.sticky{
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@ -1411,19 +1422,19 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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//ladder walkstate
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut target_velocity=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal);
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self.touching.constrain_velocity(&self.models,&mut target_velocity);
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self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity);
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let (walk_state,a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Ladder(walk_state);
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set_acceleration(&mut self.body,&self.touching,&self.models,a);
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set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
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}
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None=>if self.style.surf_slope.map_or(true,|s|self.models.mesh(model_id).face_nd(contact.face_id).0.walkable(s,Planar64Vec3::Y)){
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None=>if self.style.surf_slope.map_or(true,|s|contact_normal(&self.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){
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//ground
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut target_velocity=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal);
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self.touching.constrain_velocity(&self.models,&mut target_velocity);
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self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity);
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let (walk_state,a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Walk(walk_state);
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set_acceleration(&mut self.body,&self.touching,&self.models,a);
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set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
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},
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}
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//check ground
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@ -1431,7 +1442,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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//I love making functions with 10 arguments to dodge the borrow checker
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);
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//flatten v
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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match &general.booster{
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Some(booster)=>{
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//DELETE THIS when boosters get converted to height machines
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@ -1446,7 +1457,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let calc_move=if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
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if let Some(walk_state)=get_walk_state(&self.move_state){
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jumped_velocity(&self.models,&self.style,walk_state,&mut v);
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set_velocity_cull(&mut self.body,&mut self.touching,&self.models,v)
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set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&style_mesh,v)
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}else{false}
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}else{false};
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match &general.trajectory{
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@ -1462,13 +1473,13 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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None=>(),
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}
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set_velocity(&mut self.body,&self.touching,&self.models,v);
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set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v);
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//not sure if or is correct here
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if calc_move||Planar64::ZERO<normal.dot(v){
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(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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}
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let a=self.refresh_walk_target();
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set_acceleration(&mut self.body,&self.touching,&self.models,a);
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set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
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},
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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@ -1501,7 +1512,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let v=self.body.velocity+control_dir*(self.style.mv-d);
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//this is wrong but will work ig
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//need to note which push planes activate in push solve and keep those
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if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,v){
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if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){
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(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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}
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}
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@ -1514,11 +1525,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match &mut walk_state.state{
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WalkEnum::Reached=>(),
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WalkEnum::Transient(walk_target)=>{
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let style_mesh=self.style.mesh();
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//precisely set velocity
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let a=Planar64Vec3::ZERO;//ignore gravity for now.
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set_acceleration(&mut self.body,&self.touching,&self.models,a);
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set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
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let v=walk_target.velocity;
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set_velocity(&mut self.body,&self.touching,&self.models,v);
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set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v);
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walk_state.state=WalkEnum::Reached;
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},
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}
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@ -1547,7 +1559,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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if let Some(walk_state)=get_walk_state(&self.move_state){
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let mut v=self.body.velocity;
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jumped_velocity(&self.models,&self.style,walk_state,&mut v);
|
||||
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,v){
|
||||
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){
|
||||
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
|
||||
}
|
||||
}
|
||||
@ -1560,7 +1572,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
PhysicsInputInstruction::Reset => {
|
||||
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
|
||||
set_position(&mut self.body,&mut self.touching,self.spawn_point);
|
||||
set_velocity(&mut self.body,&self.touching,&self.models,Planar64Vec3::ZERO);
|
||||
set_velocity(&mut self.body,&self.touching,&self.models,&self.style.mesh(),Planar64Vec3::ZERO);
|
||||
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
|
||||
refresh_walk_target=false;
|
||||
},
|
||||
@ -1568,7 +1580,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
}
|
||||
if refresh_walk_target{
|
||||
let a=self.refresh_walk_target();
|
||||
if set_acceleration_cull(&mut self.body,&mut self.touching,&self.models,a){
|
||||
if set_acceleration_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),a){
|
||||
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user