move stuff to model_physics
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@ -1,17 +1,7 @@
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use crate::physics::Body;
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use crate::model_physics::{VirtualMesh,FEV,FaceId};
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use crate::integer::{Time,Planar64Vec3};
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struct VertexId(usize);
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struct EdgeId(usize);
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struct FaceId(usize);
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//Vertex <-> Edge <-> Face -> Collide
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enum FEV{
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Face(FaceId),
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Edge(EdgeId),
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Vertex(VertexId),
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}
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struct State{
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time:Time,
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fev:FEV,
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@ -54,39 +44,17 @@ impl State{
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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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//(vertex,face)
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struct VirtualMesh<'a>{
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mesh0:&'a PhysicsMesh,
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mesh1:&'a PhysicsMesh,
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}
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impl VirtualMesh<'_>{
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pub fn minkowski_sum<'a>(mesh0:&PhysicsMesh,mesh1:&PhysicsMesh)->VirtualMesh<'a>{
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Self{
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mesh0,
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mesh1,
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}
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}
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fn closest_fev(&self,point:Planar64Vec3)->FEV{
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//put some genius code right here
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todo!()
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}
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pub fn predict_collision(&self,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:self.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(self,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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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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@ -14,6 +14,7 @@ mod instruction;
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mod load_roblox;
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mod face_crawler;
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mod compat_worker;
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mod model_physics;
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mod model_graphics;
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mod physics_worker;
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mod graphics_worker;
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@ -1 +1,83 @@
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//
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use crate::integer::{Planar64,Planar64Vec3};
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pub struct VertId(usize);
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pub struct EdgeId(usize);
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pub struct FaceId(usize);
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//Vertex <-> Edge <-> Face -> Collide
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pub enum FEV{
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Face(FaceId),
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Edge(EdgeId),
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Vertex(VertId),
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}
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//use Unit32 #[repr(C)] for map files
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struct Face{
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normal:Planar64Vec3,
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dot:Planar64,
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}
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struct FaceRefs{
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edges:Vec<EdgeId>,
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verts:Vec<VertId>,
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}
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struct EdgeRefs{
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f0:FaceId,//left
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f1:FaceId,//right
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v0:VertId,//bottom
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v1:VertId,//top
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v0f:FaceId,//bottom capping face
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v1f:FaceId,//top capping face
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}
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struct VertRefs{
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faces:Vec<FaceId>,
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edges:Vec<EdgeId>,
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}
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pub struct PhysicsMesh{
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faces:Vec<Face>,
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face_topology:Vec<FaceRefs>,
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edge_topology:Vec<EdgeRefs>,
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vert_topology:Vec<VertRefs>,
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}
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impl PhysicsMesh{
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pub fn face_edges(face_id:FaceId)->Vec<EdgeId>{
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todo!()
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}
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pub fn edge_side_faces(edge_id:EdgeId)->[FaceId;2]{
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todo!()
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}
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pub fn edge_end_faces(edge_id:EdgeId)->[FaceId;2]{
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todo!()
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}
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pub fn edge_verts(edge_id:EdgeId)->[VertId;2]{
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todo!()
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}
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pub fn vert_edges(vert_id:VertId)->Vec<EdgeId>{
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todo!()
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}
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pub fn vert_faces(vert_id:VertId)->Vec<FaceId>{
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todo!()
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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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//(vertex,face)
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pub struct VirtualMesh<'a>{
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mesh0:&'a PhysicsMesh,
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mesh1:&'a PhysicsMesh,
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}
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impl VirtualMesh<'_>{
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pub fn minkowski_sum<'a>(mesh0:&'a PhysicsMesh,mesh1:&'a PhysicsMesh)->VirtualMesh<'a>{
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VirtualMesh{
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mesh0,
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mesh1,
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}
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}
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pub fn closest_fev(&self,point:Planar64Vec3)->FEV{
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//put some genius code right here
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todo!()
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}
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}
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