algorithm
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@ -1,3 +1,6 @@
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use crate::physics::Body;
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use crate::integer::Time;
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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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@ -19,3 +22,58 @@ enum Transition{
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NextState(State),
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Hit(FaceId,Time),
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}
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impl State{
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fn next_transition(&self,mesh:&VirtualMesh,time_limit:Time)->Transition{
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//conflicting derivative means it crosses in the wrong direction.
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match self.fev{
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FEV::Face(face_id)=>{
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//test own face collision time
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//test each edge collision time, ignoring edges with zero or conflicting derivative
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//if face: return (Face,Time)
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//if edge: goto edge
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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: goto face
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//if vertex: goto vertex
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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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//goto edge
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},
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}
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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{
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//???
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}
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impl VirtualMesh{
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pub fn minkowski_sum(mesh0:&PhysicsMesh,mesh1:&PhysicsMesh)->Self{
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//?????
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}
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pub fn predict_collision(&self,body:&Body,time:Time,time_limit:Time)->Option<(FaceId,Time)>{
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//mesh.closest_point returns if the point is on a face, edge or vertex
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let (point,fev)=self.closest_point(body.extrapolated_position(time));
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let mut state=State{
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time,
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fev,
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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,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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}
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