calculate vertex extents for accurate mesh aabb hitboxes
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ed712933e5
commit
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26
src/body.rs
26
src/body.rs
@ -284,7 +284,7 @@ pub enum AabbFace{
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Bottom,
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Front,
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}
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#[derive(Clone)]
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pub struct Aabb {
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min: glam::Vec3,
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max: glam::Vec3,
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@ -387,28 +387,30 @@ type TreyMesh = Aabb;
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pub struct ModelPhysics {
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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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model_transform: glam::Affine3A,
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mesh: TreyMesh,
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}
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impl ModelPhysics {
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pub fn new(model_transform:glam::Affine3A) -> Self {
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Self{model_transform}
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pub fn from_model(model:&crate::model::IndexedModel,model_transform:glam::Affine3A) -> Self {
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let mut aabb=Aabb::new();
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for indexed_vertex in &model.unique_vertices {
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aabb.grow(model_transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
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}
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Self{
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mesh:aabb,
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}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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Aabb::unit_vertices()
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}
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pub fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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for &vertex in self.unit_vertices().iter() {
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aabb.grow(self.model_transform.transform_point3(vertex));
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}
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return aabb;
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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 unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
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Aabb::unit_face_vertices(face)
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}
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pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
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let mut aabb=self.mesh();
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let mut aabb=self.mesh.clone();
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//in this implementation face = worldspace aabb face
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match face {
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AabbFace::Right => aabb.min.x=aabb.max.x,
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@ -435,7 +437,7 @@ pub struct RelativeCollision {
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impl RelativeCollision {
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pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
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return models.get(self.model as usize).unwrap().face_mesh(self.face)
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return models.get(self.model as usize).unwrap().face_mesh(self.face).clone()
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}
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pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
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return models.get(self.model as usize).unwrap().face_normal(self.face)
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10
src/main.rs
10
src/main.rs
@ -83,11 +83,13 @@ impl GraphicsData {
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
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}
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fn generate_model_physics(&mut self,modeldatas:&Vec<ModelData>){
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self.physics.models.append(&mut modeldatas.iter().map(|m|
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fn generate_model_physics(&mut self,indexed_models:&model::IndexedModelInstances){
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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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m.instances.iter().map(|t|body::ModelPhysics::new(t.model_transform))
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).flatten().collect());
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for model_instance in &model.instances{
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self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.model_transform));
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}
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}
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println!("Physics Objects: {}",self.physics.models.len());
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}
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fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,mut indexed_models:model::IndexedModelInstances){
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