This commit is contained in:
Quaternions 2024-08-08 16:54:42 -07:00
parent d3f84c2dbd
commit fb14e023df
2 changed files with 50 additions and 4 deletions

View File

@ -751,6 +751,16 @@ impl MinkowskiMesh<'_>{
}
best_edge.map(|e|(e.as_undirected(),best_time))
}
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
let infinity_body=crate::physics::Body::new(point,Planar64Vec3::Y,Planar64Vec3::ZERO,integer::Time::ZERO);
//movement must escape the mesh forwards and backwards in time,
//otherwise the point is not inside the mesh
self.predict_collision_out(&infinity_body,integer::Time::MAX)
.is_some_and(|_|
self.predict_collision_out(&-infinity_body,integer::Time::MAX)
.is_some()
)
}
}
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){

View File

@ -1254,14 +1254,50 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
minkowski.face_nd(contact.face_id).0
}
fn recalculate_touching(
state:&mut PhysicsState,
data:&PhysicsData,
models:&PhysicsModels,
){
//drain all existing contacts
for contact in state.touching.contacts.drain(){
collision_end_contact(state,data,models.contact_attr(contact.model_id),contact);
}
for intersect in state.touching.intersects.drain(){
collision_end_intersect(state,data,models.intersect_attr(intersect.model_id),intersect);
}
//find all models in the teleport region
let mut aabb=aabb::Aabb::default();
aabb.grow(state.body.position);
aabb.inflate(data.hitbox_mesh.halfsize);
//relative to moving platforms
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
let relative_body=&state.body;
data.bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
if minkowski.is_point_in_mesh(relative_body.position){
match convex_mesh_id.model_id{
//being inside of contact objects is an invalid physics state
//but the physics isn't advanced enough to do anything about it yet
//TODO: PushSolve and search for the closest valid position
PhysicsModelId::Contact(_)=>(),
PhysicsModelId::Intersect(model_id)=>
collision_start_intersect(state,data,data.models.intersect_attr(model_id),IntersectCollision{
model_id,
submesh_id:convex_mesh_id.submesh_id,
}),
}
}
});
}
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
//test intersections at new position
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear();
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
//calculate contacts and determine the actual state
recalculate_touching(body);
point
}
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{