119 lines
4.4 KiB
Rust
119 lines
4.4 KiB
Rust
use crate::physics::Body;
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use crate::model_physics::{FEV,MeshQuery};
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use crate::integer::{Time,Planar64,Planar64Vec3};
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use crate::zeroes::zeroes2;
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struct State<FEV>{
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fev:FEV,
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time:Time,
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}
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enum Transition<F,E,V>{
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Miss,
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Next(FEV<F,E,V>,Time),
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Hit(F,Time),
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}
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impl<F:Copy,E:Copy,V:Copy> State<FEV<F,E,V>>{
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fn next_transition(&self,mesh:&impl MeshQuery<F,E,V>,body:&Body,time_limit:Time)->Transition<F,E,V>{
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//conflicting derivative means it crosses in the wrong direction.
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//if the transition time is equal to an already tested transition, do not replace the current best.
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let mut best_time=time_limit;
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let mut best_transtition=Transition::Miss;
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match &self.fev{
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&FEV::<F,E,V>::Face(face_id)=>{
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//test own face collision time, ignoring roots with zero or conflicting derivative
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//n=face.normal d=face.dot
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//n.a t^2+n.v t+n.p-d==0
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let (n,d)=mesh.face_nd(face_id);
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for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
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let t=body.time+Time::from(t);
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if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
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best_time=t;
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best_transtition=Transition::Hit(face_id,t);
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}
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}
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//test each edge collision time, ignoring roots with zero or conflicting derivative
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for &(edge_id,test_face_id) in mesh.face_edges(face_id).iter(){
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let (n,d)=mesh.face_nd(test_face_id);
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for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
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let t=body.time+Time::from(t);
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if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
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best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Edge(edge_id),t);
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break;
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}
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}
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}
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//if none:
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},
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&FEV::<F,E,V>::Edge(edge_id)=>{
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//test each face collision time, ignoring roots with zero or conflicting derivative
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for &test_face_id in mesh.edge_faces(edge_id).iter(){
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let (n,d)=mesh.face_nd(test_face_id);
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for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
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let t=body.time+Time::from(t);
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if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
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best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Face(test_face_id),t);
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break;
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}
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}
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}
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//test each vertex collision time, ignoring roots with zero or conflicting derivative
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for &(vert_id,test_face_id) in mesh.edge_verts(edge_id).iter(){
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let (n,d)=mesh.face_nd(test_face_id);
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for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
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let t=body.time+Time::from(t);
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if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
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best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Vert(vert_id),t);
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break;
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}
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}
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}
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//if none:
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},
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&FEV::<F,E,V>::Vert(vertex_id)=>{
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//test each edge collision time, ignoring roots with zero or conflicting derivative
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for &(edge_id,test_face_id) in mesh.vert_edges(vertex_id).iter(){
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let (n,d)=mesh.face_nd(test_face_id);
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for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
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let t=body.time+Time::from(t);
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if self.time<t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
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best_time=t;
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best_transtition=Transition::Next(FEV::<F,E,V>::Edge(edge_id),t);
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break;
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}
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}
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}
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//if none:
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},
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}
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best_transtition
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}
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}
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pub fn predict_collision<F:Copy,E:Copy,V:Copy>(mesh:&impl MeshQuery<F,E,V>,relative_body:&Body,time_limit:Time)->Option<(F,Time)>{
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let mut state=State{
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fev:mesh.closest_fev(relative_body.position),
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time:relative_body.time,
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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::Next(fev,time)=>(state.fev,state.time)=(fev,time),
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Transition::Hit(face,time)=>return Some((face,time)),
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}
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}
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}
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pub fn predict_collision_end<F:Copy,E:Copy,V:Copy>(mesh:&impl MeshQuery<F,E,V>,relative_body:&Body,time_limit:Time,ignore_face_id:F)->Option<(F,Time)>{
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//imagine the mesh without the collision face
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//no algorithm needed, there is only one state and three cases (Face,Edge,None)
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//determine when it passes an edge ("sliding off" case) or if it leaves the surface directly
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//the state can be constructed from the ContactCollision directly
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None
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}
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