wip
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01b5769dc0
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10a293e789
@ -24,6 +24,11 @@ impl Time{
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self.0
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self.0
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}
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}
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}
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}
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impl From<Planar64> for Time{
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fn from(value:Planar64)->Self{
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Time((((value.0 as i128)*1_000_000_000)>>32) as i64)
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}
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}
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impl std::fmt::Display for Time{
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impl std::fmt::Display for Time{
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fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
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fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
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write!(f,"{}s+{}ns",self.0/Self::ONE_SECOND.0,self.0%Self::ONE_SECOND.0)
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write!(f,"{}s+{}ns",self.0/Self::ONE_SECOND.0,self.0%Self::ONE_SECOND.0)
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@ -50,6 +55,20 @@ impl std::ops::Sub<Time> for Time{
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Time(self.0-rhs.0)
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Time(self.0-rhs.0)
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}
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}
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}
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}
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impl std::ops::Mul<Time> for Time{
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type Output=Time;
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#[inline]
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fn mul(self,rhs:Time)->Self::Output{
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Self((((self.0 as i128)*(rhs.0 as i128))/1_000_000_000) as i64)
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}
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}
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impl std::ops::Div<i64> for Time{
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type Output=Time;
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#[inline]
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fn div(self,rhs:i64)->Self::Output {
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Time(self.0/rhs)
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}
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}
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#[derive(Clone,Copy,Hash)]
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#[derive(Clone,Copy,Hash)]
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pub struct Ratio64{
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pub struct Ratio64{
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@ -323,24 +342,31 @@ pub struct Planar64(i64);
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impl Planar64{
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impl Planar64{
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pub const ZERO:Self=Self(0);
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pub const ZERO:Self=Self(0);
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pub const ONE:Self=Self(1<<32);
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pub const ONE:Self=Self(1<<32);
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#[inline]
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pub fn int(num:i32)->Self{
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pub fn int(num:i32)->Self{
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Self(Self::ONE.0*num as i64)
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Self(Self::ONE.0*num as i64)
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}
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}
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#[inline]
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pub fn raw(num:i64)->Self{
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pub fn raw(num:i64)->Self{
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Self(num)
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Self(num)
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}
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}
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#[inline]
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pub fn get(&self)->i64{
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pub fn get(&self)->i64{
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self.0
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self.0
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}
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}
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pub fn from_ratio(num:i64,den:std::num::NonZeroU64)->Self{
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Self(Self::ONE.0*num/den.get() as i64)
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}
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}
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}
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impl Into<f32> for Planar64{
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impl Into<f32> for Planar64{
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#[inline]
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fn into(self)->f32{
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fn into(self)->f32{
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self.0 as f32/(1<<32) as f32
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self.0 as f32/(1<<32) as f32
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}
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}
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}
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}
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impl From<Ratio64> for Planar64{
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#[inline]
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fn from(ratio:Ratio64)->Self{
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Self(Self::ONE.0*ratio.num/ratio.den.get() as i64)
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}
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}
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impl std::ops::Neg for Planar64{
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impl std::ops::Neg for Planar64{
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type Output=Planar64;
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type Output=Planar64;
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#[inline]
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#[inline]
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@ -390,6 +416,11 @@ impl std::ops::Div<Planar64> for Planar64{
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Planar64((((self.0 as i128)<<64)/rhs.0 as i128) as i64)
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Planar64((((self.0 as i128)<<64)/rhs.0 as i128) as i64)
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}
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}
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}
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}
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// impl PartialOrd<i64> for Planar64{
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// fn partial_cmp(&self, other: &i64) -> Option<std::cmp::Ordering> {
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// self.0.partial_cmp(other)
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// }
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// }
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///[-1.0,1.0] = [-2^32,2^32]
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///[-1.0,1.0] = [-2^32,2^32]
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@ -422,7 +453,7 @@ impl Planar64Vec3{
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Planar64(self.0.z)
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Planar64(self.0.z)
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}
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}
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#[inline]
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#[inline]
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pub fn min(self,rhs:Self)->Self{
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pub fn min(&self,rhs:Self)->Self{
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Self(glam::i64vec3(
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Self(glam::i64vec3(
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self.0.x.min(rhs.0.x),
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self.0.x.min(rhs.0.x),
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self.0.y.min(rhs.0.y),
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self.0.y.min(rhs.0.y),
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@ -430,7 +461,7 @@ impl Planar64Vec3{
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))
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))
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}
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}
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#[inline]
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#[inline]
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pub fn max(self,rhs:Self)->Self{
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pub fn max(&self,rhs:Self)->Self{
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Self(glam::i64vec3(
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Self(glam::i64vec3(
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self.0.x.max(rhs.0.x),
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self.0.x.max(rhs.0.x),
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self.0.y.max(rhs.0.y),
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self.0.y.max(rhs.0.y),
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@ -438,14 +469,39 @@ impl Planar64Vec3{
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))
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))
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}
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}
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#[inline]
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#[inline]
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pub fn midpoint(self,rhs:Self)->Self{
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pub fn midpoint(&self,rhs:Self)->Self{
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Self((self.0+rhs.0)/2)
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Self((self.0+rhs.0)/2)
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}
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}
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#[inline]
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#[inline]
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pub fn cmplt(self,rhs:Self)->glam::BVec3{
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pub fn cmplt(&self,rhs:Self)->glam::BVec3{
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self.0.cmplt(rhs.0)
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self.0.cmplt(rhs.0)
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}
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}
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#[inline]
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pub fn dot(&self,rhs:Self)->Planar64{
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Planar64(((
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(self.0.x as i128)*(rhs.0.x as i128)+
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(self.0.y as i128)*(rhs.0.y as i128)+
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(self.0.z as i128)*(rhs.0.z as i128)
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)>>64) as i64)
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}
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#[inline]
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pub fn length(&self)->Planar64{
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let radicand=(self.0.x as i128)*(self.0.x as i128)+(self.0.y as i128)*(self.0.y as i128)+(self.0.z as i128)*(self.0.z as i128);
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Planar64(unsafe{(radicand as f64).sqrt().to_int_unchecked()})
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}
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#[inline]
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pub fn with_length(&self,length:Planar64)->Self{
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let radicand=(self.0.x as i128)*(self.0.x as i128)+(self.0.y as i128)*(self.0.y as i128)+(self.0.z as i128)*(self.0.z as i128);
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let self_length:i128=unsafe{(radicand as f64).sqrt().to_int_unchecked()};
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//self.0*length/self_length
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Planar64Vec3(
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glam::i64vec3(
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((self.0.x as i128)*(length.0 as i128)/self_length) as i64,
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((self.0.y as i128)*(length.0 as i128)/self_length) as i64,
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((self.0.z as i128)*(length.0 as i128)/self_length) as i64,
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)
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)
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}
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}
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}
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impl Into<glam::Vec3> for Planar64Vec3{
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impl Into<glam::Vec3> for Planar64Vec3{
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fn into(self)->glam::Vec3{
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fn into(self)->glam::Vec3{
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@ -456,6 +512,13 @@ impl Into<glam::Vec3> for Planar64Vec3{
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)
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)
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}
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}
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}
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}
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impl std::ops::Neg for Planar64Vec3{
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type Output=Planar64Vec3;
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#[inline]
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fn neg(self)->Self::Output{
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Planar64Vec3(-self.0)
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}
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}
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impl std::ops::Add<Planar64Vec3> for Planar64Vec3{
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impl std::ops::Add<Planar64Vec3> for Planar64Vec3{
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type Output=Planar64Vec3;
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type Output=Planar64Vec3;
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#[inline]
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#[inline]
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@ -493,6 +556,17 @@ impl std::ops::Mul<Planar64> for Planar64Vec3{
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))
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))
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}
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}
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}
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}
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impl std::ops::Mul<Time> for Planar64Vec3{
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type Output=Planar64Vec3;
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#[inline]
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fn mul(self,rhs:Time)->Self::Output{
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Planar64Vec3(glam::i64vec3(
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(((self.0.x as i128)*(rhs.0 as i128))/1_000_000_000) as i64,
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(((self.0.y as i128)*(rhs.0 as i128))/1_000_000_000) as i64,
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(((self.0.z as i128)*(rhs.0 as i128))/1_000_000_000) as i64
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))
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}
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}
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impl std::ops::Div<i64> for Planar64Vec3{
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impl std::ops::Div<i64> for Planar64Vec3{
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type Output=Planar64Vec3;
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type Output=Planar64Vec3;
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#[inline]
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#[inline]
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126
src/physics.rs
126
src/physics.rs
@ -149,7 +149,7 @@ pub struct PhysicsCamera {
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//angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending
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//angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending
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// enum AngleLimit{
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// enum AngleLimit{
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// Unlimited,
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// Unlimited,
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// Limited(Angle32,Angle32),
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// Limited{lower:Angle32,upper:Angle32},
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// }
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// }
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//pitch_limit:AngleLimit,
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//pitch_limit:AngleLimit,
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//yaw_limit:AngleLimit,
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//yaw_limit:AngleLimit,
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@ -218,7 +218,7 @@ impl std::default::Default for StyleModifiers{
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Self{
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Self{
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controls_mask: !0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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controls_mask: !0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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controls_held: 0,
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controls_held: 0,
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strafe_tick_rate:Ratio64::ONE/100,
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strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
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gravity: Planar64Vec3::int(0,100,0),
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gravity: Planar64Vec3::int(0,100,0),
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friction: Planar64::int(12)/10,
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friction: Planar64::int(12)/10,
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walk_accel: Planar64::int(90),
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walk_accel: Planar64::int(90),
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@ -400,7 +400,7 @@ impl Body {
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}
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}
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pub fn extrapolated_position(&self,time:Time)->Planar64Vec3{
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pub fn extrapolated_position(&self,time:Time)->Planar64Vec3{
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let dt=time-self.time;
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let dt=time-self.time;
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self.position+self.velocity*dt+self.acceleration*(dt*dt*0.5)
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self.position+self.velocity*dt+self.acceleration*(dt*dt/2)
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}
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}
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pub fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
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pub fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
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let dt=time-self.time;
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let dt=time-self.time;
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@ -643,7 +643,7 @@ impl PhysicsState {
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}
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}
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fn jump(&mut self){
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fn jump(&mut self){
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self.grounded=false;//do I need this?
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self.grounded=false;//do I need this?
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let mut v=self.body.velocity+Planar64Vec3::int(0,715588,0)/20000;//0.715588/2.0*100.0
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let mut v=self.body.velocity+Planar64Vec3::int(0,715588,0)/(2*1000000/100);//0.715588/2.0*100.0
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self.contact_constrain_velocity(&mut v);
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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self.body.velocity=v;
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}
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}
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@ -652,8 +652,8 @@ impl PhysicsState {
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for (_,contact) in &self.contacts {
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let n=contact.normal(&self.models);
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let d=velocity.dot(n);
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let d=velocity.dot(n);
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if d<0f32{
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if d<Planar64::ZERO{
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(*velocity)-=d/n.length_squared()*n;
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(*velocity)-=n*(d/n.dot(n));
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}
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}
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}
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}
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}
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}
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@ -661,14 +661,14 @@ impl PhysicsState {
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for (_,contact) in &self.contacts {
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let n=contact.normal(&self.models);
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let d=acceleration.dot(n);
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let d=acceleration.dot(n);
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if d<0f32{
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if d<Planar64::ZERO{
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(*acceleration)-=d/n.length_squared()*n;
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(*acceleration)-=n*(d/n.dot(n));
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}
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}
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}
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}
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}
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}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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return Some(TimedInstruction{
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time:self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time)+1),
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time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
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//only poll the physics if there is a before and after mouse event
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//only poll the physics if there is a before and after mouse event
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instruction:PhysicsInstruction::StrafeTick
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instruction:PhysicsInstruction::StrafeTick
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});
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});
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@ -711,16 +711,18 @@ impl PhysicsState {
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let mut v=self.walk.target_velocity;
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let mut v=self.walk.target_velocity;
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self.contact_constrain_velocity(&mut v);
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self.contact_constrain_velocity(&mut v);
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let mut target_diff=v-self.body.velocity;
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let mut target_diff=v-self.body.velocity;
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target_diff.y=0f32;
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//remove normal component
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target_diff-=Planar64Vec3::Y*target_diff.y();
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if target_diff==Planar64Vec3::ZERO{
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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let mut a=Planar64Vec3::ZERO;
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self.contact_constrain_acceleration(&mut a);
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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self.walk.state=WalkEnum::Reached;
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}else{
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}else{
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let accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction);
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let time_delta=target_diff.length()/accel;
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff/time_delta;
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let mut a=target_diff.with_length(accel);
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self.contact_constrain_acceleration(&mut a);
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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self.walk.target_time=self.body.time+Time::from(time_delta);
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self.walk.target_time=self.body.time+Time::from(time_delta);
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@ -764,26 +766,26 @@ impl PhysicsState {
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//collect x
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//collect x
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match collision_data.face {
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match collision_data.face {
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TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
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TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
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for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
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for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
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//must be moving towards surface to collide
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//must beat the current soonest collision time
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//must beat the current soonest collision time
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//must be moving towards surface
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//must be moving towards surface
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let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
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let t_time=self.body.time-Time::from(t);
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if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*-t{
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if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.x()+a.x()*-t{
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//collect valid t
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//collect valid t
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best_time=t_time;
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best_time=t_time;
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exit_face=Some(TreyMeshFace::Left);
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exit_face=Some(TreyMeshFace::Left);
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break;
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break;
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}
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}
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}
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}
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for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
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for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
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//negative t = back in time
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//negative t = back in time
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//must be moving towards surface to collide
|
//must be moving towards surface to collide
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
|
let t_time=self.body.time-Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.x+a.x*-t<0f32{
|
if time<=t_time&&t_time<best_time&&v.x()+a.x()*-t<Planar64::ZERO{
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
exit_face=Some(TreyMeshFace::Right);
|
exit_face=Some(TreyMeshFace::Right);
|
||||||
@ -793,14 +795,14 @@ impl PhysicsState {
|
|||||||
},
|
},
|
||||||
TreyMeshFace::Left=>{
|
TreyMeshFace::Left=>{
|
||||||
//generate event if v.x<0||a.x<0
|
//generate event if v.x<0||a.x<0
|
||||||
if -v.x<0f32{
|
if -v.x()<Planar64::ZERO{
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Left);
|
exit_face=Some(TreyMeshFace::Left);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
TreyMeshFace::Right=>{
|
TreyMeshFace::Right=>{
|
||||||
//generate event if 0<v.x||0<a.x
|
//generate event if 0<v.x||0<a.x
|
||||||
if 0f32<(-v.x){
|
if Planar64::ZERO<(-v.x()){
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Right);
|
exit_face=Some(TreyMeshFace::Right);
|
||||||
}
|
}
|
||||||
@ -809,26 +811,26 @@ impl PhysicsState {
|
|||||||
//collect y
|
//collect y
|
||||||
match collision_data.face {
|
match collision_data.face {
|
||||||
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
|
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
|
||||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
|
||||||
//negative t = back in time
|
//negative t = back in time
|
||||||
//must be moving towards surface to collide
|
//must be moving towards surface to collide
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
|
let t_time=self.body.time-Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*-t{
|
if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.y()+a.y()*-t{
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
exit_face=Some(TreyMeshFace::Bottom);
|
exit_face=Some(TreyMeshFace::Bottom);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
|
||||||
//negative t = back in time
|
//negative t = back in time
|
||||||
//must be moving towards surface to collide
|
//must be moving towards surface to collide
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
|
let t_time=self.body.time-Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.y+a.y*-t<0f32{
|
if time<=t_time&&t_time<best_time&&v.y()+a.y()*-t<Planar64::ZERO{
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
exit_face=Some(TreyMeshFace::Top);
|
exit_face=Some(TreyMeshFace::Top);
|
||||||
@ -838,14 +840,14 @@ impl PhysicsState {
|
|||||||
},
|
},
|
||||||
TreyMeshFace::Bottom=>{
|
TreyMeshFace::Bottom=>{
|
||||||
//generate event if v.y<0||a.y<0
|
//generate event if v.y<0||a.y<0
|
||||||
if -v.y<0f32{
|
if -v.y()<Planar64::ZERO{
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Bottom);
|
exit_face=Some(TreyMeshFace::Bottom);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
TreyMeshFace::Top=>{
|
TreyMeshFace::Top=>{
|
||||||
//generate event if 0<v.y||0<a.y
|
//generate event if 0<v.y||0<a.y
|
||||||
if 0f32<(-v.y){
|
if Planar64::ZERO<(-v.y()){
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Top);
|
exit_face=Some(TreyMeshFace::Top);
|
||||||
}
|
}
|
||||||
@ -854,26 +856,26 @@ impl PhysicsState {
|
|||||||
//collect z
|
//collect z
|
||||||
match collision_data.face {
|
match collision_data.face {
|
||||||
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
|
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
|
||||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
|
||||||
//negative t = back in time
|
//negative t = back in time
|
||||||
//must be moving towards surface to collide
|
//must be moving towards surface to collide
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
|
let t_time=self.body.time-Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*-t{
|
if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.z()+a.z()*-t{
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
exit_face=Some(TreyMeshFace::Front);
|
exit_face=Some(TreyMeshFace::Front);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
|
||||||
//negative t = back in time
|
//negative t = back in time
|
||||||
//must be moving towards surface to collide
|
//must be moving towards surface to collide
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as Time;
|
let t_time=self.body.time-Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.z+a.z*-t<0f32{
|
if time<=t_time&&t_time<best_time&&v.z()+a.z()*-t<Planar64::ZERO{
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
exit_face=Some(TreyMeshFace::Back);
|
exit_face=Some(TreyMeshFace::Back);
|
||||||
@ -883,14 +885,14 @@ impl PhysicsState {
|
|||||||
},
|
},
|
||||||
TreyMeshFace::Front=>{
|
TreyMeshFace::Front=>{
|
||||||
//generate event if v.z<0||a.z<0
|
//generate event if v.z<0||a.z<0
|
||||||
if -v.z<0f32{
|
if -v.z()<Planar64::ZERO{
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Front);
|
exit_face=Some(TreyMeshFace::Front);
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
TreyMeshFace::Back=>{
|
TreyMeshFace::Back=>{
|
||||||
//generate event if 0<v.z||0<a.z
|
//generate event if 0<v.z||0<a.z
|
||||||
if 0f32<(-v.z){
|
if Planar64::ZERO<(-v.z()){
|
||||||
best_time=time;
|
best_time=time;
|
||||||
exit_face=Some(TreyMeshFace::Back);
|
exit_face=Some(TreyMeshFace::Back);
|
||||||
}
|
}
|
||||||
@ -913,15 +915,15 @@ impl PhysicsState {
|
|||||||
let mut best_time=time_limit;
|
let mut best_time=time_limit;
|
||||||
let mut best_face:Option<TreyMeshFace>=None;
|
let mut best_face:Option<TreyMeshFace>=None;
|
||||||
//collect x
|
//collect x
|
||||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
|
if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.x()+a.x()*t{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
if mesh1.min.y()<mesh0.max.y()+dp.y()&&mesh0.min.y()+dp.y()<mesh1.max.y()&&mesh1.min.z()<mesh0.max.z()+dp.z()&&mesh0.min.z()+dp.z()<mesh1.max.z() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Left);
|
best_face=Some(TreyMeshFace::Left);
|
||||||
@ -929,15 +931,15 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
|
if time<=t_time&&t_time<best_time&&v.x()+a.x()*t<Planar64::ZERO{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
if mesh1.min.y()<mesh0.max.y()+dp.y()&&mesh0.min.y()+dp.y()<mesh1.max.y()&&mesh1.min.z()<mesh0.max.z()+dp.z()&&mesh0.min.z()+dp.z()<mesh1.max.z() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Right);
|
best_face=Some(TreyMeshFace::Right);
|
||||||
@ -946,15 +948,15 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//collect y
|
//collect y
|
||||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
|
if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.y()+a.y()*t{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
if mesh1.min.x()<mesh0.max.x()+dp.x()&&mesh0.min.x()+dp.x()<mesh1.max.x()&&mesh1.min.z()<mesh0.max.z()+dp.z()&&mesh0.min.z()+dp.z()<mesh1.max.z() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Bottom);
|
best_face=Some(TreyMeshFace::Bottom);
|
||||||
@ -962,15 +964,15 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
|
if time<=t_time&&t_time<best_time&&v.y()+a.y()*t<Planar64::ZERO{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
if mesh1.min.x()<mesh0.max.x()+dp.x()&&mesh0.min.x()+dp.x()<mesh1.max.x()&&mesh1.min.z()<mesh0.max.z()+dp.z()&&mesh0.min.z()+dp.z()<mesh1.max.z() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Top);
|
best_face=Some(TreyMeshFace::Top);
|
||||||
@ -979,15 +981,15 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
//collect z
|
//collect z
|
||||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
|
if time<=t_time&&t_time<best_time&&Planar64::ZERO<v.z()+a.z()*t{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
if mesh1.min.y()<mesh0.max.y()+dp.y()&&mesh0.min.y()+dp.y()<mesh1.max.y()&&mesh1.min.x()<mesh0.max.x()+dp.x()&&mesh0.min.x()+dp.x()<mesh1.max.x() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Front);
|
best_face=Some(TreyMeshFace::Front);
|
||||||
@ -995,15 +997,15 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
|
||||||
//must collide now or in the future
|
//must collide now or in the future
|
||||||
//must beat the current soonest collision time
|
//must beat the current soonest collision time
|
||||||
//must be moving towards surface
|
//must be moving towards surface
|
||||||
let t_time=body_time+((t as f64)*1_000_000_000f64) as Time;
|
let t_time=body_time+Time::from(t);
|
||||||
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
|
if time<=t_time&&t_time<best_time&&v.z()+a.z()*t<Planar64::ZERO{
|
||||||
let dp=self.body.extrapolated_position(t_time)-p;
|
let dp=self.body.extrapolated_position(t_time)-p;
|
||||||
//faces must be overlapping
|
//faces must be overlapping
|
||||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
if mesh1.min.y()<mesh0.max.y()+dp.y()&&mesh0.min.y()+dp.y()<mesh1.max.y()&&mesh1.min.x()<mesh0.max.x()+dp.x()&&mesh0.min.x()+dp.x()<mesh1.max.x() {
|
||||||
//collect valid t
|
//collect valid t
|
||||||
best_time=t_time;
|
best_time=t_time;
|
||||||
best_face=Some(TreyMeshFace::Back);
|
best_face=Some(TreyMeshFace::Back);
|
||||||
@ -1106,7 +1108,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
||||||
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
||||||
if let Some(model)=self.models.get(spawn as usize){
|
if let Some(model)=self.models.get(spawn as usize){
|
||||||
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
|
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
|
||||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||||
self.contacts.clear();
|
self.contacts.clear();
|
||||||
self.intersects.clear();
|
self.intersects.clear();
|
||||||
@ -1154,7 +1156,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
||||||
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
||||||
if let Some(model)=self.models.get(spawn as usize){
|
if let Some(model)=self.models.get(spawn as usize){
|
||||||
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
|
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
|
||||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||||
self.contacts.clear();
|
self.contacts.clear();
|
||||||
self.intersects.clear();
|
self.intersects.clear();
|
||||||
|
Loading…
Reference in New Issue
Block a user