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9 Commits

Author SHA1 Message Date
d8804c0901 break to outer 2025-11-17 14:02:01 -08:00
865d1756b9 fix lint 2025-11-17 14:02:01 -08:00
3188f78744 document failure case 2025-11-17 14:02:01 -08:00
3e167af521 cool 2025-11-17 14:02:01 -08:00
8cf69933b1 wip 2025-11-17 14:02:01 -08:00
caef37dc36 wip 2025-11-17 14:02:01 -08:00
1832ce07ee wip new algorithm 2025-11-17 14:02:01 -08:00
5ac65ad845 new MeshQuery helper function 2025-11-17 14:02:01 -08:00
76696a3162 delete old algorithm 2025-11-17 14:02:01 -08:00
4 changed files with 372 additions and 327 deletions

View File

@@ -90,6 +90,16 @@ pub trait MeshQuery{
let &[v0,v1]=self.edge_verts(directed_edge_id.as_undirected()).as_ref();
(self.vert(v1)-self.vert(v0))*((directed_edge_id.parity() as i64)*2-1)
}
/// Returns an iterator over the vertices in the direction of the directed edges.
/// Intended to be used to find adjacent vertices:
/// `self.directed_verts(self.vert_edges(vert_id).as_ref())`
/// TODO: rewrite this function as `adjacent_vertices`
fn directed_verts(&self,edges:&[Self::Edge])->impl Iterator<Item=Self::Vert>{
edges.iter().map(|e|{
let edge_verts=self.edge_verts(e.as_undirected());
edge_verts.as_ref()[e.parity() as usize]
})
}
fn vert(&self,vert_id:Self::Vert)->Planar64Vec3;
fn face_nd(&self,face_id:Self::Face)->(Self::Normal,Self::Offset);
fn face_edges(&self,face_id:Self::Face)->impl AsRef<[Self::Edge]>;
@@ -452,6 +462,8 @@ impl MeshQuery for PhysicsMeshView<'_>{
let vert_idx=self.topology.verts[vert_id.get() as usize].get() as usize;
self.data.verts[vert_idx].0
}
/// Directed edges going clockwise when looking in the direction of the face normal.
/// (Edit this documentation if this is wrong!)
fn face_edges(&self,face_id:SubmeshFaceId)->impl AsRef<[SubmeshDirectedEdgeId]>{
self.topology.face_topology[face_id.get() as usize].edges.as_slice()
}
@@ -614,17 +626,6 @@ pub struct MinkowskiMesh<'a>{
mesh1:TransformedMesh<'a>,
}
//infinity fev algorithm state transition
#[derive(Debug)]
enum Transition{
Done,//found closest vert, no edges are better
Vert(MinkowskiVert),//transition to vert
}
enum EV{
Vert(MinkowskiVert),
Edge(MinkowskiEdge),
}
pub type GigaTime=Ratio<Fixed<4,128>,Fixed<4,128>>;
pub fn into_giga_time(time:Time,relative_to:Time)->GigaTime{
let r=(time-relative_to).to_ratio();
@@ -641,137 +642,195 @@ impl MinkowskiMesh<'_>{
fn farthest_vert(&self,dir:Planar64Vec3)->MinkowskiVert{
MinkowskiVert::VertVert(self.mesh0.farthest_vert(dir),self.mesh1.farthest_vert(-dir))
}
fn next_transition_vert(&self,vert_id:MinkowskiVert,best_distance_squared:&mut Fixed<2,64>,infinity_dir:Planar64Vec3,point:Planar64Vec3)->Transition{
let mut best_transition=Transition::Done;
for &directed_edge_id in self.vert_edges(vert_id).as_ref(){
let edge_n=self.directed_edge_n(directed_edge_id);
//is boundary uncrossable by a crawl from infinity
let edge_verts=self.edge_verts(directed_edge_id.as_undirected());
//select opposite vertex
let test_vert_id=edge_verts.as_ref()[directed_edge_id.parity() as usize];
//test if it's closer
let diff=point-self.vert(test_vert_id);
if edge_n.dot(infinity_dir).is_zero(){
let distance_squared=diff.dot(diff);
if distance_squared<*best_distance_squared{
best_transition=Transition::Vert(test_vert_id);
*best_distance_squared=distance_squared;
}
}
}
best_transition
}
fn final_ev(&self,vert_id:MinkowskiVert,best_distance_squared:&mut Fixed<2,64>,infinity_dir:Planar64Vec3,point:Planar64Vec3)->EV{
let mut best_transition=EV::Vert(vert_id);
let diff=point-self.vert(vert_id);
for &directed_edge_id in self.vert_edges(vert_id).as_ref(){
let edge_n=self.directed_edge_n(directed_edge_id);
//is boundary uncrossable by a crawl from infinity
//check if time of collision is outside Time::MIN..Time::MAX
if edge_n.dot(infinity_dir).is_zero(){
let d=edge_n.dot(diff);
//test the edge
let edge_nn=edge_n.dot(edge_n);
if !d.is_negative()&&d<=edge_nn{
let distance_squared={
let c=diff.cross(edge_n);
//wrap for speed
(c.dot(c)/edge_nn).divide().wrap_2()
};
if distance_squared<=*best_distance_squared{
best_transition=EV::Edge(directed_edge_id.as_undirected());
*best_distance_squared=distance_squared;
}
}
}
}
best_transition
}
fn crawl_boundaries(&self,mut vert_id:MinkowskiVert,infinity_dir:Planar64Vec3,point:Planar64Vec3)->EV{
fn closest_fev_not_inside(&self,relative_position:Planar64Vec3)->Option<FEV<MinkowskiMesh<'_>>>{
// Make a fast guess as to what the closest point will be.
let MinkowskiVert::VertVert(mut v0,mut v1)=self.farthest_vert(relative_position);
// TODO: alternate naive vertex searches to improve the robustness
// in the "tall bipyramid" failure case
let mut m0v=self.mesh0.vert(v0);
let mut m1v=self.mesh1.vert(v1);
let mut best_distance_squared={
let diff=point-self.vert(vert_id);
let diff=relative_position+m1v-m0v;
diff.dot(diff)
};
let mut v0e=self.mesh0.vert_edges(v0);
let mut v1e=self.mesh1.vert_edges(v1);
let mut v0e_ref=v0e.as_ref();
let mut v1e_ref=v1e.as_ref();
// repeatedly check adjacent vertex permutations to see if they are closer
loop{
match self.next_transition_vert(vert_id,&mut best_distance_squared,infinity_dir,point){
Transition::Done=>return self.final_ev(vert_id,&mut best_distance_squared,infinity_dir,point),
Transition::Vert(new_vert_id)=>vert_id=new_vert_id,
let mut best_v0=None;
let mut best_v1=None;
// check vertices adjacent to v1 against v0
for m1_test_vert in self.mesh1.directed_verts(v1e_ref){
let m1v_test=self.mesh1.vert(m1_test_vert);
let diff=relative_position+m1v_test-m0v;
let d=diff.dot(diff);
if d<best_distance_squared{
best_distance_squared=d;
best_v0=None;
best_v1=Some(m1_test_vert);
}
}
}
}
/// This function drops a vertex down to an edge or a face if the path from infinity did not cross any vertex-edge boundaries but the point is supposed to have already crossed a boundary down from a vertex
fn infinity_fev(&self,infinity_dir:Planar64Vec3,point:Planar64Vec3)->FEV::<MinkowskiMesh<'_>>{
//start on any vertex
//cross uncrossable vertex-edge boundaries until you find the closest vertex or edge
//cross edge-face boundary if it's uncrossable
match self.crawl_boundaries(self.farthest_vert(infinity_dir),infinity_dir,point){
//if a vert is returned, it is the closest point to the infinity point
EV::Vert(vert_id)=>FEV::Vert(vert_id),
EV::Edge(edge_id)=>{
//cross to face if the boundary is not crossable and we are on the wrong side
let edge_n=self.edge_n(edge_id);
// point is multiplied by two because vert_sum sums two vertices.
let delta_pos=point*2-{
let &[v0,v1]=self.edge_verts(edge_id).as_ref();
self.vert(v0)+self.vert(v1)
};
for (i,&face_id) in self.edge_faces(edge_id).as_ref().iter().enumerate(){
let face_n=self.face_nd(face_id).0;
//edge-face boundary nd, n facing out of the face towards the edge
let boundary_n=face_n.cross(edge_n)*(i as i64*2-1);
let boundary_d=boundary_n.dot(delta_pos);
//check if time of collision is outside Time::MIN..Time::MAX
//infinity_dir can always be treated as a velocity
if !boundary_d.is_positive()&&boundary_n.dot(infinity_dir).is_zero(){
//both faces cannot pass this condition, return early if one does.
return FEV::Face(face_id);
// check vertices adjacent to v0 against v1
for m0_test_vert in self.mesh0.directed_verts(v0e_ref){
let m0v_test=self.mesh0.vert(m0_test_vert);
let diff=relative_position+m1v-m0v_test;
let d=diff.dot(diff);
if d<best_distance_squared{
best_distance_squared=d;
best_v0=Some(m0_test_vert);
best_v1=None;
}
}
// check permutations of adjacent vertices
for m0_test_vert in self.mesh0.directed_verts(v0e_ref){
let m0v_test=self.mesh0.vert(m0_test_vert);
for m1_test_vert in self.mesh1.directed_verts(v1e_ref){
let m1v_test=self.mesh1.vert(m1_test_vert);
let diff=relative_position+m1v_test-m0v_test;
let d=diff.dot(diff);
if d<best_distance_squared{
best_distance_squared=d;
best_v0=Some(m0_test_vert);
best_v1=Some(m1_test_vert);
}
}
FEV::Edge(edge_id)
},
}
}
// TODO: fundamentally improve this algorithm.
// All it needs to do is find the closest point on the mesh
// and return the FEV which the point resides on.
//
// What it actually does is use the above functions to trace a ray in from infinity,
// crawling the closest point along the mesh surface until the ray reaches
// the starting point to discover the final FEV.
//
// The actual collision prediction probably does a single test
// and then immediately returns with 0 FEV transitions on average,
// because of the strict time_limit constraint.
//
// Most of the calculation time is just calculating the starting point
// for the "actual" crawling algorithm below (predict_collision_{in|out}).
fn closest_fev_not_inside(&self,mut infinity_body:Body,start_time:Bound<&Time>)->Option<FEV<MinkowskiMesh<'_>>>{
infinity_body.infinity_dir().and_then(|dir|{
let infinity_fev=self.infinity_fev(-dir,infinity_body.position);
//a line is simpler to solve than a parabola
infinity_body.velocity=dir;
infinity_body.acceleration=vec3::ZERO;
//crawl in from negative infinity along a tangent line to get the closest fev
match infinity_fev.crawl(self,&infinity_body,Bound::Unbounded,start_time){
// This is the expected case.
// We expect to never hit the mesh while setting up for the real crawl
// since the algorithm breaks down on the inside of the mesh.
crate::face_crawler::CrawlResult::Miss(fev)=>Some(fev),
// An exact hit is allowed, it has not crossed the boundary.
crate::face_crawler::CrawlResult::Hit(face,ratio)=>match start_time{
Bound::Included(_)=>ratio.num.is_zero().then(||FEV::Face(face)),
// You are looking for collision events within a range that does not include the start_time.
// The boundary is crossed at exactly start_time, so the range is not met.
// Therefore, the correct return value is None.
Bound::Excluded(_)=>unimplemented!(),
// To infinity and beyond!
Bound::Unbounded=>None,
},
}
})
// end condition
let v0_changed=match best_v0{
Some(new_v0)=>{
v0=new_v0;
m0v=self.mesh0.vert(v0);
v0e=self.mesh0.vert_edges(v0);
v0e_ref=v0e.as_ref();
true
},
None=>false,
};
let v1_changed=match best_v1{
Some(new_v1)=>{
v1=new_v1;
m1v=self.mesh1.vert(v1);
v1e=self.mesh1.vert_edges(v1);
v1e_ref=v1e.as_ref();
true
},
None=>false,
};
// if neither vertex changes, we found the closest two vertices.
if !(v0_changed&&v1_changed){
break;
}
}
// now you have the two closest vertices
let mut best_fev=FEV::Vert(MinkowskiVert::VertVert(v0,v1));
// ==== FEV::Edge ====
// test VertEdges
for &e1 in v1e_ref{
let edge_verts=self.mesh1.edge_verts(e1.as_undirected());
let &[ev0_id,ev1_id]=edge_verts.as_ref();
let (ev0,ev1)=(self.mesh1.vert(ev0_id),self.mesh1.vert(ev1_id));
let edge_n=ev1-ev0;
// use relative coordinates to make including relative_position easier
let diff=relative_position+m0v-ev0;
let d=diff.dot(edge_n);
// is test point between edge vertices
let edge_nn=edge_n.dot(edge_n);
if d.is_positive()&&d<edge_nn{
let distance_squared={
let c=diff.cross(edge_n);
//wrap for speed
(c.dot(c)/edge_nn).divide().wrap_2()
};
if distance_squared<best_distance_squared{
best_distance_squared=distance_squared;
best_fev=FEV::Edge(MinkowskiEdge::VertEdge(v0,e1.as_undirected()))
}
}
}
// test EdgeVerts
for &e0 in v0e_ref{
let edge_verts=self.mesh0.edge_verts(e0.as_undirected());
let &[ev0_id,ev1_id]=edge_verts.as_ref();
let (ev0,ev1)=(self.mesh0.vert(ev0_id),self.mesh0.vert(ev1_id));
let edge_n=ev1-ev0;
// use relative coordinates to make including relative_position easier
let diff=m1v-relative_position-ev0;
let d=diff.dot(edge_n);
// is test point between edge vertices
let edge_nn=edge_n.dot(edge_n);
if d.is_positive()&&d<edge_nn{
let distance_squared={
let c=diff.cross(edge_n);
//wrap for speed
(c.dot(c)/edge_nn).divide().wrap_2()
};
if distance_squared<best_distance_squared{
best_distance_squared=distance_squared;
best_fev=FEV::Edge(MinkowskiEdge::EdgeVert(e0.as_undirected(),v1))
}
}
}
// ==== FEV::Face ====
// test VertFaces
'outer: for &f1 in self.mesh1.vert_faces(v1).as_ref(){
let (n,d)=self.mesh1.face_nd(f1);
// Test the face's voronoi column
for &e1 in self.mesh1.face_edges(f1).as_ref(){
let edge_n=self.mesh1.directed_edge_n(e1);
let boundary_n=n.cross(edge_n);
let &[ev0_id,ev1_id]=self.mesh1.edge_verts(e1.as_undirected()).as_ref();
let (ev0,ev1)=(self.mesh1.vert(ev0_id),self.mesh1.vert(ev1_id));
let diff=(relative_position+m0v)*2-(ev0+ev1);
if boundary_n.dot(diff).is_negative(){
// The test point is outside the face's voronoi column.
continue 'outer;
}
}
// Calculate distance
let d=n.dot(relative_position+m0v)-d;
// Wrap for speed
let distance_squared=(d*d).wrap_2();
if distance_squared<best_distance_squared{
best_distance_squared=distance_squared;
best_fev=FEV::Face(MinkowskiFace::VertFace(v0,f1));
}
}
// test FaceVerts
'outer: for &f0 in self.mesh0.vert_faces(v0).as_ref(){
let (n,d)=self.mesh0.face_nd(f0);
// Test the face's voronoi column
for &e0 in self.mesh0.face_edges(f0).as_ref(){
let edge_n=self.mesh0.directed_edge_n(e0);
let boundary_n=n.cross(edge_n);
let &[ev0_id,ev1_id]=self.mesh0.edge_verts(e0.as_undirected()).as_ref();
let (ev0,ev1)=(self.mesh0.vert(ev0_id),self.mesh0.vert(ev1_id));
let diff=(m1v-relative_position)*2-(ev0+ev1);
if boundary_n.dot(diff).is_negative(){
// The test point is outside the face's voronoi column.
continue 'outer;
}
}
// Calculate distance
let d=n.dot(relative_position+m0v)-d;
// Wrap for speed
let distance_squared=(d*d).wrap_2();
if distance_squared<best_distance_squared{
best_distance_squared=distance_squared;
best_fev=FEV::Face(MinkowskiFace::FaceVert(f0,v1));
}
}
// test EdgeEdges
Some(best_fev)
}
pub fn predict_collision_in(&self,relative_body:&Body,range:impl RangeBounds<Time>)->Option<(MinkowskiFace,GigaTime)>{
self.closest_fev_not_inside(*relative_body,range.start_bound()).and_then(|fev|{
self.closest_fev_not_inside(relative_body.position).and_then(|fev|{
//continue forwards along the body parabola
fev.crawl(self,relative_body,range.start_bound(),range.end_bound()).hit()
})
@@ -780,10 +839,9 @@ impl MinkowskiMesh<'_>{
let (lower_bound,upper_bound)=(range.start_bound(),range.end_bound());
// swap and negate bounds to do a time inversion
let (lower_bound,upper_bound)=(upper_bound.map(|&t|-t),lower_bound.map(|&t|-t));
let infinity_body=-relative_body;
self.closest_fev_not_inside(infinity_body,lower_bound.as_ref()).and_then(|fev|{
self.closest_fev_not_inside(relative_body.position).and_then(|fev|{
//continue backwards along the body parabola
fev.crawl(self,&infinity_body,lower_bound.as_ref(),upper_bound.as_ref()).hit()
fev.crawl(self,&-relative_body,lower_bound.as_ref(),upper_bound.as_ref()).hit()
//no need to test -time<time_limit because of the first step
.map(|(face,time)|(face,-time))
})
@@ -816,20 +874,10 @@ impl MinkowskiMesh<'_>{
}
best_edge
}
fn infinity_in(&self,infinity_body:Body)->Option<(MinkowskiFace,GigaTime)>{
let infinity_fev=self.infinity_fev(-infinity_body.velocity,infinity_body.position);
// Bound::Included means that the surface of the mesh is included in the mesh
infinity_fev.crawl(self,&infinity_body,Bound::Unbounded,Bound::Included(&infinity_body.time)).hit()
}
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
let infinity_body=Body::new(point,vec3::Y,vec3::ZERO,Time::ZERO);
//movement must escape the mesh forwards and backwards in time,
//otherwise the point is not inside the mesh
self.infinity_in(infinity_body)
.is_some_and(|_|
self.infinity_in(-infinity_body)
.is_some()
)
// TODO
println!("Unimplemented is_point_in_mesh called! {point}");
false
}
}
impl MeshQuery for MinkowskiMesh<'_>{

View File

@@ -28,7 +28,6 @@ pub enum InternalInstruction{
CollisionStart(Collision,model_physics::GigaTime),
CollisionEnd(Collision,model_physics::GigaTime),
StrafeTick,
// TODO: add GigaTime to ReachWalkTargetVelocity
ReachWalkTargetVelocity,
// Water,
}
@@ -88,7 +87,7 @@ enum JumpDirection{
impl JumpDirection{
fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
match self{
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
&JumpDirection::Exactly(dir)=>dir,
}
}
@@ -101,6 +100,7 @@ enum TransientAcceleration{
time:Time,
},
//walk target will never be reached
#[expect(dead_code)]
Unreachable{
acceleration:Planar64Vec3,
}
@@ -116,10 +116,6 @@ impl TransientAcceleration{
fn with_target_diff(target_diff:Planar64Vec3,accel:Planar64,time:Time)->Self{
if target_diff==vec3::ZERO{
TransientAcceleration::Reached
}else if accel==Planar64::ZERO{
TransientAcceleration::Unreachable{
acceleration:vec3::ZERO
}
}else{
//normal friction acceleration is clippedAcceleration.dot(normal)*friction
TransientAcceleration::Reachable{
@@ -164,7 +160,7 @@ impl ContactMoveState{
}
}
fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let normal=contact_normal(models,hitbox_mesh,contact);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
@@ -172,7 +168,7 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
(gravity,target_velocity_clipped)
}
fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let normal=contact_normal(models,hitbox_mesh,contact);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
@@ -197,7 +193,7 @@ impl PhysicsModels{
self.contact_attributes.clear();
self.intersect_attributes.clear();
}
fn mesh(&self,convex_mesh_id:ConvexMeshId<PhysicsModelId>)->TransformedMesh<'_>{
fn mesh(&self,convex_mesh_id:ConvexMeshId)->TransformedMesh<'_>{
let (mesh_id,transform)=match convex_mesh_id.model_id{
PhysicsModelId::Contact(model_id)=>{
let model=&self.contact_models[&model_id];
@@ -214,25 +210,25 @@ impl PhysicsModels{
)
}
//it's a bit weird to have three functions, but it's always going to be one of these
fn contact_mesh(&self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->TransformedMesh<'_>{
let model=&self.contact_models[&convex_mesh_id.model_id];
fn contact_mesh(&self,contact:&ContactCollision)->TransformedMesh<'_>{
let model=&self.contact_models[&contact.model_id];
TransformedMesh::new(
self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
self.meshes[&model.mesh_id].submesh_view(contact.submesh_id),
&model.transform
)
}
fn intersect_mesh(&self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->TransformedMesh<'_>{
let model=&self.intersect_models[&convex_mesh_id.model_id];
fn intersect_mesh(&self,intersect:&IntersectCollision)->TransformedMesh<'_>{
let model=&self.intersect_models[&intersect.model_id];
TransformedMesh::new(
self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
self.meshes[&model.mesh_id].submesh_view(intersect.submesh_id),
&model.transform
)
}
fn get_model_transform(&self,model_id:ModelId)->Option<&PhysicsMeshTransform>{
//ModelId can possibly be a decoration
match self.contact_models.get(&model_id.into()){
match self.contact_models.get(&ContactModelId::new(model_id.get())){
Some(model)=>Some(&model.transform),
None=>self.intersect_models.get(&model_id.into())
None=>self.intersect_models.get(&IntersectModelId::new(model_id.get()))
.map(|model|&model.transform),
}
}
@@ -615,7 +611,7 @@ impl MoveState{
// TODO: unduplicate this code
match self.get_walk_state(){
// did you stop touching the thing you were walking on?
Some(walk_state)=>if !touching.contacts.contains_key(&walk_state.contact.convex_mesh_id){
Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
}else{
// stopped touching something else while walking
@@ -646,9 +642,9 @@ impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttr
}
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct ContactAttributesId(u32);
impl From<ContactAttributesId> for CollisionAttributesId{
fn from(value:ContactAttributesId)->CollisionAttributesId{
CollisionAttributesId::new(value.0)
impl Into<CollisionAttributesId> for ContactAttributesId{
fn into(self)->CollisionAttributesId{
CollisionAttributesId::new(self.0)
}
}
impl From<CollisionAttributesId> for ContactAttributesId{
@@ -658,9 +654,9 @@ impl From<CollisionAttributesId> for ContactAttributesId{
}
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct IntersectAttributesId(u32);
impl From<IntersectAttributesId> for CollisionAttributesId{
fn from(value:IntersectAttributesId)->CollisionAttributesId{
CollisionAttributesId::new(value.0)
impl Into<CollisionAttributesId> for IntersectAttributesId{
fn into(self)->CollisionAttributesId{
CollisionAttributesId::new(self.0)
}
}
impl From<CollisionAttributesId> for IntersectAttributesId{
@@ -670,26 +666,16 @@ impl From<CollisionAttributesId> for IntersectAttributesId{
}
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct ContactModelId(u32);
impl From<ContactModelId> for ModelId{
fn from(value:ContactModelId)->ModelId{
ModelId::new(value.get())
}
}
impl From<ModelId> for ContactModelId{
fn from(other: ModelId)->Self{
Self::new(other.get())
impl Into<ModelId> for ContactModelId{
fn into(self)->ModelId{
ModelId::new(self.get())
}
}
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct IntersectModelId(u32);
impl From<IntersectModelId> for ModelId{
fn from(value:IntersectModelId)->ModelId{
ModelId::new(value.get())
}
}
impl From<ModelId> for IntersectModelId{
fn from(other: ModelId)->Self{
Self::new(other.get())
impl Into<ModelId> for IntersectModelId{
fn into(self)->ModelId{
ModelId::new(self.get())
}
}
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
@@ -697,9 +683,9 @@ enum PhysicsModelId{
Contact(ContactModelId),
Intersect(IntersectModelId),
}
impl From<PhysicsModelId> for ModelId{
fn from(value:PhysicsModelId)->ModelId{
ModelId::new(match value{
impl Into<ModelId> for PhysicsModelId{
fn into(self)->ModelId{
ModelId::new(match self{
PhysicsModelId::Contact(model_id)=>model_id.get(),
PhysicsModelId::Intersect(model_id)=>model_id.get(),
})
@@ -707,18 +693,10 @@ impl From<PhysicsModelId> for ModelId{
}
//unique physics meshes indexed by this
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
struct ConvexMeshId<Id>{
model_id:Id,
struct ConvexMeshId{
model_id:PhysicsModelId,
submesh_id:PhysicsSubmeshId,
}
impl<Id> ConvexMeshId<Id>{
fn map<NewId>(self,model_id:NewId)->ConvexMeshId<NewId>{
ConvexMeshId{
model_id,
submesh_id:self.submesh_id,
}
}
}
struct ContactModel{
mesh_id:PhysicsMeshId,
attr_id:ContactAttributesId,
@@ -732,12 +710,14 @@ struct IntersectModel{
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct ContactCollision{
convex_mesh_id:ConvexMeshId<ContactModelId>,
face_id:model_physics::MinkowskiFace,
model_id:ContactModelId,
submesh_id:PhysicsSubmeshId,
}
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct IntersectCollision{
convex_mesh_id:ConvexMeshId<IntersectModelId>,
model_id:IntersectModelId,
submesh_id:PhysicsSubmeshId,
}
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
pub enum Collision{
@@ -745,39 +725,33 @@ pub enum Collision{
Intersect(IntersectCollision),
}
impl Collision{
fn new(convex_mesh_id:ConvexMeshId<PhysicsModelId>,face_id:model_physics::MinkowskiFace)->Self{
const fn new(convex_mesh_id:ConvexMeshId,face_id:model_physics::MinkowskiFace)->Self{
match convex_mesh_id.model_id{
PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{convex_mesh_id:convex_mesh_id.map(model_id),face_id}),
PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{convex_mesh_id:convex_mesh_id.map(model_id)}),
PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{model_id,submesh_id:convex_mesh_id.submesh_id,face_id}),
PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{model_id,submesh_id:convex_mesh_id.submesh_id}),
}
}
}
#[derive(Clone,Debug,Default)]
struct TouchingState{
contacts:HashMap<ConvexMeshId<ContactModelId>,model_physics::MinkowskiFace>,
intersects:HashSet<ConvexMeshId<IntersectModelId>>,
contacts:HashSet<ContactCollision>,
intersects:HashSet<IntersectCollision>,
}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
fn insert_contact(&mut self,contact:ContactCollision)->Option<model_physics::MinkowskiFace>{
self.contacts.insert(contact.convex_mesh_id,contact.face_id)
fn insert(&mut self,collision:Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.insert(collision),
Collision::Intersect(collision)=>self.intersects.insert(collision),
}
}
fn insert_intersect(&mut self,intersect:IntersectCollision)->bool{
self.intersects.insert(intersect.convex_mesh_id)
}
fn remove_contact(&mut self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->Option<model_physics::MinkowskiFace>{
self.contacts.remove(convex_mesh_id)
}
fn remove_intersect(&mut self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->bool{
self.intersects.remove(convex_mesh_id)
}
fn contains(&self,convex_mesh_id:&ConvexMeshId<PhysicsModelId>)->bool{
match convex_mesh_id.model_id{
PhysicsModelId::Contact(contact_model_id)=>self.contacts.contains_key(&convex_mesh_id.map(contact_model_id)),
PhysicsModelId::Intersect(intersect_model_id)=>self.intersects.contains(&convex_mesh_id.map(intersect_model_id)),
fn remove(&mut self,collision:&Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.remove(collision),
Collision::Intersect(collision)=>self.intersects.remove(collision),
}
}
fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{
@@ -786,7 +760,7 @@ impl TouchingState{
a+=rocket_settings.acceleration(style.get_propulsion_control_dir(camera,input_state.controls));
}
//add accelerators
for contact in self.contacts.keys(){
for contact in &self.contacts{
if let Some(accelerator)=&models.contact_attr(contact.model_id).general.accelerator{
a+=accelerator.acceleration;
}
@@ -800,8 +774,8 @@ impl TouchingState{
a
}
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
let contacts:Vec<_>=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
crate::push_solve::Contact{
position:vec3::ZERO,
velocity:n,
@@ -811,8 +785,8 @@ impl TouchingState{
crate::push_solve::push_solve(&contacts,velocity)
}
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
let contacts:Vec<_>=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
crate::push_solve::Contact{
position:vec3::ZERO,
velocity:n,
@@ -824,29 +798,29 @@ impl TouchingState{
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,Time>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,start_time:Time){
// let relative_body=body.relative_to(&Body::ZERO);
let relative_body=body;
for (convex_mesh_id,face_id) in &self.contacts{
for contact in &self.contacts{
//detect face slide off
let model_mesh=models.contact_mesh(convex_mesh_id);
let model_mesh=models.contact_mesh(contact);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..=collector.time(),*face_id).map(|(_face,time)|{
collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),contact.face_id).map(|(_face,time)|{
TimedInstruction{
time:relative_body.time+time.into(),
instruction:InternalInstruction::CollisionEnd(
Collision::Contact(ContactCollision{face_id:*face_id,convex_mesh_id:*convex_mesh_id}),
Collision::Contact(*contact),
time
),
}
}));
}
for convex_mesh_id in &self.intersects{
for intersect in &self.intersects{
//detect model collision in reverse
let model_mesh=models.intersect_mesh(convex_mesh_id);
let model_mesh=models.intersect_mesh(intersect);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_out(&relative_body,start_time..=collector.time()).map(|(_face,time)|{
collector.collect(minkowski.predict_collision_out(&relative_body,start_time..collector.time()).map(|(_face,time)|{
TimedInstruction{
time:relative_body.time+time.into(),
instruction:InternalInstruction::CollisionEnd(
Collision::Intersect(IntersectCollision{convex_mesh_id:*convex_mesh_id}),
Collision::Intersect(*intersect),
time
),
}
@@ -973,7 +947,7 @@ impl PhysicsState{
// shared geometry for simulations
pub struct PhysicsData{
//permanent map data
bvh:bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:bvh::BvhNode<ConvexMeshId>,
//transient map/environment data (open world loads/unloads parts of this data)
models:PhysicsModels,
//semi-transient data
@@ -1059,16 +1033,14 @@ impl PhysicsData{
let transform=PhysicsMeshTransform::new(model.transform);
match attr_id{
PhysicsAttributesId::Contact(attr_id)=>{
let contact_model_id=ContactModelId::new(model_id as u32);
contact_models.insert(contact_model_id,ContactModel{
contact_models.insert(ContactModelId::new(model_id as u32),ContactModel{
mesh_id,
attr_id,
transform,
});
},
PhysicsAttributesId::Intersect(attr_id)=>{
let intersect_model_id=IntersectModelId::new(model_id as u32);
intersect_models.insert(intersect_model_id,IntersectModel{
intersect_models.insert(IntersectModelId::new(model_id as u32),IntersectModel{
mesh_id,
attr_id,
transform,
@@ -1082,23 +1054,12 @@ impl PhysicsData{
(PhysicsMeshId::new(mesh_id as u32),mesh)
).collect();
let convex_mesh_aabb_list=
// use the map models iteration order to ensure that the
// order that the models are passed into bvh::generate_bvh is consistent
map.models.iter().enumerate().filter_map(|(model_id,model)|{
match map.attributes.get(model.attributes.get() as usize){
None|Some(gameplay_attributes::CollisionAttributes::Decoration)=>None,
Some(gameplay_attributes::CollisionAttributes::Contact(_))=>{
let model_id=ContactModelId::new(model_id as u32);
let model=contact_models.get(&model_id)?;
Some((PhysicsModelId::Contact(model_id),&model.mesh_id,&model.transform))
},
Some(gameplay_attributes::CollisionAttributes::Intersect(_))=>{
let model_id=IntersectModelId::new(model_id as u32);
let model=intersect_models.get(&model_id)?;
Some((PhysicsModelId::Intersect(model_id),&model.mesh_id,&model.transform))
},
}
})
//map the two lists into a single type so they can be processed with one closure
contact_models.iter().map(|(&model_id,model)|
(PhysicsModelId::Contact(model_id),&model.mesh_id,&model.transform)
).chain(intersect_models.iter().map(|(&model_id,model)|
(PhysicsModelId::Intersect(model_id),&model.mesh_id,&model.transform)
))
.flat_map(|(model_id,mesh_id,transform)|{
meshes[mesh_id].submesh_views()
.enumerate().map(move|(submesh_id,view)|{
@@ -1189,7 +1150,7 @@ impl<'a> PhysicsContext<'a>{
//JUST POLLING!!! NO MUTATION
let mut collector=instruction::InstructionCollector::new(time_limit);
// collector.collect(state.next_move_instruction());
collector.collect(state.next_move_instruction());
//check for collision ends
state.touching.predict_collision_end(&mut collector,&data.models,&data.hitbox_mesh,&state.body,state.time);
@@ -1200,19 +1161,21 @@ impl<'a> PhysicsContext<'a>{
//relative to moving platforms
//let relative_body=state.body.relative_to(&Body::ZERO);
let relative_body=&state.body;
data.bvh.sample_aabb(&aabb,&mut |convex_mesh_id|{
if state.touching.contains(convex_mesh_id){
return;
}
data.bvh.sample_aabb(&aabb,&mut |&convex_mesh_id|{
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(*convex_mesh_id);
let model_mesh=data.models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_in(relative_body,state.time..=collector.time())
.map(|(face,dt)|
collector.collect(minkowski.predict_collision_in(relative_body,state.time..collector.time())
//temp (?) code to avoid collision loops
.and_then(|(face,dt)|{
// this must be rounded to avoid the infinite loop when hitting the start zone
let time=relative_body.time+dt.into();
(state.time<time).then_some((time,face,dt))
}).map(|(time,face,dt)|
TimedInstruction{
time:relative_body.time+dt.into(),
time,
instruction:InternalInstruction::CollisionStart(
Collision::new(*convex_mesh_id,face),
Collision::new(convex_mesh_id,face),
dt
)
}
@@ -1223,17 +1186,12 @@ impl<'a> PhysicsContext<'a>{
}
fn contact_normal(
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
convex_mesh_id:&ConvexMeshId<ContactModelId>,
face_id:model_physics::MinkowskiFace,
)->Planar64Vec3{
let model_mesh=models.contact_mesh(convex_mesh_id);
fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
let model_mesh=models.contact_mesh(contact);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
// TODO: normalize to i64::MAX>>1
// wrap for speed
minkowski.face_nd(face_id).0.wrap_1()
minkowski.face_nd(contact.face_id).0.wrap_1()
}
fn recalculate_touching(
@@ -1245,7 +1203,7 @@ fn recalculate_touching(
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1254,11 +1212,11 @@ fn recalculate_touching(
//collision_end all existing contacts
//I would have preferred while let Some(contact)=contacts.pop()
//but there is no such method
while let Some((&convex_mesh_id,_face_id))=touching.contacts.iter().next(){
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(convex_mesh_id.model_id),&convex_mesh_id)
while let Some(&contact)=touching.contacts.iter().next(){
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.model_id),contact)
}
while let Some(&convex_mesh_id)=touching.intersects.iter().next(){
collision_end_intersect(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,mode,run,models.intersect_attr(convex_mesh_id.model_id),&convex_mesh_id,time);
while let Some(&intersect)=touching.intersects.iter().next(){
collision_end_intersect(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,mode,run,models.intersect_attr(intersect.model_id),intersect,time);
}
//find all models in the teleport region
let mut aabb=aabb::Aabb::default();
@@ -1280,7 +1238,8 @@ fn recalculate_touching(
collision_start_intersect(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state,
models.intersect_attr(model_id),
IntersectCollision{
convex_mesh_id:convex_mesh_id.map(model_id),
model_id,
submesh_id:convex_mesh_id.submesh_id,
},
time,
),
@@ -1298,7 +1257,7 @@ fn set_position(
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1314,8 +1273,8 @@ fn set_position(
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|convex_mesh_id,face_id|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
touching.contacts.retain(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(v).is_positive();
if r{
culled=true;
@@ -1332,8 +1291,8 @@ fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hit
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|convex_mesh_id,face_id|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
touching.contacts.retain(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(a).is_positive();
if r{
culled=true;
@@ -1357,7 +1316,7 @@ fn teleport(
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1379,7 +1338,7 @@ fn teleport_to_spawn(
mode:&gameplay_modes::Mode,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1468,7 +1427,7 @@ fn run_teleport_behaviour(
mode_state:&mut ModeState,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1515,7 +1474,7 @@ fn run_teleport_behaviour(
}
}
fn is_not_spawn_at(
fn not_spawn_at(
mode:Option<&gameplay_modes::Mode>,
model_id:ModelId,
)->bool{
@@ -1536,7 +1495,7 @@ fn collision_start_contact(
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1546,12 +1505,12 @@ fn collision_start_contact(
){
let incident_velocity=body.velocity;
//add to touching
touching.insert_contact(contact);
touching.insert(Collision::Contact(contact));
//clip v
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
let mut allow_jump=true;
let model_id=contact.convex_mesh_id.model_id.into();
let mut allow_run_teleport_behaviour=is_not_spawn_at(mode,model_id);
let model_id=contact.model_id.into();
let mut allow_run_teleport_behaviour=not_spawn_at(mode,model_id);
match &attr.contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>(),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
@@ -1574,7 +1533,7 @@ fn collision_start_contact(
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>allow_jump=false,
None=>if let Some(walk_settings)=&style.walk{
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),vec3::Y){
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),vec3::Y){
allow_run_teleport_behaviour=true;
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
@@ -1639,7 +1598,7 @@ fn collision_start_intersect(
run:&mut run::Run,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1648,13 +1607,13 @@ fn collision_start_intersect(
time:Time,
){
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
touching.insert_intersect(intersect);
touching.insert(Collision::Intersect(intersect));
//insta booster!
if let Some(booster)=&attr.general.booster{
move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
}
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
@@ -1671,7 +1630,7 @@ fn collision_start_intersect(
}
}
move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
run_teleport_behaviour(intersect.convex_mesh_id.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
run_teleport_behaviour(intersect.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
}
fn collision_end_contact(
@@ -1684,17 +1643,15 @@ fn collision_end_contact(
camera:&PhysicsCamera,
input_state:&InputState,
_attr:&gameplay_attributes::ContactAttributes,
convex_mesh_id:&ConvexMeshId<ContactModelId>,
contact:ContactCollision,
){
touching.remove_contact(convex_mesh_id);//remove contact before calling contact_constrain_acceleration
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
//this is inner code from move_state.cull_velocity
match move_state.get_walk_state(){
// did you stop touching the thing you were walking on?
// This does not check the face! Is that a bad thing? It should be
// impossible to stop touching a different face than you started touching...
Some(walk_state)=>if &walk_state.contact.convex_mesh_id==convex_mesh_id{
Some(walk_state)=>if walk_state.contact==contact{
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
}else{
// stopped touching something else while walking
@@ -1716,13 +1673,13 @@ fn collision_end_intersect(
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
_attr:&gameplay_attributes::IntersectAttributes,
convex_mesh_id:&ConvexMeshId<IntersectModelId>,
intersect:IntersectCollision,
time:Time,
){
touching.remove_intersect(convex_mesh_id);
touching.remove(&Collision::Intersect(intersect));
move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
if let Some(mode)=mode{
let zone=mode.get_zone(convex_mesh_id.model_id.into());
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match run.start(time){
@@ -1736,14 +1693,17 @@ fn collision_end_intersect(
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<InternalInstruction,Time>){
state.time=ins.time;
match ins.instruction{
// collisions advance the body precisely
let (should_advance_body,goober_time)=match ins.instruction{
InternalInstruction::CollisionStart(_,dt)
|InternalInstruction::CollisionEnd(_,dt)=>state.body.advance_time_ratio_dt(dt),
// this advances imprecisely
InternalInstruction::ReachWalkTargetVelocity=>state.body.advance_time(state.time),
// strafe tick decides for itself whether to advance the body.
InternalInstruction::StrafeTick=>(),
|InternalInstruction::CollisionEnd(_,dt)=>(true,Some(dt)),
InternalInstruction::StrafeTick
|InternalInstruction::ReachWalkTargetVelocity=>(true,None),
};
if should_advance_body{
match goober_time{
Some(dt)=>state.body.advance_time_ratio_dt(dt),
None=>state.body.advance_time(state.time),
}
}
match ins.instruction{
InternalInstruction::CollisionStart(collision,_)=>{
@@ -1753,7 +1713,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run,
mode,
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.convex_mesh_id.model_id),
data.models.contact_attr(contact.model_id),
contact,
state.time,
),
@@ -1761,7 +1721,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,
mode,
&mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.intersect_attr(intersect.convex_mesh_id.model_id),
data.models.intersect_attr(intersect.model_id),
intersect,
state.time,
),
@@ -1770,15 +1730,15 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
InternalInstruction::CollisionEnd(collision,_)=>match collision{
Collision::Contact(contact)=>collision_end_contact(
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.convex_mesh_id.model_id),
&contact.convex_mesh_id
data.models.contact_attr(contact.model_id),
contact
),
Collision::Intersect(intersect)=>collision_end_intersect(
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
data.modes.get_mode(state.mode_state.get_mode_id()),
&mut state.run,
data.models.intersect_attr(intersect.convex_mesh_id.model_id),
&intersect.convex_mesh_id,
data.models.intersect_attr(intersect.model_id),
intersect,
state.time
),
},
@@ -1790,8 +1750,6 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
let masked_controls=strafe_settings.mask(controls);
let control_dir=state.style.get_control_dir(masked_controls);
if control_dir!=vec3::ZERO{
// manually advance time
state.body.advance_time(state.time);
let camera_mat=state.camera.simulate_move_rotation_y(state.input_state.lerp_delta(state.time).x);
if let Some(ticked_velocity)=strafe_settings.tick_velocity(state.body.velocity,(camera_mat*control_dir).with_length(Planar64::ONE).divide().wrap_1()){
//this is wrong but will work ig
@@ -1878,7 +1836,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
if let Some(walk_state)=state.move_state.get_walk_state(){
if let Some(jump_settings)=&state.style.jump{
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let booster_option=data.models.contact_attr(walk_state.contact.convex_mesh_id.model_id).general.booster.as_ref();
let booster_option=data.models.contact_attr(walk_state.contact.model_id).general.booster.as_ref();
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
state.cull_velocity(data,jumped_velocity);
}

View File

@@ -106,9 +106,7 @@ fn bug_3(){
.filter(|ins|!matches!(ins.instruction,InternalInstruction::StrafeTick));
// touch side of part at 0,0,0
assert_eq!(phys_iter.next().unwrap().time,Time::from_secs(1));
// EXPECTED: touch top of part at 5,-5,0
// OBSERVED: CollisionEnd part at 0,0,0; clip through part at 5,-5,0
assert_eq!(phys_iter.next().unwrap().time,Time::from_secs(2));
// touch top of part at 5,-5,0
assert_eq!(phys_iter.next().unwrap().time,Time::from_secs(2));
assert!(phys_iter.next().is_none());
let body=physics.body();

View File

@@ -101,6 +101,28 @@ impl_from!(
i8,i16,i32,i64,i128,isize
);
impl<const N:usize,const F:usize,T> PartialEq<T> for Fixed<N,F>
where
T:Copy,
BInt::<N>:From<T>,
{
#[inline]
fn eq(&self,&other:&T)->bool{
self.bits.eq(&other.into())
}
}
impl<const N:usize,const F:usize,T> PartialOrd<T> for Fixed<N,F>
where
T:Copy,
BInt::<N>:From<T>,
{
#[inline]
fn partial_cmp(&self,&other:&T)->Option<std::cmp::Ordering>{
self.bits.partial_cmp(&other.into())
}
}
impl<const N:usize,const F:usize> std::ops::Neg for Fixed<N,F>{
type Output=Self;
#[inline]
@@ -306,6 +328,16 @@ macro_rules! impl_additive_operator {
self.$method(other)
}
}
impl<const N:usize,const F:usize,U> core::ops::$trait<U> for $struct<N,F>
where
BInt::<N>:From<U>,
{
type Output = $output;
#[inline]
fn $method(self, other: U) -> Self::Output {
Self::from_bits(self.bits.$method(BInt::<N>::from(other).shl(F as u32)))
}
}
};
}
macro_rules! impl_additive_assign_operator {
@@ -316,6 +348,15 @@ macro_rules! impl_additive_assign_operator {
self.bits.$method(other.bits);
}
}
impl<const N:usize,const F:usize,U> core::ops::$trait<U> for $struct<N,F>
where
BInt::<N>:From<U>,
{
#[inline]
fn $method(&mut self, other: U) {
self.bits.$method(BInt::<N>::from(other).shl(F as u32));
}
}
};
}