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Author SHA1 Message Date
c797c32151 print advance_time 2025-08-26 16:40:07 -07:00
95df720255 do not strafe tick 2025-08-26 16:40:07 -07:00
e34cb0db53 print instruction query and execute 2025-08-26 16:40:07 -07:00
64c98493eb mark collision end and culling 2025-08-26 16:40:07 -07:00
6b10a01a8c debug 2025-08-26 16:40:07 -07:00
0f39cdb89f fix bug 3, break everything else 2025-08-26 16:40:00 -07:00
7 changed files with 110 additions and 57 deletions

View File

@@ -61,6 +61,7 @@ impl<T> Body<T>
self.velocity+(self.acceleration*dt).map(|elem|elem.divide().clamp_1())
}
pub fn advance_time(&mut self,time:Time<T>){
println!("advance_time");
self.position=self.extrapolated_position(time);
self.velocity=self.extrapolated_velocity(time);
self.time=time;
@@ -102,6 +103,7 @@ impl<T> Body<T>
self.acceleration.map(|elem|(dt*elem).divide().clamp())+self.velocity
}
pub fn advance_time_ratio_dt(&mut self,dt:crate::model::GigaTime){
println!("advance_time_ratio_dt");
self.position=self.extrapolated_position_ratio_dt(dt);
self.velocity=self.extrapolated_velocity_ratio_dt(dt);
self.time+=dt.into();

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@@ -4,6 +4,7 @@ use crate::physics::{Time,Body};
use core::ops::Bound;
#[derive(Debug)]
enum Transition<M:MeshQuery>{
Miss,
Next(FEV<M>,GigaTime),
@@ -76,6 +77,8 @@ impl<F:Copy,M:MeshQuery<Normal=Vector3<F>,Offset=Fixed<4,128>>> FEV<M>
M::Face:Copy,
M::Edge:Copy,
M::Vert:Copy,
M:std::fmt::Debug,
F:std::fmt::Display,
F:core::ops::Mul<Fixed<1,32>,Output=Fixed<4,128>>,
<F as core::ops::Mul<Fixed<1,32>>>::Output:core::iter::Sum,
M::Offset:core::ops::Sub<<F as std::ops::Mul<Fixed<1,32>>>::Output>,
@@ -90,10 +93,15 @@ impl<F:Copy,M:MeshQuery<Normal=Vector3<F>,Offset=Fixed<4,128>>> FEV<M>
//n=face.normal d=face.dot
//n.a t^2+n.v t+n.p-d==0
let (n,d)=mesh.face_nd(face_id);
println!("Face n={} d={}",n,d);
//TODO: use higher precision d value?
//use the mesh transform translation instead of baking it into the d value.
for dt in Fixed::<4,128>::zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
if low(&lower_bound,&dt)&&upp(&dt,&upper_bound)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
let low=low(&lower_bound,&dt);
let upp=upp(&dt,&upper_bound);
let into=n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative();
println!("dt={} low={low} upp={upp} into={into}",dt.divide());
if low&&upp&&into{
upper_bound=Bound::Included(dt);
best_transition=Transition::Hit(face_id,dt);
break;
@@ -128,10 +136,16 @@ impl<F:Copy,M:MeshQuery<Normal=Vector3<F>,Offset=Fixed<4,128>>> FEV<M>
let face_n=mesh.face_nd(edge_face_id).0;
//edge_n gets parity from the order of edge_faces
let n=face_n.cross(edge_n)*((i as i64)*2-1);
let d=n.dot(delta_pos).wrap_4();
println!("Edge Face={:?} boundary_n={} boundary_d={}",edge_face_id,n,d>>1);
//WARNING yada yada d *2
//wrap for speed
for dt in Fixed::<4,128>::zeroes2(n.dot(delta_pos).wrap_4(),n.dot(body.velocity).wrap_4()*2,n.dot(body.acceleration).wrap_4()){
if low(&lower_bound,&dt)&&upp(&dt,&upper_bound)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
for dt in Fixed::<4,128>::zeroes2(d,n.dot(body.velocity).wrap_4()*2,n.dot(body.acceleration).wrap_4()){
let low=low(&lower_bound,&dt);
let upp=upp(&dt,&upper_bound);
let into=n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative();
println!("dt={} low={low} upp={upp} into={into}",dt.divide());
if low&&upp&&into{
upper_bound=Bound::Included(dt);
best_transition=Transition::Next(FEV::Face(edge_face_id),dt);
break;
@@ -175,8 +189,11 @@ impl<F:Copy,M:MeshQuery<Normal=Vector3<F>,Offset=Fixed<4,128>>> FEV<M>
pub fn crawl(mut self,mesh:&M,relative_body:&Body,lower_bound:Bound<&Time>,upper_bound:Bound<&Time>)->CrawlResult<M>{
let mut lower_bound=lower_bound.map(|&t|into_giga_time(t,relative_body.time));
let upper_bound=upper_bound.map(|&t|into_giga_time(t,relative_body.time));
println!("crawl begin={self:?}");
for _ in 0..20{
match self.next_transition(mesh,relative_body,lower_bound,upper_bound){
let transition=self.next_transition(mesh,relative_body,lower_bound,upper_bound);
println!("transition={transition:?}");
match transition{
Transition::Miss=>return CrawlResult::Miss(self),
Transition::Next(next_fev,next_time)=>(self,lower_bound)=(next_fev,Bound::Included(next_time)),
Transition::Hit(face,time)=>return CrawlResult::Hit(face,time),

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@@ -1,8 +1,8 @@
use std::collections::{HashSet,HashMap};
use core::ops::{Bound,RangeBounds};
use strafesnet_common::integer::vec3::Vector3;
use strafesnet_common::model::{self,MeshId};
use strafesnet_common::integer::{self,vec3,Fixed,Planar32Vec3,Planar64,Planar64Vec3,Ratio};
use strafesnet_common::model::{self,MeshId,PolygonIter};
use strafesnet_common::integer::{self,vec3,Fixed,Planar64,Planar64Vec3,Ratio};
use strafesnet_common::physics::Time;
type Body=crate::body::Body<strafesnet_common::physics::TimeInner>;
@@ -74,11 +74,11 @@ struct Face{
dot:Planar64,
}
#[derive(Debug)]
struct Vert(Planar32Vec3);
struct Vert(Planar64Vec3);
pub trait MeshQuery{
type Face:Copy;
type Edge:Copy+DirectedEdge;
type Vert:Copy;
type Face:Copy+std::fmt::Debug;
type Edge:Copy+DirectedEdge+std::fmt::Debug;
type Vert:Copy+std::fmt::Debug;
// Vertex must be Planar64Vec3 because it represents an actual position
type Normal;
type Offset;
@@ -756,7 +756,9 @@ impl MinkowskiMesh<'_>{
})
}
pub fn predict_collision_in(&self,relative_body:&Body,range:impl RangeBounds<Time>)->Option<(MinkowskiFace,GigaTime)>{
println!("@@@BEGIN SETUP@@@");
self.closest_fev_not_inside(*relative_body,range.start_bound()).and_then(|fev|{
println!("@@@BEGIN REAL CRAWL@@@");
//continue forwards along the body parabola
fev.crawl(self,relative_body,range.start_bound(),range.end_bound()).hit()
})

View File

@@ -28,6 +28,7 @@ pub enum InternalInstruction{
CollisionStart(Collision,model_physics::GigaTime),
CollisionEnd(Collision,model_physics::GigaTime),
StrafeTick,
// TODO: add GigaTime to ReachWalkTargetVelocity
ReachWalkTargetVelocity,
// Water,
}
@@ -1135,10 +1136,11 @@ impl PhysicsData{
//this is the one who asks
fn next_instruction_internal(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<InternalInstruction,Time>>{
println!("==== next_instruction_internal ====");
//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);
@@ -1150,6 +1152,7 @@ impl PhysicsData{
//let relative_body=state.body.relative_to(&Body::ZERO);
let relative_body=&state.body;
data.bvh.sample_aabb(&aabb,&mut |&convex_mesh_id|{
println!("Sampling object id={:?}",convex_mesh_id.model_id);
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
@@ -1265,6 +1268,7 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(v).is_positive();
if r{
println!("culled {:?}",contact.model_id);
culled=true;
}
!r
@@ -1633,6 +1637,7 @@ fn collision_end_contact(
_attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
){
println!("collision_end {:?}",contact.model_id);
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
@@ -1680,18 +1685,16 @@ fn collision_end_intersect(
}
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<InternalInstruction,Time>){
println!("\n==== atomic_internal_instruction ====");
state.time=ins.time;
let (should_advance_body,goober_time)=match ins.instruction{
match ins.instruction{
// collisions advance the body precisely
InternalInstruction::CollisionStart(_,dt)
|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),
}
|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=>(),
}
match ins.instruction{
InternalInstruction::CollisionStart(collision,_)=>{
@@ -1738,6 +1741,8 @@ 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

View File

@@ -552,12 +552,6 @@ impl TryFrom<[f32;3]> for Unit32Vec3{
}
*/
// placeholder until bnum supports u8
#[derive(Clone,Copy,Debug,Hash,Eq,PartialEq,Ord,PartialOrd)]
pub struct Planar32(i32);
pub type Planar32Vec3=linear_ops::types::Vector3<Planar32>;
pub type Planar32Mat3=linear_ops::types::Matrix3<Planar32>;
pub type Planar64TryFromFloatError=fixed_wide::fixed::FixedFromFloatError;
pub type Planar64=fixed_wide::types::I32F32;
pub type Planar64Vec3=linear_ops::types::Vector3<Planar64>;

View File

@@ -1,6 +1,6 @@
use std::collections::HashMap;
use crate::integer::{Planar32Vec3,Planar32Mat3,Planar64Vec3};
use crate::integer::{Planar64,Planar64Vec3,Planar64Affine3};
use crate::gameplay_attributes;
pub type TextureCoordinate=glam::Vec2;
@@ -22,32 +22,61 @@ pub struct IndexedVertex{
}
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct VertexId(u32);
#[derive(Clone)]
pub struct Triangle([VertexId;3]);
impl Triangle{
pub fn new(verts:[VertexId;3])->Self{
Self(verts)
}
pub type IndexedVertexList=Vec<VertexId>;
pub trait PolygonIter{
fn polys(&self)->impl Iterator<Item=&[VertexId]>;
}
pub trait MapVertexId{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self;
}
#[derive(Clone)]
pub struct TriangleList(Vec<Triangle>);
impl TriangleList{
pub const fn new(list:Vec<Triangle>)->Self{
pub struct PolygonList(Vec<IndexedVertexList>);
impl PolygonList{
pub const fn new(list:Vec<IndexedVertexList>)->Self{
Self(list)
}
pub fn extend<T:IntoIterator<Item=Triangle>>(&mut self,iter:T){
pub fn extend<T:IntoIterator<Item=IndexedVertexList>>(&mut self,iter:T){
self.0.extend(iter);
}
}
impl PolygonIter for PolygonList{
fn polys(&self)->impl Iterator<Item=&[VertexId]>{
self.0.iter().map(|poly|poly.as_slice())
}
}
impl MapVertexId for PolygonList{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self{
Self(self.0.into_iter().map(|ivl|ivl.into_iter().map(&f).collect()).collect())
}
}
// pub struct TriangleStrip(IndexedVertexList);
// impl PolygonIter for TriangleStrip{
// fn polys(&self)->impl Iterator<Item=&[VertexId]>{
// self.0.vertices.windows(3).enumerate().map(|(i,s)|if i&0!=0{return s.iter().rev()}else{return s.iter()})
// }
// }
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct PolygonGroupId(u32);
#[derive(Clone)]
pub enum PolygonGroup{
TriangleList(TriangleList),
PolygonList(PolygonList),
//TriangleStrip(TriangleStrip),
}
impl PolygonIter for PolygonGroup{
fn polys(&self)->impl Iterator<Item=&[VertexId]>{
match self{
PolygonGroup::PolygonList(list)=>list.polys(),
//PolygonGroup::TriangleStrip(strip)=>strip.polys(),
}
}
}
impl MapVertexId for PolygonGroup{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self{
match self{
PolygonGroup::PolygonList(polys)=>Self::PolygonList(polys.map_vertex_id(f)),
}
}
}
/// Ah yes, a group of things to render at the same time
#[derive(Clone,Copy,Debug,Hash,id::Id,Eq,PartialEq)]
pub struct TextureId(u32);
@@ -80,8 +109,8 @@ pub struct IndexedPhysicsGroup{
pub struct MeshId(u32);
#[derive(Clone)]
pub struct Mesh{
pub unique_pos:Vec<Planar32Vec3>,
pub unique_normal:Vec<Planar32Vec3>,
pub unique_pos:Vec<Planar64Vec3>,//Unit32Vec3
pub unique_normal:Vec<Planar64Vec3>,//Unit32Vec3
pub unique_tex:Vec<TextureCoordinate>,
pub unique_color:Vec<Color4>,
pub unique_vertices:Vec<IndexedVertex>,
@@ -98,13 +127,13 @@ pub struct Mesh{
#[derive(Default)]
pub struct MeshBuilder{
unique_pos:Vec<Planar32Vec3>,
unique_normal:Vec<Planar32Vec3>,
unique_pos:Vec<Planar64Vec3>,//Unit32Vec3
unique_normal:Vec<Planar64Vec3>,//Unit32Vec3
unique_tex:Vec<TextureCoordinate>,
unique_color:Vec<Color4>,
unique_vertices:Vec<IndexedVertex>,
pos_id_from:HashMap<Planar32Vec3,PositionId>,
normal_id_from:HashMap<Planar32Vec3,NormalId>,
pos_id_from:HashMap<Planar64Vec3,PositionId>,//Unit32Vec3
normal_id_from:HashMap<Planar64Vec3,NormalId>,//Unit32Vec3
tex_id_from:HashMap<[u32;2],TextureCoordinateId>,
color_id_from:HashMap<[u32;4],ColorId>,
vertex_id_from:HashMap<IndexedVertex,VertexId>,
@@ -138,14 +167,19 @@ impl MeshBuilder{
physics_groups,
}
}
pub fn acquire_pos_id(&mut self,pos:Planar32Vec3)->PositionId{
pub fn acquire_pos_id(&mut self,pos:Planar64Vec3)->PositionId{
// Truncate the 16 most precise bits of the vertex positions.
// This allows the normal vectors to exactly represent the face.
// Remove this in Mesh V2
const MASK:Planar64=Planar64::raw(!((1<<16)-1));
let pos=pos.map(|c|c&MASK);
*self.pos_id_from.entry(pos).or_insert_with(||{
let pos_id=PositionId::new(self.unique_pos.len() as u32);
self.unique_pos.push(pos);
pos_id
})
}
pub fn acquire_normal_id(&mut self,normal:Planar32Vec3)->NormalId{
pub fn acquire_normal_id(&mut self,normal:Planar64Vec3)->NormalId{
*self.normal_id_from.entry(normal).or_insert_with(||{
let normal_id=NormalId::new(self.unique_normal.len() as u32);
self.unique_normal.push(normal);
@@ -183,6 +217,5 @@ pub struct Model{
pub mesh:MeshId,
pub attributes:gameplay_attributes::CollisionAttributesId,
pub color:Color4,//transparency is in here
pub matrix3:Planar32Mat3,
pub translation:Planar64Vec3,
pub transform:Planar64Affine3,
}

View File

@@ -3,7 +3,7 @@ use std::collections::HashMap;
use rbx_mesh::mesh::{Vertex2,Vertex2Truncated};
use strafesnet_common::aabb::Aabb;
use strafesnet_common::integer::vec3;
use strafesnet_common::model::{self,ColorId,IndexedVertex,NormalId,PolygonGroup,Triangle,TriangleList,PositionId,RenderConfigId,TextureCoordinateId,VertexId};
use strafesnet_common::model::{self,ColorId,IndexedVertex,PolygonGroup,PolygonList,RenderConfigId,VertexId};
use crate::loader::MeshWithSize;
@@ -67,8 +67,8 @@ fn ingest_faces2_lods3(
){
//faces have to be split into polygon groups based on lod
polygon_groups.extend(lods.windows(2).map(|lod_pair|
PolygonGroup::TriangleList(TriangleList::new(faces[lod_pair[0].0 as usize..lod_pair[1].0 as usize].iter().map(|rbx_mesh::mesh::Face2(v0,v1,v2)|
Triangle::new([vertex_id_map[&v0],vertex_id_map[&v1],vertex_id_map[&v2]])
PolygonGroup::PolygonList(PolygonList::new(faces[lod_pair[0].0 as usize..lod_pair[1].0 as usize].iter().map(|rbx_mesh::mesh::Face2(v0,v1,v2)|
vec![vertex_id_map[&v0],vertex_id_map[&v1],vertex_id_map[&v2]]
).collect()))
))
}
@@ -90,7 +90,7 @@ pub fn convert(roblox_mesh_bytes:crate::data::RobloxMeshBytes)->Result<MeshWithS
};
Ok(mb.acquire_vertex_id(vertex))
};
Ok(Triangle::new([ingest_vertex1(&trip[0])?,ingest_vertex1(&trip[1])?,ingest_vertex1(&trip[2])?))
Ok(vec![ingest_vertex1(&trip[0])?,ingest_vertex1(&trip[1])?,ingest_vertex1(&trip[2])?])
}).collect::<Result<_,_>>().map_err(Error::Planar64Vec3)?)));
},
rbx_mesh::mesh::Mesh::V2(mesh)=>{
@@ -103,8 +103,8 @@ pub fn convert(roblox_mesh_bytes:crate::data::RobloxMeshBytes)->Result<MeshWithS
rbx_mesh::mesh::SizeOfVertex2::Full=>ingest_vertices2(mesh.vertices,&mut mb),
}?;
//one big happy group for all the faces
polygon_groups.push(PolygonGroup::TriangleList(TriangleList::new(mesh.faces.into_iter().map(|face|
Triangle::new([vertex_id_map[&face.0],vertex_id_map[&face.1],vertex_id_map[&face.2]])
polygon_groups.push(PolygonGroup::PolygonList(PolygonList::new(mesh.faces.into_iter().map(|face|
vec![vertex_id_map[&face.0],vertex_id_map[&face.1],vertex_id_map[&face.2]]
).collect())));
},
rbx_mesh::mesh::Mesh::V3(mesh)=>{