Compare commits
7 Commits
mesh-v2
...
multi-coll
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0fa097a004
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1 +1,2 @@
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/target
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.zed
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2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -1677,8 +1677,10 @@ dependencies = [
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name = "integration-testing"
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version = "0.1.0"
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dependencies = [
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"glam",
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"strafesnet_common",
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"strafesnet_physics",
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"strafesnet_rbx_loader",
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"strafesnet_snf",
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]
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@@ -1,8 +1,8 @@
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use std::collections::{HashSet,HashMap};
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use core::ops::{Bound,RangeBounds};
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use strafesnet_common::integer::vec3::Vector3;
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use strafesnet_common::model::{self,MeshId};
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use strafesnet_common::integer::{self,vec3,Fixed,Planar32Vec3,Planar64,Planar64Vec3,Ratio};
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use strafesnet_common::model::{self,MeshId,PolygonIter};
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use strafesnet_common::integer::{self,vec3,Fixed,Planar64,Planar64Vec3,Ratio};
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use strafesnet_common::physics::Time;
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type Body=crate::body::Body<strafesnet_common::physics::TimeInner>;
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@@ -74,7 +74,7 @@ struct Face{
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dot:Planar64,
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}
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#[derive(Debug)]
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struct Vert(Planar32Vec3);
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struct Vert(Planar64Vec3);
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pub trait MeshQuery{
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type Face:Copy;
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type Edge:Copy+DirectedEdge;
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@@ -25,8 +25,13 @@ use strafesnet_common::physics::{Instruction,MouseInstruction,ModeInstruction,Mi
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//when the physics asks itself what happens next, this is how it's represented
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#[derive(Debug)]
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pub enum InternalInstruction{
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CollisionStart(Collision,model_physics::GigaTime),
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CollisionEnd(Collision,model_physics::GigaTime),
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// begin accepting touch updates
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OpenMultiCollision(model_physics::GigaTime),
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// mutliple touch updates
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CollisionStart(Collision),
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CollisionEnd(Collision),
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// confirm there will be no more touch updates and apply the transaction
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CloseMultiCollision,
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StrafeTick,
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ReachWalkTargetVelocity,
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// Water,
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@@ -874,6 +879,9 @@ impl PhysicsState{
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..Self::default()
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}
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}
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pub const fn body(&self)->&Body{
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&self.body
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}
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pub fn camera_body(&self)->Body{
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Body{
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position:self.body.position+self.style.camera_offset,
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@@ -949,8 +957,8 @@ pub struct PhysicsData{
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//cached calculations
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hitbox_mesh:HitboxMesh,
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}
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impl Default for PhysicsData{
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fn default()->Self{
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impl PhysicsData{
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pub fn empty()->Self{
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Self{
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bvh:bvh::BvhNode::empty(),
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models:Default::default(),
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@@ -958,47 +966,7 @@ impl Default for PhysicsData{
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hitbox_mesh:StyleModifiers::default().calculate_mesh(),
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}
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}
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}
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// the collection of information required to run physics
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pub struct PhysicsContext<'a>{
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state:&'a mut PhysicsState,//this captures the entire state of the physics.
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data:&'a PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
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}
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// the physics consumes both Instruction and PhysicsInternalInstruction,
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// but can only emit PhysicsInternalInstruction
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impl InstructionConsumer<InternalInstruction> for PhysicsContext<'_>{
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type Time=Time;
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fn process_instruction(&mut self,ins:TimedInstruction<InternalInstruction,Time>){
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atomic_internal_instruction(&mut self.state,&self.data,ins)
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}
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}
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impl InstructionConsumer<Instruction> for PhysicsContext<'_>{
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type Time=Time;
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fn process_instruction(&mut self,ins:TimedInstruction<Instruction,Time>){
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atomic_input_instruction(&mut self.state,&self.data,ins)
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}
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}
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impl InstructionEmitter<InternalInstruction> for PhysicsContext<'_>{
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type Time=Time;
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//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<InternalInstruction,Time>>{
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next_instruction_internal(&self.state,&self.data,time_limit)
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}
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}
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impl PhysicsContext<'_>{
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pub fn run_input_instruction(
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state:&mut PhysicsState,
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data:&PhysicsData,
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instruction:TimedInstruction<Instruction,Time>
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){
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let mut context=PhysicsContext{state,data};
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context.process_exhaustive(instruction.time);
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context.process_instruction(instruction);
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}
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}
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impl PhysicsData{
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/// use with caution, this is the only non-instruction way to mess with physics
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pub fn generate_models(&mut self,map:&map::CompleteMap){
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pub fn new(map:&map::CompleteMap)->Self{
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let modes=map.modes.clone().denormalize();
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let mut used_contact_attributes=Vec::new();
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let mut used_intersect_attributes=Vec::new();
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@@ -1125,11 +1093,50 @@ impl PhysicsData{
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(IntersectAttributesId::new(attr_id as u32),attr)
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).collect(),
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};
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self.bvh=bvh;
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self.models=models;
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self.modes=modes;
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//hitbox_mesh is unchanged
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println!("Physics Objects: {}",model_count);
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Self{
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hitbox_mesh:StyleModifiers::default().calculate_mesh(),
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bvh,
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models,
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modes,
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}
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}
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}
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// the collection of information required to run physics
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pub struct PhysicsContext<'a>{
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state:&'a mut PhysicsState,//this captures the entire state of the physics.
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data:&'a PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
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}
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// the physics consumes both Instruction and PhysicsInternalInstruction,
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// but can only emit PhysicsInternalInstruction
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impl InstructionConsumer<InternalInstruction> for PhysicsContext<'_>{
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type Time=Time;
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fn process_instruction(&mut self,ins:TimedInstruction<InternalInstruction,Time>){
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atomic_internal_instruction(&mut self.state,&self.data,ins)
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}
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}
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impl InstructionConsumer<Instruction> for PhysicsContext<'_>{
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type Time=Time;
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fn process_instruction(&mut self,ins:TimedInstruction<Instruction,Time>){
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atomic_input_instruction(&mut self.state,&self.data,ins)
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}
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}
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impl InstructionEmitter<InternalInstruction> for PhysicsContext<'_>{
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type Time=Time;
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//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<InternalInstruction,Time>>{
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next_instruction_internal(&self.state,&self.data,time_limit)
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}
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}
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impl PhysicsContext<'_>{
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pub fn run_input_instruction(
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state:&mut PhysicsState,
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data:&PhysicsData,
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instruction:TimedInstruction<Instruction,Time>
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){
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let mut context=PhysicsContext{state,data};
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context.process_exhaustive(instruction.time);
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context.process_instruction(instruction);
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}
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}
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@@ -2124,4 +2131,115 @@ mod test{
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Time::ZERO
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),None);
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}
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// overlap edges by 1 epsilon
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#[test]
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fn almost_miss_north(){
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test_collision_axis_aligned(Body::new(
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(int3(0,10,-7)>>1)+vec3::raw_xyz(0,0,1),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),Some(Time::from_secs(2)))
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}
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#[test]
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fn almost_miss_east(){
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test_collision_axis_aligned(Body::new(
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(int3(7,10,0)>>1)+vec3::raw_xyz(-1,0,0),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),Some(Time::from_secs(2)))
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}
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#[test]
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fn almost_miss_south(){
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test_collision_axis_aligned(Body::new(
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(int3(0,10,7)>>1)+vec3::raw_xyz(0,0,-1),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),Some(Time::from_secs(2)))
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}
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#[test]
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fn almost_miss_west(){
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test_collision_axis_aligned(Body::new(
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(int3(-7,10,0)>>1)+vec3::raw_xyz(1,0,0),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),Some(Time::from_secs(2)))
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}
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// exactly miss edges
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#[test]
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fn exact_miss_north(){
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test_collision_axis_aligned(Body::new(
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int3(0,10,-7)>>1,
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn exact_miss_east(){
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test_collision_axis_aligned(Body::new(
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int3(7,10,0)>>1,
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn exact_miss_south(){
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test_collision_axis_aligned(Body::new(
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int3(0,10,7)>>1,
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn exact_miss_west(){
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test_collision_axis_aligned(Body::new(
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int3(-7,10,0)>>1,
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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// miss edges by 1 epsilon
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#[test]
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fn narrow_miss_north(){
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test_collision_axis_aligned(Body::new(
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(int3(0,10,-7)>>1)-vec3::raw_xyz(0,0,1),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn narrow_miss_east(){
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test_collision_axis_aligned(Body::new(
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(int3(7,10,0)>>1)-vec3::raw_xyz(-1,0,0),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn narrow_miss_south(){
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test_collision_axis_aligned(Body::new(
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(int3(0,10,7)>>1)-vec3::raw_xyz(0,0,-1),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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#[test]
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fn narrow_miss_west(){
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test_collision_axis_aligned(Body::new(
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(int3(-7,10,0)>>1)-vec3::raw_xyz(1,0,0),
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int3(0,-1,0),
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vec3::ZERO,
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Time::ZERO
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),None)
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}
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}
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@@ -172,7 +172,7 @@ impl Session{
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user_settings,
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directories,
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mouse_interpolator:MouseInterpolator::new(),
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geometry_shared:Default::default(),
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geometry_shared:PhysicsData::empty(),
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simulation,
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view_state:ViewState::Play,
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recording:Default::default(),
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@@ -184,7 +184,7 @@ impl Session{
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}
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fn change_map(&mut self,map:&strafesnet_common::map::CompleteMap){
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self.simulation.physics.clear();
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self.geometry_shared.generate_models(map);
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self.geometry_shared=PhysicsData::new(map);
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}
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pub fn get_frame_state(&self,time:SessionTime)->Option<FrameState>{
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match &self.view_state{
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@@ -4,6 +4,9 @@ version = "0.1.0"
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edition = "2024"
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[dependencies]
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glam = "0.30.0"
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strafesnet_common = { path = "../lib/common", registry = "strafesnet" }
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strafesnet_physics = { path = "../engine/physics", registry = "strafesnet" }
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strafesnet_snf = { path = "../lib/snf", registry = "strafesnet" }
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# this is just for the primitive constructor
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strafesnet_rbx_loader = { path = "../lib/rbx_loader", registry = "strafesnet" }
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@@ -3,6 +3,8 @@ mod util;
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#[cfg(test)]
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mod tests;
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#[cfg(test)]
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mod test_scenes;
|
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|
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use std::time::Instant;
|
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|
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@@ -29,9 +31,8 @@ fn run_replay()->Result<(),ReplayError>{
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let bot=strafesnet_snf::read_bot(data)?.read_all()?;
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|
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// create recording
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let mut physics_data=PhysicsData::default();
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println!("generating models..");
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physics_data.generate_models(&map);
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let physics_data=PhysicsData::new(&map);
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println!("simulating...");
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let mut physics=PhysicsState::default();
|
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for ins in bot.instructions{
|
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@@ -139,9 +140,8 @@ fn test_determinism()->Result<(),ReplayError>{
|
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let data=read_entire_file("../tools/bhop_maps/5692113331.snfm")?;
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let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
|
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|
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let mut physics_data=PhysicsData::default();
|
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println!("generating models..");
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physics_data.generate_models(&map);
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let physics_data=PhysicsData::new(&map);
|
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|
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let (send,recv)=std::sync::mpsc::channel();
|
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|
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|
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91
integration-testing/src/test_scenes.rs
Normal file
91
integration-testing/src/test_scenes.rs
Normal file
@@ -0,0 +1,91 @@
|
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use strafesnet_physics::physics::{PhysicsData,PhysicsState,PhysicsContext};
|
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use strafesnet_common::gameplay_modes::NormalizedModes;
|
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use strafesnet_common::gameplay_attributes::{CollisionAttributes,CollisionAttributesId};
|
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use strafesnet_common::integer::{vec3,mat3,Planar64Affine3,Time};
|
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use strafesnet_common::model::{Mesh,Model,MeshId,ModelId,RenderConfigId};
|
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use strafesnet_common::map::CompleteMap;
|
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use strafesnet_common::physics::Instruction;
|
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use strafesnet_common::instruction::TimedInstruction;
|
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use strafesnet_rbx_loader::primitives::{unit_cube,CubeFaceDescription};
|
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|
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struct TestSceneBuilder{
|
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meshes:Vec<Mesh>,
|
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models:Vec<Model>,
|
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}
|
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impl TestSceneBuilder{
|
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fn new()->Self{
|
||||
Self{
|
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meshes:Vec::new(),
|
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models:Vec::new(),
|
||||
}
|
||||
}
|
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fn push_mesh(&mut self,mesh:Mesh)->MeshId{
|
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let mesh_id=self.meshes.len();
|
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self.meshes.push(mesh);
|
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MeshId::new(mesh_id as u32)
|
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}
|
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fn push_mesh_instance(&mut self,mesh:MeshId,transform:Planar64Affine3)->ModelId{
|
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let model=Model{
|
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mesh,
|
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attributes:CollisionAttributesId::new(0),
|
||||
color:glam::Vec4::ONE,
|
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transform,
|
||||
};
|
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let model_id=self.models.len();
|
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self.models.push(model);
|
||||
ModelId::new(model_id as u32)
|
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}
|
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fn build(self)->PhysicsData{
|
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let modes=NormalizedModes::new(Vec::new());
|
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let attributes=vec![CollisionAttributes::contact_default()];
|
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let meshes=self.meshes;
|
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let models=self.models;
|
||||
let textures=Vec::new();
|
||||
let render_configs=Vec::new();
|
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PhysicsData::new(&CompleteMap{
|
||||
modes,
|
||||
attributes,
|
||||
meshes,
|
||||
models,
|
||||
textures,
|
||||
render_configs,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
fn test_scene()->PhysicsData{
|
||||
let mut builder=TestSceneBuilder::new();
|
||||
let cube_face_description=CubeFaceDescription::new(Default::default(),RenderConfigId::new(0));
|
||||
let mesh=builder.push_mesh(unit_cube(cube_face_description));
|
||||
// place two 5x5x5 cubes.
|
||||
builder.push_mesh_instance(mesh,Planar64Affine3::new(
|
||||
mat3::from_diagonal(vec3::int(5,5,5)>>1),
|
||||
vec3::int(0,0,0)
|
||||
));
|
||||
builder.push_mesh_instance(mesh,Planar64Affine3::new(
|
||||
mat3::from_diagonal(vec3::int(5,5,5)>>1),
|
||||
vec3::int(5,-5,0)
|
||||
));
|
||||
builder.build()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn simultaneous_collision(){
|
||||
let physics_data=test_scene();
|
||||
let body=strafesnet_physics::physics::Body::new(
|
||||
vec3::int(5+1,1,0),
|
||||
vec3::int(-1,-1,0),
|
||||
vec3::int(0,0,0),
|
||||
Time::ZERO,
|
||||
);
|
||||
let mut physics=PhysicsState::new_with_body(body);
|
||||
PhysicsContext::run_input_instruction(&mut physics,&physics_data,TimedInstruction{
|
||||
time:Time::from_secs(2),
|
||||
instruction:Instruction::Idle,
|
||||
});
|
||||
let body=physics.body();
|
||||
assert_eq!(body.position,vec3::int(5,0,0));
|
||||
assert_eq!(body.velocity,vec3::int(0,0,0));
|
||||
assert_eq!(body.acceleration,vec3::int(0,0,0));
|
||||
assert_eq!(body.time,Time::ONE_SECOND);
|
||||
}
|
||||
@@ -10,9 +10,8 @@ fn physics_bug_2()->Result<(),ReplayError>{
|
||||
let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
|
||||
|
||||
// create recording
|
||||
let mut physics_data=PhysicsData::default();
|
||||
println!("generating models..");
|
||||
physics_data.generate_models(&map);
|
||||
let physics_data=PhysicsData::new(&map);
|
||||
println!("simulating...");
|
||||
|
||||
//teleport to bug
|
||||
@@ -45,9 +44,8 @@ fn physics_bug_3()->Result<(),ReplayError>{
|
||||
let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
|
||||
|
||||
// create recording
|
||||
let mut physics_data=PhysicsData::default();
|
||||
println!("generating models..");
|
||||
physics_data.generate_models(&map);
|
||||
let physics_data=PhysicsData::new(&map);
|
||||
println!("simulating...");
|
||||
|
||||
//teleport to bug
|
||||
|
||||
@@ -2,7 +2,9 @@ use crate::integer::{vec3,Planar64Vec3};
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct Aabb{
|
||||
// min is inclusive
|
||||
min:Planar64Vec3,
|
||||
// max is not inclusive
|
||||
max:Planar64Vec3,
|
||||
}
|
||||
|
||||
@@ -43,7 +45,7 @@ impl Aabb{
|
||||
}
|
||||
#[inline]
|
||||
pub fn contains(&self,point:Planar64Vec3)->bool{
|
||||
let bvec=self.min.lt(point)&point.lt(self.max);
|
||||
let bvec=self.min.le(point)&point.lt(self.max);
|
||||
bvec.all()
|
||||
}
|
||||
#[inline]
|
||||
|
||||
@@ -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>;
|
||||
|
||||
@@ -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,
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ mod mesh;
|
||||
mod error;
|
||||
mod union;
|
||||
pub mod loader;
|
||||
mod primitives;
|
||||
pub mod primitives;
|
||||
|
||||
pub mod data{
|
||||
pub struct RobloxMeshBytes(Vec<u8>);
|
||||
|
||||
@@ -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)=>{
|
||||
|
||||
Reference in New Issue
Block a user