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@@ -87,7 +87,7 @@ enum JumpDirection{
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impl JumpDirection{
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fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
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match self{
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),
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&JumpDirection::Exactly(dir)=>dir,
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}
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}
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@@ -100,7 +100,6 @@ enum TransientAcceleration{
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time:Time,
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},
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//walk target will never be reached
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#[expect(dead_code)]
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Unreachable{
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acceleration:Planar64Vec3,
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}
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@@ -114,8 +113,12 @@ struct ContactMoveState{
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}
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impl TransientAcceleration{
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fn with_target_diff(target_diff:Planar64Vec3,accel:Planar64,time:Time)->Self{
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if target_diff==vec3::ZERO{
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if target_diff==vec3::zero(){
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TransientAcceleration::Reached
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}else if accel==Planar64::ZERO{
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TransientAcceleration::Unreachable{
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acceleration:vec3::zero()
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}
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}else{
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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TransientAcceleration::Reachable{
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@@ -137,7 +140,7 @@ impl TransientAcceleration{
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}
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fn acceleration(&self)->Planar64Vec3{
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match self{
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TransientAcceleration::Reached=>vec3::ZERO,
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TransientAcceleration::Reached=>vec3::zero(),
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&TransientAcceleration::Reachable{acceleration,time:_}=>acceleration,
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&TransientAcceleration::Unreachable{acceleration}=>acceleration,
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}
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@@ -160,7 +163,7 @@ impl ContactMoveState{
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}
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}
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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){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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@@ -168,7 +171,7 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
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(gravity,target_velocity_clipped)
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}
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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){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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@@ -193,7 +196,7 @@ impl PhysicsModels{
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self.contact_attributes.clear();
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self.intersect_attributes.clear();
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}
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fn mesh(&self,convex_mesh_id:ConvexMeshId)->TransformedMesh<'_>{
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fn mesh(&self,convex_mesh_id:ConvexMeshId<PhysicsModelId>)->TransformedMesh<'_>{
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let (mesh_id,transform)=match convex_mesh_id.model_id{
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PhysicsModelId::Contact(model_id)=>{
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let model=&self.contact_models[&model_id];
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@@ -210,25 +213,25 @@ impl PhysicsModels{
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)
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}
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//it's a bit weird to have three functions, but it's always going to be one of these
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fn contact_mesh(&self,contact:&ContactCollision)->TransformedMesh<'_>{
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let model=&self.contact_models[&contact.model_id];
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fn contact_mesh(&self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->TransformedMesh<'_>{
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let model=&self.contact_models[&convex_mesh_id.model_id];
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TransformedMesh::new(
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self.meshes[&model.mesh_id].submesh_view(contact.submesh_id),
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self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
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&model.transform
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)
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}
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fn intersect_mesh(&self,intersect:&IntersectCollision)->TransformedMesh<'_>{
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let model=&self.intersect_models[&intersect.model_id];
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fn intersect_mesh(&self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->TransformedMesh<'_>{
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let model=&self.intersect_models[&convex_mesh_id.model_id];
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TransformedMesh::new(
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self.meshes[&model.mesh_id].submesh_view(intersect.submesh_id),
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self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
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&model.transform
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)
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}
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fn get_model_transform(&self,model_id:ModelId)->Option<&PhysicsMeshTransform>{
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//ModelId can possibly be a decoration
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match self.contact_models.get(&ContactModelId::new(model_id.get())){
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match self.contact_models.get(&model_id.into()){
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Some(model)=>Some(&model.transform),
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None=>self.intersect_models.get(&IntersectModelId::new(model_id.get()))
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None=>self.intersect_models.get(&model_id.into())
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.map(|model|&model.transform),
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}
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}
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@@ -440,7 +443,7 @@ impl StyleHelper for StyleModifiers{
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fn get_control_dir(&self,controls:Controls)->Planar64Vec3{
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//don't get fancy just do it
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let mut control_dir:Planar64Vec3=vec3::ZERO;
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let mut control_dir:Planar64Vec3=vec3::zero();
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//Apply mask after held check so you can require non-allowed keys to be held for some reason
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let controls=controls.intersection(self.controls_mask);
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if controls.contains(Controls::MoveForward){
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@@ -479,7 +482,7 @@ impl StyleHelper for StyleModifiers{
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};
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let transform=integer::Planar64Affine3::new(
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mat3::from_diagonal(self.hitbox.halfsize),
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vec3::ZERO
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vec3::zero()
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);
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HitboxMesh::new(mesh,transform)
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}
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@@ -497,7 +500,7 @@ impl MoveState{
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//call this after state.move_state is changed
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fn apply_enum(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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match self{
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MoveState::Fly=>body.acceleration=vec3::ZERO,
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MoveState::Fly=>body.acceleration=vec3::zero(),
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MoveState::Air=>{
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//calculate base acceleration
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let a=touching.base_acceleration(models,style,camera,input_state);
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@@ -611,7 +614,7 @@ impl MoveState{
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// TODO: unduplicate this code
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match self.get_walk_state(){
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// did you stop touching the thing you were walking on?
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Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
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Some(walk_state)=>if !touching.contains_contact(&walk_state.contact.convex_mesh_id){
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self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
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}else{
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// stopped touching something else while walking
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@@ -642,9 +645,9 @@ impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttr
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}
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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struct ContactAttributesId(u32);
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impl Into<CollisionAttributesId> for ContactAttributesId{
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fn into(self)->CollisionAttributesId{
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CollisionAttributesId::new(self.0)
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impl From<ContactAttributesId> for CollisionAttributesId{
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fn from(value:ContactAttributesId)->CollisionAttributesId{
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CollisionAttributesId::new(value.0)
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}
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}
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impl From<CollisionAttributesId> for ContactAttributesId{
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@@ -654,9 +657,9 @@ impl From<CollisionAttributesId> for ContactAttributesId{
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}
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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struct IntersectAttributesId(u32);
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impl Into<CollisionAttributesId> for IntersectAttributesId{
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fn into(self)->CollisionAttributesId{
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CollisionAttributesId::new(self.0)
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impl From<IntersectAttributesId> for CollisionAttributesId{
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fn from(value:IntersectAttributesId)->CollisionAttributesId{
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CollisionAttributesId::new(value.0)
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}
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}
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impl From<CollisionAttributesId> for IntersectAttributesId{
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@@ -666,16 +669,26 @@ impl From<CollisionAttributesId> for IntersectAttributesId{
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}
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#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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struct ContactModelId(u32);
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impl Into<ModelId> for ContactModelId{
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fn into(self)->ModelId{
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ModelId::new(self.get())
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impl From<ContactModelId> for ModelId{
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fn from(value:ContactModelId)->ModelId{
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ModelId::new(value.get())
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}
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}
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impl From<ModelId> for ContactModelId{
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fn from(other: ModelId)->Self{
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Self::new(other.get())
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}
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}
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#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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struct IntersectModelId(u32);
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impl Into<ModelId> for IntersectModelId{
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fn into(self)->ModelId{
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ModelId::new(self.get())
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impl From<IntersectModelId> for ModelId{
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fn from(value:IntersectModelId)->ModelId{
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ModelId::new(value.get())
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}
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}
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impl From<ModelId> for IntersectModelId{
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fn from(other: ModelId)->Self{
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Self::new(other.get())
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}
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}
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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@@ -683,9 +696,9 @@ enum PhysicsModelId{
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Contact(ContactModelId),
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Intersect(IntersectModelId),
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}
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impl Into<ModelId> for PhysicsModelId{
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fn into(self)->ModelId{
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ModelId::new(match self{
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impl From<PhysicsModelId> for ModelId{
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fn from(value:PhysicsModelId)->ModelId{
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ModelId::new(match value{
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PhysicsModelId::Contact(model_id)=>model_id.get(),
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PhysicsModelId::Intersect(model_id)=>model_id.get(),
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})
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@@ -693,10 +706,18 @@ impl Into<ModelId> for PhysicsModelId{
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}
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//unique physics meshes indexed by this
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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struct ConvexMeshId{
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model_id:PhysicsModelId,
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struct ConvexMeshId<Id>{
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model_id:Id,
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submesh_id:PhysicsSubmeshId,
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}
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impl<Id> ConvexMeshId<Id>{
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fn map<NewId>(self,model_id:NewId)->ConvexMeshId<NewId>{
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ConvexMeshId{
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model_id,
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submesh_id:self.submesh_id,
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}
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}
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}
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struct ContactModel{
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mesh_id:PhysicsMeshId,
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attr_id:ContactAttributesId,
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@@ -710,14 +731,12 @@ struct IntersectModel{
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct ContactCollision{
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convex_mesh_id:ConvexMeshId<ContactModelId>,
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face_id:model_physics::MinkowskiFace,
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model_id:ContactModelId,
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submesh_id:PhysicsSubmeshId,
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}
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct IntersectCollision{
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model_id:IntersectModelId,
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submesh_id:PhysicsSubmeshId,
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convex_mesh_id:ConvexMeshId<IntersectModelId>,
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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pub enum Collision{
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@@ -725,33 +744,47 @@ pub enum Collision{
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Intersect(IntersectCollision),
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}
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impl Collision{
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const fn new(convex_mesh_id:ConvexMeshId,face_id:model_physics::MinkowskiFace)->Self{
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fn new(convex_mesh_id:ConvexMeshId<PhysicsModelId>,face_id:model_physics::MinkowskiFace)->Self{
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match convex_mesh_id.model_id{
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PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{model_id,submesh_id:convex_mesh_id.submesh_id,face_id}),
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PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{model_id,submesh_id:convex_mesh_id.submesh_id}),
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PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{convex_mesh_id:convex_mesh_id.map(model_id),face_id}),
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PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{convex_mesh_id:convex_mesh_id.map(model_id)}),
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}
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}
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}
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#[derive(Clone,Debug,Default)]
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struct TouchingState{
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contacts:HashSet<ContactCollision>,
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intersects:HashSet<IntersectCollision>,
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// This is kind of jank, it's a ContactCollision
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// but split over the Key and Value of the HashMap.
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contacts:HashMap<ConvexMeshId<ContactModelId>,model_physics::MinkowskiFace>,
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intersects:HashSet<ConvexMeshId<IntersectModelId>>,
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}
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impl TouchingState{
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fn clear(&mut self){
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self.contacts.clear();
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self.intersects.clear();
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}
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fn insert(&mut self,collision:Collision)->bool{
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match collision{
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Collision::Contact(collision)=>self.contacts.insert(collision),
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Collision::Intersect(collision)=>self.intersects.insert(collision),
|
|
|
|
|
}
|
|
|
|
|
fn insert_contact(&mut self,contact:ContactCollision)->Option<model_physics::MinkowskiFace>{
|
|
|
|
|
self.contacts.insert(contact.convex_mesh_id,contact.face_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 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_contact(&self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->bool{
|
|
|
|
|
self.contacts.contains_key(convex_mesh_id)
|
|
|
|
|
}
|
|
|
|
|
fn contains_intersect(&self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->bool{
|
|
|
|
|
self.intersects.contains(convex_mesh_id)
|
|
|
|
|
}
|
|
|
|
|
fn contains(&self,convex_mesh_id:&ConvexMeshId<PhysicsModelId>)->bool{
|
|
|
|
|
match convex_mesh_id.model_id{
|
|
|
|
|
PhysicsModelId::Contact(contact_model_id)=>self.contains_contact(&convex_mesh_id.map(contact_model_id)),
|
|
|
|
|
PhysicsModelId::Intersect(intersect_model_id)=>self.contains_intersect(&convex_mesh_id.map(intersect_model_id)),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{
|
|
|
|
|
@@ -760,7 +793,7 @@ impl TouchingState{
|
|
|
|
|
a+=rocket_settings.acceleration(style.get_propulsion_control_dir(camera,input_state.controls));
|
|
|
|
|
}
|
|
|
|
|
//add accelerators
|
|
|
|
|
for contact in &self.contacts{
|
|
|
|
|
for contact in self.contacts.keys(){
|
|
|
|
|
if let Some(accelerator)=&models.contact_attr(contact.model_id).general.accelerator{
|
|
|
|
|
a+=accelerator.acceleration;
|
|
|
|
|
}
|
|
|
|
|
@@ -774,10 +807,10 @@ impl TouchingState{
|
|
|
|
|
a
|
|
|
|
|
}
|
|
|
|
|
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
|
|
|
|
|
let contacts:Vec<_>=self.contacts.iter().map(|contact|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,contact);
|
|
|
|
|
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
|
|
|
|
|
crate::push_solve::Contact{
|
|
|
|
|
position:vec3::ZERO,
|
|
|
|
|
position:vec3::zero(),
|
|
|
|
|
velocity:n,
|
|
|
|
|
normal:n,
|
|
|
|
|
}
|
|
|
|
|
@@ -785,10 +818,10 @@ 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(|contact|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,contact);
|
|
|
|
|
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
|
|
|
|
|
crate::push_solve::Contact{
|
|
|
|
|
position:vec3::ZERO,
|
|
|
|
|
position:vec3::zero(),
|
|
|
|
|
velocity:n,
|
|
|
|
|
normal:n,
|
|
|
|
|
}
|
|
|
|
|
@@ -798,29 +831,29 @@ 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 contact in &self.contacts{
|
|
|
|
|
for (convex_mesh_id,face_id) in &self.contacts{
|
|
|
|
|
//detect face slide off
|
|
|
|
|
let model_mesh=models.contact_mesh(contact);
|
|
|
|
|
let model_mesh=models.contact_mesh(convex_mesh_id);
|
|
|
|
|
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(),contact.face_id).map(|(_face,time)|{
|
|
|
|
|
collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),*face_id).map(|(_face,time)|{
|
|
|
|
|
TimedInstruction{
|
|
|
|
|
time:relative_body.time+time.into(),
|
|
|
|
|
instruction:InternalInstruction::CollisionEnd(
|
|
|
|
|
Collision::Contact(*contact),
|
|
|
|
|
Collision::Contact(ContactCollision{face_id:*face_id,convex_mesh_id:*convex_mesh_id}),
|
|
|
|
|
time
|
|
|
|
|
),
|
|
|
|
|
}
|
|
|
|
|
}));
|
|
|
|
|
}
|
|
|
|
|
for intersect in &self.intersects{
|
|
|
|
|
for convex_mesh_id in &self.intersects{
|
|
|
|
|
//detect model collision in reverse
|
|
|
|
|
let model_mesh=models.intersect_mesh(intersect);
|
|
|
|
|
let model_mesh=models.intersect_mesh(convex_mesh_id);
|
|
|
|
|
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)|{
|
|
|
|
|
TimedInstruction{
|
|
|
|
|
time:relative_body.time+time.into(),
|
|
|
|
|
instruction:InternalInstruction::CollisionEnd(
|
|
|
|
|
Collision::Intersect(*intersect),
|
|
|
|
|
Collision::Intersect(IntersectCollision{convex_mesh_id:*convex_mesh_id}),
|
|
|
|
|
time
|
|
|
|
|
),
|
|
|
|
|
}
|
|
|
|
|
@@ -947,7 +980,7 @@ impl PhysicsState{
|
|
|
|
|
// shared geometry for simulations
|
|
|
|
|
pub struct PhysicsData{
|
|
|
|
|
//permanent map data
|
|
|
|
|
bvh:bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
//transient map/environment data (open world loads/unloads parts of this data)
|
|
|
|
|
models:PhysicsModels,
|
|
|
|
|
//semi-transient data
|
|
|
|
|
@@ -1033,14 +1066,16 @@ impl PhysicsData{
|
|
|
|
|
let transform=PhysicsMeshTransform::new(model.transform);
|
|
|
|
|
match attr_id{
|
|
|
|
|
PhysicsAttributesId::Contact(attr_id)=>{
|
|
|
|
|
contact_models.insert(ContactModelId::new(model_id as u32),ContactModel{
|
|
|
|
|
let contact_model_id=ContactModelId::new(model_id as u32);
|
|
|
|
|
contact_models.insert(contact_model_id,ContactModel{
|
|
|
|
|
mesh_id,
|
|
|
|
|
attr_id,
|
|
|
|
|
transform,
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
PhysicsAttributesId::Intersect(attr_id)=>{
|
|
|
|
|
intersect_models.insert(IntersectModelId::new(model_id as u32),IntersectModel{
|
|
|
|
|
let intersect_model_id=IntersectModelId::new(model_id as u32);
|
|
|
|
|
intersect_models.insert(intersect_model_id,IntersectModel{
|
|
|
|
|
mesh_id,
|
|
|
|
|
attr_id,
|
|
|
|
|
transform,
|
|
|
|
|
@@ -1054,12 +1089,23 @@ impl PhysicsData{
|
|
|
|
|
(PhysicsMeshId::new(mesh_id as u32),mesh)
|
|
|
|
|
).collect();
|
|
|
|
|
let convex_mesh_aabb_list=
|
|
|
|
|
//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)
|
|
|
|
|
))
|
|
|
|
|
// 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))
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
.flat_map(|(model_id,mesh_id,transform)|{
|
|
|
|
|
meshes[mesh_id].submesh_views()
|
|
|
|
|
.enumerate().map(move|(submesh_id,view)|{
|
|
|
|
|
@@ -1161,21 +1207,19 @@ 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|{
|
|
|
|
|
data.bvh.sample_aabb(&aabb,&mut |convex_mesh_id|{
|
|
|
|
|
if state.touching.contains(convex_mesh_id){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
//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())
|
|
|
|
|
//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)|
|
|
|
|
|
.map(|(face,dt)|
|
|
|
|
|
TimedInstruction{
|
|
|
|
|
time,
|
|
|
|
|
time:relative_body.time+dt.into(),
|
|
|
|
|
instruction:InternalInstruction::CollisionStart(
|
|
|
|
|
Collision::new(convex_mesh_id,face),
|
|
|
|
|
Collision::new(*convex_mesh_id,face),
|
|
|
|
|
dt
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
@@ -1186,12 +1230,17 @@ impl<'a> PhysicsContext<'a>{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
|
|
|
|
|
let model_mesh=models.contact_mesh(contact);
|
|
|
|
|
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);
|
|
|
|
|
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(contact.face_id).0.wrap_1()
|
|
|
|
|
minkowski.face_nd(face_id).0.wrap_1()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn recalculate_touching(
|
|
|
|
|
@@ -1203,7 +1252,7 @@ fn recalculate_touching(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
@@ -1212,11 +1261,11 @@ 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(&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,_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(&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);
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
//find all models in the teleport region
|
|
|
|
|
let mut aabb=aabb::Aabb::default();
|
|
|
|
|
@@ -1238,8 +1287,7 @@ 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{
|
|
|
|
|
model_id,
|
|
|
|
|
submesh_id:convex_mesh_id.submesh_id,
|
|
|
|
|
convex_mesh_id:convex_mesh_id.map(model_id),
|
|
|
|
|
},
|
|
|
|
|
time,
|
|
|
|
|
),
|
|
|
|
|
@@ -1257,7 +1305,7 @@ fn set_position(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
@@ -1273,8 +1321,8 @@ 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(|contact|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,contact);
|
|
|
|
|
touching.contacts.retain(|convex_mesh_id,face_id|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
|
|
|
|
|
let r=n.dot(v).is_positive();
|
|
|
|
|
if r{
|
|
|
|
|
culled=true;
|
|
|
|
|
@@ -1291,8 +1339,8 @@ fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hit
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|
|
|
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(|contact|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,contact);
|
|
|
|
|
touching.contacts.retain(|convex_mesh_id,face_id|{
|
|
|
|
|
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
|
|
|
|
|
let r=n.dot(a).is_positive();
|
|
|
|
|
if r{
|
|
|
|
|
culled=true;
|
|
|
|
|
@@ -1316,7 +1364,7 @@ fn teleport(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
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|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
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|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
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|
input_state:&InputState,
|
|
|
|
|
@@ -1338,7 +1386,7 @@ fn teleport_to_spawn(
|
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|
|
|
mode:&gameplay_modes::Mode,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
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|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
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|
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|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
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|
camera:&PhysicsCamera,
|
|
|
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|
input_state:&InputState,
|
|
|
|
|
@@ -1427,7 +1475,7 @@ fn run_teleport_behaviour(
|
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|
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|
mode_state:&mut ModeState,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
@@ -1474,7 +1522,7 @@ fn run_teleport_behaviour(
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|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn not_spawn_at(
|
|
|
|
|
fn is_not_spawn_at(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
model_id:ModelId,
|
|
|
|
|
)->bool{
|
|
|
|
|
@@ -1495,7 +1543,7 @@ fn collision_start_contact(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
@@ -1505,12 +1553,12 @@ fn collision_start_contact(
|
|
|
|
|
){
|
|
|
|
|
let incident_velocity=body.velocity;
|
|
|
|
|
//add to touching
|
|
|
|
|
touching.insert(Collision::Contact(contact));
|
|
|
|
|
touching.insert_contact(contact);
|
|
|
|
|
//clip v
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
|
|
|
|
|
let mut allow_jump=true;
|
|
|
|
|
let model_id=contact.model_id.into();
|
|
|
|
|
let mut allow_run_teleport_behaviour=not_spawn_at(mode,model_id);
|
|
|
|
|
let model_id=contact.convex_mesh_id.model_id.into();
|
|
|
|
|
let mut allow_run_teleport_behaviour=is_not_spawn_at(mode,model_id);
|
|
|
|
|
match &attr.contacting.contact_behaviour{
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Surf)=>(),
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
|
|
|
|
@@ -1524,7 +1572,7 @@ fn collision_start_contact(
|
|
|
|
|
//kill v
|
|
|
|
|
//actually you could do this with a booster attribute :thinking:
|
|
|
|
|
//it's a little bit different because maybe you want to chain ladders together
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,vec3::ZERO);//model.velocity
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,vec3::zero());//model.velocity
|
|
|
|
|
}
|
|
|
|
|
//ladder walkstate
|
|
|
|
|
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
@@ -1533,7 +1581,7 @@ 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),vec3::Y){
|
|
|
|
|
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),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);
|
|
|
|
|
@@ -1598,7 +1646,7 @@ fn collision_start_intersect(
|
|
|
|
|
run:&mut run::Run,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
@@ -1607,13 +1655,13 @@ 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(Collision::Intersect(intersect));
|
|
|
|
|
touching.insert_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.model_id.into());
|
|
|
|
|
let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
|
|
|
|
|
match zone{
|
|
|
|
|
Some(gameplay_modes::Zone::Start)=>{
|
|
|
|
|
println!("@@@@ Starting new run!");
|
|
|
|
|
@@ -1630,7 +1678,7 @@ fn collision_start_intersect(
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
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);
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn collision_end_contact(
|
|
|
|
|
@@ -1643,15 +1691,17 @@ fn collision_end_contact(
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
_attr:&gameplay_attributes::ContactAttributes,
|
|
|
|
|
contact:ContactCollision,
|
|
|
|
|
convex_mesh_id:&ConvexMeshId<ContactModelId>,
|
|
|
|
|
){
|
|
|
|
|
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
|
|
|
|
|
touching.remove_contact(convex_mesh_id);//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?
|
|
|
|
|
Some(walk_state)=>if walk_state.contact==contact{
|
|
|
|
|
// 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{
|
|
|
|
|
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
}else{
|
|
|
|
|
// stopped touching something else while walking
|
|
|
|
|
@@ -1673,13 +1723,13 @@ fn collision_end_intersect(
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
run:&mut run::Run,
|
|
|
|
|
_attr:&gameplay_attributes::IntersectAttributes,
|
|
|
|
|
intersect:IntersectCollision,
|
|
|
|
|
convex_mesh_id:&ConvexMeshId<IntersectModelId>,
|
|
|
|
|
time:Time,
|
|
|
|
|
){
|
|
|
|
|
touching.remove(&Collision::Intersect(intersect));
|
|
|
|
|
touching.remove_intersect(convex_mesh_id);
|
|
|
|
|
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(intersect.model_id.into());
|
|
|
|
|
let zone=mode.get_zone(convex_mesh_id.model_id.into());
|
|
|
|
|
match zone{
|
|
|
|
|
Some(gameplay_modes::Zone::Start)=>{
|
|
|
|
|
match run.start(time){
|
|
|
|
|
@@ -1713,7 +1763,7 @@ 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.model_id),
|
|
|
|
|
data.models.contact_attr(contact.convex_mesh_id.model_id),
|
|
|
|
|
contact,
|
|
|
|
|
state.time,
|
|
|
|
|
),
|
|
|
|
|
@@ -1721,7 +1771,7 @@ 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.model_id),
|
|
|
|
|
data.models.intersect_attr(intersect.convex_mesh_id.model_id),
|
|
|
|
|
intersect,
|
|
|
|
|
state.time,
|
|
|
|
|
),
|
|
|
|
|
@@ -1730,15 +1780,15 @@ 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.model_id),
|
|
|
|
|
contact
|
|
|
|
|
data.models.contact_attr(contact.convex_mesh_id.model_id),
|
|
|
|
|
&contact.convex_mesh_id
|
|
|
|
|
),
|
|
|
|
|
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.model_id),
|
|
|
|
|
intersect,
|
|
|
|
|
data.models.intersect_attr(intersect.convex_mesh_id.model_id),
|
|
|
|
|
&intersect.convex_mesh_id,
|
|
|
|
|
state.time
|
|
|
|
|
),
|
|
|
|
|
},
|
|
|
|
|
@@ -1749,7 +1799,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
|
|
|
|
|
if strafe_settings.activates(controls){
|
|
|
|
|
let masked_controls=strafe_settings.mask(controls);
|
|
|
|
|
let control_dir=state.style.get_control_dir(masked_controls);
|
|
|
|
|
if control_dir!=vec3::ZERO{
|
|
|
|
|
if control_dir!=vec3::zero(){
|
|
|
|
|
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
|
|
|
|
|
@@ -1772,7 +1822,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
|
|
|
|
|
//which means that gravity can be fully cancelled
|
|
|
|
|
//ignore moving platforms for now
|
|
|
|
|
let target=core::mem::replace(&mut walk_state.target,TransientAcceleration::Reached);
|
|
|
|
|
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::ZERO);
|
|
|
|
|
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::zero());
|
|
|
|
|
// check what the target was to see if it was invalid
|
|
|
|
|
match target{
|
|
|
|
|
//you are not supposed to reach a walk target which is already reached!
|
|
|
|
|
@@ -1836,7 +1886,7 @@ 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.model_id).general.booster.as_ref();
|
|
|
|
|
let booster_option=data.models.contact_attr(walk_state.contact.convex_mesh_id.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);
|
|
|
|
|
}
|
|
|
|
|
@@ -1854,7 +1904,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
|
|
|
|
},
|
|
|
|
|
Instruction::Mode(ModeInstruction::Restart(mode_id))=>{
|
|
|
|
|
//teleport to mode start zone
|
|
|
|
|
let mut spawn_point=vec3::ZERO;
|
|
|
|
|
let mut spawn_point=vec3::zero();
|
|
|
|
|
let mode=data.modes.get_mode(mode_id);
|
|
|
|
|
if let Some(mode)=mode{
|
|
|
|
|
// set style
|
|
|
|
|
@@ -1867,7 +1917,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::ZERO);
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::zero());
|
|
|
|
|
state.set_move_state(data,MoveState::Air);
|
|
|
|
|
b_refresh_walk_target=false;
|
|
|
|
|
}
|
|
|
|
|
@@ -1917,7 +1967,7 @@ mod test{
|
|
|
|
|
use strafesnet_common::integer::{vec3::{self,int as int3},mat3};
|
|
|
|
|
use super::*;
|
|
|
|
|
fn test_collision_axis_aligned(relative_body:Body,expected_collision_time:Option<Time>){
|
|
|
|
|
let h0=HitboxMesh::new(PhysicsMesh::unit_cube(),integer::Planar64Affine3::new(mat3::from_diagonal(int3(5,1,5)>>1),vec3::ZERO));
|
|
|
|
|
let h0=HitboxMesh::new(PhysicsMesh::unit_cube(),integer::Planar64Affine3::new(mat3::from_diagonal(int3(5,1,5)>>1),vec3::zero()));
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|
let h1=StyleModifiers::roblox_bhop().calculate_mesh();
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let hitbox_mesh=h1.transformed_mesh();
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let platform_mesh=h0.transformed_mesh();
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|
@@ -1933,7 +1983,7 @@ mod test{
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int3(0,1,0)>>1,
|
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|
int3(-1,0,5)>>1,
|
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|
]),
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|
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|
vec3::ZERO
|
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|
vec3::zero()
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|
),
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|
);
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|
let h1=StyleModifiers::roblox_bhop().calculate_mesh();
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|
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|
@@ -1952,7 +2002,7 @@ mod test{
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|
|
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|
test_collision(Body::new(
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|
int3(0,5,0),
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|
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|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
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|
|
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|
Time::ZERO
|
|
|
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|
),Some(Time::from_secs(2)));
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|
|
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|
}
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|
|
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|
@@ -1961,7 +2011,7 @@ mod test{
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|
|
|
|
test_collision(Body::new(
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|
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|
int3(0,5,0),
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|
|
|
|
int3(0,-1,0)+(vec3::X>>32),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
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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|
}
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|
|
|
|
@@ -1970,7 +2020,7 @@ mod test{
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|
|
|
|
test_collision(Body::new(
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|
|
|
|
int3(3,5,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)));
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|
|
|
|
}
|
|
|
|
|
@@ -1979,7 +2029,7 @@ mod test{
|
|
|
|
|
test_collision(Body::new(
|
|
|
|
|
int3(0,5,3),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)));
|
|
|
|
|
}
|
|
|
|
|
@@ -1988,7 +2038,7 @@ mod test{
|
|
|
|
|
test_collision(Body::new(
|
|
|
|
|
int3(-3,5,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)));
|
|
|
|
|
}
|
|
|
|
|
@@ -1997,7 +2047,7 @@ mod test{
|
|
|
|
|
test_collision(Body::new(
|
|
|
|
|
int3(0,5,-3),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)));
|
|
|
|
|
}
|
|
|
|
|
@@ -2114,7 +2164,7 @@ mod test{
|
|
|
|
|
test_collision(Body::new(
|
|
|
|
|
int3(0,5,0),
|
|
|
|
|
int3(1,-64,2)>>6,// /64
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)));
|
|
|
|
|
}
|
|
|
|
|
@@ -2130,7 +2180,7 @@ mod test{
|
|
|
|
|
#[test]
|
|
|
|
|
fn already_inside_hit_nothing(){
|
|
|
|
|
test_collision(Body::new(
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
int3(1,0,0),
|
|
|
|
|
int3(0,1,0),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
@@ -2142,7 +2192,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(0,10,-7)>>1)+vec3::raw_xyz(0,0,1),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)))
|
|
|
|
|
}
|
|
|
|
|
@@ -2151,7 +2201,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(7,10,0)>>1)+vec3::raw_xyz(-1,0,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)))
|
|
|
|
|
}
|
|
|
|
|
@@ -2160,7 +2210,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(0,10,7)>>1)+vec3::raw_xyz(0,0,-1),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)))
|
|
|
|
|
}
|
|
|
|
|
@@ -2169,7 +2219,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(-7,10,0)>>1)+vec3::raw_xyz(1,0,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),Some(Time::from_secs(2)))
|
|
|
|
|
}
|
|
|
|
|
@@ -2179,7 +2229,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
int3(0,10,-7)>>1,
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2188,7 +2238,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
int3(7,10,0)>>1,
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2197,7 +2247,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
int3(0,10,7)>>1,
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2206,7 +2256,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
int3(-7,10,0)>>1,
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2216,7 +2266,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(0,10,-7)>>1)-vec3::raw_xyz(0,0,1),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2225,7 +2275,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(7,10,0)>>1)-vec3::raw_xyz(-1,0,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2234,7 +2284,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(0,10,7)>>1)-vec3::raw_xyz(0,0,-1),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
@@ -2243,7 +2293,7 @@ mod test{
|
|
|
|
|
test_collision_axis_aligned(Body::new(
|
|
|
|
|
(int3(-7,10,0)>>1)-vec3::raw_xyz(1,0,0),
|
|
|
|
|
int3(0,-1,0),
|
|
|
|
|
vec3::ZERO,
|
|
|
|
|
vec3::zero(),
|
|
|
|
|
Time::ZERO
|
|
|
|
|
),None)
|
|
|
|
|
}
|
|
|
|
|
|