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22 Commits

Author SHA1 Message Date
d97c84b731 expect two events 2025-11-19 10:58:11 -08:00
351a0cf0aa allow an exact hit 2025-11-19 10:58:11 -08:00
feb2f5f62c consider events equal to current time_limit 2025-11-19 10:58:11 -08:00
b70c7365b3 bug 3 repro 2025-11-19 10:58:11 -08:00
dfa3048140 disable strafe tick: simultaneity breaks physics 2025-11-19 10:58:11 -08:00
dcc0f5f9b1 fix strafe tick advance, break everything else 2025-11-19 10:58:11 -08:00
452bac4049 change collision_end_contact & collision_end_intersect fn signatures 2025-11-19 10:57:44 -08:00
48aad78f59 change contact_normal function signature to reduce copies 2025-11-19 10:20:33 -08:00
d45a42f5aa change ContactCollision struct layout
Match TouchingState contacts HashMap K,V layout to try to get lucky with compiler optimization.
2025-11-19 10:20:33 -08:00
c219fec3bc specialize touching member access 2025-11-19 10:08:40 -08:00
2a05d50abb check touching before testing collision 2025-11-19 10:08:40 -08:00
fbb047f8d4 combine call chain 2025-11-19 09:01:51 -08:00
c4d837a552 Fix infinite loop with intersects when allowing 0s collisions 2025-11-19 09:01:51 -08:00
a08bd44789 Generic ConvexMeshId 2025-11-19 09:01:51 -08:00
4ae5359046 rename not_spawn_at to is_not_spawn_at 2025-11-19 09:01:27 -08:00
15ecaf602a deep match 2025-11-18 12:29:46 -08:00
1e0511a7ba remove intermediate allocation 2025-11-18 12:23:05 -08:00
a9e4705d89 remove (some) fixed point implicit conversion
They may be convenient, but they cannot be done at compile-time.
TODO: remove more of them i.e. impl_multiplicative_operator
2025-11-18 11:53:52 -08:00
98069859b5 Gracefully handle 0 acceleration for walking targets 2025-11-18 19:47:04 +00:00
64d3996fa9 use From instead of Into 2025-11-18 11:46:32 -08:00
49c0c16e35 Use a From implementation instead of manual conversion
If the contacts and intersects map ever change in the future to not be 1:1 with gaps but instead something else, this guarantees that this implicit use of the relationship will flag at a compiler level
2025-11-18 19:25:44 +00:00
255bed4803 Ensure the PhysicsData's bvh respects the original model ordering
There's no importance in worrying about the core HashMap ordering since it's not used as an iterator except for outside of this very function for bvh purposes
2025-11-18 19:25:44 +00:00
4 changed files with 324 additions and 369 deletions

View File

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

View File

@@ -28,6 +28,7 @@ pub enum InternalInstruction{
CollisionStart(Collision,model_physics::GigaTime),
CollisionEnd(Collision,model_physics::GigaTime),
StrafeTick,
// TODO: add GigaTime to ReachWalkTargetVelocity
ReachWalkTargetVelocity,
// Water,
}
@@ -87,7 +88,7 @@ enum JumpDirection{
impl JumpDirection{
fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
match self{
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),
&JumpDirection::Exactly(dir)=>dir,
}
}
@@ -100,7 +101,6 @@ enum TransientAcceleration{
time:Time,
},
//walk target will never be reached
#[expect(dead_code)]
Unreachable{
acceleration:Planar64Vec3,
}
@@ -116,6 +116,10 @@ impl TransientAcceleration{
fn with_target_diff(target_diff:Planar64Vec3,accel:Planar64,time:Time)->Self{
if target_diff==vec3::ZERO{
TransientAcceleration::Reached
}else if accel==Planar64::ZERO{
TransientAcceleration::Unreachable{
acceleration:vec3::ZERO
}
}else{
//normal friction acceleration is clippedAcceleration.dot(normal)*friction
TransientAcceleration::Reachable{
@@ -160,7 +164,7 @@ impl ContactMoveState{
}
}
fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,contact);
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
@@ -168,7 +172,7 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
(gravity,target_velocity_clipped)
}
fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,contact);
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
@@ -193,7 +197,7 @@ impl PhysicsModels{
self.contact_attributes.clear();
self.intersect_attributes.clear();
}
fn mesh(&self,convex_mesh_id:ConvexMeshId)->TransformedMesh<'_>{
fn mesh(&self,convex_mesh_id:ConvexMeshId<PhysicsModelId>)->TransformedMesh<'_>{
let (mesh_id,transform)=match convex_mesh_id.model_id{
PhysicsModelId::Contact(model_id)=>{
let model=&self.contact_models[&model_id];
@@ -210,25 +214,25 @@ impl PhysicsModels{
)
}
//it's a bit weird to have three functions, but it's always going to be one of these
fn contact_mesh(&self,contact:&ContactCollision)->TransformedMesh<'_>{
let model=&self.contact_models[&contact.model_id];
fn contact_mesh(&self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->TransformedMesh<'_>{
let model=&self.contact_models[&convex_mesh_id.model_id];
TransformedMesh::new(
self.meshes[&model.mesh_id].submesh_view(contact.submesh_id),
self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
&model.transform
)
}
fn intersect_mesh(&self,intersect:&IntersectCollision)->TransformedMesh<'_>{
let model=&self.intersect_models[&intersect.model_id];
fn intersect_mesh(&self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->TransformedMesh<'_>{
let model=&self.intersect_models[&convex_mesh_id.model_id];
TransformedMesh::new(
self.meshes[&model.mesh_id].submesh_view(intersect.submesh_id),
self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id),
&model.transform
)
}
fn get_model_transform(&self,model_id:ModelId)->Option<&PhysicsMeshTransform>{
//ModelId can possibly be a decoration
match self.contact_models.get(&ContactModelId::new(model_id.get())){
match self.contact_models.get(&model_id.into()){
Some(model)=>Some(&model.transform),
None=>self.intersect_models.get(&IntersectModelId::new(model_id.get()))
None=>self.intersect_models.get(&model_id.into())
.map(|model|&model.transform),
}
}
@@ -611,7 +615,7 @@ impl MoveState{
// TODO: unduplicate this code
match self.get_walk_state(){
// did you stop touching the thing you were walking on?
Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
Some(walk_state)=>if !touching.contacts.contains_key(&walk_state.contact.convex_mesh_id){
self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
}else{
// stopped touching something else while walking
@@ -642,9 +646,9 @@ impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttr
}
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct ContactAttributesId(u32);
impl Into<CollisionAttributesId> for ContactAttributesId{
fn into(self)->CollisionAttributesId{
CollisionAttributesId::new(self.0)
impl From<ContactAttributesId> for CollisionAttributesId{
fn from(value:ContactAttributesId)->CollisionAttributesId{
CollisionAttributesId::new(value.0)
}
}
impl From<CollisionAttributesId> for ContactAttributesId{
@@ -654,9 +658,9 @@ impl From<CollisionAttributesId> for ContactAttributesId{
}
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct IntersectAttributesId(u32);
impl Into<CollisionAttributesId> for IntersectAttributesId{
fn into(self)->CollisionAttributesId{
CollisionAttributesId::new(self.0)
impl From<IntersectAttributesId> for CollisionAttributesId{
fn from(value:IntersectAttributesId)->CollisionAttributesId{
CollisionAttributesId::new(value.0)
}
}
impl From<CollisionAttributesId> for IntersectAttributesId{
@@ -666,16 +670,26 @@ impl From<CollisionAttributesId> for IntersectAttributesId{
}
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct ContactModelId(u32);
impl Into<ModelId> for ContactModelId{
fn into(self)->ModelId{
ModelId::new(self.get())
impl From<ContactModelId> for ModelId{
fn from(value:ContactModelId)->ModelId{
ModelId::new(value.get())
}
}
impl From<ModelId> for ContactModelId{
fn from(other: ModelId)->Self{
Self::new(other.get())
}
}
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
struct IntersectModelId(u32);
impl Into<ModelId> for IntersectModelId{
fn into(self)->ModelId{
ModelId::new(self.get())
impl From<IntersectModelId> for ModelId{
fn from(value:IntersectModelId)->ModelId{
ModelId::new(value.get())
}
}
impl From<ModelId> for IntersectModelId{
fn from(other: ModelId)->Self{
Self::new(other.get())
}
}
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
@@ -683,9 +697,9 @@ enum PhysicsModelId{
Contact(ContactModelId),
Intersect(IntersectModelId),
}
impl Into<ModelId> for PhysicsModelId{
fn into(self)->ModelId{
ModelId::new(match self{
impl From<PhysicsModelId> for ModelId{
fn from(value:PhysicsModelId)->ModelId{
ModelId::new(match value{
PhysicsModelId::Contact(model_id)=>model_id.get(),
PhysicsModelId::Intersect(model_id)=>model_id.get(),
})
@@ -693,10 +707,18 @@ impl Into<ModelId> for PhysicsModelId{
}
//unique physics meshes indexed by this
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
struct ConvexMeshId{
model_id:PhysicsModelId,
struct ConvexMeshId<Id>{
model_id:Id,
submesh_id:PhysicsSubmeshId,
}
impl<Id> ConvexMeshId<Id>{
fn map<NewId>(self,model_id:NewId)->ConvexMeshId<NewId>{
ConvexMeshId{
model_id,
submesh_id:self.submesh_id,
}
}
}
struct ContactModel{
mesh_id:PhysicsMeshId,
attr_id:ContactAttributesId,
@@ -710,14 +732,12 @@ struct IntersectModel{
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct ContactCollision{
convex_mesh_id:ConvexMeshId<ContactModelId>,
face_id:model_physics::MinkowskiFace,
model_id:ContactModelId,
submesh_id:PhysicsSubmeshId,
}
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct IntersectCollision{
model_id:IntersectModelId,
submesh_id:PhysicsSubmeshId,
convex_mesh_id:ConvexMeshId<IntersectModelId>,
}
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
pub enum Collision{
@@ -725,33 +745,39 @@ pub enum Collision{
Intersect(IntersectCollision),
}
impl Collision{
const fn new(convex_mesh_id:ConvexMeshId,face_id:model_physics::MinkowskiFace)->Self{
fn new(convex_mesh_id:ConvexMeshId<PhysicsModelId>,face_id:model_physics::MinkowskiFace)->Self{
match convex_mesh_id.model_id{
PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{model_id,submesh_id:convex_mesh_id.submesh_id,face_id}),
PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{model_id,submesh_id:convex_mesh_id.submesh_id}),
PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{convex_mesh_id:convex_mesh_id.map(model_id),face_id}),
PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{convex_mesh_id:convex_mesh_id.map(model_id)}),
}
}
}
#[derive(Clone,Debug,Default)]
struct TouchingState{
contacts:HashSet<ContactCollision>,
intersects:HashSet<IntersectCollision>,
contacts:HashMap<ConvexMeshId<ContactModelId>,model_physics::MinkowskiFace>,
intersects:HashSet<ConvexMeshId<IntersectModelId>>,
}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
fn insert(&mut self,collision:Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.insert(collision),
Collision::Intersect(collision)=>self.intersects.insert(collision),
}
fn insert_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(&self,convex_mesh_id:&ConvexMeshId<PhysicsModelId>)->bool{
match convex_mesh_id.model_id{
PhysicsModelId::Contact(contact_model_id)=>self.contacts.contains_key(&convex_mesh_id.map(contact_model_id)),
PhysicsModelId::Intersect(intersect_model_id)=>self.intersects.contains(&convex_mesh_id.map(intersect_model_id)),
}
}
fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{
@@ -760,7 +786,7 @@ 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;
}
@@ -774,8 +800,8 @@ 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,
velocity:n,
@@ -785,8 +811,8 @@ impl TouchingState{
crate::push_solve::push_solve(&contacts,velocity)
}
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
let contacts:Vec<_>=self.contacts.iter().map(|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,
velocity:n,
@@ -798,29 +824,29 @@ 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)|{
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 +973,7 @@ 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 +1059,16 @@ 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 +1082,23 @@ 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)|{
@@ -1150,7 +1189,7 @@ impl<'a> PhysicsContext<'a>{
//JUST POLLING!!! NO MUTATION
let mut collector=instruction::InstructionCollector::new(time_limit);
collector.collect(state.next_move_instruction());
// collector.collect(state.next_move_instruction());
//check for collision ends
state.touching.predict_collision_end(&mut collector,&data.models,&data.hitbox_mesh,&state.body,state.time);
@@ -1161,21 +1200,19 @@ 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)|
collector.collect(minkowski.predict_collision_in(relative_body,state.time..=collector.time())
.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 +1223,17 @@ 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 +1245,7 @@ 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 +1254,11 @@ 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 +1280,7 @@ 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 +1298,7 @@ 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 +1314,8 @@ 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 +1332,8 @@ fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hit
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|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 +1357,7 @@ fn teleport(
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,
@@ -1338,7 +1379,7 @@ fn teleport_to_spawn(
mode:&gameplay_modes::Mode,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
bvh:&bvh::BvhNode<ConvexMeshId<PhysicsModelId>>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
@@ -1427,7 +1468,7 @@ fn run_teleport_behaviour(
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 +1515,7 @@ fn run_teleport_behaviour(
}
}
fn not_spawn_at(
fn is_not_spawn_at(
mode:Option<&gameplay_modes::Mode>,
model_id:ModelId,
)->bool{
@@ -1495,7 +1536,7 @@ 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 +1546,12 @@ 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!"),
@@ -1533,7 +1574,7 @@ 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 +1639,7 @@ 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 +1648,13 @@ 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 +1671,7 @@ 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 +1684,17 @@ 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 +1716,13 @@ 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){
@@ -1693,17 +1736,14 @@ fn collision_end_intersect(
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<InternalInstruction,Time>){
state.time=ins.time;
let (should_advance_body,goober_time)=match ins.instruction{
match ins.instruction{
// collisions advance the body precisely
InternalInstruction::CollisionStart(_,dt)
|InternalInstruction::CollisionEnd(_,dt)=>(true,Some(dt)),
InternalInstruction::StrafeTick
|InternalInstruction::ReachWalkTargetVelocity=>(true,None),
};
if should_advance_body{
match goober_time{
Some(dt)=>state.body.advance_time_ratio_dt(dt),
None=>state.body.advance_time(state.time),
}
|InternalInstruction::CollisionEnd(_,dt)=>state.body.advance_time_ratio_dt(dt),
// this advances imprecisely
InternalInstruction::ReachWalkTargetVelocity=>state.body.advance_time(state.time),
// strafe tick decides for itself whether to advance the body.
InternalInstruction::StrafeTick=>(),
}
match ins.instruction{
InternalInstruction::CollisionStart(collision,_)=>{
@@ -1713,7 +1753,7 @@ 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 +1761,7 @@ 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 +1770,15 @@ 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
),
},
@@ -1750,6 +1790,8 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
let masked_controls=strafe_settings.mask(controls);
let control_dir=state.style.get_control_dir(masked_controls);
if control_dir!=vec3::ZERO{
// manually advance time
state.body.advance_time(state.time);
let camera_mat=state.camera.simulate_move_rotation_y(state.input_state.lerp_delta(state.time).x);
if let Some(ticked_velocity)=strafe_settings.tick_velocity(state.body.velocity,(camera_mat*control_dir).with_length(Planar64::ONE).divide().wrap_1()){
//this is wrong but will work ig
@@ -1836,7 +1878,7 @@ 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);
}

View File

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

View File

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