forked from StrafesNET/strafe-client
data structures
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@ -3,13 +3,13 @@ use crate::model_physics::{VirtualMesh,FEV,FaceId};
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use crate::integer::{Time,Planar64Vec3};
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use crate::integer::{Time,Planar64Vec3};
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struct State{
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struct State{
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time:Time,
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fev:FEV,
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fev:FEV,
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time:Time,
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}
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}
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enum Transition{
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enum Transition{
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Miss,
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Miss,
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NextState(State),
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Next(FEV,Time),
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Hit(FaceId,Time),
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Hit(FaceId,Time),
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}
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}
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@ -1,14 +1,17 @@
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use crate::integer::{Planar64,Planar64Vec3};
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use crate::integer::{Planar64,Planar64Vec3};
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#[derive(Clone,Copy)]
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pub struct VertId(usize);
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pub struct VertId(usize);
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#[derive(Clone,Copy)]
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pub struct EdgeId(usize);
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pub struct EdgeId(usize);
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#[derive(Clone,Copy)]
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pub struct FaceId(usize);
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pub struct FaceId(usize);
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//Vertex <-> Edge <-> Face -> Collide
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//Vertex <-> Edge <-> Face -> Collide
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pub enum FEV{
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pub enum FEV{
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Face(FaceId),
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Face(FaceId),
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Edge(EdgeId),
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Edge(EdgeId),
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Vertex(VertId),
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Vert(VertId),
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}
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}
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//use Unit32 #[repr(C)] for map files
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//use Unit32 #[repr(C)] for map files
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@ -17,17 +20,15 @@ struct Face{
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dot:Planar64,
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dot:Planar64,
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}
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}
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struct FaceRefs{
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struct FaceRefs{
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edges:Vec<EdgeId>,
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edges:Vec<(EdgeId,FaceId)>,
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verts:Vec<VertId>,
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verts:Vec<VertId>,
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}
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}
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struct EdgeRefs{
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struct EdgeRefs{
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faces:[FaceId;2],//left, right
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faces:[FaceId;2],//left, right
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verts:[VertId;2],//bottom, top
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verts:[(VertId,FaceId);2],//bottom, top
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vert_faces:[FaceId;2],//bottom, top
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}
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}
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struct VertRefs{
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struct VertRefs{
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faces:Vec<FaceId>,
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edges:Vec<(EdgeId,FaceId)>,
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edges:Vec<EdgeId>,
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}
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}
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pub struct PhysicsMesh{
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pub struct PhysicsMesh{
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faces:Vec<Face>,
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faces:Vec<Face>,
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@ -36,28 +37,22 @@ pub struct PhysicsMesh{
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vert_topology:Vec<VertRefs>,
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vert_topology:Vec<VertRefs>,
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}
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}
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impl PhysicsMesh{
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impl PhysicsMesh{
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pub fn face_normal(&self,face_id:FaceId)->Planar64Vec3{
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pub fn face_nd(&self,face_id:FaceId)->(Planar64Vec3,Planar64){
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self.faces[face_id.0].normal
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(self.faces[face_id.0].normal,self.faces[face_id.0].dot)
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}
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}
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//ideally I never calculate the vertex position, but I have to for the graphical meshes...
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//ideally I never calculate the vertex position, but I have to for the graphical meshes...
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pub fn face_edges(&self,face_id:FaceId)->&Vec<EdgeId>{
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pub fn face_edges(&self,face_id:FaceId)->&Vec<(EdgeId,FaceId)>{
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&self.face_topology[face_id.0].edges
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&self.face_topology[face_id.0].edges
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}
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}
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pub fn edge_side_faces(&self,edge_id:EdgeId)->&[FaceId;2]{
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pub fn edge_side_faces(&self,edge_id:EdgeId)->&[FaceId;2]{
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&self.edge_topology[edge_id.0].faces
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&self.edge_topology[edge_id.0].faces
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}
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}
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pub fn edge_end_faces(&self,edge_id:EdgeId)->&[FaceId;2]{
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pub fn edge_ends(&self,edge_id:EdgeId)->&[(VertId,FaceId);2]{
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&self.edge_topology[edge_id.0].vert_faces
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}
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pub fn edge_verts(&self,edge_id:EdgeId)->&[VertId;2]{
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&self.edge_topology[edge_id.0].verts
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&self.edge_topology[edge_id.0].verts
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}
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}
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pub fn vert_edges(&self,vert_id:VertId)->&Vec<EdgeId>{
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pub fn vert_edges(&self,vert_id:VertId)->&Vec<(EdgeId,FaceId)>{
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&self.vert_topology[vert_id.0].edges
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&self.vert_topology[vert_id.0].edges
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}
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}
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pub fn vert_faces(&self,vert_id:VertId)->&Vec<FaceId>{
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&self.vert_topology[vert_id.0].faces
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}
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}
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}
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//Note that a face on a minkowski mesh refers to a pair of fevs on the meshes it's summed from
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//Note that a face on a minkowski mesh refers to a pair of fevs on the meshes it's summed from
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