finalize physics models

This commit is contained in:
Quaternions 2023-09-21 00:01:31 -07:00
parent eed932212d
commit bc8f2bd566
2 changed files with 17 additions and 11 deletions

View File

@ -135,8 +135,8 @@ pub struct PhysicsState {
pub hitbox_halfsize: glam::Vec3,
pub contacts: std::collections::HashSet::<RelativeCollision>,
//pub intersections: Vec<ModelId>,
pub models: Vec<ModelPhysics>,
//temp
pub models_cringe_clone: Vec<Model>,
pub temp_control_dir: glam::Vec3,
//camera must exist in state because wormholes modify the camera, also camera punch
//pub camera: Camera,
@ -264,13 +264,13 @@ impl Aabb {
type TreyMeshFace = AabbFace;
type TreyMesh = Aabb;
pub struct Model {
pub struct ModelPhysics {
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents.
transform: glam::Mat4,
}
impl Model {
impl ModelPhysics {
pub fn new(transform:glam::Mat4) -> Self {
Self{transform}
}
@ -314,10 +314,10 @@ pub struct RelativeCollision {
}
impl RelativeCollision {
pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
return models.get(self.model as usize).unwrap().face_mesh(self.face)
}
pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
return models.get(self.model as usize).unwrap().face_normal(self.face)
}
}
@ -368,7 +368,7 @@ impl PhysicsState {
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
for contact in self.contacts.iter() {
let n=contact.normal(&self.models_cringe_clone);
let n=contact.normal(&self.models);
let d=velocity.dot(n);
if d<0f32{
(*velocity)-=d/n.length_squared()*n;
@ -377,7 +377,7 @@ impl PhysicsState {
}
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
for contact in self.contacts.iter() {
let n=contact.normal(&self.models_cringe_clone);
let n=contact.normal(&self.models);
let d=acceleration.dot(n);
if d<0f32{
(*acceleration)-=d/n.length_squared()*n;
@ -457,7 +457,7 @@ impl PhysicsState {
let mut best_time=time_limit;
let mut exit_face:Option<TreyMeshFace>=None;
let mesh0=self.mesh();
let mesh1=self.models_cringe_clone.get(collision_data.model as usize).unwrap().mesh();
let mesh1=self.models.get(collision_data.model as usize).unwrap().mesh();
let (v,a)=(-self.body.velocity,self.body.acceleration);
//collect x
match collision_data.face {
@ -608,7 +608,7 @@ impl PhysicsState {
let mut best_time=time_limit;
let mut best_face:Option<TreyMeshFace>=None;
let mesh0=self.mesh();
let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
let mesh1=self.models.get(model_id as usize).unwrap().mesh();
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
//collect x
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
@ -733,7 +733,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
}
//check for collision start instructions (against every part in the game with no optimization!!)
for i in 0..self.models_cringe_clone.len() {
for i in 0..self.models.len() {
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
}
if self.grounded {

View File

@ -537,7 +537,13 @@ impl strafe_client::framework::Example for GraphicsData {
temp_control_dir: glam::Vec3::ZERO,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(),
models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).flatten().collect(),
models: modeldatas.iter().map(|m|
//make aabb and run vertices to get realistic bounds
//this needs to be a function generate_model_physics
m.transforms.iter().map(|t|
strafe_client::body::ModelPhysics::new(*t)
)
).flatten().collect(),
walk: strafe_client::body::WalkState::new(),
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
};