forked from StrafesNET/strafe-client
wip
This commit is contained in:
parent
d3f84c2dbd
commit
fb14e023df
@ -751,6 +751,16 @@ impl MinkowskiMesh<'_>{
|
|||||||
}
|
}
|
||||||
best_edge.map(|e|(e.as_undirected(),best_time))
|
best_edge.map(|e|(e.as_undirected(),best_time))
|
||||||
}
|
}
|
||||||
|
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
|
||||||
|
let infinity_body=crate::physics::Body::new(point,Planar64Vec3::Y,Planar64Vec3::ZERO,integer::Time::ZERO);
|
||||||
|
//movement must escape the mesh forwards and backwards in time,
|
||||||
|
//otherwise the point is not inside the mesh
|
||||||
|
self.predict_collision_out(&infinity_body,integer::Time::MAX)
|
||||||
|
.is_some_and(|_|
|
||||||
|
self.predict_collision_out(&-infinity_body,integer::Time::MAX)
|
||||||
|
.is_some()
|
||||||
|
)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
|
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
|
||||||
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){
|
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){
|
||||||
|
@ -1254,14 +1254,50 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
|
|||||||
minkowski.face_nd(contact.face_id).0
|
minkowski.face_nd(contact.face_id).0
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn recalculate_touching(
|
||||||
|
state:&mut PhysicsState,
|
||||||
|
data:&PhysicsData,
|
||||||
|
models:&PhysicsModels,
|
||||||
|
){
|
||||||
|
//drain all existing contacts
|
||||||
|
for contact in state.touching.contacts.drain(){
|
||||||
|
collision_end_contact(state,data,models.contact_attr(contact.model_id),contact);
|
||||||
|
}
|
||||||
|
for intersect in state.touching.intersects.drain(){
|
||||||
|
collision_end_intersect(state,data,models.intersect_attr(intersect.model_id),intersect);
|
||||||
|
}
|
||||||
|
//find all models in the teleport region
|
||||||
|
let mut aabb=aabb::Aabb::default();
|
||||||
|
aabb.grow(state.body.position);
|
||||||
|
aabb.inflate(data.hitbox_mesh.halfsize);
|
||||||
|
//relative to moving platforms
|
||||||
|
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
|
||||||
|
let relative_body=&state.body;
|
||||||
|
data.bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
|
||||||
|
//no checks are needed because of the time limits.
|
||||||
|
let model_mesh=data.models.mesh(convex_mesh_id);
|
||||||
|
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
|
||||||
|
if minkowski.is_point_in_mesh(relative_body.position){
|
||||||
|
match convex_mesh_id.model_id{
|
||||||
|
//being inside of contact objects is an invalid physics state
|
||||||
|
//but the physics isn't advanced enough to do anything about it yet
|
||||||
|
//TODO: PushSolve and search for the closest valid position
|
||||||
|
PhysicsModelId::Contact(_)=>(),
|
||||||
|
PhysicsModelId::Intersect(model_id)=>
|
||||||
|
collision_start_intersect(state,data,data.models.intersect_attr(model_id),IntersectCollision{
|
||||||
|
model_id,
|
||||||
|
submesh_id:convex_mesh_id.submesh_id,
|
||||||
|
}),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
|
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
|
||||||
//test intersections at new position
|
//test intersections at new position
|
||||||
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
|
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
|
||||||
body.position=point;
|
body.position=point;
|
||||||
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
|
//calculate contacts and determine the actual state
|
||||||
touching.clear();
|
recalculate_touching(body);
|
||||||
//TODO: calculate contacts and determine the actual state
|
|
||||||
//touching.recalculate(body);
|
|
||||||
point
|
point
|
||||||
}
|
}
|
||||||
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
|
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
|
||||||
|
Loading…
Reference in New Issue
Block a user