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