wip: move collision code somewhere

This commit is contained in:
Quaternions 2023-10-05 20:32:19 -07:00
parent e78cabf0f5
commit 5d1e38c36c

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@ -904,18 +904,18 @@ impl PhysicsState {
None None
} }
fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> { fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> {
let mesh0=self.mesh();
let mesh1=self.models.get(model_id as usize).unwrap().mesh();
let (p,v,a,time)=(self.body.position,self.body.velocity,self.body.acceleration,self.body.time);
//find best t //find best t
let mut best_time=time_limit; let mut best_time=time_limit;
let mut best_face:Option<TreyMeshFace>=None; let mut best_face:Option<TreyMeshFace>=None;
let mesh0=self.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 //collect x
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) { for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{ if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping
@ -931,7 +931,7 @@ impl PhysicsState {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{ if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping
@ -948,7 +948,7 @@ impl PhysicsState {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{ if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping
@ -964,7 +964,7 @@ impl PhysicsState {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{ if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping
@ -981,7 +981,7 @@ impl PhysicsState {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{ if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping
@ -997,7 +997,7 @@ impl PhysicsState {
//must collide now or in the future //must collide now or in the future
//must beat the current soonest collision time //must beat the current soonest collision time
//must be moving towards surface //must be moving towards surface
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME; let t_time=time+((t as f64)*1_000_000_000f64) as TIME;
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{ if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
let dp=self.body.extrapolated_position(t_time)-p; let dp=self.body.extrapolated_position(t_time)-p;
//faces must be overlapping //faces must be overlapping