0343ad19cf
MeshQuery::hint_point returns any point inside the mesh
2025-11-20 10:59:08 -08:00
43210b1417
less access to TouchingState private fields
2025-11-19 13:39:07 -08:00
e9d28cf15f
document jank
2025-11-19 13:15:31 -08:00
452bac4049
change collision_end_contact & collision_end_intersect fn signatures
2025-11-19 10:57:44 -08:00
48aad78f59
change contact_normal function signature to reduce copies
2025-11-19 10:20:33 -08:00
d45a42f5aa
change ContactCollision struct layout
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Match TouchingState contacts HashMap K,V layout to try to get lucky with compiler optimization.
2025-11-19 10:20:33 -08:00
c219fec3bc
specialize touching member access
2025-11-19 10:08:40 -08:00
2a05d50abb
check touching before testing collision
2025-11-19 10:08:40 -08:00
fbb047f8d4
combine call chain
2025-11-19 09:01:51 -08:00
c4d837a552
Fix infinite loop with intersects when allowing 0s collisions
2025-11-19 09:01:51 -08:00
a08bd44789
Generic ConvexMeshId
2025-11-19 09:01:51 -08:00
4ae5359046
rename not_spawn_at to is_not_spawn_at
2025-11-19 09:01:27 -08:00
15ecaf602a
deep match
2025-11-18 12:29:46 -08:00
1e0511a7ba
remove intermediate allocation
2025-11-18 12:23:05 -08:00
a9e4705d89
remove (some) fixed point implicit conversion
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They may be convenient, but they cannot be done at compile-time.
TODO: remove more of them i.e. impl_multiplicative_operator
2025-11-18 11:53:52 -08:00
98069859b5
Gracefully handle 0 acceleration for walking targets
2025-11-18 19:47:04 +00:00
64d3996fa9
use From instead of Into
2025-11-18 11:46:32 -08:00
49c0c16e35
Use a From implementation instead of manual conversion
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If the contacts and intersects map ever change in the future to not be 1:1 with gaps but instead something else, this guarantees that this implicit use of the relationship will flag at a compiler level
2025-11-18 19:25:44 +00:00
255bed4803
Ensure the PhysicsData's bvh respects the original model ordering
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There's no importance in worrying about the core HashMap ordering since it's not used as an iterator except for outside of this very function for bvh purposes
2025-11-18 19:25:44 +00:00
128e137829
remove redundant code
2025-11-17 13:22:46 -08:00
1e19f804cc
custom hex Debug print for Fixed
2025-11-17 12:45:55 -08:00
f6f35c5f54
fix lints
2025-11-17 12:41:34 -08:00
4e7d580918
add lints to workspace
2025-11-16 14:53:23 -08:00
8d5a100a2e
update deps
2025-11-09 05:48:31 -08:00
91208db706
drop lazy_regex dep
2025-11-09 05:47:33 -08:00
5a320b514e
fix style
2025-11-07 16:52:50 -08:00
661d706a22
common: aabb: area_weight fn
2025-10-17 15:48:59 +01:00
5550d5771e
common: bvh: reduce variable scope
2025-10-17 15:03:54 +01:00
c834d1d1ca
common: bvh: name constant
2025-10-17 14:57:53 +01:00
ca9d2238a7
common: bvh: tweak code style
2025-10-17 14:57:53 +01:00
f3bb8dd067
update deps
2025-10-01 23:37:07 -07:00
e58f9b9ff2
rbx_loader: silently filter vertices which fail to convert
2025-09-29 19:45:16 -07:00
54c4ed6bad
update deps
2025-08-30 15:20:23 -07:00
9aceafa0df
roblox_emulator: fix lints
2025-08-30 15:15:23 -07:00
d065bac130
Revert "roblox_emulator: use extended instances"
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This reverts commit bb8e131464 .
2025-08-30 15:13:28 -07:00
a4d0393556
update rbx-dom
2025-08-30 15:12:22 -07:00
3692d7f79e
it: fix bug 3 test
2025-08-29 19:07:57 -07:00
7e49840768
it: set gravity to 0
2025-08-29 19:06:51 -07:00
4ecdd547c6
it: use instruction iter
2025-08-29 18:30:28 -07:00
b0365165e8
physics: create iterator over internal instructions
2025-08-29 18:30:18 -07:00
c2ff52a2ae
instruction: iterator
2025-08-29 18:30:18 -07:00
6e778869e8
it: bug 3 test scene
2025-08-29 18:30:18 -07:00
6509bef070
it: add test scene
2025-08-29 16:47:46 -07:00
0fa097a004
aabb: tweak Aabb.contains
2025-08-29 15:40:00 -07:00
55d4b1d264
physics: PhysicsData is immutable after construction
2025-08-28 16:37:48 -07:00
ea28663e95
physics: move code
2025-08-28 16:02:23 -07:00
bac9be9684
physics: add edge case tests
2025-08-28 14:49:36 -07:00
7e76f3309b
ignore debugger config
2025-08-26 16:54:36 -07:00
cfd9550566
common: truncate vertex precision to 16 bits in MeshBuilder
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The physics algorithm expects vertices to align exactly with faces. Since the face normal is calculated via the cross product of vertex positions, this allows the face normals to be exact with respect to the vertex positions.
2025-08-26 16:09:15 -07:00
bd16720b5a
rbx_loader: refactor mesh convert to use MeshBuilder
2025-08-26 15:55:55 -07:00