Compare commits
32 Commits
recalculat
...
push-solve
| Author | SHA1 | Date | |
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| 1372e12301 | |||
| 1841077e49 | |||
| e47b1ff6f9 | |||
| 2c77a36083 | |||
| e5e7ccaa3f | |||
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| 1265926c98 | |||
| a916068d16 | |||
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| 94d8bcfcea | |||
| 24a7fce2a9 | |||
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| 1ef659e46a | |||
| 4cc1a172bd | |||
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| b4abe437f6 | |||
| 1928c2fc40 | |||
| 158bad279a | |||
| b2a84e3be1 | |||
| 0468484788 | |||
| b9dc97053f | |||
| 40ed173b60 | |||
| fd5a813357 | |||
| 50726199b9 | |||
| 0676007430 | |||
| 97c49c9351 | |||
| 10689784be | |||
| 2eff5dda9e | |||
| 93b04f4f1f | |||
| c616e82c47 |
9
Cargo.lock
generated
9
Cargo.lock
generated
@@ -105,9 +105,9 @@ checksum = "9d151e35f61089500b617991b791fc8bfd237ae50cd5950803758a179b41e67a"
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[[package]]
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name = "arrayvec"
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||||
version = "0.7.4"
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version = "0.7.6"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "96d30a06541fbafbc7f82ed10c06164cfbd2c401138f6addd8404629c4b16711"
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checksum = "7c02d123df017efcdfbd739ef81735b36c5ba83ec3c59c80a9d7ecc718f92e50"
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[[package]]
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name = "as-raw-xcb-connection"
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@@ -1882,6 +1882,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
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name = "strafe-client"
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version = "0.10.3"
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dependencies = [
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"arrayvec",
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"bytemuck",
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"configparser",
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"ddsfile",
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@@ -1912,9 +1913,9 @@ dependencies = [
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[[package]]
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name = "strafesnet_common"
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version = "0.4.0"
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version = "0.4.1"
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source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
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checksum = "ea4126f6fbf9aecf89c9e319290f0221d177dcaa8659b4b9e3d82acc37829f12"
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checksum = "9a2621612e675a8f804abbbbe3b60caeafe58a2422cccbe453268d6f457df4f3"
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dependencies = [
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"arrayvec",
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"bitflags 2.6.0",
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@@ -15,6 +15,7 @@ source = ["dep:strafesnet_deferred_loader", "dep:strafesnet_bsp_loader"]
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roblox = ["dep:strafesnet_deferred_loader", "dep:strafesnet_rbx_loader"]
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[dependencies]
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arrayvec = "0.7.6"
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bytemuck = { version = "1.13.1", features = ["derive"] }
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configparser = "3.0.2"
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ddsfile = "0.5.1"
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@@ -6,12 +6,6 @@ use strafesnet_common::model::{self, ColorId, NormalId, PolygonIter, PositionId,
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use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model_graphics::{self,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
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#[derive(Clone)]
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pub struct GraphicsModelUpdate{
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transform:Option<glam::Mat4>,
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color:Option<glam::Vec4>,
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}
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struct Indices{
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count:u32,
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buf:wgpu::Buffer,
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@@ -32,7 +26,6 @@ impl Indices{
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}
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struct GraphicsModel{
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indices:Indices,
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model_buf:wgpu::Buffer,
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vertex_buf:wgpu::Buffer,
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bind_group:wgpu::BindGroup,
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instance_count:u32,
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@@ -65,12 +58,12 @@ struct GraphicsCamera{
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#[inline]
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fn perspective_rh(fov_x_slope:f32,fov_y_slope:f32,z_near:f32,z_far:f32)->glam::Mat4{
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r=z_far / (z_near-z_far);
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let r=z_far/(z_near-z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope,0.0,0.0,0.0),
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glam::Vec4::new(0.0,1.0/fov_y_slope,0.0,0.0),
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glam::Vec4::new(0.0,0.0,r,-1.0),
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glam::Vec4::new(0.0,0.0,r * z_near,0.0),
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glam::Vec4::new(0.0,0.0,r*z_near,0.0),
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)
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}
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impl GraphicsCamera{
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@@ -79,10 +72,10 @@ impl GraphicsCamera{
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}
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pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
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//f32 good enough for view matrix
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glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
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glam::Mat4::from_translation(pos)*glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
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}
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pub fn to_uniform_data(&self,(pos,angles):(glam::Vec3,glam::Vec2))->[f32; 16 * 4]{
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pub fn to_uniform_data(&self,pos:glam::Vec3,angles:glam::Vec2)->[f32;16*4]{
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let proj=self.proj();
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let proj_inv=proj.inverse();
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let view_inv=self.world(pos,angles);
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@@ -105,6 +98,12 @@ impl std::default::Default for GraphicsCamera{
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}
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}
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pub struct FrameState{
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pub body:crate::physics::Body,
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pub camera:crate::physics::PhysicsCamera,
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pub time:integer::Time,
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}
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pub struct GraphicsState{
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pipelines:GraphicsPipelines,
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bind_groups:GraphicsBindGroups,
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@@ -507,7 +506,6 @@ impl GraphicsState{
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model_graphics::Indices::U16(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint16),
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},
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bind_group,
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model_buf,
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});
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}
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}
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@@ -816,7 +814,7 @@ impl GraphicsState{
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});
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let camera=GraphicsCamera::default();
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let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(strafesnet_common::mouse::MouseState::default()));
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let camera_uniforms=camera.to_uniform_data(glam::Vec3::ZERO,glam::Vec2::ZERO);
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let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some("Camera"),
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contents:bytemuck::cast_slice(&camera_uniforms),
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@@ -884,16 +882,17 @@ impl GraphicsState{
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view:&wgpu::TextureView,
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device:&wgpu::Device,
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queue:&wgpu::Queue,
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physics_output:crate::physics::PhysicsOutputState,
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predicted_time:integer::Time,
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mouse_pos:glam::IVec2,
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frame_state:FrameState,
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){
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//TODO:use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
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let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
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// update rotation
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let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(strafesnet_common::mouse::MouseState{pos:mouse_pos,time:predicted_time}));
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let camera_uniforms=self.camera.to_uniform_data(
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frame_state.body.extrapolated_position(frame_state.time).into(),
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frame_state.camera.simulate_move_angles(glam::IVec2::ZERO)
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);
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self.staging_belt
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.write_buffer(
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&mut encoder,
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@@ -1,7 +1,5 @@
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use strafesnet_common::integer;
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pub enum Instruction{
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Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
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Render(crate::graphics::FrameState),
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//UpdateModel(crate::graphics::GraphicsModelUpdate),
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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ChangeMap(strafesnet_common::map::CompleteMap),
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@@ -17,12 +15,12 @@ WorkerDescription{
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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pub fn new<'a>(
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mut graphics:crate::graphics::GraphicsState,
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mut config:wgpu::SurfaceConfiguration,
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surface:wgpu::Surface<'a>,
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device:wgpu::Device,
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queue:wgpu::Queue,
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)->crate::compat_worker::INWorker<'a,Instruction>{
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mut graphics:crate::graphics::GraphicsState,
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mut config:wgpu::SurfaceConfiguration,
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surface:wgpu::Surface<'a>,
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device:wgpu::Device,
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queue:wgpu::Queue,
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)->crate::compat_worker::INWorker<'a,Instruction>{
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let mut resize=None;
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crate::compat_worker::INWorker::new(move |ins:Instruction|{
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match ins{
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@@ -33,18 +31,16 @@ pub fn new<'a>(
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Instruction::Resize(size,user_settings)=>{
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resize=Some((size,user_settings));
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}
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Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
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if let Some((size,user_settings))=&resize{
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Instruction::Render(frame_state)=>{
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if let Some((size,user_settings))=resize.take(){
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println!("Resizing to {:?}",size);
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let t0=std::time::Instant::now();
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config.width=size.width.max(1);
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config.height=size.height.max(1);
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surface.configure(&device,&config);
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graphics.resize(&device,&config,user_settings);
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graphics.resize(&device,&config,&user_settings);
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println!("Resize took {:?}",t0.elapsed());
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}
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//clear every time w/e
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resize=None;
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//this has to go deeper somehow
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let frame=match surface.get_current_texture(){
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Ok(frame)=>frame,
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@@ -60,7 +56,7 @@ pub fn new<'a>(
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..wgpu::TextureViewDescriptor::default()
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});
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graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
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graphics.render(&view,&device,&queue,frame_state);
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frame.present();
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}
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@@ -5,6 +5,7 @@ mod worker;
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mod physics;
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mod graphics;
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mod settings;
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mod push_solve;
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mod face_crawler;
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mod compat_worker;
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mod model_physics;
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@@ -462,7 +462,7 @@ pub struct TransformedMesh<'a>{
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transform:&'a PhysicsMeshTransform,
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}
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impl TransformedMesh<'_>{
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pub fn new<'a>(
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pub const fn new<'a>(
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view:PhysicsMeshView<'a>,
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transform:&'a PhysicsMeshTransform,
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)->TransformedMesh<'a>{
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@@ -751,6 +751,23 @@ 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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fn infinity_in(&self,infinity_body:crate::physics::Body)->Option<(MinkowskiFace,integer::Time)>{
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let infinity_fev=self.infinity_fev(-infinity_body.velocity,infinity_body.position);
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match crate::face_crawler::crawl_fev(infinity_fev,self,&infinity_body,integer::Time::MIN,infinity_body.time){
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crate::face_crawler::CrawlResult::Miss(_)=>None,
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crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,time)),
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}
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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.infinity_in(infinity_body)
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.is_some_and(|_|
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self.infinity_in(-infinity_body)
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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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634
src/physics.rs
634
src/physics.rs
@@ -419,7 +419,7 @@ impl HitboxMesh{
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}
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}
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#[inline]
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fn transformed_mesh(&self)->TransformedMesh{
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const fn transformed_mesh(&self)->TransformedMesh{
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TransformedMesh::new(self.mesh.complete_mesh_view(),&self.transform)
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}
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}
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@@ -579,18 +579,37 @@ impl MoveState{
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MoveState::Fly=>None,
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}
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}
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}
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#[derive(Clone,Default)]
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pub struct PhysicsOutputState{
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body:Body,
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camera:PhysicsCamera,
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camera_offset:Planar64Vec3,
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mouse_pos:glam::IVec2,
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}
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impl PhysicsOutputState{
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pub fn extrapolate(&self,mouse:MouseState)->(glam::Vec3,glam::Vec2){
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((self.body.extrapolated_position(mouse.time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse.pos-self.mouse_pos))
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//lmao idk this is convenient
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fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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*self=move_state;
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//this function call reads the above state that was just set
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self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn cull_velocity(&mut self,velocity:Planar64Vec3,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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//TODO: be more precise about contacts
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if set_velocity_cull(body,touching,models,hitbox_mesh,velocity){
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//TODO do better
|
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match self.get_walk_state(){
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//did you stop touching the thing you were walking on?
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Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
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self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
|
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},
|
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None=>self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
|
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}
|
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}
|
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}
|
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}
|
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|
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@@ -744,23 +763,31 @@ impl TouchingState{
|
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a
|
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}
|
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
|
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//TODO: trey push solve
|
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for contact in &self.contacts{
|
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let contacts=self.contacts.iter().map(|contact|{
|
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let n=contact_normal(models,hitbox_mesh,contact);
|
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let d=n.dot128(*velocity);
|
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if d<0{
|
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*velocity-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
|
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crate::push_solve::Contact{
|
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position:Planar64Vec3::ZERO,
|
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velocity:n,
|
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normal:n,
|
||||
}
|
||||
}).collect();
|
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match crate::push_solve::push_solve(&contacts,*velocity){
|
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Some(new_velocity)=>*velocity=new_velocity,
|
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None=>println!("Algorithm silently failing :)"),
|
||||
}
|
||||
}
|
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
|
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//TODO: trey push solve
|
||||
for contact in &self.contacts{
|
||||
let contacts=self.contacts.iter().map(|contact|{
|
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let n=contact_normal(models,hitbox_mesh,contact);
|
||||
let d=n.dot128(*acceleration);
|
||||
if d<0{
|
||||
*acceleration-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
|
||||
crate::push_solve::Contact{
|
||||
position:Planar64Vec3::ZERO,
|
||||
velocity:n,
|
||||
normal:n,
|
||||
}
|
||||
}).collect();
|
||||
match crate::push_solve::push_solve(&contacts,*acceleration){
|
||||
Some(new_acceleration)=>*acceleration=new_acceleration,
|
||||
None=>println!("Algorithm silently failing :)"),
|
||||
}
|
||||
}
|
||||
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInternalInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
|
||||
@@ -890,7 +917,7 @@ impl VirtualBody<'_>{
|
||||
pub struct PhysicsState{
|
||||
time:Time,
|
||||
body:Body,
|
||||
world:WorldState,//currently there is only one state the world can be in
|
||||
_world:WorldState,//currently there is only one state the world can be in
|
||||
touching:TouchingState,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
camera:PhysicsCamera,
|
||||
@@ -927,7 +954,7 @@ impl Default for PhysicsState{
|
||||
move_state:MoveState::Air,
|
||||
camera:PhysicsCamera::default(),
|
||||
input_state:InputState::default(),
|
||||
world:WorldState{},
|
||||
_world:WorldState{},
|
||||
mode_state:ModeState::default(),
|
||||
run:run::Run::new(),
|
||||
}
|
||||
@@ -956,39 +983,15 @@ impl PhysicsState{
|
||||
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
|
||||
self.move_state.next_move_instruction(&self.style.strafe,self.time)
|
||||
}
|
||||
//lmao idk this is convenient
|
||||
fn apply_enum_and_input_and_body(&mut self,data:&PhysicsData){
|
||||
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
}
|
||||
fn apply_enum_and_body(&mut self,data:&PhysicsData){
|
||||
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
}
|
||||
fn apply_input_and_body(&mut self,data:&PhysicsData){
|
||||
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
|
||||
self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
}
|
||||
fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
|
||||
self.move_state=move_state;
|
||||
//this function call reads the above state that was just set
|
||||
self.apply_enum_and_body(data);
|
||||
self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
}
|
||||
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
|
||||
//TODO: be more precise about contacts
|
||||
if set_velocity_cull(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,velocity){
|
||||
//TODO do better
|
||||
match self.move_state.get_walk_state(){
|
||||
//did you stop touching the thing you were walking on?
|
||||
Some(walk_state)=>if !self.touching.contacts.contains(&walk_state.contact){
|
||||
self.set_move_state(data,MoveState::Air);
|
||||
},
|
||||
None=>self.apply_enum_and_body(data),
|
||||
}
|
||||
}
|
||||
fn apply_input_and_body(&mut self,data:&PhysicsData){
|
||||
self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
|
||||
}
|
||||
|
||||
//state mutated on collision:
|
||||
//Accelerator
|
||||
//stair step-up
|
||||
@@ -1039,14 +1042,15 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
|
||||
}
|
||||
}
|
||||
impl PhysicsContext{
|
||||
pub const fn output(&self)->PhysicsOutputState{
|
||||
PhysicsOutputState{
|
||||
body:self.state.body,
|
||||
camera:self.state.camera,
|
||||
camera_offset:self.state.style.camera_offset,
|
||||
mouse_pos:self.state.input_state.mouse.pos,
|
||||
pub fn camera_body(&self)->Body{
|
||||
Body{
|
||||
position:self.state.body.position+self.state.style.camera_offset,
|
||||
..self.state.body
|
||||
}
|
||||
}
|
||||
pub const fn camera(&self)->PhysicsCamera{
|
||||
self.state.camera
|
||||
}
|
||||
pub const fn get_next_mouse(&self)->&MouseState{
|
||||
self.state.input_state.get_next_mouse()
|
||||
}
|
||||
@@ -1254,14 +1258,80 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
|
||||
minkowski.face_nd(contact.face_id).0
|
||||
}
|
||||
|
||||
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
|
||||
fn recalculate_touching(
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode_state:&mut ModeState,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
time:Time,
|
||||
){
|
||||
//collision_end all existing contacts
|
||||
//I would have preferred while let Some(contact)=contacts.pop()
|
||||
//but there is no such method
|
||||
while let Some(&contact)=touching.contacts.iter().next(){
|
||||
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.model_id),contact)
|
||||
}
|
||||
while let Some(&intersect)=touching.intersects.iter().next(){
|
||||
collision_end_intersect(touching,mode,run,models.intersect_attr(intersect.model_id),intersect,time);
|
||||
}
|
||||
//find all models in the teleport region
|
||||
let mut aabb=aabb::Aabb::default();
|
||||
aabb.grow(body.position);
|
||||
aabb.inflate(hitbox_mesh.halfsize);
|
||||
//relative to moving platforms
|
||||
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
|
||||
bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
|
||||
//no checks are needed because of the time limits.
|
||||
let model_mesh=models.mesh(convex_mesh_id);
|
||||
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
|
||||
if minkowski.is_point_in_mesh(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(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state,
|
||||
models.intersect_attr(model_id),
|
||||
IntersectCollision{
|
||||
model_id,
|
||||
submesh_id:convex_mesh_id.submesh_id,
|
||||
},
|
||||
time,
|
||||
),
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
fn set_position(
|
||||
point:Planar64Vec3,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode_state:&mut ModeState,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
time:Time,
|
||||
)->Planar64Vec3{
|
||||
//test intersections at new position
|
||||
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
|
||||
body.position=point;
|
||||
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
|
||||
touching.clear();
|
||||
//TODO: calculate contacts and determine the actual state
|
||||
//touching.recalculate(body);
|
||||
//calculate contacts and determine the actual state
|
||||
recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
point
|
||||
}
|
||||
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
|
||||
@@ -1303,31 +1373,71 @@ fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels
|
||||
body.acceleration=a;
|
||||
}
|
||||
|
||||
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
|
||||
set_position(body,touching,point);
|
||||
fn teleport(
|
||||
point:Planar64Vec3,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode_state:&mut ModeState,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
time:Time,
|
||||
){
|
||||
set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
|
||||
MoveState::Air
|
||||
}
|
||||
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
|
||||
let transform=models.get_model_transform(mode.get_spawn_model_id(stage_id)?)?;
|
||||
enum TeleportToSpawnError{
|
||||
NoModel,
|
||||
}
|
||||
fn teleport_to_spawn(
|
||||
stage:&gameplay_modes::Stage,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode_state:&mut ModeState,
|
||||
mode:&gameplay_modes::Mode,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
time:Time,
|
||||
)->Result<(),TeleportToSpawnError>{
|
||||
let transform=models.get_model_transform(stage.spawn()).ok_or(TeleportToSpawnError::NoModel)?;
|
||||
let point=transform.vertex.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
|
||||
Some(teleport(body,touching,models,style,hitbox_mesh,point))
|
||||
teleport(point,move_state,body,touching,run,mode_state,Some(mode),models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn run_teleport_behaviour(
|
||||
wormhole:&Option<gameplay_attributes::Wormhole>,
|
||||
models:&PhysicsModels,
|
||||
mode:&gameplay_modes::Mode,
|
||||
style:&StyleModifiers,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
mode_state:&mut ModeState,
|
||||
touching:&mut TouchingState,
|
||||
body:&mut Body,
|
||||
model_id:ModelId,
|
||||
)->Option<MoveState>{
|
||||
wormhole:Option<&gameplay_attributes::Wormhole>,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode_state:&mut ModeState,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
time:Time,
|
||||
){
|
||||
//TODO: jump count and checkpoints are always reset on teleport.
|
||||
//Map makers are expected to use tools to prevent
|
||||
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
|
||||
if let Some(mode)=mode{
|
||||
if let Some(stage_element)=mode.get_element(model_id){
|
||||
if let Some(stage)=mode.get_stage(stage_element.stage_id()){
|
||||
if mode_state.get_stage_id()<stage_element.stage_id(){
|
||||
@@ -1336,20 +1446,33 @@ fn run_teleport_behaviour(
|
||||
if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
|
||||
if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
|
||||
//do the stage checkpoints have to be reset?
|
||||
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
|
||||
let _=teleport_to_spawn(current_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
return;
|
||||
}
|
||||
}
|
||||
//check if all between stages have no checkpoints required to pass them
|
||||
let mut loop_unbroken=true;
|
||||
for stage_id in mode_state.get_stage_id().get()+1..stage_element.stage_id().get(){
|
||||
let stage_id=StageId::new(stage_id);
|
||||
//check if none of the between stages has checkpoints, if they do teleport back to that stage
|
||||
if !mode.get_stage(stage_id)?.is_empty(){
|
||||
mode_state.set_stage_id(stage_id);
|
||||
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,stage_id);
|
||||
match mode.get_stage(stage_id){
|
||||
Some(stage)=>if !stage.is_empty(){
|
||||
mode_state.set_stage_id(stage_id);
|
||||
let _=teleport_to_spawn(stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
return;
|
||||
},
|
||||
None=>{
|
||||
//no such stage! set to last existing stage and break loop
|
||||
mode_state.set_stage_id(StageId::new(stage_id.get()-1));
|
||||
loop_unbroken=false;
|
||||
break;
|
||||
},
|
||||
}
|
||||
}
|
||||
};
|
||||
//notably you do not get teleported for touching ordered checkpoints in the wrong order within the same stage.
|
||||
mode_state.set_stage_id(stage_element.stage_id());
|
||||
if loop_unbroken{
|
||||
mode_state.set_stage_id(stage_element.stage_id());
|
||||
}
|
||||
}else if stage_element.force(){
|
||||
//forced stage_element will set the stage_id even if the stage has already been passed
|
||||
mode_state.set_stage_id(stage_element.stage_id());
|
||||
@@ -1357,9 +1480,10 @@ fn run_teleport_behaviour(
|
||||
match stage_element.behaviour(){
|
||||
gameplay_modes::StageElementBehaviour::SpawnAt=>(),
|
||||
gameplay_modes::StageElementBehaviour::Trigger
|
||||
|gameplay_modes::StageElementBehaviour::Teleport=>{
|
||||
|gameplay_modes::StageElementBehaviour::Teleport=>if let Some(mode_state_stage)=mode.get_stage(mode_state.get_stage_id()){
|
||||
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
|
||||
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
|
||||
let _=teleport_to_spawn(mode_state_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
return;
|
||||
},
|
||||
gameplay_modes::StageElementBehaviour::Platform=>(),
|
||||
gameplay_modes::StageElementBehaviour::Check=>(),//this is to run the checkpoint check behaviour without any other side effects
|
||||
@@ -1373,158 +1497,185 @@ fn run_teleport_behaviour(
|
||||
}
|
||||
}
|
||||
}
|
||||
match wormhole{
|
||||
&Some(gameplay_attributes::Wormhole{destination_model})=>{
|
||||
let origin=models.get_model_transform(model_id)?;
|
||||
let destination=models.get_model_transform(destination_model)?;
|
||||
//ignore the transform for now
|
||||
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin.vertex.translation+destination.vertex.translation))
|
||||
}
|
||||
if let Some(&gameplay_attributes::Wormhole{destination_model})=wormhole{
|
||||
if let (Some(origin),Some(destination))=(models.get_model_transform(model_id),models.get_model_transform(destination_model)){
|
||||
let point=body.position-origin.vertex.translation+destination.vertex.translation;
|
||||
//TODO: camera angles
|
||||
teleport(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
}
|
||||
None=>None,
|
||||
}
|
||||
}
|
||||
|
||||
fn collision_start_contact(
|
||||
state:&mut PhysicsState,
|
||||
data:&PhysicsData,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
mode_state:&mut ModeState,
|
||||
touching:&mut TouchingState,
|
||||
run:&mut run::Run,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
attr:&gameplay_attributes::ContactAttributes,
|
||||
contact:ContactCollision,
|
||||
time:Time,
|
||||
){
|
||||
let incident_velocity=state.body.velocity;
|
||||
//add to touching
|
||||
state.touching.insert(Collision::Contact(contact));
|
||||
//clip v
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
|
||||
match &attr.contacting.contact_behaviour{
|
||||
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
||||
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
||||
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
||||
let reflected_velocity=state.body.velocity+(state.body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,reflected_velocity);
|
||||
},
|
||||
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
|
||||
if let Some(ladder_settings)=&state.style.ladder{
|
||||
if contacting_ladder.sticky{
|
||||
//kill v
|
||||
//actually you could do this with a booster attribute :thinking:
|
||||
//it's a little bit different because maybe you want to chain ladders together
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
|
||||
}
|
||||
//ladder walkstate
|
||||
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact);
|
||||
state.set_move_state(data,MoveState::Ladder(walk_state));
|
||||
},
|
||||
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
|
||||
None=>if let Some(walk_settings)=&state.style.walk{
|
||||
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
|
||||
//ground
|
||||
let (gravity,target_velocity)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact);
|
||||
state.set_move_state(data,MoveState::Walk(walk_state));
|
||||
}
|
||||
},
|
||||
}
|
||||
//I love making functions with 10 arguments to dodge the borrow checker
|
||||
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
|
||||
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,contact.model_id.into());
|
||||
}
|
||||
if state.style.get_control(Controls::Jump,state.input_state.controls){
|
||||
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
|
||||
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
|
||||
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,attr.general.booster.as_ref());
|
||||
state.cull_velocity(data,jumped_velocity);
|
||||
}
|
||||
}
|
||||
match &attr.general.trajectory{
|
||||
Some(trajectory)=>{
|
||||
match trajectory{
|
||||
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
|
||||
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
|
||||
state.cull_velocity(data,velocity);
|
||||
},
|
||||
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
|
||||
}
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
//doing enum to set the acceleration when surfing
|
||||
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
|
||||
state.apply_enum_and_input_and_body(data);
|
||||
let incident_velocity=body.velocity;
|
||||
//add to touching
|
||||
touching.insert(Collision::Contact(contact));
|
||||
//clip v
|
||||
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
|
||||
match &attr.contacting.contact_behaviour{
|
||||
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
||||
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
||||
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
||||
let reflected_velocity=body.velocity+(body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
|
||||
set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
|
||||
},
|
||||
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
|
||||
if let Some(ladder_settings)=&style.ladder{
|
||||
if contacting_ladder.sticky{
|
||||
//kill v
|
||||
//actually you could do this with a booster attribute :thinking:
|
||||
//it's a little bit different because maybe you want to chain ladders together
|
||||
set_velocity(body,touching,models,hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
|
||||
}
|
||||
//ladder walkstate
|
||||
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
let walk_state=ContactMoveState::ladder(ladder_settings,body,gravity,target_velocity,contact);
|
||||
move_state.set_move_state(MoveState::Ladder(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
},
|
||||
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
|
||||
None=>if let Some(walk_settings)=&style.walk{
|
||||
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),Planar64Vec3::Y){
|
||||
//ground
|
||||
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
let walk_state=ContactMoveState::ground(walk_settings,body,gravity,target_velocity,contact);
|
||||
move_state.set_move_state(MoveState::Walk(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
}
|
||||
},
|
||||
}
|
||||
//I love making functions with 10 arguments to dodge the borrow checker
|
||||
run_teleport_behaviour(contact.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
if style.get_control(Controls::Jump,input_state.controls){
|
||||
if let (Some(jump_settings),Some(walk_state))=(&style.jump,move_state.get_walk_state()){
|
||||
let jump_dir=walk_state.jump_direction.direction(models,hitbox_mesh,&walk_state.contact);
|
||||
let jumped_velocity=jump_settings.jumped_velocity(style,jump_dir,body.velocity,attr.general.booster.as_ref());
|
||||
move_state.cull_velocity(jumped_velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
}
|
||||
}
|
||||
match &attr.general.trajectory{
|
||||
Some(trajectory)=>{
|
||||
match trajectory{
|
||||
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
|
||||
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
|
||||
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
|
||||
move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
},
|
||||
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
|
||||
}
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
//doing enum to set the acceleration when surfing
|
||||
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
|
||||
move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
}
|
||||
|
||||
fn collision_start_intersect(
|
||||
state:&mut PhysicsState,
|
||||
data:&PhysicsData,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
mode_state:&mut ModeState,
|
||||
touching:&mut TouchingState,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
run:&mut run::Run,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
bvh:&bvh::BvhNode<ConvexMeshId>,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
attr:&gameplay_attributes::IntersectAttributes,
|
||||
intersect:IntersectCollision,
|
||||
time:Time,
|
||||
){
|
||||
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
||||
state.touching.insert(Collision::Intersect(intersect));
|
||||
//insta booster!
|
||||
if let Some(booster)=&attr.general.booster{
|
||||
state.cull_velocity(data,booster.boost(state.body.velocity));
|
||||
}
|
||||
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
|
||||
let zone=mode.get_zone(intersect.model_id.into());
|
||||
match zone{
|
||||
Some(gameplay_modes::Zone::Start)=>{
|
||||
println!("@@@@ Starting new run!");
|
||||
state.run=run::Run::new();
|
||||
},
|
||||
Some(gameplay_modes::Zone::Finish)=>{
|
||||
match state.run.finish(state.time){
|
||||
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
|
||||
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
|
||||
}
|
||||
},
|
||||
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
|
||||
None=>(),
|
||||
}
|
||||
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,intersect.model_id.into());
|
||||
}
|
||||
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
||||
touching.insert(Collision::Intersect(intersect));
|
||||
//insta booster!
|
||||
if let Some(booster)=&attr.general.booster{
|
||||
move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
}
|
||||
if let Some(mode)=mode{
|
||||
let zone=mode.get_zone(intersect.model_id.into());
|
||||
match zone{
|
||||
Some(gameplay_modes::Zone::Start)=>{
|
||||
println!("@@@@ Starting new run!");
|
||||
*run=run::Run::new();
|
||||
},
|
||||
Some(gameplay_modes::Zone::Finish)=>{
|
||||
match run.finish(time){
|
||||
Ok(())=>println!("@@@@ Finished run time={}",run.time(time)),
|
||||
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
|
||||
}
|
||||
},
|
||||
Some(gameplay_modes::Zone::Anticheat)=>run.flag(run::FlagReason::Anticheat),
|
||||
None=>(),
|
||||
}
|
||||
}
|
||||
run_teleport_behaviour(intersect.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
||||
}
|
||||
|
||||
fn collision_end_contact(
|
||||
state:&mut PhysicsState,
|
||||
data:&PhysicsData,
|
||||
move_state:&mut MoveState,
|
||||
body:&mut Body,
|
||||
touching:&mut TouchingState,
|
||||
models:&PhysicsModels,
|
||||
hitbox_mesh:&HitboxMesh,
|
||||
style:&StyleModifiers,
|
||||
camera:&PhysicsCamera,
|
||||
input_state:&InputState,
|
||||
_attr:&gameplay_attributes::ContactAttributes,
|
||||
contact:ContactCollision,
|
||||
){
|
||||
state.touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
|
||||
//check ground
|
||||
//TODO do better
|
||||
//this is inner code from state.cull_velocity
|
||||
match state.move_state.get_walk_state(){
|
||||
//did you stop touching the thing you were walking on?
|
||||
Some(walk_state)=>if walk_state.contact==contact{
|
||||
state.set_move_state(data,MoveState::Air);
|
||||
},
|
||||
None=>state.apply_enum_and_body(data),
|
||||
}
|
||||
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
|
||||
//check ground
|
||||
//TODO do better
|
||||
//this is inner code from move_state.cull_velocity
|
||||
match move_state.get_walk_state(){
|
||||
//did you stop touching the thing you were walking on?
|
||||
Some(walk_state)=>if walk_state.contact==contact{
|
||||
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
|
||||
},
|
||||
None=>move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
|
||||
}
|
||||
}
|
||||
fn collision_end_intersect(
|
||||
state:&mut PhysicsState,
|
||||
data:&PhysicsData,
|
||||
touching:&mut TouchingState,
|
||||
mode:Option<&gameplay_modes::Mode>,
|
||||
run:&mut run::Run,
|
||||
_attr:&gameplay_attributes::IntersectAttributes,
|
||||
intersect:IntersectCollision,
|
||||
time:Time,
|
||||
){
|
||||
state.touching.remove(&Collision::Intersect(intersect));
|
||||
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
|
||||
let zone=mode.get_zone(intersect.model_id.into());
|
||||
match zone{
|
||||
Some(gameplay_modes::Zone::Start)=>{
|
||||
match state.run.start(state.time){
|
||||
Ok(())=>println!("@@@@ Started run"),
|
||||
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
|
||||
}
|
||||
},
|
||||
_=>(),
|
||||
}
|
||||
}
|
||||
touching.remove(&Collision::Intersect(intersect));
|
||||
if let Some(mode)=mode{
|
||||
let zone=mode.get_zone(intersect.model_id.into());
|
||||
match zone{
|
||||
Some(gameplay_modes::Zone::Start)=>{
|
||||
match run.start(time){
|
||||
Ok(())=>println!("@@@@ Started run"),
|
||||
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
|
||||
}
|
||||
},
|
||||
_=>(),
|
||||
}
|
||||
}
|
||||
}
|
||||
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
|
||||
state.time=ins.time;
|
||||
@@ -1538,13 +1689,41 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
|
||||
state.body.advance_time(state.time);
|
||||
}
|
||||
match ins.instruction{
|
||||
PhysicsInternalInstruction::CollisionStart(collision)=>match collision{
|
||||
Collision::Contact(contact)=>collision_start_contact(state,data,data.models.contact_attr(contact.model_id),contact),
|
||||
Collision::Intersect(intersect)=>collision_start_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
|
||||
PhysicsInternalInstruction::CollisionStart(collision)=>{
|
||||
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
|
||||
match collision{
|
||||
Collision::Contact(contact)=>collision_start_contact(
|
||||
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run,
|
||||
mode,
|
||||
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
|
||||
data.models.contact_attr(contact.model_id),
|
||||
contact,
|
||||
state.time,
|
||||
),
|
||||
Collision::Intersect(intersect)=>collision_start_intersect(
|
||||
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,
|
||||
mode,
|
||||
&mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
|
||||
data.models.intersect_attr(intersect.model_id),
|
||||
intersect,
|
||||
state.time,
|
||||
),
|
||||
}
|
||||
},
|
||||
PhysicsInternalInstruction::CollisionEnd(collision)=>match collision{
|
||||
Collision::Contact(contact)=>collision_end_contact(state,data,data.models.contact_attr(contact.model_id),contact),
|
||||
Collision::Intersect(intersect)=>collision_end_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
|
||||
Collision::Contact(contact)=>collision_end_contact(
|
||||
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
|
||||
data.models.contact_attr(contact.model_id),
|
||||
contact
|
||||
),
|
||||
Collision::Intersect(intersect)=>collision_end_intersect(
|
||||
&mut state.touching,
|
||||
data.modes.get_mode(state.mode_state.get_mode_id()),
|
||||
&mut state.run,
|
||||
data.models.intersect_attr(intersect.model_id),
|
||||
intersect,
|
||||
state.time
|
||||
),
|
||||
},
|
||||
PhysicsInternalInstruction::StrafeTick=>{
|
||||
//TODO make this less huge
|
||||
@@ -1667,14 +1846,15 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
||||
},
|
||||
PhysicsInputInstruction::Restart=>{
|
||||
//teleport to start zone
|
||||
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).and_then(|mode|
|
||||
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
|
||||
let spawn_point=mode.and_then(|mode|
|
||||
//TODO: spawn at the bottom of the start zone plus the hitbox size
|
||||
//TODO: set camera andles to face the same way as the start zone
|
||||
data.models.get_model_transform(mode.get_start().into()).map(|transform|
|
||||
transform.vertex.translation
|
||||
)
|
||||
).unwrap_or(Planar64Vec3::ZERO);
|
||||
set_position(&mut state.body,&mut state.touching,spawn_point);
|
||||
set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
|
||||
state.set_move_state(data,MoveState::Air);
|
||||
b_refresh_walk_target=false;
|
||||
@@ -1682,7 +1862,14 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
||||
PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
|
||||
//spawn at a particular stage
|
||||
if let Some(mode)=data.modes.get_mode(mode_id){
|
||||
teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
|
||||
if let Some(stage)=mode.get_stage(stage_id){
|
||||
let _=teleport_to_spawn(
|
||||
stage,
|
||||
&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
|
||||
mode,
|
||||
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
|
||||
);
|
||||
}
|
||||
}
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
@@ -1705,6 +1892,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
||||
if b_refresh_walk_target{
|
||||
state.apply_input_and_body(data);
|
||||
state.cull_velocity(data,state.body.velocity);
|
||||
//also check if accelerating away from surface
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -180,8 +180,12 @@ impl MouseInterpolator{
|
||||
self.empty_queue();
|
||||
}
|
||||
}
|
||||
pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
|
||||
(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
|
||||
pub fn get_frame_state(&self,time:Time)->crate::graphics::FrameState{
|
||||
crate::graphics::FrameState{
|
||||
body:self.physics.camera_body(),
|
||||
camera:self.physics.camera(),
|
||||
time:self.timer.time(time),
|
||||
}
|
||||
}
|
||||
pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
|
||||
//dump any pending interpolation state
|
||||
@@ -221,8 +225,8 @@ pub fn new<'a>(
|
||||
interpolator.handle_instruction(&ins);
|
||||
match ins.instruction{
|
||||
Instruction::Render=>{
|
||||
let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
|
||||
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
|
||||
let frame_state=interpolator.get_frame_state(ins.time);
|
||||
graphics_worker.send(crate::graphics_worker::Instruction::Render(frame_state)).unwrap();
|
||||
},
|
||||
Instruction::Resize(size)=>{
|
||||
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();
|
||||
|
||||
339
src/push_solve.rs
Normal file
339
src/push_solve.rs
Normal file
@@ -0,0 +1,339 @@
|
||||
use strafesnet_common::integer::{Planar64,Planar64Vec3};
|
||||
|
||||
// This algorithm is based on Lua code
|
||||
// written by Trey Reynolds in 2021
|
||||
|
||||
// 1/2^10
|
||||
const EPSILON:Planar64=Planar64::raw(1<<(32-10));
|
||||
|
||||
// A stack-allocated variable-size list that holds up to 4 elements
|
||||
// Direct references are used instead of indices i0, i1, i2, i3
|
||||
type Conts<'a>=arrayvec::ArrayVec<&'a Contact,4>;
|
||||
|
||||
struct Ray{
|
||||
origin:Planar64Vec3,
|
||||
direction:Planar64Vec3,
|
||||
}
|
||||
impl Ray{
|
||||
fn extrapolate(&self,t:Planar64)->Planar64Vec3{
|
||||
self.origin+self.direction*t
|
||||
}
|
||||
}
|
||||
|
||||
/// Information about a contact restriction
|
||||
pub struct Contact{
|
||||
pub position:Planar64Vec3,
|
||||
pub velocity:Planar64Vec3,
|
||||
pub normal:Planar64Vec3,
|
||||
}
|
||||
impl Contact{
|
||||
fn relative_to(&self,point:Planar64Vec3)->Self{
|
||||
Self{
|
||||
position:self.position-point,
|
||||
velocity:self.velocity,
|
||||
normal:self.normal,
|
||||
}
|
||||
}
|
||||
fn relative_dot(&self,direction:Planar64Vec3)->Planar64{
|
||||
(direction-self.velocity).dot(self.normal)
|
||||
}
|
||||
/// Calculate the time of intersection. (previously get_touch_time)
|
||||
fn solve(&self,ray:&Ray)->Planar64{
|
||||
(self.position-ray.origin).dot(self.normal)/(ray.direction-self.velocity).dot(self.normal)
|
||||
}
|
||||
}
|
||||
|
||||
//note that this is horrible with fixed point arithmetic
|
||||
fn solve1(c0:&Contact)->Option<Planar64Vec3>{
|
||||
let det=c0.normal.dot(c0.velocity);
|
||||
if det.get().abs()<EPSILON.get(){
|
||||
return None;
|
||||
}
|
||||
let d0=c0.normal.dot(c0.position);
|
||||
Some(c0.normal*d0/det)
|
||||
}
|
||||
fn solve2(c0:&Contact,c1:&Contact)->Option<Planar64Vec3>{
|
||||
let u0_u1=c0.velocity.cross(c1.velocity);
|
||||
let n0_n1=c0.normal.cross(c1.normal);
|
||||
let det=u0_u1.dot(n0_n1);
|
||||
if det.get().abs()<EPSILON.get(){
|
||||
return None;
|
||||
}
|
||||
let d0=c0.normal.dot(c0.position);
|
||||
let d1=c1.normal.dot(c1.position);
|
||||
Some((c1.normal.cross(u0_u1)*d0+u0_u1.cross(c0.normal)*d1)/det)
|
||||
}
|
||||
fn solve3(c0:&Contact,c1:&Contact,c2:&Contact)->Option<Planar64Vec3>{
|
||||
let n0_n1=c0.normal.cross(c1.normal);
|
||||
let det=c2.normal.dot(n0_n1);
|
||||
if det.get().abs()<EPSILON.get(){
|
||||
return None;
|
||||
}
|
||||
let d0=c0.normal.dot(c0.position);
|
||||
let d1=c1.normal.dot(c1.position);
|
||||
let d2=c2.normal.dot(c2.position);
|
||||
Some((c1.normal.cross(c2.normal)*d0+c2.normal.cross(c0.normal)*d1+c0.normal.cross(c1.normal)*d2)/det)
|
||||
}
|
||||
|
||||
fn decompose1(point:Planar64Vec3,u0:Planar64Vec3)->Option<Planar64>{
|
||||
let det=u0.dot(u0);
|
||||
if det==Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let s0=u0.dot(point)/det;
|
||||
Some(s0)
|
||||
}
|
||||
fn decompose2(point:Planar64Vec3,u0:Planar64Vec3,u1:Planar64Vec3)->Option<(Planar64,Planar64)>{
|
||||
let u0_u1=u0.cross(u1);
|
||||
let det=u0_u1.dot(u0_u1);
|
||||
if det==Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let s0=u0_u1.dot(point.cross(u1))/det;
|
||||
let s1=u0_u1.dot(u0.cross(point))/det;
|
||||
Some((s0,s1))
|
||||
}
|
||||
fn decompose3(point:Planar64Vec3,u0:Planar64Vec3,u1:Planar64Vec3,u2:Planar64Vec3)->Option<(Planar64,Planar64,Planar64)>{
|
||||
let det=u0.cross(u1).dot(u2);
|
||||
if det==Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let s0=point.cross(u1).dot(u2)/det;
|
||||
let s1=u0.cross(point).dot(u2)/det;
|
||||
let s2=u0.cross(u1).dot(point)/det;
|
||||
Some((s0,s1,s2))
|
||||
}
|
||||
|
||||
fn is_space_enclosed_2(
|
||||
a:Planar64Vec3,
|
||||
b:Planar64Vec3,
|
||||
)->bool{
|
||||
a.cross(b)==Planar64Vec3::ZERO
|
||||
&&a.dot(b)<Planar64::ZERO
|
||||
}
|
||||
fn is_space_enclosed_3(
|
||||
a:Planar64Vec3,
|
||||
b:Planar64Vec3,
|
||||
c:Planar64Vec3
|
||||
)->bool{
|
||||
a.cross(b).dot(c)==Planar64::ZERO
|
||||
&&{
|
||||
let det_abac=a.cross(b).dot(a.cross(c));
|
||||
let det_abbc=a.cross(b).dot(b.cross(c));
|
||||
let det_acbc=a.cross(c).dot(b.cross(c));
|
||||
return det_abac*det_abbc<=Planar64::ZERO
|
||||
&& det_abbc*det_acbc<=Planar64::ZERO
|
||||
&&-det_acbc*det_abac<=Planar64::ZERO
|
||||
||is_space_enclosed_2(a,b)
|
||||
||is_space_enclosed_2(a,c)
|
||||
||is_space_enclosed_2(b,c)
|
||||
}
|
||||
}
|
||||
fn is_space_enclosed_4(
|
||||
a:Planar64Vec3,
|
||||
b:Planar64Vec3,
|
||||
c:Planar64Vec3,
|
||||
d:Planar64Vec3,
|
||||
)->bool{
|
||||
let det_abc=a.cross(b).dot(c);
|
||||
let det_abd=a.cross(b).dot(d);
|
||||
let det_acd=a.cross(c).dot(d);
|
||||
let det_bcd=b.cross(c).dot(d);
|
||||
return det_abc*det_abd<Planar64::ZERO
|
||||
&&-det_abc*det_acd<Planar64::ZERO
|
||||
&& det_abd*det_acd<Planar64::ZERO
|
||||
&& det_abc*det_bcd<Planar64::ZERO
|
||||
&&-det_abd*det_bcd<Planar64::ZERO
|
||||
&& det_acd*det_bcd<Planar64::ZERO
|
||||
||is_space_enclosed_3(a,b,c)
|
||||
||is_space_enclosed_3(a,b,d)
|
||||
||is_space_enclosed_3(a,c,d)
|
||||
||is_space_enclosed_3(b,c,d)
|
||||
}
|
||||
|
||||
const fn get_push_ray_0(point:Planar64Vec3)->Option<Ray>{
|
||||
Some(Ray{origin:point,direction:Planar64Vec3::ZERO})
|
||||
}
|
||||
fn get_push_ray_1(point:Planar64Vec3,c0:&Contact)->Option<Ray>{
|
||||
let direction=solve1(c0)?;
|
||||
let s0=decompose1(direction,c0.velocity)?;
|
||||
if s0<Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let origin=point+solve1(
|
||||
&c0.relative_to(point),
|
||||
)?;
|
||||
Some(Ray{origin,direction})
|
||||
}
|
||||
fn get_push_ray_2(point:Planar64Vec3,c0:&Contact,c1:&Contact)->Option<Ray>{
|
||||
let direction=solve2(c0,c1)?;
|
||||
let (s0,s1)=decompose2(direction,c0.velocity,c1.velocity)?;
|
||||
if s0<Planar64::ZERO||s1<Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let origin=point+solve2(
|
||||
&c0.relative_to(point),
|
||||
&c1.relative_to(point),
|
||||
)?;
|
||||
Some(Ray{origin,direction})
|
||||
}
|
||||
fn get_push_ray_3(point:Planar64Vec3,c0:&Contact,c1:&Contact,c2:&Contact)->Option<Ray>{
|
||||
let direction=solve3(c0,c1,c2)?;
|
||||
let (s0,s1,s2)=decompose3(direction,c0.velocity,c1.velocity,c2.velocity)?;
|
||||
if s0<Planar64::ZERO||s1<Planar64::ZERO||s2<Planar64::ZERO{
|
||||
return None;
|
||||
}
|
||||
let origin=point+solve3(
|
||||
&c0.relative_to(point),
|
||||
&c1.relative_to(point),
|
||||
&c2.relative_to(point),
|
||||
)?;
|
||||
Some(Ray{origin,direction})
|
||||
}
|
||||
|
||||
const fn get_best_push_ray_and_conts_0<'a>(point:Planar64Vec3)->Option<(Ray,Conts<'a>)>{
|
||||
match get_push_ray_0(point){
|
||||
Some(ray)=>Some((ray,Conts::new_const())),
|
||||
None=>None,
|
||||
}
|
||||
}
|
||||
fn get_best_push_ray_and_conts_1(point:Planar64Vec3,c0:&Contact)->Option<(Ray,Conts)>{
|
||||
get_push_ray_1(point,c0)
|
||||
.map(|ray|(ray,Conts::from_iter([c0])))
|
||||
}
|
||||
fn get_best_push_ray_and_conts_2<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact)->Option<(Ray,Conts<'a>)>{
|
||||
if is_space_enclosed_2(c0.normal,c1.normal){
|
||||
return None;
|
||||
}
|
||||
if let Some(ray)=get_push_ray_2(point,c0,c1){
|
||||
return Some((ray,Conts::from_iter([c0,c1])));
|
||||
}
|
||||
if let Some(ray)=get_push_ray_1(point,c0){
|
||||
if Planar64::ZERO<=c1.relative_dot(ray.direction){
|
||||
return Some((ray,Conts::from_iter([c0])));
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
fn get_best_push_ray_and_conts_3<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact,c2:&'a Contact)->Option<(Ray,Conts<'a>)>{
|
||||
if is_space_enclosed_3(c0.normal,c1.normal,c2.normal){
|
||||
return None;
|
||||
}
|
||||
if let Some(ray)=get_push_ray_3(point,c0,c1,c2){
|
||||
return Some((ray,Conts::from_iter([c0,c1,c2])));
|
||||
}
|
||||
if let Some(ray)=get_push_ray_2(point,c0,c1){
|
||||
if Planar64::ZERO<=c2.relative_dot(ray.direction){
|
||||
return Some((ray,Conts::from_iter([c0,c1])));
|
||||
}
|
||||
}
|
||||
if let Some(ray)=get_push_ray_2(point,c0,c2){
|
||||
if Planar64::ZERO<=c1.relative_dot(ray.direction){
|
||||
return Some((ray,Conts::from_iter([c0,c2])));
|
||||
}
|
||||
}
|
||||
if let Some(ray)=get_push_ray_1(point,c0){
|
||||
if Planar64::ZERO<=c1.relative_dot(ray.direction)
|
||||
&&Planar64::ZERO<=c2.relative_dot(ray.direction){
|
||||
return Some((ray,Conts::from_iter([c0])));
|
||||
}
|
||||
}
|
||||
return None;
|
||||
}
|
||||
fn get_best_push_ray_and_conts_4<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact,c2:&'a Contact,c3:&'a Contact)->Option<(Ray,Conts<'a>)>{
|
||||
if is_space_enclosed_4(c0.normal,c1.normal,c2.normal,c3.normal){
|
||||
return None;
|
||||
}
|
||||
|
||||
let (ray012,conts012)=get_best_push_ray_and_conts_3(point,c0,c1,c2)?;
|
||||
let (ray013,conts013)=get_best_push_ray_and_conts_3(point,c0,c1,c3)?;
|
||||
let (ray023,conts023)=get_best_push_ray_and_conts_3(point,c0,c2,c3)?;
|
||||
|
||||
let err012=c3.relative_dot(ray012.direction);
|
||||
let err013=c2.relative_dot(ray013.direction);
|
||||
let err023=c1.relative_dot(ray023.direction);
|
||||
|
||||
let best_err=err012.max(err013).max(err023);
|
||||
|
||||
if best_err==err012{
|
||||
return Some((ray012,conts012))
|
||||
}else if best_err==err013{
|
||||
return Some((ray013,conts013))
|
||||
}else if best_err==err023{
|
||||
return Some((ray023,conts023))
|
||||
}
|
||||
unreachable!()
|
||||
}
|
||||
|
||||
fn get_best_push_ray_and_conts<'a>(
|
||||
point:Planar64Vec3,
|
||||
conts:Conts<'a>,
|
||||
)->Option<(Ray,Conts<'a>)>{
|
||||
match conts.as_slice(){
|
||||
&[c0,c1,c2,c3]=>get_best_push_ray_and_conts_4(point,c0,c1,c2,c3),
|
||||
&[c0,c1,c2]=>get_best_push_ray_and_conts_3(point,c0,c1,c2),
|
||||
&[c0,c1]=>get_best_push_ray_and_conts_2(point,c0,c1),
|
||||
&[c0]=>get_best_push_ray_and_conts_1(point,c0),
|
||||
&[]=>get_best_push_ray_and_conts_0(point),
|
||||
_=>unreachable!(),
|
||||
}
|
||||
}
|
||||
|
||||
fn get_first_touch<'a>(contacts:&'a Vec<Contact>,ray:&Ray,conts:&Conts)->Option<(Planar64,&'a Contact)>{
|
||||
contacts.iter()
|
||||
.filter(|&contact|
|
||||
!conts.iter().any(|&c|std::ptr::eq(c,contact))
|
||||
&&contact.relative_dot(ray.direction)< -EPSILON
|
||||
)
|
||||
.map(|contact|(contact.solve(ray),contact))
|
||||
.min_by_key(|&(t,_)|t)
|
||||
}
|
||||
|
||||
pub fn push_solve(contacts:&Vec<Contact>,point:Planar64Vec3)->Option<Planar64Vec3>{
|
||||
let (mut ray,mut conts)=get_best_push_ray_and_conts_0(point)?;
|
||||
loop{
|
||||
let (next_t,next_cont)=match get_first_touch(contacts,&ray,&conts){
|
||||
Some((t,conts))=>(t,conts),
|
||||
None=>return Some(ray.origin),
|
||||
};
|
||||
|
||||
if Planar64::ZERO<=next_t{
|
||||
return Some(ray.origin);
|
||||
}
|
||||
|
||||
//push_front
|
||||
if conts.len()==conts.capacity(){
|
||||
//this is a dead case, new_conts never has more than 3 elements
|
||||
conts.rotate_right(1);
|
||||
conts[0]=next_cont;
|
||||
}else{
|
||||
conts.push(next_cont);
|
||||
conts.rotate_right(1);
|
||||
}
|
||||
|
||||
let meet_point=ray.extrapolate(next_t);
|
||||
match get_best_push_ray_and_conts(meet_point,conts){
|
||||
Some((new_ray,new_conts))=>(ray,conts)=(new_ray,new_conts),
|
||||
None=>return Some(meet_point),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests{
|
||||
use super::*;
|
||||
#[test]
|
||||
fn test_push_solve(){
|
||||
let contacts=vec![
|
||||
Contact{
|
||||
position:Planar64Vec3::ZERO,
|
||||
velocity:Planar64Vec3::Y,
|
||||
normal:Planar64Vec3::Y,
|
||||
}
|
||||
];
|
||||
assert_eq!(
|
||||
Some(Planar64Vec3::ZERO),
|
||||
push_solve(&contacts,Planar64Vec3::NEG_Y)
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user