Do Not Collision-Test Existing Contacts #22

Merged
Quaternions merged 7 commits from check-contacts into master 2025-11-19 18:23:38 +00:00

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@@ -87,7 +87,7 @@ enum JumpDirection{
impl JumpDirection{
fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
match self{
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),
&JumpDirection::Exactly(dir)=>dir,
}
}
@@ -163,7 +163,7 @@ impl ContactMoveState{
}
}
fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,contact);
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
@@ -171,7 +171,7 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
(gravity,target_velocity_clipped)
}
fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,contact);
let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
@@ -614,7 +614,7 @@ impl MoveState{
// TODO: unduplicate this code
match self.get_walk_state(){
// did you stop touching the thing you were walking on?
Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
Some(walk_state)=>if !touching.contacts.contains_key(&walk_state.contact.convex_mesh_id){
self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
}else{
// stopped touching something else while walking
@@ -731,8 +731,8 @@ struct IntersectModel{
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct ContactCollision{
face_id:model_physics::MinkowskiFace,
convex_mesh_id:ConvexMeshId<ContactModelId>,
face_id:model_physics::MinkowskiFace,
}
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
pub struct IntersectCollision{
@@ -753,24 +753,30 @@ impl Collision{
}
#[derive(Clone,Debug,Default)]
struct TouchingState{
contacts:HashSet<ContactCollision>,
intersects:HashSet<IntersectCollision>,
contacts:HashMap<ConvexMeshId<ContactModelId>,model_physics::MinkowskiFace>,
intersects:HashSet<ConvexMeshId<IntersectModelId>>,
}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
fn insert(&mut self,collision:Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.insert(collision),
Collision::Intersect(collision)=>self.intersects.insert(collision),
}
fn insert_contact(&mut self,contact:ContactCollision)->Option<model_physics::MinkowskiFace>{
self.contacts.insert(contact.convex_mesh_id,contact.face_id)
}
fn remove(&mut self,collision:&Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.remove(collision),
Collision::Intersect(collision)=>self.intersects.remove(collision),
fn insert_intersect(&mut self,intersect:IntersectCollision)->bool{
self.intersects.insert(intersect.convex_mesh_id)
}
fn remove_contact(&mut self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->Option<model_physics::MinkowskiFace>{
self.contacts.remove(convex_mesh_id)
}
fn remove_intersect(&mut self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->bool{
self.intersects.remove(convex_mesh_id)
}
fn contains(&self,convex_mesh_id:&ConvexMeshId<PhysicsModelId>)->bool{
match convex_mesh_id.model_id{
PhysicsModelId::Contact(contact_model_id)=>self.contacts.contains_key(&convex_mesh_id.map(contact_model_id)),
PhysicsModelId::Intersect(intersect_model_id)=>self.intersects.contains(&convex_mesh_id.map(intersect_model_id)),
}
}
fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{
@@ -779,13 +785,13 @@ impl TouchingState{
a+=rocket_settings.acceleration(style.get_propulsion_control_dir(camera,input_state.controls));
}
//add accelerators
for contact in &self.contacts{
if let Some(accelerator)=&models.contact_attr(contact.convex_mesh_id.model_id).general.accelerator{
for contact in self.contacts.keys(){
if let Some(accelerator)=&models.contact_attr(contact.model_id).general.accelerator{
a+=accelerator.acceleration;
}
}
for intersect in &self.intersects{
if let Some(accelerator)=&models.intersect_attr(intersect.convex_mesh_id.model_id).general.accelerator{
if let Some(accelerator)=&models.intersect_attr(intersect.model_id).general.accelerator{
a+=accelerator.acceleration;
}
}
@@ -793,8 +799,8 @@ impl TouchingState{
a
}
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
let contacts:Vec<_>=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
crate::push_solve::Contact{
position:vec3::ZERO,
velocity:n,
@@ -804,8 +810,8 @@ impl TouchingState{
crate::push_solve::push_solve(&contacts,velocity)
}
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
let contacts:Vec<_>=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
crate::push_solve::Contact{
position:vec3::ZERO,
velocity:n,
@@ -817,29 +823,29 @@ impl TouchingState{
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,Time>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,start_time:Time){
// let relative_body=body.relative_to(&Body::ZERO);
let relative_body=body;
for contact in &self.contacts{
for (convex_mesh_id,face_id) in &self.contacts{
//detect face slide off
let model_mesh=models.contact_mesh(&contact.convex_mesh_id);
let model_mesh=models.contact_mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),contact.face_id).map(|(_face,time)|{
collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),*face_id).map(|(_face,time)|{
TimedInstruction{
time:relative_body.time+time.into(),
instruction:InternalInstruction::CollisionEnd(
Collision::Contact(*contact),
Collision::Contact(ContactCollision{face_id:*face_id,convex_mesh_id:*convex_mesh_id}),
time
),
}
}));
}
for intersect in &self.intersects{
for convex_mesh_id in &self.intersects{
//detect model collision in reverse
let model_mesh=models.intersect_mesh(&intersect.convex_mesh_id);
let model_mesh=models.intersect_mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_out(&relative_body,start_time..collector.time()).map(|(_face,time)|{
TimedInstruction{
time:relative_body.time+time.into(),
instruction:InternalInstruction::CollisionEnd(
Collision::Intersect(*intersect),
Collision::Intersect(IntersectCollision{convex_mesh_id:*convex_mesh_id}),
time
),
}
@@ -1193,21 +1199,19 @@ impl<'a> PhysicsContext<'a>{
//relative to moving platforms
//let relative_body=state.body.relative_to(&Body::ZERO);
let relative_body=&state.body;
data.bvh.sample_aabb(&aabb,&mut |&convex_mesh_id|{
data.bvh.sample_aabb(&aabb,&mut |convex_mesh_id|{
if state.touching.contains(convex_mesh_id){
return;
}
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(convex_mesh_id);
let model_mesh=data.models.mesh(*convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
collector.collect(minkowski.predict_collision_in(relative_body,state.time..collector.time())
//temp (?) code to avoid collision loops
.and_then(|(face,dt)|{
// this must be rounded to avoid the infinite loop when hitting the start zone
let time=relative_body.time+dt.into();
(state.time<time).then_some((time,face,dt))
}).map(|(time,face,dt)|
.map(|(face,dt)|
TimedInstruction{
time,
time:relative_body.time+dt.into(),
instruction:InternalInstruction::CollisionStart(
Collision::new(convex_mesh_id,face),
Collision::new(*convex_mesh_id,face),
dt
)
}
@@ -1218,12 +1222,17 @@ impl<'a> PhysicsContext<'a>{
}
fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
let model_mesh=models.contact_mesh(&contact.convex_mesh_id);
fn contact_normal(
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
convex_mesh_id:&ConvexMeshId<ContactModelId>,
face_id:model_physics::MinkowskiFace,
)->Planar64Vec3{
let model_mesh=models.contact_mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
// TODO: normalize to i64::MAX>>1
// wrap for speed
minkowski.face_nd(contact.face_id).0.wrap_1()
minkowski.face_nd(face_id).0.wrap_1()
}
fn recalculate_touching(
@@ -1244,11 +1253,11 @@ fn recalculate_touching(
//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.convex_mesh_id.model_id),contact)
while let Some((convex_mesh_id,_face_id))=touching.contacts.iter().next(){
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(convex_mesh_id.model_id),*convex_mesh_id)
}
while let Some(&intersect)=touching.intersects.iter().next(){
collision_end_intersect(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,mode,run,models.intersect_attr(intersect.convex_mesh_id.model_id),intersect,time);
while let Some(convex_mesh_id)=touching.intersects.iter().next(){
collision_end_intersect(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,mode,run,models.intersect_attr(convex_mesh_id.model_id),*convex_mesh_id,time);
}
//find all models in the teleport region
let mut aabb=aabb::Aabb::default();
@@ -1304,8 +1313,8 @@ fn set_position(
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
touching.contacts.retain(|convex_mesh_id,face_id|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
let r=n.dot(v).is_positive();
if r{
culled=true;
@@ -1322,8 +1331,8 @@ fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hit
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
touching.contacts.retain(|convex_mesh_id,face_id|{
let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
let r=n.dot(a).is_positive();
if r{
culled=true;
@@ -1536,7 +1545,7 @@ fn collision_start_contact(
){
let incident_velocity=body.velocity;
//add to touching
touching.insert(Collision::Contact(contact));
touching.insert_contact(contact);
//clip v
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
let mut allow_jump=true;
@@ -1564,7 +1573,7 @@ fn collision_start_contact(
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>allow_jump=false,
None=>if let Some(walk_settings)=&style.walk{
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),vec3::Y){
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),vec3::Y){
allow_run_teleport_behaviour=true;
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
@@ -1638,7 +1647,7 @@ fn collision_start_intersect(
time:Time,
){
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
touching.insert(Collision::Intersect(intersect));
touching.insert_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);
@@ -1674,15 +1683,17 @@ fn collision_end_contact(
camera:&PhysicsCamera,
input_state:&InputState,
_attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
convex_mesh_id:ConvexMeshId<ContactModelId>,
){
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
touching.remove_contact(&convex_mesh_id);//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{
// This does not check the face! Is that a bad thing? It should be
// impossible to stop touching a different face than you started touching...
Some(walk_state)=>if walk_state.contact.convex_mesh_id==convex_mesh_id{
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
}else{
// stopped touching something else while walking
@@ -1704,13 +1715,13 @@ fn collision_end_intersect(
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
_attr:&gameplay_attributes::IntersectAttributes,
intersect:IntersectCollision,
convex_mesh_id:ConvexMeshId<IntersectModelId>,
time:Time,
){
touching.remove(&Collision::Intersect(intersect));
touching.remove_intersect(&convex_mesh_id);
move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
let zone=mode.get_zone(convex_mesh_id.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match run.start(time){
@@ -1762,14 +1773,14 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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.convex_mesh_id.model_id),
contact
contact.convex_mesh_id
),
Collision::Intersect(intersect)=>collision_end_intersect(
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
data.modes.get_mode(state.mode_state.get_mode_id()),
&mut state.run,
data.models.intersect_attr(intersect.convex_mesh_id.model_id),
intersect,
intersect.convex_mesh_id,
state.time
),
},