Do Not Collision-Test Existing Contacts #22
@@ -87,7 +87,7 @@ enum JumpDirection{
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impl JumpDirection{
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fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
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match self{
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),
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&JumpDirection::Exactly(dir)=>dir,
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}
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}
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@@ -163,7 +163,7 @@ impl ContactMoveState{
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}
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}
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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){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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@@ -171,7 +171,7 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
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(gravity,target_velocity_clipped)
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}
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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){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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@@ -614,7 +614,7 @@ impl MoveState{
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// TODO: unduplicate this code
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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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Some(walk_state)=>if !touching.contacts.contains_key(&walk_state.contact.convex_mesh_id){
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self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
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}else{
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// stopped touching something else while walking
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@@ -731,8 +731,8 @@ struct IntersectModel{
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct ContactCollision{
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face_id:model_physics::MinkowskiFace,
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convex_mesh_id:ConvexMeshId<ContactModelId>,
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face_id:model_physics::MinkowskiFace,
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}
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct IntersectCollision{
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@@ -753,24 +753,30 @@ impl Collision{
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}
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#[derive(Clone,Debug,Default)]
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struct TouchingState{
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contacts:HashSet<ContactCollision>,
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intersects:HashSet<IntersectCollision>,
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contacts:HashMap<ConvexMeshId<ContactModelId>,model_physics::MinkowskiFace>,
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intersects:HashSet<ConvexMeshId<IntersectModelId>>,
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}
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impl TouchingState{
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fn clear(&mut self){
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self.contacts.clear();
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self.intersects.clear();
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}
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fn insert(&mut self,collision:Collision)->bool{
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match collision{
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Collision::Contact(collision)=>self.contacts.insert(collision),
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Collision::Intersect(collision)=>self.intersects.insert(collision),
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}
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fn insert_contact(&mut self,contact:ContactCollision)->Option<model_physics::MinkowskiFace>{
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self.contacts.insert(contact.convex_mesh_id,contact.face_id)
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}
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fn remove(&mut self,collision:&Collision)->bool{
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match collision{
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Collision::Contact(collision)=>self.contacts.remove(collision),
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Collision::Intersect(collision)=>self.intersects.remove(collision),
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fn insert_intersect(&mut self,intersect:IntersectCollision)->bool{
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self.intersects.insert(intersect.convex_mesh_id)
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}
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fn remove_contact(&mut self,convex_mesh_id:&ConvexMeshId<ContactModelId>)->Option<model_physics::MinkowskiFace>{
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self.contacts.remove(convex_mesh_id)
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}
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fn remove_intersect(&mut self,convex_mesh_id:&ConvexMeshId<IntersectModelId>)->bool{
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self.intersects.remove(convex_mesh_id)
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}
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fn contains(&self,convex_mesh_id:&ConvexMeshId<PhysicsModelId>)->bool{
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match convex_mesh_id.model_id{
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PhysicsModelId::Contact(contact_model_id)=>self.contacts.contains_key(&convex_mesh_id.map(contact_model_id)),
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PhysicsModelId::Intersect(intersect_model_id)=>self.intersects.contains(&convex_mesh_id.map(intersect_model_id)),
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}
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}
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fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{
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@@ -779,13 +785,13 @@ impl TouchingState{
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a+=rocket_settings.acceleration(style.get_propulsion_control_dir(camera,input_state.controls));
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}
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//add accelerators
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for contact in &self.contacts{
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if let Some(accelerator)=&models.contact_attr(contact.convex_mesh_id.model_id).general.accelerator{
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for contact in self.contacts.keys(){
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if let Some(accelerator)=&models.contact_attr(contact.model_id).general.accelerator{
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a+=accelerator.acceleration;
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}
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}
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for intersect in &self.intersects{
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if let Some(accelerator)=&models.intersect_attr(intersect.convex_mesh_id.model_id).general.accelerator{
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if let Some(accelerator)=&models.intersect_attr(intersect.model_id).general.accelerator{
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a+=accelerator.acceleration;
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}
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}
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@@ -793,8 +799,8 @@ 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:Planar64Vec3)->Planar64Vec3{
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let contacts:Vec<_>=self.contacts.iter().map(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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crate::push_solve::Contact{
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position:vec3::ZERO,
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velocity:n,
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@@ -804,8 +810,8 @@ impl TouchingState{
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crate::push_solve::push_solve(&contacts,velocity)
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
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let contacts:Vec<_>=self.contacts.iter().map(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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crate::push_solve::Contact{
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position:vec3::ZERO,
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velocity:n,
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@@ -817,29 +823,29 @@ impl TouchingState{
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,Time>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,start_time:Time){
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// let relative_body=body.relative_to(&Body::ZERO);
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let relative_body=body;
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for contact in &self.contacts{
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for (convex_mesh_id,face_id) in &self.contacts{
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//detect face slide off
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let model_mesh=models.contact_mesh(&contact.convex_mesh_id);
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let model_mesh=models.contact_mesh(convex_mesh_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
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collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),contact.face_id).map(|(_face,time)|{
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collector.collect(minkowski.predict_collision_face_out(&relative_body,start_time..collector.time(),*face_id).map(|(_face,time)|{
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TimedInstruction{
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time:relative_body.time+time.into(),
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instruction:InternalInstruction::CollisionEnd(
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Collision::Contact(*contact),
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Collision::Contact(ContactCollision{face_id:*face_id,convex_mesh_id:*convex_mesh_id}),
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time
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),
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}
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}));
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}
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for intersect in &self.intersects{
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for convex_mesh_id in &self.intersects{
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//detect model collision in reverse
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let model_mesh=models.intersect_mesh(&intersect.convex_mesh_id);
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let model_mesh=models.intersect_mesh(convex_mesh_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
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collector.collect(minkowski.predict_collision_out(&relative_body,start_time..collector.time()).map(|(_face,time)|{
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TimedInstruction{
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time:relative_body.time+time.into(),
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instruction:InternalInstruction::CollisionEnd(
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Collision::Intersect(*intersect),
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Collision::Intersect(IntersectCollision{convex_mesh_id:*convex_mesh_id}),
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time
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),
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}
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@@ -1193,21 +1199,19 @@ impl<'a> PhysicsContext<'a>{
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//relative to moving platforms
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//let relative_body=state.body.relative_to(&Body::ZERO);
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let relative_body=&state.body;
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data.bvh.sample_aabb(&aabb,&mut |&convex_mesh_id|{
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data.bvh.sample_aabb(&aabb,&mut |convex_mesh_id|{
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if state.touching.contains(convex_mesh_id){
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return;
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}
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//no checks are needed because of the time limits.
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let model_mesh=data.models.mesh(convex_mesh_id);
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let model_mesh=data.models.mesh(*convex_mesh_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh());
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collector.collect(minkowski.predict_collision_in(relative_body,state.time..collector.time())
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//temp (?) code to avoid collision loops
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.and_then(|(face,dt)|{
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// this must be rounded to avoid the infinite loop when hitting the start zone
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let time=relative_body.time+dt.into();
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(state.time<time).then_some((time,face,dt))
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}).map(|(time,face,dt)|
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.map(|(face,dt)|
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TimedInstruction{
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time,
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time:relative_body.time+dt.into(),
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instruction:InternalInstruction::CollisionStart(
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Collision::new(convex_mesh_id,face),
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Collision::new(*convex_mesh_id,face),
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dt
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)
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}
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@@ -1218,12 +1222,17 @@ impl<'a> PhysicsContext<'a>{
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}
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fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
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let model_mesh=models.contact_mesh(&contact.convex_mesh_id);
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fn contact_normal(
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models:&PhysicsModels,
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hitbox_mesh:&HitboxMesh,
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convex_mesh_id:&ConvexMeshId<ContactModelId>,
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face_id:model_physics::MinkowskiFace,
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)->Planar64Vec3{
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let model_mesh=models.contact_mesh(convex_mesh_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
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// TODO: normalize to i64::MAX>>1
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// wrap for speed
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minkowski.face_nd(contact.face_id).0.wrap_1()
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minkowski.face_nd(face_id).0.wrap_1()
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}
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fn recalculate_touching(
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@@ -1244,11 +1253,11 @@ fn recalculate_touching(
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//collision_end all existing contacts
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//I would have preferred while let Some(contact)=contacts.pop()
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//but there is no such method
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while let Some(&contact)=touching.contacts.iter().next(){
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collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.convex_mesh_id.model_id),contact)
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while let Some((convex_mesh_id,_face_id))=touching.contacts.iter().next(){
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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)
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}
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while let Some(&intersect)=touching.intersects.iter().next(){
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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);
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while let Some(convex_mesh_id)=touching.intersects.iter().next(){
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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);
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}
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//find all models in the teleport region
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let mut aabb=aabb::Aabb::default();
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@@ -1304,8 +1313,8 @@ fn set_position(
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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touching.contacts.retain(|convex_mesh_id,face_id|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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let r=n.dot(v).is_positive();
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if r{
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culled=true;
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@@ -1322,8 +1331,8 @@ fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hit
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=contact_normal(models,hitbox_mesh,contact);
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touching.contacts.retain(|convex_mesh_id,face_id|{
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let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id);
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let r=n.dot(a).is_positive();
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if r{
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culled=true;
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@@ -1536,7 +1545,7 @@ fn collision_start_contact(
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){
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let incident_velocity=body.velocity;
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//add to touching
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touching.insert(Collision::Contact(contact));
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touching.insert_contact(contact);
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//clip v
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set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
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let mut allow_jump=true;
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@@ -1564,7 +1573,7 @@ fn collision_start_contact(
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},
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Some(gameplay_attributes::ContactingBehaviour::NoJump)=>allow_jump=false,
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None=>if let Some(walk_settings)=&style.walk{
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if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),vec3::Y){
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if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),vec3::Y){
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allow_run_teleport_behaviour=true;
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//ground
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let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
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@@ -1638,7 +1647,7 @@ fn collision_start_intersect(
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time:Time,
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){
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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touching.insert(Collision::Intersect(intersect));
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touching.insert_intersect(intersect);
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//insta booster!
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if let Some(booster)=&attr.general.booster{
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move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
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@@ -1674,15 +1683,17 @@ fn collision_end_contact(
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camera:&PhysicsCamera,
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input_state:&InputState,
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_attr:&gameplay_attributes::ContactAttributes,
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contact:ContactCollision,
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convex_mesh_id:ConvexMeshId<ContactModelId>,
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){
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touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
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touching.remove_contact(&convex_mesh_id);//remove contact before calling contact_constrain_acceleration
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//check ground
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//TODO do better
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//this is inner code from move_state.cull_velocity
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match move_state.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 walk_state.contact==contact{
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// This does not check the face! Is that a bad thing? It should be
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// impossible to stop touching a different face than you started touching...
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Some(walk_state)=>if walk_state.contact.convex_mesh_id==convex_mesh_id{
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move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
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}else{
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// stopped touching something else while walking
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@@ -1704,13 +1715,13 @@ fn collision_end_intersect(
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mode:Option<&gameplay_modes::Mode>,
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run:&mut run::Run,
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_attr:&gameplay_attributes::IntersectAttributes,
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intersect:IntersectCollision,
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convex_mesh_id:ConvexMeshId<IntersectModelId>,
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time:Time,
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){
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touching.remove(&Collision::Intersect(intersect));
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touching.remove_intersect(&convex_mesh_id);
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move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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if let Some(mode)=mode{
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let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
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let zone=mode.get_zone(convex_mesh_id.model_id.into());
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match zone{
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Some(gameplay_modes::Zone::Start)=>{
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match run.start(time){
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@@ -1762,14 +1773,14 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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Collision::Contact(contact)=>collision_end_contact(
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&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
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data.models.contact_attr(contact.convex_mesh_id.model_id),
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contact
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contact.convex_mesh_id
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),
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Collision::Intersect(intersect)=>collision_end_intersect(
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&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
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data.modes.get_mode(state.mode_state.get_mode_id()),
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&mut state.run,
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data.models.intersect_attr(intersect.convex_mesh_id.model_id),
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intersect,
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intersect.convex_mesh_id,
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state.time
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),
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},
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Reference in New Issue
Block a user