replace CCD function with what MBG used

This commit is contained in:
RandomityGuy 2022-07-31 22:06:50 +05:30
parent 255658f456
commit 201aa1f82d

View file

@ -729,6 +729,301 @@ class Marble extends GameObject {
rPitch.value = pitch;
}
function testMove(velocity:Vector, position:Vector, deltaT:Float, radius:Float, testPIs:Bool):{position:Vector, t:Float} {
var velLen = velocity.length();
if (velLen < 0.001)
return {position: position, t: deltaT};
var velocityDir = velocity.normalized();
var deltaPosition = velocity.multiply(deltaT);
var finalPosition = position.add(deltaPosition);
var searchbox = new Bounds();
searchbox.addSpherePos(this.x, this.y, this.z, _radius);
searchbox.addSpherePos(this.x + velocity.x * deltaT * 2, this.y + velocity.y * deltaT * 2, this.z + velocity.z * deltaT * 2, _radius);
var foundObjs = this.level.collisionWorld.boundingSearch(searchbox);
var finalT = deltaT;
var marbleCollisionTime = finalT;
var marbleCollisionNormal = new Vector(0, 0, 1);
var lastContactPos = new Vector();
function toDifPoint(vec:Vector) {
return new Point3F(vec.x, vec.y, vec.z);
}
function fromDifPoint(vec:Point3F) {
return new Vector(vec.x, vec.y, vec.z);
}
var contactPoly:{v0:Vector, v:Vector, v2:Vector};
for (obj in foundObjs) {
// Its an MP so bruh
var invMatrix = @:privateAccess obj.invTransform;
if (obj.go is PathedInterior)
invMatrix = obj.transform.getInverse();
var localpos = position.clone();
localpos.transform(invMatrix);
var relLocalVel = velocity.sub(obj.velocity);
relLocalVel.transform3x3(invMatrix);
var boundThing = new Bounds();
boundThing.addSpherePos(localpos.x, localpos.y, localpos.z, radius * 1.1);
boundThing.addSpherePos(localpos.x
+ relLocalVel.x * deltaT * 2, localpos.y
+ relLocalVel.y * deltaT * 2, localpos.z
+ relLocalVel.z * deltaT * 2,
radius * 1.1);
var surfaces = obj.octree.boundingSearch(boundThing);
for (surf in surfaces) {
var surface:CollisionSurface = cast surf;
var i = 0;
while (i < surface.indices.length) {
var v0 = surface.points[surface.indices[i]].transformed(obj.transform);
var v = surface.points[surface.indices[i + 1]].transformed(obj.transform);
var v2 = surface.points[surface.indices[i + 2]].transformed(obj.transform);
var polyPlane = PlaneF.ThreePoints(toDifPoint(v0), toDifPoint(v), toDifPoint(v2));
// If we're going the wrong direction or not going to touch the plane, ignore...
if (!(polyPlane.getNormal().dot(toDifPoint(velocityDir)) > -0.001
|| polyPlane.getNormal().dot(toDifPoint(finalPosition)) + polyPlane.d > radius)) {
// Time until collision with the plane
var collisionTime = (radius
- (polyPlane.getNormal().dot(toDifPoint(position)) + polyPlane.d)) / polyPlane.getNormal().dot(toDifPoint(velocity));
// Are we going to touch the plane during this time step?
if (collisionTime >= 0.0 && finalT >= collisionTime) {
var lastVertIndex = surface.indices[surface.indices.length - 1];
var lastVert = surface.points[lastVertIndex];
var collisionPos = velocity.multiply(collisionTime).add(position);
var isOnEdge:Bool = false;
for (i in 0...surface.indices.length) {
{
var thisVert = surface.points[surface.indices[i]];
if (thisVert != lastVert) {
var edgePlane = PlaneF.ThreePoints(toDifPoint(thisVert).add(polyPlane.getNormal()), toDifPoint(thisVert),
toDifPoint(lastVert));
lastVert = thisVert;
// if we are on the far side of the edge
if (edgePlane.getNormal().dot(toDifPoint(collisionPos)) + edgePlane.d < 0.0)
break;
}
}
isOnEdge = i != surface.indices.length;
}
// If we're inside the poly, just get the position
if (!isOnEdge) {
finalT = collisionTime;
finalPosition = collisionPos;
lastContactPos = fromDifPoint(polyPlane.project(toDifPoint(collisionPos)));
contactPoly = {v0: v0, v: v, v2: v2};
i += 3;
continue;
}
}
// We *might* be colliding with an edge
var lastVert = surface.points[surface.indices[surface.indices.length - 1]];
if (surface.indices.length == 0) {
i += 3;
continue;
}
var radSq = radius * radius;
for (iter in 0...surface.indices.length) {
var thisVert = surface.points[surface.indices[i]];
var vertDiff = lastVert.sub(thisVert);
var posDiff = position.sub(thisVert);
var velRejection = vertDiff.cross(velocity);
var posRejection = vertDiff.cross(posDiff);
// Build a quadratic equation to solve for the collision time
var a = velRejection.lengthSq();
var halfB = posRejection.dot(velRejection);
var b = halfB + halfB;
var discriminant = b * b - (posRejection.lengthSq() - vertDiff.lengthSq() * radSq) * (a * 4.0);
// If it's not quadratic or has no solution, ignore this edge.
if (a == 0.0 || discriminant < 0.0) {
lastVert = thisVert;
continue;
}
var oneOverTwoA = 0.5 / a;
var discriminantSqrt = Math.sqrt(discriminant);
// Solve using the quadratic formula
var edgeCollisionTime = (discriminantSqrt - b) * oneOverTwoA;
var edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
// Make sure the 2 times are in ascending order
if (edgeCollisionTime2 < edgeCollisionTime) {
var temp = edgeCollisionTime2;
edgeCollisionTime2 = edgeCollisionTime;
edgeCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this edge.
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
lastVert = thisVert;
continue;
}
// Check if the collision hasn't already happened
if (edgeCollisionTime >= 0.0) {
var edgeLen = vertDiff.length();
var relativeCollisionPos = velocity.multiply(edgeCollisionTime).add(position).sub(thisVert);
var distanceAlongEdge = relativeCollisionPos.dot(vertDiff) / edgeLen;
// If the collision happens outside the boundaries of the edge, ignore this edge.
if (-radius > distanceAlongEdge || edgeLen + radius < distanceAlongEdge) {
lastVert = thisVert;
continue;
}
// If the collision is within the edge, resolve the collision and continue.
if (distanceAlongEdge >= 0.0 && distanceAlongEdge <= edgeLen) {
finalT = edgeCollisionTime;
finalPosition = velocity.multiply(edgeCollisionTime).add(position);
lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
contactPoly = {v0: v0, v: v, v2: v2};
lastVert = thisVert;
continue;
}
}
// This is what happens when we collide with a corner
var speedSq = velocity.lengthSq();
// Build a quadratic equation to solve for the collision time
var posVertDiff = position.sub(thisVert);
var halfCornerB = posVertDiff.dot(velocity);
var cornerB = halfCornerB + halfCornerB;
var fourA = speedSq * 4.0;
var cornerDiscriminant = cornerB * cornerB - (posVertDiff.lengthSq() - radSq) * fourA;
// If it's quadratic and has a solution ...
if (speedSq != 0.0 && cornerDiscriminant >= 0.0) {
var oneOver2A = 0.5 / speedSq;
var cornerDiscriminantSqrt = Math.sqrt(cornerDiscriminant);
// Solve using the quadratic formula
var cornerCollisionTime = (cornerDiscriminantSqrt - cornerB) * oneOver2A;
var cornerCollisionTime2 = (-cornerB - cornerDiscriminantSqrt) * oneOver2A;
// Make sure the 2 times are in ascending order
if (cornerCollisionTime2 < cornerCollisionTime) {
var temp = cornerCollisionTime2;
cornerCollisionTime2 = cornerCollisionTime;
cornerCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this corner
if (cornerCollisionTime2 > 0.0001 && finalT > cornerCollisionTime) {
// Adjust to make sure very small negative times are counted as zero
if (cornerCollisionTime <= 0.0 && cornerCollisionTime > -0.0001)
cornerCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (cornerCollisionTime >= 0.0) {
// Resolve it and continue
finalT = cornerCollisionTime;
contactPoly = {v0: v0, v: v, v2: v2};
finalPosition = velocity.multiply(cornerCollisionTime).add(position);
lastContactPos = thisVert;
}
}
}
// We still need to check the other corner ...
// Build one last quadratic equation to solve for the collision time
var lastVertDiff = position.sub(lastVert);
var lastCornerHalfB = lastVertDiff.dot(velocity);
var lastCornerB = lastCornerHalfB + lastCornerHalfB;
var lastCornerDiscriminant = lastCornerB * lastCornerB - (lastVertDiff.lengthSq() - radSq) * fourA;
// If it's not quadratic or has no solution, then skip this corner
if (speedSq == 0.0 || lastCornerDiscriminant < 0.0) {
lastVert = thisVert;
continue;
}
var lastCornerOneOver2A = 0.5 / speedSq;
var lastCornerDiscriminantSqrt = Math.sqrt(lastCornerDiscriminant);
// Solve using the quadratic formula
var lastCornerCollisionTime = (lastCornerDiscriminantSqrt - lastCornerB) * lastCornerOneOver2A;
var lastCornerCollisionTime2 = (-lastCornerB - lastCornerDiscriminantSqrt) * lastCornerOneOver2A;
// Make sure the 2 times are in ascending order
if (lastCornerCollisionTime2 < lastCornerCollisionTime) {
var temp = lastCornerCollisionTime2;
lastCornerCollisionTime2 = lastCornerCollisionTime;
lastCornerCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this corner
if (lastCornerCollisionTime2 <= 0.0001 || finalT <= lastCornerCollisionTime) {
lastVert = thisVert;
continue;
}
// Adjust to make sure very small negative times are counted as zero
if (lastCornerCollisionTime <= 0.0 && lastCornerCollisionTime > -0.0001)
lastCornerCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (lastCornerCollisionTime < 0.0) {
lastVert = thisVert;
continue;
}
// Resolve it and continue
finalT = lastCornerCollisionTime;
finalPosition = velocity.multiply(lastCornerCollisionTime).add(position);
lastContactPos = lastVert;
contactPoly = {v0: v0, v: v, v2: v2};
lastVert = thisVert;
}
}
i += 3;
}
}
}
position = finalPosition;
return {position: position, t: finalT};
}
function getIntersectionTime(dt:Float, velocity:Vector) {
var searchbox = new Bounds();
searchbox.addSpherePos(this.x, this.y, this.z, _radius);
@ -757,6 +1052,8 @@ class Marble extends GameObject {
var radius = _radius;
var invMatrix = @:privateAccess obj.invTransform;
if (obj.go is PathedInterior)
invMatrix = obj.transform.getInverse();
var localpos = position.clone();
localpos.transform(invMatrix);
@ -795,12 +1092,13 @@ class Marble extends GameObject {
foundTriangles.push(v2);
// foundTriangles.push(surfacenormal);
traceinfo.resetTrace(position.clone(), position.add(velocity.multiply(dt)), this._radius);
traceinfo.resetTrace(position.clone(), position.add(relVelocity.multiply(dt)), this._radius);
traceinfo.traceSphereTriangle(v2, v, v0);
if (traceinfo.collision) {
var tcolpos = traceinfo.getTraceEndpoint();
var closest = Collision.ClosestPtPointTriangle(tcolpos, _radius, v2, v, v0, surfacenormal);
var closest = Collision.ClosestPtPointTriangle(tcolpos, _radius, v2.add(obj.velocity.multiply(traceinfo.t)),
v.add(obj.velocity.multiply(traceinfo.t)), v0.add(obj.velocity.multiply(traceinfo.t)), surfacenormal);
if (closest != null) {
var dist = tcolpos.sub(closest);
var distlen = dist.length();
@ -846,10 +1144,26 @@ class Marble extends GameObject {
var pt = GJK.gjk(sph, chull);
if (pt != null) {
while (pt != null) {
if (pt.lengthSq() < 0.0001) {
break;
}
trace('Separating Vector Len: ${pt.length()}');
finalPos = finalPos.sub(pt);
sph.position = finalPos;
pt = GJK.gjk(sph, chull);
}
// if (pt != null) {
// finalPos = finalPos.sub(pt);
// sph.position = finalPos;
// pt = GJK.gjk(sph, chull);
// if (pt != null) {
// trace("?????");
// }
// trace('Separating Vector Len: ${pt.length()}');
// }
// var colpos = finalPos;
// var msh = new h3d.prim.Sphere();
// var prim = new h3d.scene.Mesh(msh);
@ -887,7 +1201,7 @@ class Marble extends GameObject {
if (timeRemaining <= 0)
break;
var timeStep = 0.002;
var timeStep = 0.004;
if (timeRemaining < timeStep)
timeStep = timeRemaining;
@ -898,16 +1212,18 @@ class Marble extends GameObject {
}
}
var intersectT = this.getIntersectionTime(timeStep, velocity);
var intersectData = testMove(velocity, this.getAbsPos().getPosition(), timeStep, _radius, true); // this.getIntersectionTime(timeStep, velocity);
var intersectT = intersectData.t;
if (intersectT < timeStep && intersectT >= 0.00001) {
if (intersectT < timeStep && intersectT >= 0.0001) {
// trace('CCD AT t = ${intersectT}');
intersectT *= 0.8; // We uh tick the shit to not actually at the contact time cause bruh
// intersectT *= 0.8; // We uh tick the shit to not actually at the contact time cause bruh
// intersectT /= 2;
var diff = timeStep - intersectT;
// this.velocity = this.velocity.sub(A.multiply(diff));
// this.omega = this.omega.sub(a.multiply(diff));
timeStep = intersectT;
// this.setPosition(intersectData.position.x, intersectData.position.y, intersectData.position.z);
}
var tempState = timeState.clone();