attempt improve CCD

This commit is contained in:
RandomityGuy 2023-02-16 21:30:39 +05:30
parent e78343ce39
commit f5b5729972
2 changed files with 236 additions and 206 deletions

View file

@ -577,6 +577,7 @@ class DtsObject extends GameObject {
hs.generateBoundingBox();
chull.addSurface(hs);
chull.generateBoundingBox();
chull.finalize();
hulls.push(chull);
}
return hulls;

View file

@ -1,5 +1,6 @@
package src;
import collision.CollisionHull;
import dif.Plane;
import shaders.marble.ClassicGlass;
import shaders.marble.ClassicMetal;
@ -1027,174 +1028,246 @@ class Marble extends GameObject {
+ relLocalVel.z * deltaT * 5,
Math.max(Math.max(sphereRadius.x, sphereRadius.y), sphereRadius.z) * 2);
var surfaces = obj.bvh == null ? obj.octree.boundingSearch(boundThing).map(x -> cast x) : obj.bvh.boundingSearch(boundThing);
var currentFinalPos = position.add(relVel.multiply(finalT)); // localpos.add(relLocalVel.multiply(finalT));
for (surf in surfaces) {
var surface:CollisionSurface = cast surf;
var currentFinalPos = position.add(relVel.multiply(finalT)); // localpos.add(relLocalVel.multiply(finalT));
var i = 0;
while (i < surface.indices.length) {
var verts = surface.transformTriangle(i, obj.transform, invTform, @:privateAccess obj._transformKey);
// var v0 = surface.points[surface.indices[i]].transformed(tform);
// var v = surface.points[surface.indices[i + 1]].transformed(tform);
// var v2 = surface.points[surface.indices[i + 2]].transformed(tform);
var v0 = verts.v1;
var v = verts.v2;
var v2 = verts.v3;
// 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 triangleVerts = [v0, v, v2];
var surfaceNormal = verts.n; // surface.normals[surface.indices[i]].transformed3x3(obj.transform).normalized();
var surfaceD = -surfaceNormal.dot(v0);
// If we're going the wrong direction or not going to touch the plane, ignore...
if (surfaceNormal.dot(relVel) > -0.001 || surfaceNormal.dot(currentFinalPos) + surfaceD > radius) {
i += 3;
continue;
if (obj.go is DtsObject) {
var chull = cast(obj, CollisionHull);
var rayisecs = chull.rayCast(position, velocity);
if (rayisecs.length != 0) {
var raymax = rayisecs[0];
var mindist = raymax.point.distanceSq(position);
if (rayisecs.length > 1) {
for (i in 0...rayisecs.length) {
var dd = rayisecs[i].point.distanceSq(position);
if (dd < mindist) {
mindist = dd;
raymax = rayisecs[i];
}
}
}
var collidePoint = raymax.point;
var collideT = (collidePoint.sub(velocity.normalized().multiply(radius)).sub(position).length()) / velocity.length();
if (collideT < finalT && collideT > 0.0001) {
finalT = collideT;
currentFinalPos = position.add(relVel.multiply(finalT));
}
}
} else {
var surfaces = obj.bvh == null ? obj.octree.boundingSearch(boundThing).map(x -> cast x) : obj.bvh.boundingSearch(boundThing);
// var v0T = v0.transformed(obj.transform);
// var vT = v.transformed(obj.transform);
// var v2T = v2.transformed(obj.transform);
// var vN = surfaceNormal.transformed3x3(obj.transform);
testTriangles.push({
v: [v0, v, v2],
n: surfaceNormal,
edge: surf.edgeData != null ? surf.edgeData[Math.floor(i / 3)] : 0,
concavity: surface.edgeConcavities != null ? surface.edgeConcavities.slice(Math.floor(i / 3),
Math.floor(i / 3) + 3) : [false, false, false],
});
for (surf in surfaces) {
var surface:CollisionSurface = cast surf;
// Time until collision with the plane
var collisionTime = (radius - position.dot(surfaceNormal) - surfaceD) / surfaceNormal.dot(relVel);
currentFinalPos = position.add(relVel.multiply(finalT));
// Are we going to touch the plane during this time step?
if (collisionTime >= 0.000001 && finalT >= collisionTime) {
var collisionPoint = position.add(relVel.multiply(collisionTime));
// var lastPoint = v2;
// var j = 0;
// while (j < 3) {
// var testPoint = surface.points[surface.indices[i + j]];
// if (testPoint != lastPoint) {
// var a = surfaceNormal;
// var b = lastPoint.sub(testPoint);
// var planeNorm = b.cross(a);
// var planeD = -planeNorm.dot(testPoint);
// lastPoint = testPoint;
// // if we are on the far side of the edge
// if (planeNorm.dot(collisionPoint) + planeD >= 0.0)
// break;
// }
// j++;
// }
// If we're inside the poly, just get the position
if (Collision.PointInTriangle(collisionPoint, v0, v, v2)) {
finalT = collisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
found = true;
// iterationFound = true;
var i = 0;
while (i < surface.indices.length) {
var verts = surface.transformTriangle(i, obj.transform, invTform, @:privateAccess obj._transformKey);
// var v0 = surface.points[surface.indices[i]].transformed(tform);
// var v = surface.points[surface.indices[i + 1]].transformed(tform);
// var v2 = surface.points[surface.indices[i + 2]].transformed(tform);
var v0 = verts.v1;
var v = verts.v2;
var v2 = verts.v3;
// 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 triangleVerts = [v0, v, v2];
var surfaceNormal = verts.n; // surface.normals[surface.indices[i]].transformed3x3(obj.transform).normalized();
if (obj is DtsObject)
surfaceNormal.multiply(-1);
var surfaceD = -surfaceNormal.dot(v0);
// If we're going the wrong direction or not going to touch the plane, ignore...
if (surfaceNormal.dot(relVel) > -0.001 || surfaceNormal.dot(currentFinalPos) + surfaceD > radius) {
i += 3;
continue;
}
}
// We *might* be colliding with an edge
var lastVert = v2;
// var v0T = v0.transformed(obj.transform);
// var vT = v.transformed(obj.transform);
// var v2T = v2.transformed(obj.transform);
// var vN = surfaceNormal.transformed3x3(obj.transform);
testTriangles.push({
v: [v0, v, v2],
n: surfaceNormal,
edge: surf.edgeData != null ? surf.edgeData[Math.floor(i / 3)] : 0,
concavity: surface.edgeConcavities != null ? surface.edgeConcavities.slice(Math.floor(i / 3),
Math.floor(i / 3) + 3) : [false, false, false],
});
var radSq = radius * radius;
for (iter in 0...3) {
var thisVert = triangleVerts[iter];
// Time until collision with the plane
var collisionTime = (radius - position.dot(surfaceNormal) - surfaceD) / surfaceNormal.dot(relVel);
var vertDiff = lastVert.sub(thisVert);
var posDiff = position.sub(thisVert);
var velRejection = vertDiff.cross(relVel);
var posRejection = vertDiff.cross(posDiff);
// Build a quadratic equation to solve for the collision time
var a = velRejection.lengthSq();
var b = 2 * posRejection.dot(velRejection);
var c = (posRejection.lengthSq() - vertDiff.lengthSq() * radSq);
var discriminant = b * b - (4 * a * c);
// 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 = (-b + discriminantSqrt) * 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 >= 0.000001) {
// if (edgeCollisionTime < 0.000001) {
// edgeCollisionTime = edgeCollisionTime2;
// Are we going to touch the plane during this time step?
if (collisionTime >= 0.000001 && finalT >= collisionTime) {
var collisionPoint = position.add(relVel.multiply(collisionTime));
// var lastPoint = v2;
// var j = 0;
// while (j < 3) {
// var testPoint = surface.points[surface.indices[i + j]];
// if (testPoint != lastPoint) {
// var a = surfaceNormal;
// var b = lastPoint.sub(testPoint);
// var planeNorm = b.cross(a);
// var planeD = -planeNorm.dot(testPoint);
// lastPoint = testPoint;
// // if we are on the far side of the edge
// if (planeNorm.dot(collisionPoint) + planeD >= 0.0)
// break;
// }
// j++;
// }
// if (edgeCollisionTime < 0.00001)
// continue;
// if (edgeCollisionTime > finalT)
// continue;
var edgeLen = vertDiff.length();
var relativeCollisionPos = position.add(relVel.multiply(edgeCollisionTime)).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;
// If we're inside the poly, just get the position
if (Collision.PointInTriangle(collisionPoint, v0, v, v2)) {
finalT = collisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
lastVert = thisVert;
found = true;
// iterationFound = true;
i += 3;
continue;
}
}
// We *might* be colliding with an edge
// This is what happens when we collide with a corner
var lastVert = v2;
a = relVel.lengthSq();
var radSq = radius * radius;
for (iter in 0...3) {
var thisVert = triangleVerts[iter];
// Build a quadratic equation to solve for the collision time
var posVertDiff = position.sub(thisVert);
b = 2 * posVertDiff.dot(relVel);
c = posVertDiff.lengthSq() - radSq;
discriminant = b * b - (4 * a * c);
var vertDiff = lastVert.sub(thisVert);
var posDiff = position.sub(thisVert);
var velRejection = vertDiff.cross(relVel);
var posRejection = vertDiff.cross(posDiff);
// Build a quadratic equation to solve for the collision time
var a = velRejection.lengthSq();
var b = 2 * posRejection.dot(velRejection);
var c = (posRejection.lengthSq() - vertDiff.lengthSq() * radSq);
var discriminant = b * b - (4 * a * c);
// 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 = (-b + discriminantSqrt) * 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 >= 0.000001) {
// if (edgeCollisionTime < 0.000001) {
// edgeCollisionTime = edgeCollisionTime2;
// }
// if (edgeCollisionTime < 0.00001)
// continue;
// if (edgeCollisionTime > finalT)
// continue;
var edgeLen = vertDiff.length();
var relativeCollisionPos = position.add(relVel.multiply(edgeCollisionTime)).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;
currentFinalPos = position.add(relVel.multiply(finalT));
lastContactPos = vertDiff.multiply(distanceAlongEdge / edgeLen).add(thisVert);
lastVert = thisVert;
found = true;
// iterationFound = true;
continue;
}
}
// This is what happens when we collide with a corner
a = relVel.lengthSq();
// Build a quadratic equation to solve for the collision time
var posVertDiff = position.sub(thisVert);
b = 2 * posVertDiff.dot(relVel);
c = posVertDiff.lengthSq() - radSq;
discriminant = b * b - (4 * a * c);
// If it's quadratic and has a solution ...
if (a != 0.0 && discriminant >= 0.0) {
oneOverTwoA = 0.5 / a;
discriminantSqrt = Math.sqrt(discriminant);
// Solve using the quadratic formula
edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
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 corner
if (edgeCollisionTime2 > 0.0001 && finalT > edgeCollisionTime) {
// Adjust to make sure very small negative times are counted as zero
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
edgeCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (edgeCollisionTime >= 0.000001) {
// Resolve it and continue
finalT = edgeCollisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
lastContactPos = thisVert;
found = true;
// iterationFound = true;
}
}
}
// We still need to check the other corner ...
// Build one last quadratic equation to solve for the collision time
posVertDiff = position.sub(lastVert);
b = 2 * posVertDiff.dot(relVel);
c = posVertDiff.lengthSq() - radSq;
discriminant = b * b - (4 * a * c);
// If it's not quadratic or has no solution, then skip this corner
if (a == 0.0 || discriminant < 0.0) {
lastVert = thisVert;
continue;
}
// If it's quadratic and has a solution ...
if (a != 0.0 && discriminant >= 0.0) {
oneOverTwoA = 0.5 / a;
discriminantSqrt = Math.sqrt(discriminant);
@ -1209,73 +1282,29 @@ class Marble extends GameObject {
edgeCollisionTime = temp;
}
// If the collision doesn't happen on this time step, ignore this corner
if (edgeCollisionTime2 > 0.0001 && finalT > edgeCollisionTime) {
// Adjust to make sure very small negative times are counted as zero
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
edgeCollisionTime = 0.0;
// Check if the collision hasn't already happened
if (edgeCollisionTime >= 0.000001) {
// Resolve it and continue
finalT = edgeCollisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
lastContactPos = thisVert;
found = true;
// iterationFound = true;
}
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
lastVert = thisVert;
continue;
}
}
// We still need to check the other corner ...
// Build one last quadratic equation to solve for the collision time
posVertDiff = position.sub(lastVert);
b = 2 * posVertDiff.dot(relVel);
c = posVertDiff.lengthSq() - radSq;
discriminant = b * b - (4 * a * c);
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
edgeCollisionTime = 0;
if (edgeCollisionTime < 0.000001) {
lastVert = thisVert;
continue;
}
finalT = edgeCollisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
// If it's not quadratic or has no solution, then skip this corner
if (a == 0.0 || discriminant < 0.0) {
lastVert = thisVert;
continue;
found = true;
// iterationFound = true;
}
oneOverTwoA = 0.5 / a;
discriminantSqrt = Math.sqrt(discriminant);
// Solve using the quadratic formula
edgeCollisionTime = (-b + discriminantSqrt) * oneOverTwoA;
edgeCollisionTime2 = (-b - discriminantSqrt) * oneOverTwoA;
// Make sure the 2 times are in ascending order
if (edgeCollisionTime2 < edgeCollisionTime) {
var temp = edgeCollisionTime2;
edgeCollisionTime2 = edgeCollisionTime;
edgeCollisionTime = temp;
}
if (edgeCollisionTime2 <= 0.0001 || finalT <= edgeCollisionTime) {
lastVert = thisVert;
continue;
}
if (edgeCollisionTime <= 0.0 && edgeCollisionTime > -0.0001)
edgeCollisionTime = 0;
if (edgeCollisionTime < 0.000001) {
lastVert = thisVert;
continue;
}
finalT = edgeCollisionTime;
currentFinalPos = position.add(relVel.multiply(finalT));
lastVert = thisVert;
found = true;
// iterationFound = true;
i += 3;
}
i += 3;
}
}
}