tried to apply the same numerical stability improvement to edge collisions - inconclusive
parent
dec16c4079
commit
6fbddb3c86
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@ -191,21 +191,24 @@ pub fn get_candidate (world: &[Triangle], p0: Vec3, p1: Vec3, radius: f32)
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continue;
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continue;
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}
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}
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let t = (a_ray.x - discriminant.sqrt ()) / (p1 - p0).length ();
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let denom = (p1 - p0).length ();
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let t_times_denom = a_ray.x - discriminant.sqrt ();
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if t < 0.0 || t > 1.0 {
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if t_times_denom < 0.0 || t_times_denom > denom {
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// The cylinder is along the line,
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// The cylinder is along the line,
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// but outside the line segment
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// but outside the line segment
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//triangles_hit.push_back (i);
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//triangles_hit.push_back (i);
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continue;
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continue;
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}
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}
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let p_impact = p0 * (1.0 - t) + p1 * (t);
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let p_impact_times_denom = p0 * (denom - t_times_denom) + p1 * (t_times_denom);
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let p_impact = p_impact_times_denom / denom;
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let impact_along_cylinder = Vec3::dot (cylinder_axis, p_impact);
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let impact_along_cylinder_times_denom = Vec3::dot (cylinder_axis, p_impact_times_denom);
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let impact_along_cylinder = impact_along_cylinder_times_denom / denom;
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let a_along_cylinder = Vec3::dot (cylinder_axis, a);
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let a_along_cylinder = Vec3::dot (cylinder_axis, a);
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if impact_along_cylinder < a_along_cylinder || impact_along_cylinder > Vec3::dot (cylinder_axis, b)
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if impact_along_cylinder_times_denom < a_along_cylinder * denom || impact_along_cylinder_times_denom > Vec3::dot (cylinder_axis, b) * denom
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{
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{
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// The infinite cylinder is on the line segment,
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// The infinite cylinder is on the line segment,
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// but the finite cylinder is not.
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// but the finite cylinder is not.
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@ -220,7 +223,7 @@ pub fn get_candidate (world: &[Triangle], p0: Vec3, p1: Vec3, radius: f32)
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if speed_towards_edge > 0.0 && speed_into_triangle >= 0.0 {
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if speed_towards_edge > 0.0 && speed_into_triangle >= 0.0 {
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let c = Collision {
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let c = Collision {
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t,
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t: t_times_denom / denom,
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p_impact,
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p_impact,
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normal: edge_normal,
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normal: edge_normal,
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i,
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i,
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@ -446,8 +449,8 @@ mod test {
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] {
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] {
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let a = physics_step (¶ms, &world, radius, &body_before);
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let a = physics_step (¶ms, &world, radius, &body_before);
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assert! (a.body.pos.distance_squared (e.body.pos) < 0.00125);
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assert! (a.body.pos.distance_squared (e.body.pos) <= 0.00125);
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assert! (a.body.vel.distance_squared (e.body.vel) < 0.00125);
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assert! (a.body.vel.distance_squared (e.body.vel) <= 0.00125);
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assert_eq! (a.triangles_hit, e.triangles_hit);
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assert_eq! (a.triangles_hit, e.triangles_hit);
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assert_eq! (a.kill, e.kill);
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assert_eq! (a.kill, e.kill);
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}
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}
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