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#[cfg(feature = "rerun")]
use alloc::vec::Vec;
use core::fmt;
use euclid::Vector3D;
use manyfmt::Fmt;
use ordered_float::NotNan;
/// Acts as polyfill for float methods
#[cfg(not(feature = "std"))]
#[allow(unused_imports)]
use num_traits::float::Float as _;
use super::collision::{
aab_raycast, collide_along_ray, escape_along_ray, find_colliding_cubes, nudge_on_ray, Contact,
};
use crate::block::{BlockCollision, Resolution};
use crate::fluff::Fluff;
#[cfg(not(feature = "std"))]
#[allow(unused_imports)]
use crate::math::Euclid as _;
use crate::math::{Aab, Face7, FreeCoordinate, FreePoint, FreeVector, Geometry as _};
use crate::physics::{StopAt, Velocity, POSITION_EPSILON};
use crate::raycast::Ray;
use crate::space::Space;
use crate::time::Tick;
use crate::transaction::{self, Transaction};
use crate::util::{ConciseDebug, Refmt as _, StatusText};
#[cfg(feature = "rerun")]
use crate::rerun_glue as rg;
/// Velocities shorter than this are treated as zero, to allow things to come to unchanging rest sooner.
const VELOCITY_EPSILON_SQUARED: FreeCoordinate = 1e-6 * 1e-6;
/// Velocities larger than this (in cubes per second) are clamped.
///
/// This provides an upper limit on the collision detection computation,
/// per body per frame.
pub(crate) const VELOCITY_MAGNITUDE_LIMIT: FreeCoordinate = 1e4_f64;
pub(crate) const VELOCITY_MAGNITUDE_LIMIT_SQUARED: FreeCoordinate =
VELOCITY_MAGNITUDE_LIMIT * VELOCITY_MAGNITUDE_LIMIT;
/// An object with a position, velocity, and collision volume.
/// What it collides with is determined externally.
#[derive(Clone, PartialEq)]
#[non_exhaustive]
pub struct Body {
/// Position.
pub position: FreePoint,
/// Velocity, in position units per second.
pub velocity: Vector3D<FreeCoordinate, Velocity>,
/// Collision volume, defined with `position` as the origin.
// Thought for the future: switching to a "cylinder" representation (height + radius)
// would allow for simultaneous collision with multiple spaces with different axes.
pub collision_box: Aab,
/// Is this body not subject to gravity?
pub flying: bool,
/// Is this body not subject to collision?
pub noclip: bool,
/// Yaw of the camera look direction, in degrees clockwise from looking towards -Z.
///
/// The preferred range is 0 inclusive to 360 exclusive.
///
/// This does not affect the behavior of the [`Body`] itself; it has nothing to do with
/// the direction of the velocity.
pub yaw: FreeCoordinate,
/// Pitch of the camera look direction, in degrees downward from looking horixontally.
///
/// The preferred range is -90 to 90, inclusive.
///
/// This does not affect the behavior of the [`Body`] itself; it has nothing to do with
/// the direction of the velocity.
pub pitch: FreeCoordinate,
}
impl fmt::Debug for Body {
fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
let Self {
position,
velocity,
collision_box,
flying,
noclip,
yaw,
pitch,
} = self;
fmt.debug_struct("Body")
.field("position", &position.refmt(&ConciseDebug))
.field("velocity", &velocity.refmt(&ConciseDebug))
.field("collision_box", &collision_box)
.field("flying", &flying)
.field("noclip", &noclip)
.field("yaw", &yaw)
.field("pitch", &pitch)
.finish()
}
}
/// Omits collision box on the grounds that it is presumably constant
impl Fmt<StatusText> for Body {
fn fmt(&self, fmt: &mut fmt::Formatter<'_>, _: &StatusText) -> fmt::Result {
write!(
fmt,
"Position: {} Yaw: {:5.1}° Pitch: {:5.1}°\nVelocity: {}",
self.position.refmt(&ConciseDebug),
self.yaw,
self.pitch,
self.velocity.refmt(&ConciseDebug),
)?;
if self.flying {
write!(fmt, " Flying")?;
}
if self.noclip {
write!(fmt, " Noclip")?;
}
Ok(())
}
}
impl Body {
/// Constructs a [`Body`] requiring only information that can't be reasonably defaulted.
pub fn new_minimal(position: impl Into<FreePoint>, collision_box: impl Into<Aab>) -> Self {
Self {
position: position.into(),
velocity: Vector3D::zero(),
collision_box: collision_box.into(),
flying: false,
noclip: false,
yaw: 0.0,
pitch: 0.0,
}
}
/// `step_with_rerun()` but with no rerun arg for use by tests.
#[cfg(test)]
pub(crate) fn step<CC>(
&mut self,
tick: Tick,
colliding_space: Option<&Space>,
collision_callback: CC,
) -> BodyStepInfo
where
CC: FnMut(Contact),
{
self.step_with_rerun(
tick,
Vector3D::zero(),
colliding_space,
collision_callback,
#[cfg(feature = "rerun")]
&Default::default(),
)
}
/// Advances time for the body.
///
/// If `colliding_space` is present then the body may collide with blocks in that space
/// (constraining possible movement) and `collision_callback` will be called with all
/// such blocks. It is not guaranteed that `collision_callback` will be called only once
/// per block.
///
/// This method is private because the exact details of what inputs are required are
/// unstable.
pub(crate) fn step_with_rerun<CC>(
&mut self,
tick: Tick,
external_delta_v: Vector3D<FreeCoordinate, Velocity>,
mut colliding_space: Option<&Space>,
mut collision_callback: CC,
#[cfg(feature = "rerun")] rerun_destination: &crate::rerun_glue::Destination,
) -> BodyStepInfo
where
CC: FnMut(Contact),
{
let velocity_before_gravity_and_collision = self.velocity;
let dt = tick.delta_t().as_secs_f64();
let mut move_segments = [MoveSegment::default(); 3];
let mut move_segment_index = 0;
let mut already_colliding = None;
#[cfg(feature = "rerun")]
let mut contact_accum: Vec<Contact> = Vec::new();
self.velocity += external_delta_v;
if self.noclip {
colliding_space = None;
}
let mut collision_callback = |contact: Contact| {
if contact.normal() == Face7::Within {
already_colliding = Some(contact);
}
collision_callback(contact);
#[cfg(feature = "rerun")]
contact_accum.push(contact);
};
if !self.position.to_vector().square_length().is_finite() {
// If position is NaN or infinite, can't do anything, but don't panic
return BodyStepInfo {
quiescent: false,
already_colliding,
push_out: None,
move_segments,
delta_v: Vector3D::zero(),
};
}
if !self.flying && !tick.paused() {
if let Some(space) = colliding_space {
self.velocity += space.physics().gravity.map(|c| c.into_inner()).cast_unit() * dt;
}
}
#[cfg(feature = "rerun")]
let position_before_push_out = self.position;
let push_out_info = if let Some(space) = colliding_space {
self.push_out(space)
} else {
None
};
let velocity_magnitude_squared = self.velocity.square_length();
if !velocity_magnitude_squared.is_finite() {
self.velocity = Vector3D::zero();
} else if velocity_magnitude_squared <= VELOCITY_EPSILON_SQUARED || tick.paused() {
return BodyStepInfo {
quiescent: true,
already_colliding,
push_out: push_out_info,
move_segments,
delta_v: self.velocity - velocity_before_gravity_and_collision,
};
} else if velocity_magnitude_squared > VELOCITY_MAGNITUDE_LIMIT_SQUARED {
self.velocity *= VELOCITY_MAGNITUDE_LIMIT / velocity_magnitude_squared.sqrt();
}
// TODO: correct integration of acceleration due to gravity
let unobstructed_delta_position: FreeVector = self.velocity.cast_unit() * dt;
// Do collision detection and resolution.
#[cfg(feature = "rerun")]
let position_before_move_segments = self.position;
if let Some(space) = colliding_space {
let mut delta_position = unobstructed_delta_position;
while delta_position != Vector3D::zero() {
assert!(
move_segment_index < 3,
"sliding collision loop did not finish"
);
// Each call to collide_and_advance will zero at least one axis of delta_position.
// The nonzero axes are for sliding movement.
let (new_delta_position, segment) =
self.collide_and_advance(space, &mut collision_callback, delta_position);
delta_position = new_delta_position;
// Diagnostic recording of the individual move segments
move_segments[move_segment_index] = segment;
move_segment_index += 1;
}
} else {
self.position += unobstructed_delta_position;
move_segments[0] = MoveSegment {
delta_position: unobstructed_delta_position,
stopped_by: None,
};
}
// TODO: after gravity, falling-below-the-world protection
#[cfg(feature = "rerun")]
{
use crate::content::palette;
// Log nearby cubes and whether they are contacts.
if let Some(space) = colliding_space {
// TODO: If we make more general use of rerun, this is going to need to be moved from
// here to `Space` itself
let cubes = self
.collision_box_abs()
.expand(0.875)
.round_up_to_grid()
.interior_iter()
.filter(|cube| {
space.get_evaluated(*cube).uniform_collision != Some(BlockCollision::None)
});
let (class_ids, colors): (Vec<rg::ClassId>, Vec<_>) = cubes
.clone()
.map(|cube| {
// O(n) but n is small
let this_contact =
contact_accum.iter().find(|contact| contact.cube() == cube);
if let Some(this_contact) = this_contact {
if this_contact.normal() == Face7::Within {
(
rg::ClassId::CollisionContactWithin,
palette::DEBUG_COLLISION_CUBE_WITHIN,
)
} else {
(
rg::ClassId::CollisionContactAgainst,
palette::DEBUG_COLLISION_CUBE_AGAINST,
)
}
} else {
(rg::ClassId::SpaceBlock, space.get_evaluated(cube).color)
}
})
.unzip();
rerun_destination.log(
&rg::entity_path!["blocks"],
&rg::convert_aabs(
cubes.map(|cube| {
let ev = space.get_evaluated(cube);
// approximation of block's actual collision bounds
ev.voxels_bounds()
.to_free()
.scale(FreeCoordinate::from(ev.voxels.resolution()).recip())
.translate(cube.lower_bounds().to_f64().to_vector())
}),
FreeVector::zero(),
)
.with_radii(class_ids.iter().map(|class| match class {
rg::ClassId::SpaceBlock => 0.001,
rg::ClassId::CollisionContactAgainst => 0.002,
rg::ClassId::CollisionContactWithin => 0.005,
_ => unreachable!(),
}))
.with_class_ids(class_ids)
.with_colors(colors),
);
}
// Log body position point
rerun_destination.log(
&rg::EntityPath::new(vec![]),
&rg::archetypes::Points3D::new([rg::convert_point(self.position)]),
);
// Log body collision box
let collision_boxes = rg::convert_aabs([self.collision_box], self.position.to_vector());
rerun_destination.log(
&rg::entity_path!["collision_box"],
&collision_boxes.with_class_ids([rg::ClassId::BodyCollisionBox]),
);
// Our movement arrows shall be logged relative to all collision box corners.
let arrow_offsets = || self.collision_box.corner_points().map(|p| p.to_vector());
// Log push_out operation
// TODO: should this be just a maybe-fourth movement arrow?
match push_out_info {
Some(push_out_vector) => rerun_destination.log(
&rg::entity_path!["push_out"],
&rg::archetypes::Arrows3D::from_vectors(
arrow_offsets().map(|_| rg::convert_vec(push_out_vector)),
)
.with_origins(
arrow_offsets()
.map(|offset| rg::convert_point(position_before_push_out + offset)),
),
),
None => rerun_destination.clear_recursive(&rg::entity_path!["push_out"]),
}
// Log move segments
{
let move_segments = &move_segments[..move_segment_index]; // trim empty entries
rerun_destination.log(
&rg::entity_path!["move_segment"],
&rg::archetypes::Arrows3D::from_vectors(arrow_offsets().flat_map(|_| {
move_segments
.iter()
.map(|seg| rg::convert_vec(seg.delta_position))
}))
.with_origins(arrow_offsets().flat_map(|offset| {
move_segments.iter().scan(
position_before_move_segments + offset,
|pos, seg| {
let arrow_origin = rg::convert_point(*pos);
*pos += seg.delta_position;
Some(arrow_origin)
},
)
})),
);
}
}
BodyStepInfo {
quiescent: false,
already_colliding,
push_out: push_out_info,
move_segments,
delta_v: self.velocity - velocity_before_gravity_and_collision,
}
}
/// Perform a single straight-line position change, stopping at the first obstacle.
/// Returns the remainder of `delta_position` that should be retried for sliding movement.
fn collide_and_advance<CC>(
&mut self,
space: &Space,
collision_callback: &mut CC,
mut delta_position: FreeVector,
) -> (FreeVector, MoveSegment)
where
CC: FnMut(Contact),
{
let movement_ignoring_collision = Ray::new(self.position, delta_position);
let collision = collide_along_ray(
space,
movement_ignoring_collision,
self.collision_box,
collision_callback,
StopAt::NotAlreadyColliding,
);
if let Some(collision) = collision {
let axis = collision
.contact
.normal()
.axis()
.expect("Face7::Within collisions should not reach here");
// Advance however much straight-line distance is available.
// But a little bit back from that, to avoid floating point error pushing us
// into being already colliding next frame.
let motion_segment = nudge_on_ray(
self.collision_box,
movement_ignoring_collision.scale_direction(collision.t_distance),
collision.contact.normal().opposite(),
collision.contact.resolution(),
true,
);
let unobstructed_delta_position = motion_segment.direction;
self.position += unobstructed_delta_position;
// Figure the distance we have have left.
delta_position -= unobstructed_delta_position;
// Convert it to sliding movement for the axes we didn't collide in.
delta_position[axis] = 0.0;
// Absorb velocity in that direction.
self.velocity[axis] = 0.0;
(
delta_position,
MoveSegment {
delta_position: unobstructed_delta_position,
stopped_by: Some(collision.contact),
},
)
} else {
// We did not hit anything for the length of the raycast. Proceed unobstructed.
self.position += delta_position;
(
Vector3D::zero(),
MoveSegment {
delta_position,
stopped_by: None,
},
)
}
}
/// Check if we're intersecting any blocks and fix that if so.
fn push_out(&mut self, space: &Space) -> Option<FreeVector> {
let colliding = find_colliding_cubes(space, self.collision_box_abs())
.next()
.is_some();
if colliding {
let exit_backwards: FreeVector = -self.velocity.cast_unit(); // don't care about magnitude
let shortest_push_out = (-1..=1)
.flat_map(move |dx| {
(-1..=1).flat_map(move |dy| {
(-1..=1).map(move |dz| {
let direction = Vector3D::new(dx, dy, dz).map(FreeCoordinate::from);
if direction == Vector3D::zero() {
// We've got an extra case, and an item to delete from the combinations,
// so substitute the one from the other.
exit_backwards
} else {
direction
}
})
})
})
.filter_map(|direction| self.attempt_push_out(space, direction))
.min_by_key(|(_, distance)| *distance);
if let Some((new_position, _)) = shortest_push_out {
let old_position = self.position;
self.position = new_position;
return Some(new_position - old_position);
}
}
None
}
/// Try moving in the given direction, find an empty space, and
/// return the new position and distance to it.
fn attempt_push_out(
&self,
space: &Space,
direction: FreeVector,
) -> Option<(FreePoint, NotNan<FreeCoordinate>)> {
if false {
// TODO: This attempted reimplementation does not work yet.
// Once `escape_along_ray()` is working properly, we can enable this and make
// push-out actually work with recursive blocks.
let direction = direction.normalize(); // TODO: set this to a max distance
let ray = Ray::new(self.position, direction);
let end = escape_along_ray(space, ray, self.collision_box)?;
let nudged_distance = end.t_distance + POSITION_EPSILON;
Some((
ray.scale_direction(nudged_distance).unit_endpoint(),
NotNan::new(nudged_distance).ok()?,
))
} else {
let ray = Ray::new(self.position, direction);
// TODO: upper bound on distance to try
'raycast: for ray_step in aab_raycast(self.collision_box, ray, true) {
let adjusted_segment = nudge_on_ray(
self.collision_box,
ray.scale_direction(ray_step.t_distance()),
ray_step.face(),
Resolution::R1,
true,
);
let step_aab = self
.collision_box
.translate(adjusted_segment.unit_endpoint().to_vector());
for cube in step_aab.round_up_to_grid().interior_iter() {
// TODO: refactor to combine this with other collision attribute tests
match space.get_evaluated(cube).uniform_collision {
Some(BlockCollision::Hard) => {
// Not a clear space
continue 'raycast;
}
Some(BlockCollision::None) => {}
None => {
// TODO: Either check collision, or continue
//continue 'raycast;
}
}
}
// No collisions, so we can use this.
return Some((
adjusted_segment.unit_endpoint(),
NotNan::new(ray_step.t_distance() * direction.length()).ok()?,
));
}
None
}
}
/// Returns the body's collision box in world coordinates
/// (`collision_box` translated by `position`).
///
/// ```
/// use all_is_cubes::math::Aab;
/// use all_is_cubes::physics::Body;
///
/// let body = Body::new_minimal(
/// (0.0, 20.0, 0.0),
/// Aab::new(-1.0, 1.0, -2.0, 2.0, -3.0, 3.0)
/// );
/// assert_eq!(body.collision_box_abs(), Aab::new(-1.0, 1.0, 18.0, 22.0, -3.0, 3.0));
/// ```
pub fn collision_box_abs(&self) -> Aab {
self.collision_box.translate(self.position.to_vector())
}
/// Changes [`self.yaw`](Self::yaw) and [`self.pitch`](Self::pitch) to look directly
/// towards the given point within the same coordinate system as
/// [`self.position`](Self::position).
pub fn look_at(&mut self, point: FreePoint) {
let direction: FreeVector = point - self.position;
let horizontal_distance = direction.x.hypot(direction.z);
self.yaw = (180.0 - (direction.x).atan2(direction.z).to_degrees()).rem_euclid(360.0);
self.pitch = -(direction.y).atan2(horizontal_distance).to_degrees();
}
}
/// Diagnostic data returned by `Body::step()`. The exact contents of this structure
/// are unstable; use only [`Debug`] formatting to examine its contents unless you have
/// a specific need for one of the values.
///
/// Note: Unlike most `*StepInfo` types, this one cannot be meaningfully aggregated,
/// because it contains specific spatial details of the body step.
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct BodyStepInfo {
/// Whether movement computation was skipped due to approximately zero velocity.
pub quiescent: bool,
#[allow(missing_docs)] // TODO: explain
pub push_out: Option<FreeVector>,
#[allow(missing_docs)] // TODO: explain
pub already_colliding: Option<Contact>,
/// Details on movement and collision. A single frame's movement may have up to three
/// segments as differently oriented faces are collided with.
pub move_segments: [MoveSegment; 3],
/// Change in velocity during this step.
pub(crate) delta_v: Vector3D<f64, Velocity>,
}
impl Fmt<ConciseDebug> for BodyStepInfo {
fn fmt(&self, fmt: &mut fmt::Formatter<'_>, fopt: &ConciseDebug) -> fmt::Result {
fmt.debug_struct("BodyStepInfo")
.field("quiescent", &self.quiescent)
.field("already_colliding", &self.already_colliding)
.field("push_out", &self.push_out.as_ref().map(|v| v.refmt(fopt)))
.field("move_segments", &self.move_segments.refmt(fopt))
.field("delta_v", &self.delta_v.refmt(fopt))
.finish()
}
}
impl BodyStepInfo {
pub(crate) fn impact_fluff(&self) -> Option<Fluff> {
let velocity = self.delta_v.length();
// don't emit anything for slow change or movement in the air
if velocity >= 0.25 && self.move_segments.iter().any(|s| s.stopped_by.is_some()) {
Some(Fluff::BlockImpact {
velocity: NotNan::new(velocity as f32).ok()?,
})
} else {
None
}
}
}
/// One of the individual straight-line movement segments of a [`BodyStepInfo`].
#[derive(Clone, Copy, Debug)]
#[non_exhaustive]
pub struct MoveSegment {
/// The change in position.
pub delta_position: FreeVector,
/// What solid object stopped this segment from continuing further
/// (there may be others, but this is one of them), or None if there
/// was no obstacle.
pub stopped_by: Option<Contact>,
}
impl Fmt<ConciseDebug> for MoveSegment {
fn fmt(&self, fmt: &mut fmt::Formatter<'_>, fopt: &ConciseDebug) -> fmt::Result {
let mut nonempty = false;
if self.delta_position != FreeVector::zero() {
nonempty = true;
write!(fmt, "move {:?}", self.delta_position.refmt(fopt))?;
}
if let Some(stopped_by) = &self.stopped_by {
if nonempty {
write!(fmt, " ")?;
}
nonempty = true;
write!(fmt, "stopped by {stopped_by:?}")?;
}
if !nonempty {
write!(fmt, "0")?;
}
Ok(())
}
}
impl Default for MoveSegment {
fn default() -> Self {
Self {
delta_position: Vector3D::zero(),
stopped_by: None,
}
}
}
/// The [`Transaction`] type for [`Body`].
///
/// TODO: Very incomplete; just a sketch of what eventually needs to exist.
#[derive(Clone, Debug, Default, PartialEq)]
#[must_use]
#[non_exhaustive]
pub struct BodyTransaction {
// TODO: Better strategy than just having public fields
#[allow(missing_docs)]
pub delta_yaw: FreeCoordinate,
}
impl transaction::Transactional for Body {
type Transaction = BodyTransaction;
}
impl Transaction for BodyTransaction {
type Target = Body;
type CommitCheck = ();
type Output = transaction::NoOutput;
type Mismatch = BodyMismatch;
fn check(&self, _body: &Body) -> Result<Self::CommitCheck, Self::Mismatch> {
// No conflicts currently possible.
Ok(())
}
fn commit(
&self,
body: &mut Body,
(): Self::CommitCheck,
_outputs: &mut dyn FnMut(Self::Output),
) -> Result<(), transaction::CommitError> {
body.yaw += self.delta_yaw;
Ok(())
}
}
impl transaction::Merge for BodyTransaction {
type MergeCheck = ();
type Conflict = core::convert::Infallible;
fn check_merge(&self, _other: &Self) -> Result<Self::MergeCheck, Self::Conflict> {
Ok(())
}
fn commit_merge(&mut self, other: Self, (): Self::MergeCheck) {
let Self { delta_yaw } = self;
*delta_yaw += other.delta_yaw;
}
}
/// Transaction precondition error type for a [`BodyTransaction`].
#[derive(Clone, Debug, Eq, PartialEq, displaydoc::Display)]
#[non_exhaustive]
pub enum BodyMismatch {}
crate::util::cfg_should_impl_error! {
impl std::error::Error for BodyMismatch {
fn source(&self) -> Option<&(dyn std::error::Error + 'static)> {
match *self {
}
}
}
}
/// Note: Tests which involve both body and collision code are currently in the parent module.
#[cfg(test)]
mod tests {
use super::*;
use crate::transaction::TransactionTester;
fn test_body() -> Body {
Body {
flying: false,
noclip: false,
..Body::new_minimal([0., 2., 0.], Aab::new(-0.5, 0.5, -0.5, 0.5, -0.5, 0.5))
}
}
#[test]
fn look_at() {
let do_test = |direction, yaw, pitch| {
let mut body = Body::new_minimal([10., 0., 0.], Aab::ZERO);
body.look_at(FreePoint::new(10., 0., 0.) + FreeVector::from(direction));
println!("{direction:?} {yaw} {pitch}");
assert_eq!(body.yaw, yaw);
assert_eq!(body.pitch, pitch);
};
do_test([0., 0., -1.], 0., 0.);
do_test([1., 0., -1.], 45., 0.);
do_test([1., 0., 0.], 90., 0.);
do_test([0., 0., 1.], 180., 0.);
do_test([-1., 0., 0.], 270., 0.);
// TODO: would be tidier if this is 0 instead; revisit the math
let exactly_vertical_yaw = 180.;
do_test([0., 1., 0.], exactly_vertical_yaw, -90.);
do_test([0., 1., -1.], 0., -45.);
do_test([0., 0., -1.], 0., 0.);
do_test([0., -1., -1.], 0., 45.);
do_test([0., -1., 0.], exactly_vertical_yaw, 90.);
}
#[test]
fn body_transaction_systematic() {
// TODO: this test is pretty flimsy ... because BodyTransaction hasn't actually got a
// full set of operations yet and because the TransactionTester can't quite handle
// additive rather than conflicting transactions well
TransactionTester::new()
.transaction(BodyTransaction::default(), |_, _| Ok(()))
.transaction(BodyTransaction { delta_yaw: 10.0 }, |before, after| {
if false {
// TODO: figure out how to make this assert work in the presence of more transactions
let expected = &Body {
yaw: before.yaw + 10.0,
..before.clone()
};
if after != expected {
return Err(format!("unequal to {expected:#?}").into());
}
}
Ok(())
})
.target(test_body)
.test();
}
}