Disable edge separation tests for now and make a stress test
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0f60cdda13
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a1e8d0f231
@ -35,7 +35,7 @@ esac
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# Build the game.
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echo "Building game$DLL_EXT"
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odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug
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odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug -o:speed
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# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
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mv game_tmp$DLL_EXT game$DLL_EXT
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@ -260,12 +260,13 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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#hash("car", "fnv32a"),
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physics.Body_Config {
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initial_pos = {0, 4, 0},
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initial_rot = linalg.quaternion_angle_axis(
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math.RAD_PER_DEG * 180,
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rl.Vector3{0, 0, 1},
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) *
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linalg.quaternion_angle_axis(math.RAD_PER_DEG * 30, rl.Vector3{1, 0, 0}),
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initial_ang_vel = {0, 0, 20},
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initial_rot = linalg.QUATERNIONF32_IDENTITY,
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// initial_rot = linalg.quaternion_angle_axis(
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// math.RAD_PER_DEG * 180,
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// rl.Vector3{0, 0, 1},
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// ) *
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// linalg.quaternion_angle_axis(math.RAD_PER_DEG * 30, rl.Vector3{1, 0, 0}),
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initial_ang_vel = {0, 0, 0},
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shape = physics.Shape_Convex {
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mesh = car_convex.mesh,
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center_of_mass = car_convex.center_of_mass,
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@ -278,7 +279,7 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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if true {
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for x in 0 ..< 10 {
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for y in -3 ..< 10 {
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for y in -3 ..< 100 {
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physics.immediate_body(
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&world.physics_scene,
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&runtime_world.solver_state,
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@ -180,121 +180,121 @@ query_separation_edges :: proc(
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step := 0
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separating_plane_p: Vec3
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success_step: int
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if false {
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Edge_Pair :: [2]halfedge.Edge_Index
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checked_pairs := make_map_cap(
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map[Edge_Pair]bool,
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len(a.edges) * len(b.edges),
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context.temp_allocator,
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)
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separating_plane_p: Vec3
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success_step: int
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for edge_a, edge_a_idx in a.edges {
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for edge_b, edge_b_idx in b.edges {
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pair := Edge_Pair{halfedge.Edge_Index(edge_a_idx), halfedge.Edge_Index(edge_b_idx)}
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if checked_pairs[pair] {
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continue
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}
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Edge_Pair :: [2]halfedge.Edge_Index
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checked_pairs := make_map_cap(
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map[Edge_Pair]bool,
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len(a.edges) * len(b.edges),
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context.temp_allocator,
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)
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tracy.ZoneN("collision.query_separation_edges::check_single_pair")
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for edge_a, edge_a_idx in a.edges {
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for edge_b, edge_b_idx in b.edges {
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pair := Edge_Pair{halfedge.Edge_Index(edge_a_idx), halfedge.Edge_Index(edge_b_idx)}
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if checked_pairs[pair] {
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continue
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}
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checked_pairs[pair] = true
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if edge_a.twin >= 0 {
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checked_pairs[{edge_a.twin, halfedge.Edge_Index(edge_b_idx)}] = true
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}
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if edge_b.twin >= 0 {
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checked_pairs[{halfedge.Edge_Index(edge_a_idx), edge_b.twin}] = true
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}
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if edge_a.twin >= 0 && edge_b.twin >= 0 {
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checked_pairs[{edge_a.twin, edge_b.twin}] = true
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}
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checked_pairs[pair] = true
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if edge_a.twin >= 0 {
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checked_pairs[{edge_a.twin, halfedge.Edge_Index(edge_b_idx)}] = true
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}
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if edge_b.twin >= 0 {
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checked_pairs[{halfedge.Edge_Index(edge_a_idx), edge_b.twin}] = true
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}
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if edge_a.twin >= 0 && edge_b.twin >= 0 {
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checked_pairs[{edge_a.twin, edge_b.twin}] = true
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}
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edge_a_dir := halfedge.get_edge_direction_normalized(a, edge_a)
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edge_b_dir := halfedge.get_edge_direction_normalized(b, edge_b)
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edge_a_dir := halfedge.get_edge_direction_normalized(a, edge_a)
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edge_b_dir := halfedge.get_edge_direction_normalized(b, edge_b)
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axis := lg.normalize0(lg.cross(edge_a_dir, edge_b_dir))
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axis := lg.normalize0(lg.cross(edge_a_dir, edge_b_dir))
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if axis == 0 {
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continue
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}
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if axis == 0 {
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continue
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}
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edge_a_origin, _ := halfedge.get_edge_points(a, edge_a)
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if lg.dot(axis, edge_a_origin - a.center) < 0 {
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axis = -axis
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}
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plane_a := plane_from_point_normal(edge_a_origin, axis)
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vert_a, _, _ := find_support_point(a, plane_a.normal)
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vert_b, vert_b_idx, _ := find_support_point(b, -plane_a.normal)
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edge_a_origin, _ := halfedge.get_edge_points(a, edge_a)
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if lg.dot(axis, edge_a_origin - a.center) < 0 {
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axis = -axis
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}
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plane_a := plane_from_point_normal(edge_a_origin, axis)
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vert_a, _, _ := find_support_point(a, plane_a.normal)
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vert_b, vert_b_idx, _ := find_support_point(b, -plane_a.normal)
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// We found the support vert on mesh b, but now we need to find the
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// best edge that includes that point
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vert_b_edge: halfedge.Half_Edge
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vert_b_edge_idx: halfedge.Edge_Index = -1
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{
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min_b2_distance := max(f32)
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it := halfedge.iterator_vertex_edges(b, vert_b_idx)
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for edge, edge_idx in halfedge.iterate_next_vertex_edge(&it) {
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_, vert_b2 := halfedge.get_edge_points(b, edge)
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// We found the support vert on mesh b, but now we need to find the
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// best edge that includes that point
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vert_b_edge: halfedge.Half_Edge
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vert_b_edge_idx: halfedge.Edge_Index = -1
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{
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min_b2_distance := max(f32)
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it := halfedge.iterator_vertex_edges(b, vert_b_idx)
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for edge, edge_idx in halfedge.iterate_next_vertex_edge(&it) {
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_, vert_b2 := halfedge.get_edge_points(b, edge)
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distance_b2 := signed_distance_plane(vert_b2, plane_a)
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if distance_b2 < min_b2_distance {
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min_b2_distance = distance_b2
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vert_b_edge = edge
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vert_b_edge_idx = edge_idx
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distance_b2 := signed_distance_plane(vert_b2, plane_a)
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if distance_b2 < min_b2_distance {
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min_b2_distance = distance_b2
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vert_b_edge = edge
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vert_b_edge_idx = edge_idx
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}
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}
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if vert_b_edge_idx < 0 {
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continue
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}
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}
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if vert_b_edge_idx < 0 {
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distance_a := signed_distance_plane(vert_a.pos, plane_a)
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if distance_a > 0 {
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continue
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}
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}
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distance_b := signed_distance_plane(vert_b.pos, plane_a)
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vert_b_projected := vert_b.pos + plane_a.normal * -distance_b
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distance_a := signed_distance_plane(vert_a.pos, plane_a)
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if distance_a > 0 {
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continue
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}
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distance_b := signed_distance_plane(vert_b.pos, plane_a)
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vert_b_projected := vert_b.pos + plane_a.normal * -distance_b
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if step == -1 {
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// a1, a2 := halfedge.get_edge_points(a, edge_a)
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// edge_a_center := (a1 + a2) * 0.5
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a1, a2 := halfedge.get_edge_points(halfedge.Half_Edge_Mesh(a), edge_a)
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b1, b2 := halfedge.get_edge_points(halfedge.Half_Edge_Mesh(b), vert_b_edge)
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if step == -1 {
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// a1, a2 := halfedge.get_edge_points(a, edge_a)
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// edge_a_center := (a1 + a2) * 0.5
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a1, a2 := halfedge.get_edge_points(halfedge.Half_Edge_Mesh(a), edge_a)
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b1, b2 := halfedge.get_edge_points(halfedge.Half_Edge_Mesh(b), vert_b_edge)
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rl.DrawLine3D(edge_a_origin, edge_a_origin + plane_a.normal, rl.BLUE)
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rl.DrawLine3D(a1 + 0.1, a2 + 0.1, rl.ORANGE)
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rl.DrawLine3D(b1 + 0.1, b2 + 0.1, rl.PURPLE)
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rl.DrawLine3D(edge_a_origin, edge_a_origin + plane_a.normal, rl.BLUE)
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rl.DrawLine3D(a1 + 0.1, a2 + 0.1, rl.ORANGE)
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rl.DrawLine3D(b1 + 0.1, b2 + 0.1, rl.PURPLE)
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rl.DrawSphereWires(edge_a_origin, 0.1, 4, 4, rl.ORANGE)
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rl.DrawSphereWires(vert_b.pos, 0.05, 4, 4, rl.BLUE)
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rl.DrawSphereWires(vert_b_projected, 0.05, 4, 4, rl.BLUE)
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rl.DrawLine3D(vert_b.pos, vert_b_projected, rl.VIOLET)
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log.debugf("dist: %v", distance_b)
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rl.DrawSphereWires(edge_a_origin, 0.1, 4, 4, rl.ORANGE)
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rl.DrawSphereWires(vert_b.pos, 0.05, 4, 4, rl.BLUE)
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rl.DrawSphereWires(vert_b_projected, 0.05, 4, 4, rl.BLUE)
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rl.DrawLine3D(vert_b.pos, vert_b_projected, rl.VIOLET)
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log.debugf("dist: %v", distance_b)
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{
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// rl.BeginBlendMode(.ALPHA)
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// defer rl.EndBlendMode()
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debug_draw_plane(edge_a_origin, plane_a, rl.Color{0, 228, 48, 100})
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{
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// rl.BeginBlendMode(.ALPHA)
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// defer rl.EndBlendMode()
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debug_draw_plane(edge_a_origin, plane_a, rl.Color{0, 228, 48, 100})
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}
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}
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}
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if distance_b > separation {
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separation = distance_b
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a_edge = halfedge.Edge_Index(edge_a_idx)
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b_edge = vert_b_edge_idx
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separating_plane = plane_a
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separating_plane_p = edge_a_origin
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success_step = step
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}
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if distance_b > separation {
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separation = distance_b
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a_edge = halfedge.Edge_Index(edge_a_idx)
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b_edge = vert_b_edge_idx
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separating_plane = plane_a
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separating_plane_p = edge_a_origin
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success_step = step
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}
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step += 1
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step += 1
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}
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}
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// log.debugf("step: %v", success_step)
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// debug_draw_plane(separating_plane_p, separating_plane, rl.Color{228, 0, 48, 100})
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}
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// log.debugf("step: %v", success_step)
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// debug_draw_plane(separating_plane_p, separating_plane, rl.Color{228, 0, 48, 100})
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return
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}
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@ -3,7 +3,7 @@ package physics
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import "collision"
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import lg "core:math/linalg"
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MAX_CONTACTS :: 1024
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MAX_CONTACTS :: 1024 * 16
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Vec3 :: [3]f32
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Quat :: quaternion128
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@ -170,7 +170,7 @@ simulate :: proc(
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}
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}
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bvh.debug_draw_bvh_bounds(&sim_state_bvh, body_aabbs, 0)
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// bvh.debug_draw_bvh_bounds(&sim_state_bvh, body_aabbs, 0)
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switch step_mode {
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case .Accumulated_Time:
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@ -507,7 +507,7 @@ simulate_step :: proc(
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prev_v_normal := lg.dot(prev_v, manifold.normal)
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v_normal := lg.dot(v, manifold.normal)
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RESTITUTION :: 0.3
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RESTITUTION :: 1
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restitution := f32(RESTITUTION)
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