Complete the WQuadtree construction and ray-cast.
This commit is contained in:
@@ -1,231 +1,10 @@
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use crate::dynamics::RigidBodySet;
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use crate::geometry::{Collider, ColliderHandle, ColliderSet, Ray, RayIntersection, AABB, WAABB};
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use crate::geometry::{
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Collider, ColliderHandle, ColliderSet, Ray, RayIntersection, WQuadtree, AABB, WAABB,
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};
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use crate::math::{Point, Vector};
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use ncollide::bounding_volume::BoundingVolume;
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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struct NodeIndex {
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index: u32, // Index of the addressed node in the `children` array.
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lane: u8, // SIMD lane of the addressed node.
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}
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impl NodeIndex {
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fn new(index: u32, lane: u8) -> Self {
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Self { index, lane }
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}
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fn invalid() -> Self {
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Self {
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index: u32::MAX,
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lane: 0,
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}
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}
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}
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#[derive(Copy, Clone, Debug)]
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struct WAABBHierarchyNodeChildren {
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waabb: WAABB,
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// Index of the children of the 4 nodes represented by self.
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// If this is a leaf, it contains the proxy ids instead.
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grand_children: [u32; 4],
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parent: NodeIndex,
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leaf: bool, // TODO: pack this with the NodexIndex.lane?
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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struct ColliderNodeIndex {
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node: NodeIndex,
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handle: ColliderHandle, // The collider handle. TODO: only set the collider generation here?
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}
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impl ColliderNodeIndex {
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fn invalid() -> Self {
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Self {
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node: NodeIndex::invalid(),
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handle: ColliderSet::invalid_handle(),
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}
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}
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}
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struct WAABBHierarchy {
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children: Vec<WAABBHierarchyNodeChildren>,
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dirty: Vec<bool>, // TODO: use a bitvec/Vob and check it does not break cross-platform determinism.
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proxies: Vec<ColliderNodeIndex>,
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}
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impl WAABBHierarchy {
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pub fn new() -> Self {
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WAABBHierarchy {
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children: Vec::new(),
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dirty: Vec::new(),
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proxies: Vec::new(),
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}
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}
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pub fn clear_and_rebuild(&mut self, colliders: &ColliderSet) {
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self.children.clear();
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self.dirty.clear();
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self.proxies.clear();
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// Create proxies.
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let mut indices = Vec::with_capacity(colliders.len());
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let mut proxies = vec![ColliderNodeIndex::invalid(); colliders.len()];
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for (handle, collider) in colliders.iter() {
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let index = handle.into_raw_parts().0;
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if proxies.len() < handle.into_raw_parts().0 {
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proxies.resize(index + 1, ColliderNodeIndex::invalid());
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}
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proxies[index].handle = handle;
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indices.push(index);
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}
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// Compute AABBs.
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let mut aabbs = vec![AABB::new_invalid(); proxies.len()];
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for (handle, collider) in colliders.iter() {
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let index = handle.into_raw_parts().0;
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let aabb = collider.compute_aabb();
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aabbs[index] = aabb;
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}
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// Build the tree recursively.
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let root_node = WAABBHierarchyNodeChildren {
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waabb: WAABB::new_invalid(),
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grand_children: [1; 4],
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parent: NodeIndex::invalid(),
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leaf: false,
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};
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self.children.push(root_node);
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let root_id = NodeIndex::new(0, 0);
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let (_, aabb) = self.do_recurse_build(&mut indices, &aabbs, root_id);
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self.children[0].waabb = WAABB::splat(aabb);
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}
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fn do_recurse_build(
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&mut self,
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indices: &mut [usize],
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aabbs: &[AABB],
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parent: NodeIndex,
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) -> (u32, AABB) {
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// Leaf case.
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if indices.len() <= 4 {
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let my_id = self.children.len();
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let mut my_aabb = AABB::new_invalid();
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let mut leaf_aabbs = [AABB::new_invalid(); 4];
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let mut proxy_ids = [u32::MAX; 4];
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for (k, id) in indices.iter().enumerate() {
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my_aabb.merge(&aabbs[*id]);
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leaf_aabbs[k] = aabbs[*id];
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proxy_ids[k] = *id as u32;
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}
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let node = WAABBHierarchyNodeChildren {
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waabb: WAABB::from(leaf_aabbs),
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grand_children: proxy_ids,
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parent,
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leaf: true,
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};
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self.children.push(node);
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return (my_id as u32, my_aabb);
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}
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// Compute the center and variance along each dimension.
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// In 3D we compute the variance to not-subdivide the dimension with lowest variance.
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// Therefore variance computation is not needed in 2D because we only have 2 dimension
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// to split in the first place.
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let mut center = Point::origin();
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#[cfg(feature = "dim3")]
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let mut variance = Vector::zeros();
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let denom = 1.0 / (indices.len() as f32);
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for i in &*indices {
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let coords = aabbs[*i].center().coords;
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center += coords * denom;
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#[cfg(feature = "dim3")]
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{
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variance += coords.component_mul(&coords) * denom;
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}
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}
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#[cfg(feature = "dim3")]
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{
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variance = variance - center.coords.component_mul(¢er.coords);
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}
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// Find the axis with minimum variance. This is the axis along
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// which we are **not** subdividing our set.
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let mut subdiv_dims = [0, 1];
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#[cfg(feature = "dim3")]
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{
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let min = variance.imin();
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subdiv_dims[0] = (min + 1) % 3;
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subdiv_dims[1] = (min + 2) % 3;
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}
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// Split the set along the two subdiv_dims dimensions.
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// TODO: should we split wrt. the median instead of the average?
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// TODO: we should ensure each subslice contains at least 4 elements each (or less if
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// indices has less than 16 elements in the first place.
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let (left, right) = split_indices_wrt_dim(indices, &aabbs, subdiv_dims[0]);
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let (left_bottom, left_top) = split_indices_wrt_dim(left, &aabbs, subdiv_dims[1]);
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let (right_bottom, right_top) = split_indices_wrt_dim(right, &aabbs, subdiv_dims[1]);
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let node = WAABBHierarchyNodeChildren {
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waabb: WAABB::new_invalid(),
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grand_children: [0; 4], // Will be set after the recursive call
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parent,
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leaf: false,
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};
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let id = self.children.len() as u32;
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self.children.push(node);
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// Recurse!
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let a = self.do_recurse_build(left_bottom, aabbs, NodeIndex::new(id, 0));
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let b = self.do_recurse_build(left_top, aabbs, NodeIndex::new(id, 1));
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let c = self.do_recurse_build(right_bottom, aabbs, NodeIndex::new(id, 2));
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let d = self.do_recurse_build(right_top, aabbs, NodeIndex::new(id, 3));
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// Now we know the indices of the grand-children.
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self.children[id as usize].grand_children = [a.0, b.0, c.0, d.0];
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self.children[id as usize].waabb = WAABB::from([a.1, b.1, c.1, d.1]);
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// TODO: will this chain of .merged be properly optimized?
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let my_aabb = a.1.merged(&b.1).merged(&c.1).merged(&c.1);
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(id, my_aabb)
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}
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}
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fn split_indices_wrt_dim<'a>(
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indices: &'a mut [usize],
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aabbs: &[AABB],
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dim: usize,
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) -> (&'a mut [usize], &'a mut [usize]) {
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let mut icurr = 0;
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let mut ilast = indices.len() - 1;
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// The loop condition we can just do 0..indices.len()
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// instead of the test icurr < ilast because we know
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// we will iterate exactly once per index.
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for _ in 0..indices.len() {
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let i = indices[icurr];
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let center = aabbs[i].center();
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if center[dim] > center[dim] {
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indices.swap(icurr, ilast);
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ilast -= 1;
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} else {
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icurr += 1;
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}
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}
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indices.split_at_mut(icurr)
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}
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/// A pipeline for performing queries on all the colliders of a scene.
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pub struct QueryPipeline {
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// hierarchy: WAABBHierarchy,
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@@ -261,11 +40,24 @@ impl QueryPipeline {
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ray: &Ray,
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max_toi: f32,
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) -> Option<(ColliderHandle, &'a Collider, RayIntersection)> {
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let t0 = instant::now();
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let mut tree = WQuadtree::new();
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tree.clear_and_rebuild(colliders);
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println!("Built quadtree in time: {}", instant::now() - t0);
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let t0 = instant::now();
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let inter = tree.cast_ray(ray, max_toi);
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println!(
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"Found {} interefrences in time {}.",
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inter.len(),
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instant::now() - t0
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);
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let t0 = instant::now();
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let mut best = f32::MAX;
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let mut result = None;
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// FIXME: this is a brute-force approach.
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for (handle, collider) in colliders.iter() {
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for handle in inter {
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let collider = &colliders[handle];
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if let Some(inter) = collider.shape().cast_ray(collider.position(), ray, max_toi) {
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if inter.toi < best {
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best = inter.toi;
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@@ -273,6 +65,7 @@ impl QueryPipeline {
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}
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}
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}
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println!("Cast time: {}", instant::now() - t0);
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result
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}
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