feat(physics): add ray vs mesh raycasting with MeshCollider
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -10,9 +10,10 @@ pub mod integrator;
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pub mod solver;
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pub mod raycast;
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pub mod ccd;
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pub mod mesh_collider;
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pub use bvh::BvhTree;
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pub use collider::Collider;
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pub use collider::{Collider, ConvexHull};
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pub use contact::ContactPoint;
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pub use collision::detect_collisions;
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pub use rigid_body::{RigidBody, PhysicsConfig};
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@@ -21,3 +22,4 @@ pub use solver::{resolve_collisions, physics_step};
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pub use raycast::{RayHit, raycast, raycast_all};
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pub use ray::ray_vs_triangle;
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pub use ccd::swept_sphere_vs_aabb;
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pub use mesh_collider::{MeshCollider, MeshHit, ray_vs_mesh, ray_vs_mesh_all};
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143
crates/voltex_physics/src/mesh_collider.rs
Normal file
143
crates/voltex_physics/src/mesh_collider.rs
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@@ -0,0 +1,143 @@
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use voltex_math::{Vec3, Ray};
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use crate::ray::ray_vs_triangle;
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/// A triangle mesh collider defined by vertices and triangle indices.
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#[derive(Debug, Clone)]
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pub struct MeshCollider {
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pub vertices: Vec<Vec3>,
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pub indices: Vec<[u32; 3]>,
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}
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/// Result of a ray-mesh intersection test.
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#[derive(Debug, Clone, Copy)]
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pub struct MeshHit {
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pub distance: f32,
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pub point: Vec3,
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pub normal: Vec3,
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pub triangle_index: usize,
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}
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/// Cast a ray against a triangle mesh. Returns the closest hit, if any.
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pub fn ray_vs_mesh(ray: &Ray, mesh: &MeshCollider) -> Option<MeshHit> {
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let mut closest: Option<MeshHit> = None;
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for (i, tri) in mesh.indices.iter().enumerate() {
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let v0 = mesh.vertices[tri[0] as usize];
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let v1 = mesh.vertices[tri[1] as usize];
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let v2 = mesh.vertices[tri[2] as usize];
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if let Some((t, normal)) = ray_vs_triangle(ray, v0, v1, v2) {
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let is_closer = closest.as_ref().map_or(true, |c| t < c.distance);
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if is_closer {
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let point = ray.at(t);
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closest = Some(MeshHit {
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distance: t,
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point,
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normal,
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triangle_index: i,
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});
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}
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}
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}
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closest
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}
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/// Cast a ray against a triangle mesh. Returns all hits sorted by distance.
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pub fn ray_vs_mesh_all(ray: &Ray, mesh: &MeshCollider) -> Vec<MeshHit> {
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let mut hits = Vec::new();
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for (i, tri) in mesh.indices.iter().enumerate() {
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let v0 = mesh.vertices[tri[0] as usize];
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let v1 = mesh.vertices[tri[1] as usize];
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let v2 = mesh.vertices[tri[2] as usize];
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if let Some((t, normal)) = ray_vs_triangle(ray, v0, v1, v2) {
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let point = ray.at(t);
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hits.push(MeshHit {
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distance: t,
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point,
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normal,
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triangle_index: i,
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});
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}
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}
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hits.sort_by(|a, b| a.distance.partial_cmp(&b.distance).unwrap());
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hits
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_ray_vs_mesh_hit() {
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// Simple quad (2 triangles)
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let mesh = MeshCollider {
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vertices: vec![
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, 1.0),
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Vec3::new(-1.0, 0.0, 1.0),
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],
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indices: vec![[0, 1, 2], [0, 2, 3]],
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};
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let ray = Ray::new(Vec3::new(0.0, 1.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
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let hit = ray_vs_mesh(&ray, &mesh);
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assert!(hit.is_some());
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assert!((hit.unwrap().distance - 1.0).abs() < 0.01);
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}
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#[test]
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fn test_ray_vs_mesh_miss() {
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let mesh = MeshCollider {
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vertices: vec![
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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Vec3::new(0.0, 0.0, 1.0),
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],
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indices: vec![[0, 1, 2]],
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};
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let ray = Ray::new(Vec3::new(5.0, 1.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
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assert!(ray_vs_mesh(&ray, &mesh).is_none());
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}
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#[test]
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fn test_ray_vs_mesh_closest() {
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// Two triangles at different heights
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let mesh = MeshCollider {
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vertices: vec![
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(-1.0, 2.0, -1.0),
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Vec3::new(1.0, 2.0, -1.0),
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Vec3::new(0.0, 2.0, 1.0),
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],
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indices: vec![[0, 1, 2], [3, 4, 5]],
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};
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let ray = Ray::new(Vec3::new(0.0, 5.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
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let hit = ray_vs_mesh(&ray, &mesh).unwrap();
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assert!((hit.distance - 3.0).abs() < 0.01); // hits y=2 first
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}
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#[test]
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fn test_ray_vs_mesh_all() {
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let mesh = MeshCollider {
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vertices: vec![
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Vec3::new(-1.0, 0.0, -1.0),
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Vec3::new(1.0, 0.0, -1.0),
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Vec3::new(0.0, 0.0, 1.0),
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Vec3::new(-1.0, 2.0, -1.0),
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Vec3::new(1.0, 2.0, -1.0),
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Vec3::new(0.0, 2.0, 1.0),
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],
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indices: vec![[0, 1, 2], [3, 4, 5]],
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};
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let ray = Ray::new(Vec3::new(0.0, 5.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
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let hits = ray_vs_mesh_all(&ray, &mesh);
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assert_eq!(hits.len(), 2);
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assert!(hits[0].distance < hits[1].distance); // sorted
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}
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}
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