Commit 5bef382
New plane solver (#905)
Opening as a draft because it still needs a docs pass, benchmarking to ensure it's actually faster/scales better than the existing algorithm and removing the old code if so.
# Objective
The current plane solver is O(n^3) in the number of collision planes. It's not likely to break the bank but it'd be preferable to bring this down to O(n^2) or lower
## Solution
- I figured out a GJK-like algorithm for solving the underlying quadratic programming problem, and implemented it. Steps of the algorithm are O(n), and it should terminate in at most n steps, though I've never seen the step number exceed 4. I've tried to construct sets of normals that would take 5+ steps to converge and the arrangements of planes it would take seem very specific. Blog post fully explaining the details is in progress
## Testing
- Tested so far in the 3d move-and-slide example, still need to test in 2d as well
- ~~I'm intending to benchmark the new method against the existing one for some arrangements of maybe 1 to 10 normals? to try and establish scalings empirically~~
- ~~I think there are a few more micro-optimisations I could squeeze out, like imposing a specific ordering of the normals in `SimplicialCone::Wedge(n1, n2)` relative to the new search direction, which would save a few comparisons and dot products in the relevant branch of `SimplicialCone::project_point`.~~
- The `SimplicialCone` enum exists to keep the algorithm allocation-free (as opposed to keeping the current simplex points in a vec. Alternatively the first couple of iterations of the loop could be manually unrolled, which would get rid of the match and might speed things up a bit
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Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>1 parent a383159 commit 5bef382
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