strafe-client-jed/src/body.rs

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Rust
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use crate::instruction::TimedInstruction;
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
CollisionEnd(RelativeCollision),
StrafeTick,
Jump,
}
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pub struct Body {
pub position: glam::Vec3,//I64 where 2^32 = 1 u
pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
pub time: TIME,//nanoseconds x xxxxD!
}
pub struct PhysicsState {
pub body: Body,
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pub contacts: Vec<RelativeCollision>,
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pub models_cringe_clone: Vec<Model>,
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pub time: TIME,
pub strafe_tick_num: TIME,
pub strafe_tick_den: TIME,
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pub tick: u32,
pub mv: f32,
pub walkspeed: f32,
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pub friction: f32,
pub gravity: glam::Vec3,
pub grounded: bool,
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pub jump_trying: bool,
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}
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#[derive(Clone,Copy)]
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pub enum AabbFace{
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Right,//+X
Top,
Back,
Left,
Bottom,
Front,
}
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pub struct Aabb {
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min: glam::Vec3,
max: glam::Vec3,
}
impl Aabb {
// const FACE_DATA: [[f32; 3]; 6] = [
// [0.0f32, 0., 1.],
// [0.0f32, 0., -1.],
// [1.0f32, 0., 0.],
// [-1.0f32, 0., 0.],
// [0.0f32, 1., 0.],
// [0.0f32, -1., 0.],
// ];
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const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
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glam::vec3(1., -1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., 1., 1.),
glam::vec3(1., -1., 1.),
];
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const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
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glam::vec3(1., 1., -1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., 1., 1.),
glam::vec3(1., 1., 1.),
];
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const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
glam::vec3(1., -1., 1.),
glam::vec3(1., 1., 1.),
glam::vec3(-1., 1., 1.),
];
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const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
glam::vec3(-1., 1., 1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., -1., -1.),
];
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const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
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glam::vec3(1., -1., 1.),
glam::vec3(-1., -1., 1.),
glam::vec3(-1., -1., -1.),
glam::vec3(1., -1., -1.),
];
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const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
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glam::vec3(-1., 1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., -1., -1.),
glam::vec3(-1., -1., -1.),
];
pub fn new() -> Self {
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
}
pub fn grow(&mut self, point:glam::Vec3){
self.min=self.min.min(point);
self.max=self.max.max(point);
}
pub fn normal(face:AabbFace) -> glam::Vec3 {
match face {
AabbFace::Right => glam::vec3(1.,0.,0.),
AabbFace::Top => glam::vec3(0.,1.,0.),
AabbFace::Back => glam::vec3(0.,0.,1.),
AabbFace::Left => glam::vec3(-1.,0.,0.),
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
AabbFace::Front => glam::vec3(0.,0.,-1.),
}
}
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pub fn face_vertices(face:AabbFace) -> [glam::Vec3;4] {
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match face {
AabbFace::Right => Self::VERTEX_DATA_RIGHT,
AabbFace::Top => Self::VERTEX_DATA_TOP,
AabbFace::Back => Self::VERTEX_DATA_BACK,
AabbFace::Left => Self::VERTEX_DATA_LEFT,
AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
AabbFace::Front => Self::VERTEX_DATA_FRONT,
}
}
}
type Face = AabbFace;
type TreyMesh = Aabb;
pub struct Model {
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents.
transform: glam::Mat4,
}
impl Model {
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pub fn new(transform:glam::Mat4) -> Self {
Self{transform}
}
pub fn face_vertices(&self,face:Face) -> [glam::Vec3;4] {
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Aabb::face_vertices(face)
}
pub fn face_mesh(&self,face:Face) -> TreyMesh {
let mut aabb=Aabb::new();
for &vertex in self.face_vertices(face).iter() {
aabb.grow(vertex);
}
return aabb;
}
pub fn face_normal(&self,face:Face) -> glam::Vec3 {
let mut n=glam::Vec3Swizzles::xyzz(Aabb::normal(face));
n.w=0.0;//what a man will do to avoid writing out the components
glam::Vec4Swizzles::xyz(self.transform*n)//this is wrong for scale
}
}
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pub struct RelativeCollision {
face: Face,//just an id
model: u32,//using id to avoid lifetimes
}
impl RelativeCollision {
pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
return models.get(self.model as usize).unwrap().face_mesh(self.face)
}
pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
return models.get(self.model as usize).unwrap().face_normal(self.face)
}
}
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pub type TIME = i64;
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const CONTROL_JUMP:u32 = 0b01000000;//temp DATA NORMALIZATION!@#$
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impl PhysicsState {
//delete this, we are tickless gamers
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
let target_tick = (time*self.strafe_tick_num/self.strafe_tick_den) as u32;
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//the game code can run for 1 month before running out of ticks
while self.tick<target_tick {
self.tick += 1;
let dt=0.01;
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*control_dir;
}
self.body.velocity+=self.gravity*dt;
self.body.position+=self.body.velocity*dt;
if self.body.position.y<0.0{
self.body.position.y=0.0;
self.body.velocity.y=0.0;
self.grounded=true;
}
if self.grounded&&(controls&CONTROL_JUMP)!=0 {
self.grounded=false;
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.grounded {
let applied_friction=self.friction*dt;
let targetv=control_dir*self.walkspeed;
let diffv=targetv-self.body.velocity;
if applied_friction*applied_friction<diffv.length_squared() {
self.body.velocity+=applied_friction*diffv.normalize();
} else {
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//PhysicsInstruction::WalkTargetReached
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self.body.velocity=targetv;
}
}
}
self.body.time=target_tick as TIME*self.strafe_tick_den/self.strafe_tick_num;
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}
//delete this
pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
let dt=(time-self.body.time) as f64/1_000_000_000f64;
self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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instruction:PhysicsInstruction::StrafeTick
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});
}
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
//check if you are accelerating towards a walk target velocity and create an instruction
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return None;
}
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fn predict_collision_end(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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None
}
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fn predict_collision_start(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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None
}
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}
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impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState {
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//JUST POLLING!!! NO MUTATION
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let mut best = crate::instruction::InstructionCollector::new();
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//autohop (already pressing spacebar; the signal to begin trying to jump is different)
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if self.grounded&&self.jump_trying {
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//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
best.collect(Some(TimedInstruction{
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time:self.time,
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instruction:PhysicsInstruction::Jump
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}));
}
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//check for collision stop instructions with curent contacts
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for collision_data in self.contacts.iter() {
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best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
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}
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//check for collision start instructions (against every part in the game with no optimization!!)
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for model in &self.models_cringe_clone {
best.collect(self.predict_collision_start(model));
}
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if self.grounded {
//walk maintenance
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best.collect(self.next_walk_instruction());
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}else{
//check to see when the next strafe tick is
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best.collect(self.next_strafe_instruction());
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}
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best.instruction()
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}
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}
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impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, instruction:TimedInstruction<PhysicsInstruction>) {
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//
}
}