strafe-client-jed/src/physics.rs

1680 lines
61 KiB
Rust
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use crate::instruction::{InstructionEmitter,InstructionConsumer,TimedInstruction};
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use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64,Ratio64Vec2};
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use crate::model_physics::{PhysicsMesh,TransformedMesh,MeshQuery};
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#[derive(Debug)]
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pub enum PhysicsInstruction {
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CollisionStart(Collision),
CollisionEnd(Collision),
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StrafeTick,
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ReachWalkTargetVelocity,
// Water,
// Spawn(
// Option<SpawnId>,
// bool,//true = Trigger; false = teleport
// bool,//true = Force
// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
}
#[derive(Debug)]
pub enum PhysicsInputInstruction {
ReplaceMouse(MouseState,MouseState),
SetNextMouse(MouseState),
SetMoveRight(bool),
SetMoveUp(bool),
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SetMoveBack(bool),
SetMoveLeft(bool),
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SetMoveDown(bool),
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SetMoveForward(bool),
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SetJump(bool),
SetZoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
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}
#[derive(Clone,Hash,Default)]
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pub struct Body{
pub position:Planar64Vec3,//I64 where 2^32 = 1 u
pub velocity:Planar64Vec3,//I64 where 2^32 = 1 u/s
pub acceleration:Planar64Vec3,//I64 where 2^32 = 1 u/s/s
pub time:Time,//nanoseconds x xxxxD!
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}
impl std::ops::Neg for Body{
type Output=Self;
fn neg(self)->Self::Output{
Self{
position:self.position,
velocity:-self.velocity,
acceleration:self.acceleration,
time:-self.time,
}
}
}
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
pub struct MouseState {
pub pos: glam::IVec2,
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pub time:Time,
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}
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impl Default for MouseState{
fn default() -> Self {
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Self {
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time:Time::ZERO,
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pos:glam::IVec2::ZERO,
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}
}
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}
impl MouseState {
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pub fn lerp(&self,target:&MouseState,time:Time)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
let m1=target.pos.as_i64vec2();
//these are deltas
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let t1t=(target.time-time).nanos();
let tt0=(time-self.time).nanos();
let dt=(target.time-self.time).nanos();
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
}
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enum JumpDirection{
Exactly(Planar64Vec3),
FromContactNormal,
}
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enum WalkEnum{
Reached,
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Transient(WalkTarget),
}
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struct WalkTarget{
velocity:Planar64Vec3,
time:Time,
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}
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struct WalkState{
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jump_direction:JumpDirection,
contact:ContactCollision,
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state:WalkEnum,
}
impl WalkEnum{
//args going crazy
//(walk_enum,body.acceleration)=with_target_velocity();
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fn with_target_velocity(body:&Body,style:&StyleModifiers,velocity:Planar64Vec3,normal:&Planar64Vec3,speed:Planar64,normal_accel:Planar64)->(WalkEnum,Planar64Vec3){
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let mut target_diff=velocity-body.velocity;
//remove normal component
target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
if target_diff==Planar64Vec3::ZERO{
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(WalkEnum::Reached,Planar64Vec3::ZERO)
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}else{
//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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let diff_len=target_diff.length();
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let friction=if diff_len<speed{
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style.static_friction
}else{
style.kinetic_friction
};
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let accel=style.walk_accel.min(normal_accel*friction);
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let time_delta=diff_len/accel;
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let a=target_diff.with_length(accel);
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(WalkEnum::Transient(WalkTarget{velocity,time:body.time+Time::from(time_delta)}),a)
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}
}
}
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impl WalkState{
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fn ground(body:&Body,style:&StyleModifiers,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:&Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(body,style,velocity,&Planar64Vec3::Y,style.walk_speed,-normal.dot(gravity));
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(Self{
state:walk_enum,
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contact,
jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
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},a)
}
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fn ladder(body:&Body,style:&StyleModifiers,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:&Planar64Vec3)->(Self,Planar64Vec3){
let (walk_enum,a)=WalkEnum::with_target_velocity(body,style,velocity,normal,style.ladder_speed,style.ladder_accel);
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(Self{
state:walk_enum,
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contact,
jump_direction:JumpDirection::FromContactNormal,
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},a)
}
}
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struct Modes{
modes:Vec<crate::model::ModeDescription>,
mode_from_mode_id:std::collections::HashMap::<u32,usize>,
}
impl Modes{
fn clear(&mut self){
self.modes.clear();
self.mode_from_mode_id.clear();
}
fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
self.modes.get(*self.mode_from_mode_id.get(&mode_id)?)
}
fn insert(&mut self,temp_map_mode_id:u32,mode:crate::model::ModeDescription){
let mode_id=self.modes.len();
self.mode_from_mode_id.insert(temp_map_mode_id,mode_id);
self.modes.push(mode);
}
}
impl Default for Modes{
fn default() -> Self {
Self{
modes:Vec::new(),
mode_from_mode_id:std::collections::HashMap::new(),
}
}
}
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#[derive(Default)]
struct PhysicsModels{
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meshes:Vec<PhysicsMesh>,
models:Vec<PhysicsModel>,
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//separate models into Contacting and Intersecting?
//wrap model id with ContactingModelId and IntersectingModelId
//attributes can be split into contacting and intersecting (this also saves a bit of memory)
//can go even further and deduplicate General attributes separately, reconstructing it when queried
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attributes:Vec<PhysicsCollisionAttributes>,
model_id_from_wormhole_id:std::collections::HashMap::<u32,usize>,
}
impl PhysicsModels{
fn clear(&mut self){
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self.meshes.clear();
self.models.clear();
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self.attributes.clear();
self.model_id_from_wormhole_id.clear();
}
fn aabb_list(&self)->Vec<crate::aabb::Aabb>{
self.models.iter().map(|model|{
let mut aabb=crate::aabb::Aabb::default();
for pos in self.meshes[model.mesh_id].verts(){
aabb.grow(model.transform.transform_point3(pos));
}
aabb
}).collect()
}
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//TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references.
//then I can make these getter functions unchecked.
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fn mesh(&self,model_id:usize)->TransformedMesh{
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TransformedMesh::new(
&self.meshes[self.models[model_id].mesh_id],
&self.models[model_id].transform,
&self.models[model_id].normal_transform,
)
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}
fn model(&self,model_id:usize)->&PhysicsModel{
&self.models[model_id]
}
fn attr(&self,model_id:usize)->&PhysicsCollisionAttributes{
&self.attributes[self.models[model_id].attr_id]
}
fn get_wormhole_model(&self,wormhole_id:u32)->Option<&PhysicsModel>{
self.models.get(*self.model_id_from_wormhole_id.get(&wormhole_id)?)
}
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fn push_mesh(&mut self,mesh:PhysicsMesh){
self.meshes.push(mesh);
}
fn push_model(&mut self,model:PhysicsModel)->usize{
let model_id=self.models.len();
self.models.push(model);
model_id
}
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fn push_attr(&mut self,attr:PhysicsCollisionAttributes)->usize{
let attr_id=self.attributes.len();
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self.attributes.push(attr);
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attr_id
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}
}
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#[derive(Clone)]
pub struct PhysicsCamera{
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//punch: Planar64Vec3,
//punch_velocity: Planar64Vec3,
sensitivity:Ratio64Vec2,//dots to Angle32 ratios
mouse:MouseState,//last seen absolute mouse pos
clamped_mouse_pos:glam::IVec2,//angles are calculated from this cumulative value
angle_pitch_lower_limit:Angle32,
angle_pitch_upper_limit:Angle32,
//angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending
// enum AngleLimit{
// Unlimited,
// Limited{lower:Angle32,upper:Angle32},
// }
//pitch_limit:AngleLimit,
//yaw_limit:AngleLimit,
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}
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impl PhysicsCamera {
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pub fn move_mouse(&mut self,mouse_pos:glam::IVec2){
let mut unclamped_mouse_pos=self.clamped_mouse_pos+mouse_pos-self.mouse.pos;
unclamped_mouse_pos.y=unclamped_mouse_pos.y.clamp(
self.sensitivity.y.rhs_div_int(self.angle_pitch_lower_limit.get() as i64) as i32,
self.sensitivity.y.rhs_div_int(self.angle_pitch_upper_limit.get() as i64) as i32,
);
self.clamped_mouse_pos=unclamped_mouse_pos;
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}
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pub fn simulate_move_angles(&self,mouse_pos:glam::IVec2)->glam::Vec2 {
let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
let ax=Angle32::wrap_from_i64(a.x);
let ay=Angle32::clamp_from_i64(a.y)
//clamp to actual vertical cam limit
.clamp(self.angle_pitch_lower_limit,self.angle_pitch_upper_limit);
return glam::vec2(ax.into(),ay.into());
}
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fn simulate_move_rotation(&self,mouse_pos:glam::IVec2)->Planar64Mat3{
let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
let ax=Angle32::wrap_from_i64(a.x);
let ay=Angle32::clamp_from_i64(a.y)
//clamp to actual vertical cam limit
.clamp(self.angle_pitch_lower_limit,self.angle_pitch_upper_limit);
Planar64Mat3::from_rotation_yx(ax,ay)
}
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fn simulate_move_rotation_y(&self,mouse_pos_x:i32)->Planar64Mat3{
let ax=-self.sensitivity.x.mul_int((mouse_pos_x-self.mouse.pos.x+self.clamped_mouse_pos.x) as i64);
Planar64Mat3::from_rotation_y(Angle32::wrap_from_i64(ax))
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}
}
impl std::default::Default for PhysicsCamera{
fn default()->Self{
Self{
sensitivity:Ratio64Vec2::ONE*200_000,
mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
clamped_mouse_pos:glam::IVec2::ZERO,
angle_pitch_lower_limit:-Angle32::FRAC_PI_2,
angle_pitch_upper_limit:Angle32::FRAC_PI_2,
}
}
}
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pub struct GameMechanicsState{
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stage_id:u32,
jump_counts:std::collections::HashMap<usize,u32>,//model_id -> jump count
next_ordered_checkpoint_id:u32,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0)
unordered_checkpoints:std::collections::HashSet<usize>,//hashset of UnorderedCheckpoint model ids
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}
impl std::default::Default for GameMechanicsState{
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fn default()->Self{
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Self{
stage_id:0,
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next_ordered_checkpoint_id:0,
unordered_checkpoints:std::collections::HashSet::new(),
jump_counts:std::collections::HashMap::new(),
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}
}
}
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struct WorldState{}
enum JumpCalculation{
Capped,//roblox
Energy,//new
Linear,//source
}
enum JumpImpulse{
FromTime(Time),//jump time is invariant across mass and gravity changes
FromHeight(Planar64),//jump height is invariant across mass and gravity changes
FromDeltaV(Planar64),//jump velocity is invariant across mass and gravity changes
FromEnergy(Planar64),// :)
}
//Jumping acts on dot(walks_state.normal,body.velocity)
//Capped means it increases the dot to the cap
//Energy means it adds energy
//Linear means it linearly adds on
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enum EnableStrafe{
Always,
MaskAny(u32),//hsw, shsw
MaskAll(u32),
//Function(Box<dyn Fn(u32)->bool>),
}
struct StrafeSettings{
enable:EnableStrafe,
air_accel_limit:Option<Planar64>,
tick_rate:Ratio64,
}
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struct Hitbox{
halfsize:Planar64Vec3,
mesh:PhysicsMesh,
transform:crate::integer::Planar64Affine3,
normal_transform:Planar64Mat3,
}
impl Hitbox{
fn from_mesh_scale(mesh:PhysicsMesh,scale:Planar64Vec3)->Self{
Self{
halfsize:scale,
mesh,
transform:crate::integer::Planar64Affine3::new(Planar64Mat3::from_diagonal(scale),Planar64Vec3::ZERO),
normal_transform:Planar64Mat3::from_diagonal(scale).inverse().transpose(),
}
}
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fn from_mesh_scale_offset(mesh:PhysicsMesh,scale:Planar64Vec3,offset:Planar64Vec3)->Self{
Self{
halfsize:scale,
mesh,
transform:crate::integer::Planar64Affine3::new(Planar64Mat3::from_diagonal(scale),offset),
normal_transform:Planar64Mat3::from_diagonal(scale).inverse().transpose(),
}
}
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fn roblox()->Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cylinder()),Planar64Vec3::int(2,5,2)/2)
}
fn source()->Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cube()),Planar64Vec3::raw(33<<28,73<<28,33<<28)/2)
}
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#[inline]
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fn transformed_mesh(&self)->TransformedMesh{
TransformedMesh::new(&self.mesh,&self.transform,&self.normal_transform)
}
}
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struct StyleModifiers{
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controls_used:u32,//controls which are allowed to pass into gameplay
controls_mask:u32,//controls which are masked from control state (e.g. jump in scroll style)
strafe:Option<StrafeSettings>,
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jump_impulse:JumpImpulse,
jump_calculation:JumpCalculation,
static_friction:Planar64,
kinetic_friction:Planar64,
walk_speed:Planar64,
walk_accel:Planar64,
ladder_speed:Planar64,
ladder_accel:Planar64,
ladder_dot:Planar64,
swim_speed:Planar64,
mass:Planar64,
mv:Planar64,
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surf_slope:Option<Planar64>,
rocket_force:Option<Planar64>,
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gravity:Planar64Vec3,
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hitbox:Hitbox,
camera_offset:Planar64Vec3,
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}
impl std::default::Default for StyleModifiers{
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fn default()->Self{
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Self::roblox_bhop()
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}
}
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impl StyleModifiers{
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const CONTROL_MOVEFORWARD:u32=0b00000001;
const CONTROL_MOVEBACK:u32=0b00000010;
const CONTROL_MOVERIGHT:u32=0b00000100;
const CONTROL_MOVELEFT:u32=0b00001000;
const CONTROL_MOVEUP:u32=0b00010000;
const CONTROL_MOVEDOWN:u32=0b00100000;
const CONTROL_JUMP:u32=0b01000000;
const CONTROL_ZOOM:u32=0b10000000;
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const RIGHT_DIR:Planar64Vec3=Planar64Vec3::X;
const UP_DIR:Planar64Vec3=Planar64Vec3::Y;
const FORWARD_DIR:Planar64Vec3=Planar64Vec3::NEG_Z;
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fn neo()->Self{
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Self{
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controls_used:!0,
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controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
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tick_rate:Ratio64::new(64,Time::ONE_SECOND.nanos() as u64).unwrap(),
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}),
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jump_impulse:JumpImpulse::FromEnergy(Planar64::int(512)),
jump_calculation:JumpCalculation::Energy,
gravity:Planar64Vec3::int(0,-80,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
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mv:Planar64::int(3),
rocket_force:None,
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walk_speed:Planar64::int(16),
walk_accel:Planar64::int(80),
ladder_speed:Planar64::int(16),
ladder_accel:Planar64::int(160),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
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surf_slope:Some(Planar64::raw(7)/8),
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hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
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}
}
fn roblox_bhop()->Self{
Self{
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controls_used:!0,
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controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
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jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:None,
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walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
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surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
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hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
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}
}
fn roblox_surf()->Self{
Self{
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controls_used:!0,
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controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
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jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-50,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:None,
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walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
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surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
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hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
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}
}
fn source_bhop()->Self{
Self{
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controls_used:!0,
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controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
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jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
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walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
ladder_accel:Planar64::int(180),//?
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
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surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
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hitbox:Hitbox::source(),
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
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}
}
fn source_surf()->Self{
Self{
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controls_used:!0,
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controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
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jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
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walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
ladder_accel:Planar64::int(180),//?
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
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surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
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hitbox:Hitbox::source(),
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
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}
}
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fn roblox_rocket()->Self{
Self{
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controls_used:!0,
controls_mask:!0,
strafe:None,
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jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:Some(Planar64::int(200)),
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
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surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
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hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
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}
}
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fn get_control(&self,control:u32,controls:u32)->bool{
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controls&self.controls_mask&control==control
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}
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fn allow_strafe(&self,controls:u32)->bool{
//disable strafing according to strafe settings
match &self.strafe{
Some(StrafeSettings{enable:EnableStrafe::Always,air_accel_limit:_,tick_rate:_})=>true,
&Some(StrafeSettings{enable:EnableStrafe::MaskAny(mask),air_accel_limit:_,tick_rate:_})=>mask&controls!=0,
&Some(StrafeSettings{enable:EnableStrafe::MaskAll(mask),air_accel_limit:_,tick_rate:_})=>mask&controls==mask,
None=>false,
}
}
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fn get_control_dir(&self,controls:u32)->Planar64Vec3{
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//don't get fancy just do it
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let mut control_dir:Planar64Vec3 = Planar64Vec3::ZERO;
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//Apply mask after held check so you can require non-allowed keys to be held for some reason
let controls=controls&self.controls_mask;
if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
control_dir+=Self::FORWARD_DIR;
}
if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
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control_dir-=Self::FORWARD_DIR;
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}
if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
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control_dir-=Self::RIGHT_DIR;
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}
if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
control_dir+=Self::RIGHT_DIR;
}
if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
control_dir+=Self::UP_DIR;
}
if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
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control_dir-=Self::UP_DIR;
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}
return control_dir
}
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//fn get_jump_time(&self)->Planar64
//fn get_jump_height(&self)->Planar64
//fn get_jump_energy(&self)->Planar64
fn get_jump_deltav(&self)->Planar64{
match &self.jump_impulse{
&JumpImpulse::FromTime(time)=>self.gravity.length()*(time/2),
&JumpImpulse::FromHeight(height)=>(self.gravity.length()*height*2).sqrt(),
&JumpImpulse::FromDeltaV(deltav)=>deltav,
&JumpImpulse::FromEnergy(energy)=>(energy*2/self.mass).sqrt(),
}
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}
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fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
let mut control_dir=self.get_control_dir(controls);
if control_dir==Planar64Vec3::ZERO{
return control_dir;
}
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let camera_mat=camera.simulate_move_rotation_y(camera.mouse.lerp(&next_mouse,time).x);
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control_dir=camera_mat*control_dir;
let n=normal.length();
let m=control_dir.length();
let d=normal.dot(control_dir)/m;
if d<n{
let cr=normal.cross(control_dir);
if cr==Planar64Vec3::ZERO{
Planar64Vec3::ZERO
}else{
cr.cross(*normal)*(self.walk_speed/(n*(n*n-d*d).sqrt()*m))
}
}else{
Planar64Vec3::ZERO
}
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}
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fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
let mut control_dir=self.get_control_dir(controls);
if control_dir==Planar64Vec3::ZERO{
return control_dir;
}
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let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
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control_dir=camera_mat*control_dir;
let n=normal.length();
let m=control_dir.length();
let mut d=normal.dot(control_dir)/m;
if d< -self.ladder_dot*n{
control_dir=Planar64Vec3::Y*m;
d=normal.y();
}else if self.ladder_dot*n<d{
control_dir=Planar64Vec3::NEG_Y*m;
d=-normal.y();
}
//n=d if you are standing on top of a ladder and press E.
//two fixes:
//- ladder movement is not allowed on walkable surfaces
//- fix the underlying issue
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if d.get().unsigned_abs()<n.get().unsigned_abs(){
let cr=normal.cross(control_dir);
if cr==Planar64Vec3::ZERO{
Planar64Vec3::ZERO
}else{
cr.cross(*normal)*(self.ladder_speed/(n*(n*n-d*d).sqrt()))
}
}else{
Planar64Vec3::ZERO
}
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}
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fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
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let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
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camera_mat*self.get_control_dir(controls)
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}
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#[inline]
fn mesh(&self)->TransformedMesh{
self.hitbox.transformed_mesh()
}
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}
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enum MoveState{
Air,
Walk(WalkState),
Water,
Ladder(WalkState),
}
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pub struct PhysicsState{
time:Time,
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body:Body,
world:WorldState,//currently there is only one state the world can be in
game:GameMechanicsState,
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style:StyleModifiers,
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touching:TouchingState,
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//camera must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,
move_state:MoveState,
models:PhysicsModels,
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bvh:crate::bvh::BvhNode,
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modes:Modes,
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//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
spawn_point:Planar64Vec3,
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}
#[derive(Clone,Default)]
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pub struct PhysicsOutputState{
body:Body,
camera:PhysicsCamera,
camera_offset:Planar64Vec3,
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}
impl PhysicsOutputState{
pub fn extrapolate(&self,mouse_pos:glam::IVec2,time:Time)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse_pos))
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}
}
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#[derive(Clone,Hash,Eq,PartialEq)]
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enum PhysicsCollisionAttributes{
Contact{//track whether you are contacting the object
contacting:crate::model::ContactingAttributes,
general:crate::model::GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:crate::model::IntersectingAttributes,
general:crate::model::GameMechanicAttributes,
},
}
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struct NonPhysicsError;
impl TryFrom<&crate::model::CollisionAttributes> for PhysicsCollisionAttributes{
type Error=NonPhysicsError;
fn try_from(value:&crate::model::CollisionAttributes)->Result<Self,Self::Error>{
match value{
crate::model::CollisionAttributes::Decoration=>Err(NonPhysicsError),
crate::model::CollisionAttributes::Contact{contacting,general}=>Ok(Self::Contact{contacting:contacting.clone(),general:general.clone()}),
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Ok(Self::Intersect{intersecting:intersecting.clone(),general:general.clone()}),
}
}
}
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pub struct PhysicsModel{
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//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.
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mesh_id:usize,
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attr_id:usize,
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transform:crate::integer::Planar64Affine3,
normal_transform:crate::integer::Planar64Mat3,
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}
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impl PhysicsModel{
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pub fn new(mesh_id:usize,attr_id:usize,transform:crate::integer::Planar64Affine3)->Self{
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let normal_transform=transform.matrix3.inverse().transpose();
Self{
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mesh_id,
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attr_id,
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transform,
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normal_transform,
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}
}
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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struct ContactCollision{
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face_id:crate::model_physics::MinkowskiFace,
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model_id:usize,//using id to avoid lifetimes
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
struct IntersectCollision{
model_id:usize,
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
enum Collision{
Contact(ContactCollision),
Intersect(IntersectCollision),
}
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impl Collision{
fn model_id(&self)->usize{
match self{
&Collision::Contact(ContactCollision{model_id,face_id:_})
|&Collision::Intersect(IntersectCollision{model_id})=>model_id,
}
}
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fn face_id(&self)->Option<crate::model_physics::MinkowskiFace>{
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match self{
&Collision::Contact(ContactCollision{model_id:_,face_id})=>Some(face_id),
&Collision::Intersect(IntersectCollision{model_id:_})=>None,
}
}
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}
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#[derive(Default)]
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struct TouchingState{
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contacts:std::collections::HashSet::<ContactCollision>,
intersects:std::collections::HashSet::<IntersectCollision>,
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}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
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fn insert(&mut self,collision:Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.insert(collision),
Collision::Intersect(collision)=>self.intersects.insert(collision),
}
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}
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fn remove(&mut self,collision:&Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.remove(collision),
Collision::Intersect(collision)=>self.intersects.remove(collision),
}
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}
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fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let mut a=style.gravity;
if let Some(rocket_force)=style.rocket_force{
a+=style.get_propulsion_control_dir(camera,controls,next_mouse,time)*rocket_force;
}
//add accelerators
for contact in &self.contacts{
match models.attr(contact.model_id){
PhysicsCollisionAttributes::Contact{contacting,general}=>{
match &general.accelerator{
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Some(accelerator)=>a+=accelerator.acceleration,
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None=>(),
}
},
_=>panic!("impossible touching state"),
}
}
for intersect in &self.intersects{
match models.attr(intersect.model_id){
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
match &general.accelerator{
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Some(accelerator)=>a+=accelerator.acceleration,
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None=>(),
}
},
_=>panic!("impossible touching state"),
}
}
//add water../?
a
}
fn constrain_velocity(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,velocity:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
let n=contact_normal(models,style_mesh,contact);
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let d=n.dot128(*velocity);
if d<0{
*velocity-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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}
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}
}
fn constrain_acceleration(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,acceleration:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
let n=contact_normal(models,style_mesh,contact);
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let d=n.dot128(*acceleration);
if d<0{
*acceleration-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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}
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}
}
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fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
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//check current move conditions and use heuristics to determine
//which ladder to climb on, which ground to walk on, etc
//collect move state affecting objects from contacts (accelerator,water,ladder,ground)
let style_mesh=style.mesh();
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let gravity=self.base_acceleration(models,style,camera,controls,next_mouse,time);
let mut move_state=MoveState::Air;
let mut a=gravity;
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for contact in &self.contacts{
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match models.attr(contact.model_id){
PhysicsCollisionAttributes::Contact{contacting,general}=>{
let normal=contact_normal(models,&style_mesh,contact);
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match &contacting.contact_behaviour{
Some(crate::model::ContactingBehaviour::Ladder(_))=>{
//ladder walkstate
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let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time,&normal);
self.constrain_velocity(models,&style_mesh,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ladder(body,style,gravity,target_velocity,contact.clone(),&normal);
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move_state=MoveState::Ladder(walk_state);
self.constrain_acceleration(models,&style_mesh,&mut acceleration);
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a=acceleration;
},
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None=>if style.surf_slope.map_or(true,|s|normal.walkable(s,Planar64Vec3::Y)){
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//check ground
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let mut target_velocity=style.get_walk_target_velocity(camera,controls,next_mouse,time,&normal);
self.constrain_velocity(models,&style_mesh,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ground(body,style,gravity,target_velocity,contact.clone(),&normal);
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move_state=MoveState::Walk(walk_state);
self.constrain_acceleration(models,&style_mesh,&mut acceleration);
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a=acceleration;
},
_=>(),
}
},
_=>panic!("impossible touching state"),
}
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}
for intersect in &self.intersects{
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//water
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}
self.constrain_acceleration(models,&style_mesh,&mut a);
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(move_state,a)
}
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fn predict_collision_end(&self,collector:&mut crate::instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,style_mesh:&TransformedMesh,body:&Body,time:Time){
let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
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for contact in &self.contacts{
//detect face slide off
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let model_mesh=models.mesh(contact.model_id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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collector.collect(minkowski.predict_collision_face_out(&relative_body,collector.time(),contact.face_id).map(|(face,time)|{
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TimedInstruction{
time,
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instruction:PhysicsInstruction::CollisionEnd(
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Collision::Contact(ContactCollision{model_id:contact.model_id,face_id:contact.face_id})
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),
}
}));
}
for intersect in &self.intersects{
//detect model collision in reverse
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let model_mesh=models.mesh(intersect.model_id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(face,time)|{
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TimedInstruction{
time,
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instruction:PhysicsInstruction::CollisionEnd(
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Collision::Intersect(IntersectCollision{model_id:intersect.model_id})
),
}
}));
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}
}
}
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impl Body{
pub fn new(position:Planar64Vec3,velocity:Planar64Vec3,acceleration:Planar64Vec3,time:Time)->Self{
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Self{
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position,
velocity,
acceleration,
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time,
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}
}
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pub fn extrapolated_position(&self,time:Time)->Planar64Vec3{
let dt=time-self.time;
self.position+self.velocity*dt+self.acceleration*(dt*dt/2)
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}
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pub fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
let dt=time-self.time;
self.velocity+self.acceleration*dt
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}
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pub fn advance_time(&mut self,time:Time){
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self.position=self.extrapolated_position(time);
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self.velocity=self.extrapolated_velocity(time);
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self.time=time;
}
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pub fn infinity_dir(&self)->Option<Planar64Vec3>{
if self.acceleration==Planar64Vec3::ZERO{
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if self.velocity==Planar64Vec3::ZERO{
None
}else{
Some(self.velocity)
}
}else{
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Some(self.acceleration)
}
}
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pub fn grow_aabb(&self,aabb:&mut crate::aabb::Aabb,t0:Time,t1:Time){
aabb.grow(self.extrapolated_position(t0));
aabb.grow(self.extrapolated_position(t1));
//v+a*t==0
//goober code
if self.acceleration.x()!=Planar64::ZERO{
let t=Time::from(-self.velocity.x()/self.acceleration.x());
if t0<t&&t<t1{
aabb.grow(self.extrapolated_position(t));
}
}
if self.acceleration.y()!=Planar64::ZERO{
let t=Time::from(-self.velocity.y()/self.acceleration.y());
if t0<t&&t<t1{
aabb.grow(self.extrapolated_position(t));
}
}
if self.acceleration.z()!=Planar64::ZERO{
let t=Time::from(-self.velocity.z()/self.acceleration.z());
if t0<t&&t<t1{
aabb.grow(self.extrapolated_position(t));
}
}
}
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}
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impl std::fmt::Display for Body{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"p({}) v({}) a({}) t({})",self.position,self.velocity,self.acceleration,self.time)
}
}
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struct VirtualBody<'a>{
body0:&'a Body,
body1:&'a Body,
}
impl VirtualBody<'_>{
fn relative<'a>(body0:&'a Body,body1:&'a Body)->VirtualBody<'a>{
//(p0,v0,a0,t0)
//(p1,v1,a1,t1)
VirtualBody{
body0,
body1,
}
}
fn extrapolated_position(&self,time:Time)->Planar64Vec3{
self.body1.extrapolated_position(time)-self.body0.extrapolated_position(time)
}
fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
self.body1.extrapolated_velocity(time)-self.body0.extrapolated_velocity(time)
}
fn acceleration(&self)->Planar64Vec3{
self.body1.acceleration-self.body0.acceleration
}
fn body(&self,time:Time)->Body{
Body::new(self.extrapolated_position(time),self.extrapolated_velocity(time),self.acceleration(),time)
}
}
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impl Default for PhysicsState{
fn default()->Self{
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Self{
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spawn_point:Planar64Vec3::int(0,50,0),
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body:Body::new(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0),Time::ZERO),
time:Time::ZERO,
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style:StyleModifiers::default(),
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touching:TouchingState::default(),
models:PhysicsModels::default(),
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bvh:crate::bvh::BvhNode::default(),
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move_state: MoveState::Air,
camera:PhysicsCamera::default(),
next_mouse:MouseState::default(),
controls:0,
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world:WorldState{},
game:GameMechanicsState::default(),
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modes:Modes::default(),
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}
}
}
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impl PhysicsState {
pub fn clear(&mut self){
self.models.clear();
self.modes.clear();
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self.touching.clear();
self.bvh=crate::bvh::BvhNode::default();
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}
pub fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.body.clone(),
camera:self.camera.clone(),
camera_offset:self.style.camera_offset.clone(),
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}
}
pub fn spawn(&mut self,spawn_point:Planar64Vec3){
self.game.stage_id=0;
self.spawn_point=spawn_point;
self.process_instruction(crate::instruction::TimedInstruction{
time:self.time,
instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
});
}
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pub fn generate_models(&mut self,indexed_models:&crate::model::IndexedModelInstances){
let mut starts=Vec::new();
let mut spawns=Vec::new();
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let mut attr_hash=std::collections::HashMap::new();
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for model in &indexed_models.models{
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let mesh_id=self.models.meshes.len();
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let mut make_mesh=false;
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for model_instance in &model.instances{
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if let Ok(physics_attributes)=PhysicsCollisionAttributes::try_from(&model_instance.attributes){
let attr_id=if let Some(&attr_id)=attr_hash.get(&physics_attributes){
attr_id
}else{
let attr_id=self.models.push_attr(physics_attributes.clone());
attr_hash.insert(physics_attributes,attr_id);
attr_id
};
let model_physics=PhysicsModel::new(mesh_id,attr_id,model_instance.transform);
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make_mesh=true;
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let model_id=self.models.push_model(model_physics);
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for attr in &model_instance.temp_indexing{
match attr{
crate::model::TempIndexedAttributes::Start(s)=>starts.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Spawn(s)=>spawns.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Wormhole(s)=>{self.models.model_id_from_wormhole_id.insert(s.wormhole_id,model_id);},
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}
}
}
}
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if make_mesh{
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self.models.push_mesh(PhysicsMesh::from(model));
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}
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}
self.bvh=crate::bvh::generate_bvh(self.models.aabb_list());
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//I don't wanna write structs for temporary structures
//this code builds ModeDescriptions from the unsorted lists at the top of the function
starts.sort_by_key(|tup|tup.1.mode_id);
let mut mode_id_from_map_mode_id=std::collections::HashMap::new();
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let mut modedatas:Vec<(usize,Vec<(u32,usize)>,u32)>=starts.into_iter().enumerate().map(|(i,(model_id,s))|{
mode_id_from_map_mode_id.insert(s.mode_id,i);
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(model_id,Vec::new(),s.mode_id)
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}).collect();
for (model_id,s) in spawns{
if let Some(mode_id)=mode_id_from_map_mode_id.get(&s.mode_id){
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if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.1.push((s.stage_id,model_id));
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}
}
}
for mut tup in modedatas.into_iter(){
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tup.1.sort_by_key(|tup|tup.0);
let mut eshmep1=std::collections::HashMap::new();
let mut eshmep2=std::collections::HashMap::new();
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self.modes.insert(tup.2,crate::model::ModeDescription{
start:tup.0,
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
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spawn_from_stage_id:eshmep1,
ordered_checkpoint_from_checkpoint_id:eshmep2,
});
}
println!("Physics Objects: {}",self.models.models.len());
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}
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.sensitivity=user_settings.calculate_sensitivity();
}
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//tickless gaming
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pub fn run(&mut self, time_limit:Time){
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//prepare is ommitted - everything is done via instructions.
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while let Some(instruction) = self.next_instruction(time_limit) {//collect
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//process
self.process_instruction(instruction);
//write hash lol
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}
}
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pub fn advance_time(&mut self, time: Time){
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self.body.advance_time(time);
self.time=time;
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}
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fn set_control(&mut self,control:u32,state:bool){
self.controls=if state{self.controls|control}else{self.controls&!control};
}
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fn next_strafe_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.style.strafe.as_ref().map(|strafe|{
TimedInstruction{
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time:Time::from_nanos(strafe.tick_rate.rhs_div_int(strafe.tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
}
})
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}
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//state mutated on collision:
//Accelerator
//stair step-up
//state mutated on instruction
//change fly acceleration (fly_sustain)
//change fly velocity
//generic event emmiters
//PlatformStandTime
//walk/swim/air/ladder sounds
//VState?
//falling under the map
// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
// if self.body.position<self.world.min_y {
// return Some(TimedInstruction{
// time:self.time,
// instruction:PhysicsInstruction::Trigger(None)
// });
// }
// }
// fn next_water_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,
// //only poll the physics if there is a before and after mouse event
// instruction:PhysicsInstruction::Water
// });
// }
fn refresh_walk_target(&mut self)->Planar64Vec3{
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match &mut self.move_state{
MoveState::Air|MoveState::Water=>self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time),
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MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.style.mesh();
let n=contact_normal(&self.models,&style_mesh,contact);
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut a;
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let mut v=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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let normal_accel=-n.dot(gravity)/n.length();
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.walk_speed,normal_accel);
a
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},
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MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.style.mesh();
let n=contact_normal(&self.models,&style_mesh,contact);
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut a;
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let mut v=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.ladder_speed,self.style.ladder_accel);
a
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},
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}
}
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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//check if you have a valid walk state and create an instruction
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match &self.move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{
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WalkEnum::Transient(walk_target)=>Some(TimedInstruction{
time:walk_target.time,
instruction:PhysicsInstruction::ReachWalkTargetVelocity
}),
WalkEnum::Reached=>None,
}
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MoveState::Air=>self.next_strafe_instruction(),
MoveState::Water=>None,//TODO
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}
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}
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}
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impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState{
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//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
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//JUST POLLING!!! NO MUTATION
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
collector.collect(self.next_move_instruction());
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let style_mesh=self.style.mesh();
//check for collision ends
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self.touching.predict_collision_end(&mut collector,&self.models,&style_mesh,&self.body,self.time);
//check for collision starts
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let mut aabb=crate::aabb::Aabb::default();
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self.body.grow_aabb(&mut aabb,self.time,collector.time());
aabb.inflate(self.style.hitbox.halfsize);
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//common body
let relative_body=VirtualBody::relative(&Body::default(),&self.body).body(self.time);
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self.bvh.the_tester(&aabb,&mut |id|{
//no checks are needed because of the time limits.
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let model_mesh=self.models.mesh(id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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collector.collect(minkowski.predict_collision_in(&relative_body,collector.time()).map(|(face,time)|{
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TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match self.models.attr(id){
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{model_id:id,face_id:face}),
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{model_id:id}),
})}
}));
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});
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collector.instruction()
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}
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}
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fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
match move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>Some(walk_state),
MoveState::Air|MoveState::Water=>None,
}
}
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fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,walk_state:&WalkState,v:&mut Planar64Vec3){
let jump_dir=match &walk_state.jump_direction{
JumpDirection::FromContactNormal=>contact_normal(models,&style.mesh(),&walk_state.contact),
&JumpDirection::Exactly(dir)=>dir,
};
*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
}
fn contact_normal(models:&PhysicsModels,style_mesh:&TransformedMesh,contact:&ContactCollision)->Planar64Vec3{
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let model_mesh=models.mesh(contact.model_id);
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let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,style_mesh);
minkowski.face_nd(contact.face_id).0
}
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
//test intersections at new position
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
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body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear();
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
point
}
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,v:Planar64Vec3)->bool{
//This is not correct but is better than what I have
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let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,style_mesh,contact);
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let r=n.dot(v)<=Planar64::ZERO;
if !r{
culled=true;
println!("set_velocity_cull contact={:?}",contact);
}
r
});
set_velocity(body,touching,models,style_mesh,v);
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culled
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}
fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut v:Planar64Vec3)->Planar64Vec3{
touching.constrain_velocity(models,style_mesh,&mut v);
body.velocity=v;
v
}
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
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let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,style_mesh,contact);
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let r=n.dot(a)<=Planar64::ZERO;
if !r{
culled=true;
println!("set_acceleration_cull contact={:?}",contact);
}
r
});
set_acceleration(body,touching,models,style_mesh,a);
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culled
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}
fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut a:Planar64Vec3)->Planar64Vec3{
touching.constrain_acceleration(models,style_mesh,&mut a);
body.acceleration=a;
a
}
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
set_position(body,touching,point);
set_acceleration(body,touching,models,&style.mesh(),style.gravity);
MoveState::Air
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}
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{
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let model=models.model(*mode.get_spawn_model_id(stage_id)? as usize);
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,point))
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}
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fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:usize)->Option<MoveState>{
//TODO: jump count and checkpoints are always reset on teleport.
//Map makers are expected to use tools to prevent
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
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match teleport_behaviour{
Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
if stage_element.force||game.stage_id<stage_element.stage_id{
//TODO: check if all checkpoints are complete up to destination stage id, otherwise set to checkpoint completion stage it
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game.stage_id=stage_element.stage_id;
}
match &stage_element.behaviour{
crate::model::StageElementBehaviour::SpawnAt=>None,
crate::model::StageElementBehaviour::Trigger
|crate::model::StageElementBehaviour::Teleport=>{
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
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teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
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},
crate::model::StageElementBehaviour::Platform=>None,
&crate::model::StageElementBehaviour::Checkpoint=>{
// let mode=modes.get_mode(stage_element.mode_id)?;
// if mode.ordered_checkpoint_id.map_or(true,|id|id<game.next_ordered_checkpoint_id)
// &&mode.unordered_checkpoint_count<=game.unordered_checkpoints.len() as u32{
// //pass
None
// }else{
// //fail
// teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
// }
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},
&crate::model::StageElementBehaviour::Ordered{checkpoint_id}=>{
if checkpoint_id<game.next_ordered_checkpoint_id{
//if you hit a checkpoint you already hit, nothing happens
None
}else if game.next_ordered_checkpoint_id==checkpoint_id{
//if you hit the next number in a sequence of ordered checkpoints
//increment the current checkpoint id
game.next_ordered_checkpoint_id+=1;
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None
}else{
//If you hit an ordered checkpoint after missing a previous one
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teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
}
},
crate::model::StageElementBehaviour::Unordered=>{
//count model id in accumulated unordered checkpoints
game.unordered_checkpoints.insert(model_id);
None
},
&crate::model::StageElementBehaviour::JumpLimit(jump_limit)=>{
//let count=game.jump_counts.get(&model.id);
//TODO
None
},
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}
},
Some(crate::model::TeleportBehaviour::Wormhole(wormhole))=>{
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let origin_model=models.model(model_id);
let destination_model=models.get_wormhole_model(wormhole.destination_model_id)?;
//ignore the transform for now
Some(teleport(body,touching,models,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
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}
None=>None,
}
}
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impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
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fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
match &ins.instruction{
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PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|PhysicsInstruction::StrafeTick=>(),
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_=>println!("{}|{:?}",ins.time,ins.instruction),
}
//selectively update body
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>self.time=ins.time,//idle simply updates time
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PhysicsInstruction::Input(_)
|PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick=>self.advance_time(ins.time),
}
match ins.instruction{
PhysicsInstruction::CollisionStart(c)=>{
let style_mesh=self.style.mesh();
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let model_id=c.model_id();
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match (self.models.attr(model_id),&c){
(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
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let mut v=self.body.velocity;
let normal=contact_normal(&self.models,&style_mesh,contact);
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match &contacting.contact_behaviour{
Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(crate::model::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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&Some(crate::model::ContactingBehaviour::Elastic(elasticity))=>{
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//velocity and normal are facing opposite directions so this is inherently negative.
let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
v+=normal*(d/normal.dot(normal));
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},
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Some(crate::model::ContactingBehaviour::Ladder(contacting_ladder))=>{
if contacting_ladder.sticky{
//kill v
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v=Planar64Vec3::ZERO;//model.velocity
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}
//ladder walkstate
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut target_velocity=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Ladder(walk_state);
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
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}
None=>if self.style.surf_slope.map_or(true,|s|contact_normal(&self.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){
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//ground
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let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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let mut target_velocity=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Walk(walk_state);
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
},
}
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//check ground
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self.touching.insert(c);
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//I love making functions with 10 arguments to dodge the borrow checker
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);
//flatten v
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
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match &general.booster{
Some(booster)=>{
//DELETE THIS when boosters get converted to height machines
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match booster{
&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
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&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
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}
},
None=>(),
}
let calc_move=if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
if let Some(walk_state)=get_walk_state(&self.move_state){
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jumped_velocity(&self.models,&self.style,walk_state,&mut v);
set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&style_mesh,v)
}else{false}
}else{false};
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match &general.trajectory{
Some(trajectory)=>{
match trajectory{
crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
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&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
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}
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},
None=>(),
}
set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v);
//not sure if or is correct here
if calc_move||Planar64::ZERO<normal.dot(v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
let a=self.refresh_walk_target();
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set_acceleration(&mut self.body,&self.touching,&self.models,&self.style.mesh(),a);
},
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.touching.insert(c);
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);
},
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_=>panic!("invalid pair"),
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}
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},
PhysicsInstruction::CollisionEnd(c) => {
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match self.models.attr(c.model_id()){
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PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
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self.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
//check ground
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(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
},
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PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
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self.touching.remove(&c);
},
}
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},
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PhysicsInstruction::StrafeTick => {
let control_dir=self.style.get_control_dir(self.controls);
if control_dir!=Planar64Vec3::ZERO{
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
let control_dir=camera_mat*control_dir;
//normalize but careful for zero
let d=self.body.velocity.dot(control_dir);
if d<self.style.mv {
let v=self.body.velocity+control_dir*(self.style.mv-d);
//this is wrong but will work ig
//need to note which push planes activate in push solve and keep those
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
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}
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}
}
PhysicsInstruction::ReachWalkTargetVelocity => {
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match &mut self.move_state{
MoveState::Air|MoveState::Water=>(),
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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match &mut walk_state.state{
WalkEnum::Reached=>(),
WalkEnum::Transient(walk_target)=>{
let style_mesh=self.style.mesh();
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//precisely set velocity
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let a=Planar64Vec3::ZERO;//ignore gravity for now.
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a);
let v=walk_target.velocity;
set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v);
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walk_state.state=WalkEnum::Reached;
},
}
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}
}
},
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PhysicsInstruction::Input(input_instruction) => {
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let mut refresh_walk_target=true;
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match input_instruction{
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PhysicsInputInstruction::SetNextMouse(m) => {
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self.camera.move_mouse(self.next_mouse.pos);
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(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
},
PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
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self.camera.move_mouse(m0.pos);
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(self.camera.mouse,self.next_mouse)=(m0,m1);
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},
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PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
PhysicsInputInstruction::SetJump(s) => {
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self.set_control(StyleModifiers::CONTROL_JUMP,s);
if let Some(walk_state)=get_walk_state(&self.move_state){
let mut v=self.body.velocity;
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jumped_velocity(&self.models,&self.style,walk_state,&mut v);
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
}
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::SetZoom(s) => {
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self.set_control(StyleModifiers::CONTROL_ZOOM,s);
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::Reset => {
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
set_position(&mut self.body,&mut self.touching,self.spawn_point);
set_velocity(&mut self.body,&self.touching,&self.models,&self.style.mesh(),Planar64Vec3::ZERO);
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(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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}
if refresh_walk_target{
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let a=self.refresh_walk_target();
if set_acceleration_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),a){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
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}
},
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}
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}
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}
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#[allow(dead_code)]
fn hit_the_ground(relative_body:Body){
let h0=Hitbox::from_mesh_scale_offset(PhysicsMesh::from(&crate::primitives::unit_cylinder()),Planar64Vec3::int(2,5,2)/2,Planar64Vec3::int(10,0,10));
let h1=Hitbox::roblox();
let hitbox_mesh=h1.transformed_mesh();
let platform_mesh=h0.transformed_mesh();
let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(&platform_mesh,&hitbox_mesh);
let collision=minkowski.predict_collision_in(&relative_body,Time::ONE_SECOND);
assert!(collision.is_some(),"No collision was generated");
assert_eq!(Time::ONE_SECOND/2,collision.unwrap().1,"Incorrect time of collision");
}
#[test]
fn hit_the_ground_degenerate(){
hit_the_ground(Body::new(
Planar64Vec3::ONE*10,
Planar64Vec3::int(0,-10,0),
Planar64Vec3::ZERO,
Time::ZERO
));
}
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#[test]
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fn hit_the_ground_oblique(){
hit_the_ground(Body::new(
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Planar64Vec3::ONE*10,
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Planar64Vec3::int(1,-160,2)/16,
Planar64Vec3::ZERO,
Time::ZERO
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));
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}