forked from StrafesNET/strafe-client
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910d520c2b
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03b21aa27f
@ -70,6 +70,10 @@ impl MouseState {
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}
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}
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enum JumpDirection{
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Exactly(Planar64Vec3),
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FromContactNormal,
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}
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enum WalkEnum{
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Reached,
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Transient(WalkTarget),
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@ -79,13 +83,14 @@ struct WalkTarget{
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time:Time,
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}
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struct WalkState{
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normal:Planar64Vec3,
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jump_direction:JumpDirection,
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contact:ContactCollision,
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state:WalkEnum,
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}
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impl WalkEnum{
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//args going crazy
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//(walk_enum,body.acceleration)=with_target_velocity();
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fn with_target_velocity(body:&Body,style:&StyleModifiers,gravity:Planar64Vec3,velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){
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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;
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//remove normal component
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target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
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@ -94,12 +99,12 @@ impl WalkEnum{
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}else{
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//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<style.walk_speed{
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let friction=if diff_len<speed{
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style.static_friction
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}else{
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style.kinetic_friction
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};
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let accel=style.walk_accel.min(gravity.dot(Planar64Vec3::NEG_Y)*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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@ -107,18 +112,20 @@ impl WalkEnum{
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}
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}
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impl WalkState{
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fn ground(body:&Body,style:&StyleModifiers,gravity:Planar64Vec3,velocity:Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(body,style,gravity,velocity,&Planar64Vec3::Y);
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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{
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state:walk_enum,
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normal:Planar64Vec3::Y,
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contact,
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jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
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},a)
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}
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fn ladder(body:&Body,style:&StyleModifiers,gravity:Planar64Vec3,velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(body,style,gravity,velocity,normal);
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fn ladder(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,normal,style.ladder_speed,style.ladder_accel);
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(Self{
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state:walk_enum,
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normal:normal.clone(),
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contact,
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jump_direction:JumpDirection::FromContactNormal,
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},a)
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}
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}
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@ -778,7 +785,7 @@ impl TouchingState{
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fn constrain_velocity(&self,models:&PhysicsModels,velocity:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let (n,_)=models.mesh(contact.model_id).face_nd(contact.face_id);
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let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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let d=n.dot(*velocity);
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if d<Planar64::ZERO{
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*velocity-=n*(d/n.dot(n));
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@ -805,21 +812,22 @@ impl TouchingState{
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for contact in &self.contacts{
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match models.attr(contact.model_id){
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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let normal=models.mesh(contact.model_id).face_nd(contact.face_id).0;
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match &contacting.contact_behaviour{
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Some(crate::model::ContactingBehaviour::Ladder(_))=>{
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//ladder walkstate
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let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time);
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self.constrain_velocity(models,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ladder(body,style,gravity,target_velocity,&models.mesh(contact.model_id).face_nd(contact.face_id).0);
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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);
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self.constrain_acceleration(models,&mut acceleration);
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a=acceleration;
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},
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None=>if style.surf_slope.map_or(true,|s|models.mesh(contact.model_id).face_nd(contact.face_id).0.slope_cmp(s,Planar64Vec3::Y)){
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None=>if style.surf_slope.map_or(true,|s|normal.slope_cmp(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);
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self.constrain_velocity(models,&mut target_velocity);
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let (walk_state,mut acceleration)=WalkState::ground(body,style,gravity,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);
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self.constrain_acceleration(models,&mut acceleration);
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a=acceleration;
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@ -1050,13 +1058,24 @@ impl PhysicsState {
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self.controls=if state{self.controls|control}else{self.controls&!control};
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}
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fn jump(&mut self){
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match &self.move_state{
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if match &self.move_state{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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let mut v=self.body.velocity+walk_state.normal*self.style.get_jump_deltav();
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let n=match &walk_state.jump_direction{
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JumpDirection::FromContactNormal=>self.models.mesh(walk_state.contact.model_id).face_nd(walk_state.contact.face_id).0,
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&JumpDirection::Exactly(dir)=>dir,
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};
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let mut v=self.body.velocity+n*self.style.get_jump_deltav();
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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let moving_away=Planar64::ZERO<n.dot(v);
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if moving_away{
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self.touching.remove(&Collision::Contact(walk_state.contact.clone()));
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}
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moving_away
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},
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MoveState::Air|MoveState::Water=>(),
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MoveState::Air|MoveState::Water=>false,
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}{
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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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}
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}
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@ -1104,23 +1123,24 @@ impl PhysicsState {
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fn refresh_walk_target(&mut self)->Option<Planar64Vec3>{
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match &mut self.move_state{
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MoveState::Air|MoveState::Water=>None,
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MoveState::Walk(WalkState{normal,state})=>{
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let n=normal;
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MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
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let n=self.models.mesh(contact.model_id).face_nd(contact.face_id).0;
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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 a;
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let mut v=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time);
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self.touching.constrain_velocity(&self.models,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,gravity,v,&n);
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let normal_accel=-n.dot(gravity);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.walk_speed,normal_accel);
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self.touching.constrain_acceleration(&self.models,&mut a);
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Some(a)
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},
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MoveState::Ladder(WalkState{normal,state})=>{
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let n=normal;
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MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
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let n=self.models.mesh(contact.model_id).face_nd(contact.face_id).0;
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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 a;
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let mut v=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time);
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self.touching.constrain_velocity(&self.models,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,gravity,v,&n);
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(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.ladder_speed,self.style.ladder_accel);
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self.touching.constrain_acceleration(&self.models,&mut a);
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Some(a)
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},
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@ -1275,9 +1295,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match ins.instruction{
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PhysicsInstruction::CollisionStart(c)=>{
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let model_id=c.model_id();
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match self.models.attr(model_id){
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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match (self.models.attr(model_id),&c){
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(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
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let mut v=self.body.velocity;
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let normal=self.models.mesh(model_id).face_nd(contact.face_id).0;
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match &contacting.contact_behaviour{
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Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(crate::model::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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@ -1296,17 +1317,17 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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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);
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self.touching.constrain_velocity(&self.models,&mut target_velocity);
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let (walk_state,mut a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,&self.models.mesh(model_id).face_nd(c.face_id().unwrap()).0);
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let (walk_state,mut a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Ladder(walk_state);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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}
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None=>if self.style.surf_slope.map_or(true,|s|self.models.mesh(model_id).face_nd(c.face_id().unwrap()).0.slope_cmp(s,Planar64Vec3::Y)){
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None=>if self.style.surf_slope.map_or(true,|s|self.models.mesh(model_id).face_nd(contact.face_id).0.slope_cmp(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);
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self.touching.constrain_velocity(&self.models,&mut target_velocity);
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let (walk_state,mut a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity);
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let (walk_state,mut a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
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self.move_state=MoveState::Walk(walk_state);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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@ -1352,11 +1373,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.acceleration=a;
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
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//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);
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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);
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},
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInstruction::CollisionEnd(c) => {
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@ -1432,9 +1454,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.position=self.spawn_point;
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self.body.velocity=Planar64Vec3::ZERO;
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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self.touching.clear();
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self.body.acceleration=self.style.gravity;
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self.move_state=MoveState::Air;
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self.touching.clear();//touching.recalculate() or some
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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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