forked from StrafesNET/strafe-client
MouseInterpolationState
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4c079068d6
commit
6ada08ef6f
49
src/body.rs
49
src/body.rs
@ -29,12 +29,61 @@ pub enum MoveRestriction {
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Ladder,//multiple ladders how
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Ladder,//multiple ladders how
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}
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}
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enum MouseInterpolation {
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First,//just checks the last value
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Lerp,//lerps between
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}
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enum InputInstruction {
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MoveMouse(glam::IVec2),
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Jump(bool),
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}
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pub struct MouseInterpolationState {
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interpolation: MouseInterpolation,
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time0: TIME,
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time1: TIME,
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mouse0: glam::IVec2,
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mouse1: glam::IVec2,
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}
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impl MouseInterpolationState {
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pub fn move_mouse(&mut self,time:TIME,pos:glam::IVec2){
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self.time0=self.time1;
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self.mouse0=self.mouse1;
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self.time1=time;
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self.mouse1=pos;
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}
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pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
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match self.interpolation {
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MouseInterpolation::First => self.mouse0,
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MouseInterpolation::Lerp => {
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//a 5 hour run uses 45 bits of TIME
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//mouse positions may accumulate on a map where the player spins, especially for high dpi...
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let x0=self.mouse0.x as i128;
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let y0=self.mouse0.y as i128;
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let x1=self.mouse1.x as i128;
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let y1=self.mouse1.y as i128;
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let t1t=(self.time1-time) as i128;
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let tt0=(time-self.time0) as i128;
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let dt=(self.time1-self.time0) as i128;
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glam::ivec2(
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((x0*t1t+x1*tt0)/dt) as i32,
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((y0*t1t+y1*tt0)/dt) as i32)
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}
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}
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}
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}
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pub struct PhysicsState {
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pub struct PhysicsState {
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pub body: Body,
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pub body: Body,
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pub contacts: Vec<RelativeCollision>,
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pub contacts: Vec<RelativeCollision>,
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//temp
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//temp
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pub models_cringe_clone: Vec<Model>,
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pub models_cringe_clone: Vec<Model>,
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pub temp_control_dir: glam::Vec3,
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pub temp_control_dir: glam::Vec3,
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//camera must exist in state because wormholes modify the camera, also camera punch
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//pub camera: Camera,
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//pub mouse_interpolation: MouseInterpolationState,
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pub time: TIME,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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pub strafe_tick_den: TIME,
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