forked from StrafesNET/strafe-client
refactor physics instruction processing
This commit is contained in:
parent
e04e754abb
commit
76a9b33fb2
172
src/physics.rs
172
src/physics.rs
@ -13,8 +13,10 @@ use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use gameplay::ModeState;
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//internal influence
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//when the physics asks itself what happens next, this is how it's represented
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#[derive(Debug)]
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pub enum PhysicsInstruction {
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enum PhysicsInternalInstruction{
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CollisionStart(Collision),
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CollisionEnd(Collision),
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StrafeTick,
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@ -25,12 +27,11 @@ pub enum PhysicsInstruction {
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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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),
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SetSensitivity(Ratio64Vec2),
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}
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//external influence
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//this is how you influence the physics from outside
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#[derive(Debug)]
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pub enum PhysicsInputInstruction {
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pub enum PhysicsInputInstruction{
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveRight(bool),
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@ -47,6 +48,14 @@ pub enum PhysicsInputInstruction {
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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PracticeFly,
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SetSensitivity(Ratio64Vec2),
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}
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#[derive(Debug)]
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enum PhysicsInstruction{
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Internal(PhysicsInternalInstruction),
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//InputInstructions conditionally activate RefreshWalkTarget
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//(by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
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}
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#[derive(Clone,Copy,Debug,Default,Hash)]
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@ -559,13 +568,13 @@ impl MoveState{
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=>None,
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}
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}
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fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInstruction>>{
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fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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//check if you have a valid walk state and create an instruction
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match self{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.target{
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&TransientAcceleration::Reachable{acceleration:_,time}=>Some(TimedInstruction{
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time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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instruction:PhysicsInternalInstruction::ReachWalkTargetVelocity
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}),
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TransientAcceleration::Unreachable{acceleration:_}
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|TransientAcceleration::Reached
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@ -575,7 +584,7 @@ impl MoveState{
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TimedInstruction{
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time:strafe.next_tick(time),
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//only poll the physics if there is a before and after mouse event
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instruction:PhysicsInstruction::StrafeTick
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instruction:PhysicsInternalInstruction::StrafeTick
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}
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}),
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MoveState::Water=>None,//TODO
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@ -769,7 +778,7 @@ impl TouchingState{
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}
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}
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}
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInternalInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
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let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
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for contact in &self.contacts{
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//detect face slide off
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@ -778,7 +787,7 @@ impl TouchingState{
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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{
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time,
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instruction:PhysicsInstruction::CollisionEnd(
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instruction:PhysicsInternalInstruction::CollisionEnd(
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Collision::Contact(ContactCollision{convex_mesh_id:contact.convex_mesh_id,face_id:contact.face_id})
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),
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}
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@ -791,7 +800,7 @@ impl TouchingState{
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collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(_face,time)|{
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TimedInstruction{
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time,
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instruction:PhysicsInstruction::CollisionEnd(
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instruction:PhysicsInternalInstruction::CollisionEnd(
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Collision::Intersect(IntersectCollision{convex_mesh_id:intersect.convex_mesh_id})
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),
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}
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@ -950,15 +959,11 @@ impl Default for PhysicsData{
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}
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}
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impl PhysicsState {
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impl PhysicsState{
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fn clear(&mut self){
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self.touching.clear();
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}
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fn advance_time(&mut self, time: Time){
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self.body.advance_time(time);
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self.time=time;
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}
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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self.move_state.next_move_instruction(&self.style.strafe,self.time)
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}
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//lmao idk this is convenient
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@ -1031,31 +1036,33 @@ pub struct PhysicsContext{
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state:PhysicsState,//this captures the entire state of the physics.
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data:PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
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}
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//the physics consumes the generic PhysicsInstruction, but can only emit the more narrow PhysicsInternalInstruction
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impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
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fn process_instruction(&mut self,ins:TimedInstruction<PhysicsInstruction>){
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atomic_state_update(&mut self.state,&self.data,ins)
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}
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}
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impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
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impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsContext{
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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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literally_next_instruction_but_with_context(&self.state,&self.data,time_limit)
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fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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next_instruction_internal(&self.state,&self.data,time_limit)
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}
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}
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impl PhysicsContext{
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pub fn clear(&mut self){
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self.state.clear();
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}
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//TODO: remove non-standard interfaces to process_instruction
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.process_instruction(TimedInstruction{
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
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instruction:PhysicsInputInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
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});
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}
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pub fn spawn(&mut self){
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self.process_instruction(TimedInstruction{
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
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instruction:PhysicsInputInstruction::Reset,
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});
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}
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pub const fn output(&self)->PhysicsOutputState{
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@ -1141,16 +1148,19 @@ impl PhysicsContext{
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}
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//tickless gaming
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fn run(&mut self,time_limit:Time){
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fn run_internal_exhaustive(&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
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self.process_instruction(instruction);
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self.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:PhysicsInstruction::Internal(instruction.instruction),
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});
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//write hash lol
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}
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}
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pub fn run_input_instruction(&mut self,instruction:TimedInstruction<PhysicsInputInstruction>){
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self.run(instruction.time);
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self.run_internal_exhaustive(instruction.time);
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self.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:PhysicsInstruction::Input(instruction.instruction),
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@ -1158,7 +1168,8 @@ impl PhysicsContext{
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}
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}
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fn literally_next_instruction_but_with_context(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
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//this is the one who asks
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fn next_instruction_internal(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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//JUST POLLING!!! NO MUTATION
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let mut collector = instruction::InstructionCollector::new(time_limit);
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@ -1180,7 +1191,7 @@ impl PhysicsContext{
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//temp (?) code to avoid collision loops
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.map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
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.map(|(face,time)|{
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TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
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TimedInstruction{time,instruction:PhysicsInternalInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
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PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{convex_mesh_id,face_id:face}),
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PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{convex_mesh_id}),
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})}
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@ -1316,27 +1327,18 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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}
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fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
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match &ins.instruction{
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PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
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|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
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|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
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|PhysicsInstruction::StrafeTick=>(),
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_=>println!("{}|{:?}",ins.time,ins.instruction),
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}
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//selectively update body
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match &ins.instruction{
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PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>state.time=ins.time,//idle simply updates time
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PhysicsInstruction::Input(_)
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionEnd(_)
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|PhysicsInstruction::StrafeTick
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|PhysicsInstruction::SetSensitivity(_)
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=>state.advance_time(ins.time),
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}
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fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
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let should_advance_body=match ins.instruction{
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PhysicsInternalInstruction::CollisionStart(_)
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|PhysicsInternalInstruction::CollisionEnd(_)
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|PhysicsInternalInstruction::StrafeTick
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|PhysicsInternalInstruction::ReachWalkTargetVelocity=>true,
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};
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if should_advance_body{
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state.body.advance_time(state.time);
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}
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match ins.instruction{
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PhysicsInstruction::CollisionStart(collision)=>{
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PhysicsInternalInstruction::CollisionStart(collision)=>{
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let convex_mesh_id=collision.convex_mesh_id();
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match (data.models.attr(convex_mesh_id.model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>{
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@ -1445,7 +1447,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInstruction::CollisionEnd(collision)=>{
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PhysicsInternalInstruction::CollisionEnd(collision)=>{
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match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
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state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
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@ -1478,7 +1480,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInstruction::StrafeTick=>{
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PhysicsInternalInstruction::StrafeTick=>{
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//TODO make this less huge
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if let Some(strafe_settings)=&state.style.strafe{
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let controls=state.input_state.controls;
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@ -1496,7 +1498,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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}
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}
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PhysicsInstruction::ReachWalkTargetVelocity=>{
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PhysicsInternalInstruction::ReachWalkTargetVelocity=>{
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match &mut state.move_state{
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MoveState::Air
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|MoveState::Water
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@ -1520,10 +1522,48 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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}
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},
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PhysicsInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
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PhysicsInstruction::Input(input_instruction)=>{
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}
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}
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fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInputInstruction>){
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let should_advance_body=match ins.instruction{
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//the body may as well be a quantum wave function
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//as far as these instruction are concerned (they don't care where it is)
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PhysicsInputInstruction::SetSensitivity(..)
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|PhysicsInputInstruction::Reset
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|PhysicsInputInstruction::SetZoom(..)
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|PhysicsInputInstruction::Idle=>false,
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//these controls only update the body if you are on the ground
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PhysicsInputInstruction::SetNextMouse(..)
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|PhysicsInputInstruction::ReplaceMouse(..)
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|PhysicsInputInstruction::SetMoveForward(..)
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|PhysicsInputInstruction::SetMoveLeft(..)
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|PhysicsInputInstruction::SetMoveBack(..)
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|PhysicsInputInstruction::SetMoveRight(..)
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|PhysicsInputInstruction::SetMoveUp(..)
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|PhysicsInputInstruction::SetMoveDown(..)
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|PhysicsInputInstruction::SetJump(..)=>{
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//technically this could be refined further
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//and only advance if you are moving relative to the contact
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//but this is good enough for now
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match &state.move_state{
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MoveState::Fly
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|MoveState::Water
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|MoveState::Walk(_)
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|MoveState::Ladder(_)=>true,
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MoveState::Air=>false,
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}
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},
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//the body must be updated unconditionally
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PhysicsInputInstruction::PracticeFly=>true,
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};
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if should_advance_body{
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state.body.advance_time(state.time);
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}
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//TODO: UNTAB
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let mut b_refresh_walk_target=true;
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match input_instruction{
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match ins.instruction{
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PhysicsInputInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
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PhysicsInputInstruction::SetNextMouse(m)=>{
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state.camera.move_mouse(state.input_state.mouse_delta());
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state.input_state.set_next_mouse(m);
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@ -1539,7 +1579,6 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
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PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
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PhysicsInputInstruction::SetJump(s)=>{
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b_refresh_walk_target=false;
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state.input_state.set_control(Controls::Jump,s);
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if let Some(walk_state)=state.move_state.get_walk_state(){
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if let Some(jump_settings)=&state.style.jump{
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@ -1548,6 +1587,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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state.cull_velocity(&data,jumped_velocity);
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}
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::SetZoom(s)=>{
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state.input_state.set_control(Controls::Zoom,s);
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@ -1577,13 +1617,29 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
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PhysicsInputInstruction::Idle=>{
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//literally idle!
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b_refresh_walk_target=false;
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},
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}
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if b_refresh_walk_target{
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state.apply_input_and_body(data);
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state.cull_velocity(data,state.body.velocity);
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}
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},
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}
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fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
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match &ins.instruction{
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PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
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|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
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|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
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|PhysicsInstruction::Internal(PhysicsInternalInstruction::StrafeTick)=>(),
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_=>println!("{}|{:?}",ins.time,ins.instruction),
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}
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state.time=ins.time;
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match ins.instruction{
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PhysicsInstruction::Internal(instruction)=>atomic_internal_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
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PhysicsInstruction::Input(instruction)=>atomic_input_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
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}
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}
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@ -190,7 +190,7 @@ mod test{
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for _ in 0..5 {
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let task = instruction::TimedInstruction{
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time:integer::Time::ZERO,
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instruction:physics::PhysicsInstruction::StrafeTick,
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instruction:physics::PhysicsInputInstruction::Idle,
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};
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worker.send(task).unwrap();
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}
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@ -204,7 +204,7 @@ mod test{
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// Send a new task
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let task = instruction::TimedInstruction{
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time:integer::Time::ZERO,
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instruction:physics::PhysicsInstruction::StrafeTick,
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instruction:physics::PhysicsInputInstruction::Idle,
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};
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worker.send(task).unwrap();
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