wip: tickless physics

This commit is contained in:
Quaternions 2023-09-08 20:14:18 -07:00
parent 4f5c9afed3
commit 7f841427dd
2 changed files with 83 additions and 51 deletions

View File

@ -5,6 +5,8 @@ pub enum PhysicsInstruction {
CollisionEnd(RelativeCollision), CollisionEnd(RelativeCollision),
StrafeTick, StrafeTick,
Jump, Jump,
SetWalkTargetVelocity(glam::Vec3),
ReachWalkTargetVelocity,
// Water, // Water,
// Spawn( // Spawn(
// Option<SpawnId>, // Option<SpawnId>,
@ -14,15 +16,25 @@ pub enum PhysicsInstruction {
} }
pub struct Body { pub struct Body {
pub position: glam::Vec3,//I64 where 2^32 = 1 u position: glam::Vec3,//I64 where 2^32 = 1 u
pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
pub time: TIME,//nanoseconds x xxxxD! acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
time: TIME,//nanoseconds x xxxxD!
}
pub enum MoveRestriction {
Air,
Water,
Ground,
Ladder,//multiple ladders how
} }
pub struct PhysicsState { pub struct PhysicsState {
pub body: Body, pub body: Body,
pub contacts: Vec<RelativeCollision>, pub contacts: Vec<RelativeCollision>,
//temp
pub models_cringe_clone: Vec<Model>, pub models_cringe_clone: Vec<Model>,
pub temp_control_dir: glam::Vec3,
pub time: TIME, pub time: TIME,
pub strafe_tick_num: TIME, pub strafe_tick_num: TIME,
pub strafe_tick_den: TIME, pub strafe_tick_den: TIME,
@ -30,6 +42,7 @@ pub struct PhysicsState {
pub mv: f32, pub mv: f32,
pub walkspeed: f32, pub walkspeed: f32,
pub friction: f32, pub friction: f32,
pub walk_target_velocity: glam::Vec3,
pub gravity: glam::Vec3, pub gravity: glam::Vec3,
pub grounded: bool, pub grounded: bool,
pub jump_trying: bool, pub jump_trying: bool,
@ -173,50 +186,45 @@ impl RelativeCollision {
pub type TIME = i64; pub type TIME = i64;
impl Body {
pub fn with_position(position:glam::Vec3) -> Self {
Self{
position: position,
velocity: glam::Vec3::ZERO,
acceleration: glam::Vec3::ZERO,
time: 0,
}
}
pub fn extrapolated_position(&self,time: TIME)->glam::Vec3{
let dt=(time-self.time) as f64/1_000_000_000f64;
self.position+self.velocity*(dt as f32)+self.acceleration*((0.5*dt*dt) as f32)
}
pub fn advance_time(&mut self, time: TIME){
self.position=self.extrapolated_position(time);
self.time=time;
}
}
const CONTROL_JUMP:u32 = 0b01000000;//temp DATA NORMALIZATION!@#$ const CONTROL_JUMP:u32 = 0b01000000;//temp DATA NORMALIZATION!@#$
impl PhysicsState { impl PhysicsState {
//delete this, we are tickless gamers //tickless gaming
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){ pub fn run(&mut self, time: TIME){
let target_tick = (time*self.strafe_tick_num/self.strafe_tick_den) as u32; //prepare is ommitted - everything is done via instructions.
//the game code can run for 1 month before running out of ticks while let Some(instruction) = self.next_instruction() {//collect
while self.tick<target_tick { if time<instruction.time {
self.tick += 1; break;
let dt=0.01;
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*control_dir;
}
self.body.velocity+=self.gravity*dt;
self.body.position+=self.body.velocity*dt;
if self.body.position.y<0.0{
self.body.position.y=0.0;
self.body.velocity.y=0.0;
self.grounded=true;
}
if self.grounded&&(controls&CONTROL_JUMP)!=0 {
self.grounded=false;
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.grounded {
let applied_friction=self.friction*dt;
let targetv=control_dir*self.walkspeed;
let diffv=targetv-self.body.velocity;
if applied_friction*applied_friction<diffv.length_squared() {
self.body.velocity+=applied_friction*diffv.normalize();
} else {
//PhysicsInstruction::WalkTargetReached
self.body.velocity=targetv;
}
} }
//advance
//self.advance_time(instruction.time);
//process
self.process_instruction(instruction);
//write hash lol
} }
self.body.time=target_tick as TIME*self.strafe_tick_den/self.strafe_tick_num;
} }
//delete this pub fn advance_time(&mut self, time: TIME){
pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 { self.body.advance_time(time);
let dt=(time-self.body.time) as f64/1_000_000_000f64; self.time=time;
self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
} }
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> { fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
@ -304,7 +312,31 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
} }
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState { impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, instruction:TimedInstruction<PhysicsInstruction>) { fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
// //mutate position and velocity and time
self.advance_time(ins.time);//should this be in run?
match ins.instruction {
PhysicsInstruction::CollisionStart(_) => todo!(),
PhysicsInstruction::CollisionEnd(_) => todo!(),
PhysicsInstruction::StrafeTick => {
//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
let d=self.body.velocity.dot(self.temp_control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*self.temp_control_dir;
}
}
PhysicsInstruction::Jump => {
self.grounded=false;//do I need this?
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
PhysicsInstruction::ReachWalkTargetVelocity => {
//precisely set velocity
self.body.velocity=self.walk_target_velocity;
}
PhysicsInstruction::SetWalkTargetVelocity(v) => {
self.walk_target_velocity=v;
//calculate acceleration yada yada
},
}
} }
} }

View File

@ -292,11 +292,7 @@ impl strafe_client::framework::Example for Skybox {
controls:0, controls:0,
}; };
let physics = strafe_client::body::PhysicsState { let physics = strafe_client::body::PhysicsState {
body: strafe_client::body::Body { body: strafe_client::body::Body::with_position(glam::Vec3::new(5.0,5.0,5.0)),
position: glam::Vec3::new(5.0,0.0,5.0),
velocity: glam::Vec3::new(0.0,0.0,0.0),
time: 0,
},
time: 0, time: 0,
tick: 0, tick: 0,
strafe_tick_num: 100,//100t strafe_tick_num: 100,//100t
@ -306,12 +302,14 @@ impl strafe_client::framework::Example for Skybox {
mv: 2.7, mv: 2.7,
grounded: true, grounded: true,
jump_trying: false, jump_trying: false,
temp_control_dir: glam::Vec3::ZERO,
walkspeed: 18.0, walkspeed: 18.0,
contacts: Vec::<strafe_client::body::RelativeCollision>::new(), contacts: Vec::<strafe_client::body::RelativeCollision>::new(),
models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(), models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
walk_target_velocity: glam::Vec3::ZERO,
}; };
let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0)); let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"), label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms), contents: bytemuck::cast_slice(&camera_uniforms),
@ -638,13 +636,15 @@ impl strafe_client::framework::Example for Skybox {
let time=self.start_time.elapsed().as_nanos() as i64; let time=self.start_time.elapsed().as_nanos() as i64;
self.physics.run(time,control_dir,self.camera.controls); self.physics.temp_control_dir=control_dir;
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
self.physics.run(time);
let mut encoder = let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation // update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics.extrapolate_position(time)); let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
self.staging_belt self.staging_belt
.write_buffer( .write_buffer(
&mut encoder, &mut encoder,