This commit is contained in:
Quaternions 2023-09-19 17:53:29 -07:00
parent 1de3501e89
commit 990199b4c7
3 changed files with 170 additions and 202 deletions

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@ -4,11 +4,9 @@ use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruct
pub enum PhysicsInstruction { pub enum PhysicsInstruction {
CollisionStart(RelativeCollision), CollisionStart(RelativeCollision),
CollisionEnd(RelativeCollision), CollisionEnd(RelativeCollision),
SetControlDir(glam::Vec3),
StrafeTick, StrafeTick,
Jump, Jump,
SetWalkTargetVelocity(glam::Vec3), RefreshWalkTarget,//this could be a helper function instead of an instruction
RefreshWalkTarget,
ReachWalkTargetVelocity, ReachWalkTargetVelocity,
// Water, // Water,
// Spawn( // Spawn(
@ -16,6 +14,9 @@ pub enum PhysicsInstruction {
// bool,//true = Trigger; false = teleport // bool,//true = Trigger; false = teleport
// bool,//true = Force // bool,//true = Force
// ) // )
//Both of these conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
MoveMouse(glam::IVec2),
SetControls(u32,u32),//can activate Jump
} }
pub struct Body { pub struct Body {
@ -51,34 +52,35 @@ pub enum MoveRestriction {
Ladder,//multiple ladders how Ladder,//multiple ladders how
} }
enum MouseInterpolation { /*
First,//just checks the last value
Lerp,//lerps between
}
enum InputInstruction { enum InputInstruction {
MoveMouse(glam::IVec2),
Jump(bool),
} }
struct InputState { struct InputState {
controls: u32,
mouse_interpolation: MouseInterpolation,
time: TIME,
} }
impl InputState { impl InputState {
pub fn get_control(&self,control:u32) -> bool { pub fn get_control(&self,control:u32) -> bool {
self.controls&control!=0 self.controls&control!=0
} }
pub fn process_instruction(&mut self,ins:InputInstruction){ }
match ins { impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"), fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"), //this is polled by PhysicsState for actions like Jump
//no, it has to be the other way around. physics is run up until the jump instruction, and then the jump instruction is pushed.
self.queue.get(0)
} }
} }
impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
fn process_instruction(&mut self,ins:TimedInstruction<InputInstruction>){
//add to queue
self.queue.push(ins);
} }
}
*/
enum MouseInterpolation {
First,//just checks the last value
Lerp,//lerps between
}
pub struct MouseInterpolationState { pub struct MouseInterpolationState {
interpolation: MouseInterpolation, interpolation: MouseInterpolation,
time0: TIME, time0: TIME,
@ -130,6 +132,64 @@ impl WalkState {
} }
} }
// Note: we use the Y=up coordinate space in this example.
pub struct Camera {
offset: glam::Vec3,
angles: glam::Vec3,
//punch: glam::Vec3,
//punch_velocity: glam::Vec3,
fov: glam::Vec2,//slope
sensitivity: glam::Vec2,
}
impl Camera {
fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
Self{
offset,
angles: glam::Vec3::ZERO,
fov: glam::vec2(aspect,1.0),
sensitivity: glam::vec2(1.0/2048.0,1.0/2048.0),
}
}
}
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;
const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
fn get_control_dir(controls: u32) -> glam::Vec3{
//don't get fancy just do it
let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
control_dir+=FORWARD_DIR;
}
if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
control_dir+=-FORWARD_DIR;
}
if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
control_dir+=-RIGHT_DIR;
}
if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
control_dir+=RIGHT_DIR;
}
if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
control_dir+=UP_DIR;
}
if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
control_dir+=-UP_DIR;
}
return control_dir
}
pub struct PhysicsState { pub struct PhysicsState {
pub body: Body, pub body: Body,
pub hitbox_halfsize: glam::Vec3, pub hitbox_halfsize: glam::Vec3,
@ -137,10 +197,10 @@ pub struct PhysicsState {
//pub intersections: Vec<ModelId>, //pub intersections: Vec<ModelId>,
//temp //temp
pub models_cringe_clone: Vec<Model>, pub models_cringe_clone: Vec<Model>,
pub temp_control_dir: glam::Vec3,
//camera must exist in state because wormholes modify the camera, also camera punch //camera must exist in state because wormholes modify the camera, also camera punch
//pub camera: Camera, pub camera: Camera,
//pub mouse_interpolation: MouseInterpolationState, pub mouse_interpolation: MouseInterpolationState,
pub controls: u32,
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,
@ -353,8 +413,6 @@ impl PhysicsState {
pub fn run(&mut self, time_limit:TIME){ pub fn run(&mut self, time_limit:TIME){
//prepare is ommitted - everything is done via instructions. //prepare is ommitted - everything is done via instructions.
while let Some(instruction) = self.next_instruction(time_limit) {//collect while let Some(instruction) = self.next_instruction(time_limit) {//collect
//advance
//self.advance_time(instruction.time);
//process //process
self.process_instruction(instruction); self.process_instruction(instruction);
//write hash lol //write hash lol

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@ -1,12 +1,10 @@
use std::future::Future; use std::future::Future;
#[cfg(target_arch = "wasm32")] #[cfg(target_arch = "wasm32")]
use std::str::FromStr; use std::str::FromStr;
#[cfg(not(target_arch = "wasm32"))]
use std::time::Instant;
#[cfg(target_arch = "wasm32")] #[cfg(target_arch = "wasm32")]
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas}; use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
use winit::{ use winit::{
event::{self, WindowEvent}, event::{self, WindowEvent, DeviceEvent},
event_loop::{ControlFlow, EventLoop}, event_loop::{ControlFlow, EventLoop},
}; };
@ -54,7 +52,7 @@ pub trait Example: 'static + Sized {
queue: &wgpu::Queue, queue: &wgpu::Queue,
); );
fn update(&mut self, event: WindowEvent); fn update(&mut self, event: WindowEvent);
fn move_mouse(&mut self, delta: (f64,f64)); fn device_event(&mut self, event: DeviceEvent);
fn render( fn render(
&mut self, &mut self,
view: &wgpu::TextureView, view: &wgpu::TextureView,
@ -350,13 +348,10 @@ fn start<E: Example>(
} }
}, },
event::Event::DeviceEvent { event::Event::DeviceEvent {
event: event,
winit::event::DeviceEvent::MouseMotion {
delta,
},
.. ..
} => { } => {
example.move_mouse(delta); example.device_event(event);
}, },
event::Event::RedrawRequested(_) => { event::Event::RedrawRequested(_) => {

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@ -1,4 +1,5 @@
use bytemuck::{Pod, Zeroable}; use bytemuck::{Pod, Zeroable};
use strafe_client::{instruction::{TimedInstruction, self}, body::MouseInterpolationState};
use std::{borrow::Cow, time::Instant}; use std::{borrow::Cow, time::Instant};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel}; use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
@ -30,88 +31,6 @@ struct ModelGraphics {
bind_group: wgpu::BindGroup, bind_group: wgpu::BindGroup,
model_buf: wgpu::Buffer, model_buf: wgpu::Buffer,
} }
// Note: we use the Y=up coordinate space in this example.
struct Camera {
screen_size: (u32, u32),
offset: glam::Vec3,
fov: f32,
yaw: f32,
pitch: f32,
controls: u32,
}
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;
const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
fn get_control_dir(controls: u32) -> glam::Vec3{
//don't get fancy just do it
let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
control_dir+=FORWARD_DIR;
}
if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
control_dir+=-FORWARD_DIR;
}
if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
control_dir+=-RIGHT_DIR;
}
if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
control_dir+=RIGHT_DIR;
}
if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
control_dir+=UP_DIR;
}
if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
control_dir+=-UP_DIR;
}
return control_dir
}
#[inline]
fn perspective_rh(fov_y_slope: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r = z_far / (z_near - z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/(fov_y_slope * aspect_ratio), 0.0, 0.0, 0.0),
glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
glam::Vec4::new(0.0, 0.0, r, -1.0),
glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
)
}
impl Camera {
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
let fov = if self.controls&CONTROL_ZOOM==0 {
self.fov
}else{
self.fov/5.0
};
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
let proj_inv = proj.inverse();
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw
}
}
pub struct GraphicsBindGroups { pub struct GraphicsBindGroups {
camera: wgpu::BindGroup, camera: wgpu::BindGroup,
skybox_texture: wgpu::BindGroup, skybox_texture: wgpu::BindGroup,
@ -124,7 +43,7 @@ pub struct GraphicsPipelines {
pub struct GraphicsData { pub struct GraphicsData {
start_time: std::time::Instant, start_time: std::time::Instant,
camera: Camera, screen_size: (u32, u32),
physics: strafe_client::body::PhysicsState, physics: strafe_client::body::PhysicsState,
pipelines: GraphicsPipelines, pipelines: GraphicsPipelines,
bind_groups: GraphicsBindGroups, bind_groups: GraphicsBindGroups,
@ -210,6 +129,32 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
modeldatas modeldatas
} }
#[inline]
fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32 z_near: f32, z_far: f32) -> glam::Mat4 {
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r = z_far / (z_near - z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
glam::Vec4::new(0.0, 0.0, r, -1.0),
glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
)
}
fn to_uniform_data(camera: &Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
let proj = perspective_rh(self.fov_x, self.fov_y, 0.5, 1000.0);
let proj_inv = proj.inverse();
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.angles.y, self.angles.x, self.angles.z);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw
}
impl strafe_client::framework::Example for GraphicsData { impl strafe_client::framework::Example for GraphicsData {
fn optional_features() -> wgpu::Features { fn optional_features() -> wgpu::Features {
wgpu::Features::TEXTURE_COMPRESSION_ASTC wgpu::Features::TEXTURE_COMPRESSION_ASTC
@ -352,14 +297,6 @@ impl strafe_client::framework::Example for GraphicsData {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))), source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
}); });
let camera = Camera {
screen_size: (config.width, config.height),
offset: glam::Vec3::new(0.0,4.5-2.5,0.0),
fov: 1.0, //fov_slope = tan(fov_y/2)
pitch: 0.0,
yaw: 0.0,
controls:0,
};
let physics = strafe_client::body::PhysicsState { let physics = strafe_client::body::PhysicsState {
body: strafe_client::body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)), body: strafe_client::body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
time: 0, time: 0,
@ -372,12 +309,14 @@ impl strafe_client::framework::Example for GraphicsData {
mv: 2.7, mv: 2.7,
grounded: false, grounded: false,
jump_trying: false, jump_trying: false,
temp_control_dir: glam::Vec3::ZERO,
walkspeed: 18.0, walkspeed: 18.0,
contacts: std::collections::HashSet::new(), contacts: std::collections::HashSet::new(),
models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).flatten().collect(), models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).flatten().collect(),
walk: strafe_client::body::WalkState::new(), walk: strafe_client::body::WalkState::new(),
hitbox_halfsize: glam::vec3(1.0,2.5,1.0), hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
camera: Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
mouse_interpolation: strafe_client::body::MouseInterpolationState::new(),
controls: 0,
}; };
//load textures //load textures
@ -653,7 +592,7 @@ impl strafe_client::framework::Example for GraphicsData {
GraphicsData { GraphicsData {
start_time: Instant::now(), start_time: Instant::now(),
camera, screen_size,
physics, physics,
pipelines:GraphicsPipelines{ pipelines:GraphicsPipelines{
skybox:sky_pipeline, skybox:sky_pipeline,
@ -672,59 +611,64 @@ impl strafe_client::framework::Example for GraphicsData {
#[allow(clippy::single_match)] #[allow(clippy::single_match)]
fn update(&mut self, event: winit::event::WindowEvent) { fn update(&mut self, event: winit::event::WindowEvent) {
//nothing atm
}
fn device_event(&mut self, event: winit::event::DeviceEvent) {
//there's no way this is the best way get a timestamp.
let time=self.start_time.elapsed().as_nanos() as i64;
match event { match event {
winit::event::WindowEvent::KeyboardInput { winit::event::DeviceEvent::KeyboardInput {
input: input:
winit::event::KeyboardInput { winit::event::KeyboardInput {
state, state,
virtual_keycode: Some(keycode), scancode: keycode,
.. ..
}, },
..
} => { } => {
match (state,keycode) { let s=match state {
(k,winit::event::VirtualKeyCode::W) => match k { winit::event::ElementState::Pressed => true,
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEFORWARD, winit::event::ElementState::Released => false,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEFORWARD, };
if let Some(instruction)=match keycode {
119 => Some(InputInstruction::MoveForward(s)),//W
97 => Some(InputInstruction::MoveLeft(s)),//A
115 => Some(InputInstruction::MoveBack(s)),//S
100 => Some(InputInstruction::MoveRight(s)),//D
101 => Some(InputInstruction::MoveUp(s)),//E
113 => Some(InputInstruction::MoveDown(s)),//Q
32 => Some(InputInstruction::Jump(s)),//Space
122 => Some(InputInstruction::Zoom(s)),//Z
114 => if s{Some(InputInstruction::Reset)}else{None},//R
_ => None,
} }
(k,winit::event::VirtualKeyCode::A) => match k { {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVELEFT, self.physics.queue_input_instruction(TimedInstruction{
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVELEFT, time,
instruction,
})
} }
(k,winit::event::VirtualKeyCode::S) => match k { },
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEBACK, winit::event::DeviceEvent::MouseMotion {
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEBACK, delta,//these (f64,f64) are integers on my machine
} } => {
(k,winit::event::VirtualKeyCode::D) => match k { self.physics.queue_input_instruction(TimedInstruction{
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVERIGHT, time,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVERIGHT, instruction:InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))
} })
(k,winit::event::VirtualKeyCode::E) => match k { },
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEUP, winit::event::DeviceEvent::MouseWheel {
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEUP, delta,//these (f64,f64) are integers on my machine
} } => {
(k,winit::event::VirtualKeyCode::Q) => match k { if self.physics.use_scroll{
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEDOWN, self.physics.queue_input_instruction(TimedInstruction{
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEDOWN, time,
} instruction:InputInstruction::Jump(true)//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
(k,winit::event::VirtualKeyCode::Space) => match k { })
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_JUMP,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_JUMP,
}
(k,winit::event::VirtualKeyCode::Z) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_ZOOM,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_ZOOM,
}
_ => (),
} }
} }
_ => {}
} }
} self.physics.queue_input_instruction()
fn move_mouse(&mut self, delta: (f64,f64)) {
self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32;
self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32;
} }
fn resize( fn resize(
@ -734,7 +678,8 @@ impl strafe_client::framework::Example for GraphicsData {
_queue: &wgpu::Queue, _queue: &wgpu::Queue,
) { ) {
self.depth_view = Self::create_depth_texture(config, device); self.depth_view = Self::create_depth_texture(config, device);
self.camera.screen_size = (config.width, config.height); self.screen_size = (config.width, config.height);
self.physics.camera.fov_x=self.physics.camera.fov_y*(config.width as f32)/(config.height as f32);
} }
fn render( fn render(
@ -744,45 +689,15 @@ impl strafe_client::framework::Example for GraphicsData {
queue: &wgpu::Queue, queue: &wgpu::Queue,
_spawner: &strafe_client::framework::Spawner, _spawner: &strafe_client::framework::Spawner,
) { ) {
let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw);
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
let time=self.start_time.elapsed().as_nanos() as i64; let time=self.start_time.elapsed().as_nanos() as i64;
self.physics.run(time); self.physics.run(time);
//ALL OF THIS IS TOTALLY WRONG!!!
let walk_target_velocity=self.physics.walkspeed*control_dir;
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity {
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
});
}
if control_dir!=self.physics.temp_control_dir {
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::SetControlDir(control_dir)
});
}
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.physics.grounded&&self.physics.jump_trying {
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::Jump
});
}
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.body.extrapolated_position(time)); let camera_uniforms = to_uniform_data(self.camera,self.physics.body.extrapolated_position(time));
self.staging_belt self.staging_belt
.write_buffer( .write_buffer(
&mut encoder, &mut encoder,