change the everything

This commit is contained in:
Quaternions 2024-02-05 20:27:54 -08:00
parent 0c7b8c8a59
commit a2d40e939b

View File

@ -532,6 +532,11 @@ impl PhysicsModelId{
self.0
}
}
impl Into<ModelId> for PhysicsModelId{
fn into(self)->ModelId{
ModelId::id(self.0)
}
}
impl From<ModelId> for PhysicsModelId{
fn from(value:ModelId)->Self{
Self::id(value.get())
@ -641,7 +646,7 @@ impl TouchingState{
//add water../?
a
}
fn constrain_velocity(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,velocity:&mut Planar64Vec3){
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
//TODO: trey push solve
for contact in &self.contacts{
let n=contact_normal(models,style_mesh,contact);
@ -651,7 +656,7 @@ impl TouchingState{
}
}
}
fn constrain_acceleration(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,acceleration:&mut Planar64Vec3){
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
//TODO: trey push solve
for contact in &self.contacts{
let n=contact_normal(models,style_mesh,contact);
@ -661,7 +666,7 @@ impl TouchingState{
}
}
}
fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&TransformedMesh,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
//check current move conditions and use heuristics to determine
//which ladder to climb on, which ground to walk on, etc
//collect move state affecting objects from contacts (accelerator,water,ladder,ground)
@ -703,7 +708,7 @@ impl TouchingState{
self.constrain_acceleration(models,hitbox_mesh,&mut a);
(move_state,a)
}
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&TransformedMesh,body:&Body,time:Time){
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
for contact in &self.contacts{
//detect face slide off
@ -1016,23 +1021,21 @@ impl PhysicsContext{
match &mut self.state.move_state{
MoveState::Air|MoveState::Water=>self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time),
MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.data.hitbox_mesh.transformed_mesh();
let n=contact_normal(&self.data.models,&style_mesh,contact);
let n=contact_normal(&self.data.models,&self.data.hitbox_mesh,contact);
let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
let mut a;
let mut v=self.state.style.get_walk_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
self.state.touching.constrain_velocity(&self.data.models,&self.data.hitbox_mesh,&mut v);
let normal_accel=-n.dot(gravity)/n.length();
(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.walk_speed,normal_accel);
a
},
MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.data.hitbox_mesh.transformed_mesh();
let n=contact_normal(&self.data.models,&style_mesh,contact);
let n=contact_normal(&self.data.models,&self.data.hitbox_mesh,contact);
let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
let mut a;
let mut v=self.state.style.get_ladder_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
self.state.touching.constrain_velocity(&self.data.models,&self.data.hitbox_mesh,&mut v);
(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.ladder_speed,self.state.style.ladder_accel);
a
},
@ -1046,19 +1049,19 @@ impl PhysicsContext{
collector.collect(state.next_move_instruction());
let style_mesh=data.hitbox_mesh.transformed_mesh();
//check for collision ends
state.touching.predict_collision_end(&mut collector,&data.models,&style_mesh,&state.body,state.time);
state.touching.predict_collision_end(&mut collector,&data.models,&data.hitbox_mesh,&state.body,state.time);
//check for collision starts
let mut aabb=aabb::Aabb::default();
state.body.grow_aabb(&mut aabb,state.time,collector.time());
aabb.inflate(state.style.hitbox.halfsize);
//common body
let relative_body=VirtualBody::relative(&Body::default(),&state.body).body(state.time);
let hitbox_mesh=data.hitbox_mesh.transformed_mesh();
data.bvh.the_tester(&aabb,&mut |id|{
//no checks are needed because of the time limits.
let model_mesh=data.models.mesh(id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&hitbox_mesh);
collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
//temp (?) code to avoid collision loops
.map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
@ -1079,17 +1082,17 @@ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
}
}
fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,style_mesh:&TransformedMesh,walk_state:&WalkState,v:&mut Planar64Vec3){
fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,walk_state:&WalkState,v:&mut Planar64Vec3){
let jump_dir=match &walk_state.jump_direction{
JumpDirection::FromContactNormal=>contact_normal(models,style_mesh,&walk_state.contact),
JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&walk_state.contact),
&JumpDirection::Exactly(dir)=>dir,
};
*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
}
fn contact_normal(models:&PhysicsModels,style_mesh:&TransformedMesh,contact:&ContactCollision)->Planar64Vec3{
fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
let model_mesh=models.mesh(contact.model_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,style_mesh);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&hitbox_mesh.transformed_mesh());
minkowski.face_nd(contact.face_id).0
}
@ -1103,11 +1106,11 @@ fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->
//touching.recalculate(body);
point
}
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,v:Planar64Vec3)->bool{
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,style_mesh,contact);
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(v)<=Planar64::ZERO;
if !r{
culled=true;
@ -1115,19 +1118,19 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
}
r
});
set_velocity(body,touching,models,style_mesh,v);
set_velocity(body,touching,models,hitbox_mesh,v);
culled
}
fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut v:Planar64Vec3)->Planar64Vec3{
touching.constrain_velocity(models,style_mesh,&mut v);
fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut v:Planar64Vec3)->Planar64Vec3{
touching.constrain_velocity(models,hitbox_mesh,&mut v);
body.velocity=v;
v
}
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,a:Planar64Vec3)->bool{
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,style_mesh,contact);
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(a)<=Planar64::ZERO;
if !r{
culled=true;
@ -1135,31 +1138,31 @@ fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&Phys
}
r
});
set_acceleration(body,touching,models,style_mesh,a);
set_acceleration(body,touching,models,hitbox_mesh,a);
culled
}
fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut a:Planar64Vec3)->Planar64Vec3{
touching.constrain_acceleration(models,style_mesh,&mut a);
fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut a:Planar64Vec3)->Planar64Vec3{
touching.constrain_acceleration(models,hitbox_mesh,&mut a);
body.acceleration=a;
a
}
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
set_position(body,touching,point);
set_acceleration(body,touching,models,&style.mesh(),style.gravity);
set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
MoveState::Air
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
let model=models.model(mode.get_spawn_model_id(stage_id)?.into());
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,point))
Some(teleport(body,touching,models,style,hitbox_mesh,point))
}
fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&mut ModeState,models:&PhysicsModels,mode:&gameplay_modes::Mode,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:ModelId)->Option<MoveState>{
fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&mut ModeState,models:&PhysicsModels,mode:&gameplay_modes::Mode,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,touching:&mut TouchingState,body:&mut Body,model_id:PhysicsModelId)->Option<MoveState>{
//TODO: jump count and checkpoints are always reset on teleport.
//Map makers are expected to use tools to prevent
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
if let Some(stage_element)=mode.get_element(model_id){
if let Some(stage_element)=mode.get_element(model_id.into()){
let stage=mode.get_stage(stage_element.stage_id)?;
if stage_element.force||game.stage_id<stage_element.stage_id{
//TODO: check if all checkpoints are complete up to destination stage id, otherwise set to checkpoint completion stage it
@ -1170,7 +1173,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
gameplay_modes::StageElementBehaviour::Trigger
|gameplay_modes::StageElementBehaviour::Teleport=>{
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
return teleport_to_spawn(body,touching,style,mode,models,game.stage_id);
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,game.stage_id);
},
gameplay_modes::StageElementBehaviour::Platform=>(),
&gameplay_modes::StageElementBehaviour::Checkpoint=>{
@ -1181,7 +1184,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
//pass
}else{
//fail
return teleport_to_spawn(body,touching,style,mode,models,game.stage_id);
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,game.stage_id);
}
},
}
@ -1192,17 +1195,17 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
game.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::id(game.next_ordered_checkpoint_id.get()+1);
}
}
if stage.unordered_checkpoints.contains(&model_id){
if stage.unordered_checkpoints.contains(model_id.into()){
//count model id in accumulated unordered checkpoints
game.unordered_checkpoints.insert(model_id);
game.unordered_checkpoints.insert(model_id.into());
}
}
match wormhole{
&Some(gameplay_attributes::Wormhole{destination_model})=>{
let origin_model=models.model(model_id);
let destination_model=models.model(destination_model);
let destination_model=models.model(destination_model.into());
//ignore the transform for now
Some(teleport(body,touching,models,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin_model.transform.translation+destination_model.transform.translation))
}
None=>None,
}
@ -1227,12 +1230,11 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
}
match ins.instruction{
PhysicsInstruction::CollisionStart(c)=>{
let style_mesh=data.hitbox_mesh.transformed_mesh();
let model_id=c.model_id();
match (data.models.attr(model_id),&c){
(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
let mut v=state.body.velocity;
let normal=contact_normal(&data.models,&style_mesh,contact);
let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
match &contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
@ -1250,27 +1252,27 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
//ladder walkstate
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
let mut target_velocity=state.style.get_ladder_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ladder(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
state.move_state=MoveState::Ladder(walk_state);
set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
}
None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){
None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&data.hitbox_mesh,contact).walkable(s,Planar64Vec3::Y)){
//ground
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
let mut target_velocity=state.style.get_walk_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ground(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
state.move_state=MoveState::Walk(walk_state);
set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
},
}
//check ground
state.touching.insert(c);
//I love making functions with 10 arguments to dodge the borrow checker
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode_state.mode_id).unwrap(),&state.style,&data.hitbox_mesh,&mut state.touching,&mut state.body,model_id);
//flatten v
state.touching.constrain_velocity(&data.models,&style_mesh,&mut v);
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut v);
match &general.booster{
Some(booster)=>{
//DELETE THIS when boosters get converted to height machines
@ -1284,8 +1286,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
}
let calc_move=if state.style.get_control(StyleModifiers::CONTROL_JUMP,state.controls){
if let Some(walk_state)=get_walk_state(&state.move_state){
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&style_mesh,v)
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state,&mut v);
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v)
}else{false}
}else{false};
match &general.trajectory{
@ -1301,18 +1303,18 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
},
None=>(),
}
set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
//not sure if or is correct here
if calc_move||Planar64::ZERO<normal.dot(v){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
}
let a=state.refresh_walk_target();
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a);
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
},
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
state.touching.insert(c);
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&state.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode_state.mode_id).unwrap(),&state.style,&data.hitbox_mesh,&mut state.touching,&mut state.body,model_id);
},
_=>panic!("invalid pair"),
}
@ -1322,7 +1324,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
//check ground
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
},
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
state.touching.remove(&c);
@ -1340,8 +1342,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
let v=state.body.velocity+control_dir*(state.style.mv-d);
//this is wrong but will work ig
//need to note which push planes activate in push solve and keep those
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
}
}
}
@ -1353,12 +1355,11 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
match &mut walk_state.state{
WalkEnum::Reached=>(),
WalkEnum::Transient(walk_target)=>{
let style_mesh=data.hitbox_mesh.transformed_mesh();
//precisely set velocity
let a=Planar64Vec3::ZERO;//ignore gravity for now.
set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
let v=walk_target.velocity;
set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
walk_state.state=WalkEnum::Reached;
},
}
@ -1386,9 +1387,9 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
state.set_control(StyleModifiers::CONTROL_JUMP,s);
if let Some(walk_state)=get_walk_state(&state.move_state){
let mut v=state.body.velocity;
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state,&mut v);
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
}
}
refresh_walk_target=false;
@ -1400,21 +1401,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
PhysicsInputInstruction::Reset => {
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
let spawn_point={
let mode=data.modes.get_mode(state.mode).unwrap();
let mode=data.modes.get_mode(state.mode_state.mode_id).unwrap();
let stage=mode.get_stage(gameplay_modes::StageId::FIRST).unwrap();
data.models.model(stage.spawn().into()).transform.translation
};
set_position(&mut state.body,&mut state.touching,spawn_point);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),Planar64Vec3::ZERO);
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
refresh_walk_target=false;
},
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
}
if refresh_walk_target{
let a=state.refresh_walk_target();
if set_acceleration_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
if set_acceleration_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,a){
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
}
}
},