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24 Commits

Author SHA1 Message Date
ede287acd6 unnecessary Arc Mutex just send it bud 2023-10-04 03:51:31 -07:00
9df4da9d26 yup the guard was guarded 2023-10-04 03:51:31 -07:00
77d060b90c I think I double taped this thing 2023-10-04 03:51:31 -07:00
f320520292 what the fuck did I make 2023-10-04 03:51:31 -07:00
6fc585e01e make main into a test 2023-10-04 03:51:31 -07:00
928654c7df make that shit compile 2023-10-04 03:51:31 -07:00
8000d1db29 gpt: park thread 2023-10-04 03:51:31 -07:00
194b9b9a11 gpt: muh parking_lot 2023-10-04 03:51:14 -07:00
4933543dbf add parking_lot dep 2023-10-04 03:51:06 -07:00
285a19a73a gpt: conditionally spawn new worker 2023-10-04 03:51:06 -07:00
f3f624c44c gpt: unconditionally spawn new worker 2023-10-04 03:50:55 -07:00
e547940f2b gpt 2023-10-04 01:30:33 -07:00
51aac7b214 code mess (SPLIT INTO MULTIPLE COMMITS) 2023-10-04 01:25:03 -07:00
f2c71caae3 TEMP(for a long time): implement indexing attributes
this is not very make invalid states unrepresentable of you
2023-10-03 19:47:06 -07:00
c8ec1f05d1 implement more attributes 2023-10-03 19:47:06 -07:00
b102319b33 implement Default for CollisionAttributes 2023-10-03 19:47:06 -07:00
50e9152ee2 separate graphics state from global state 2023-10-03 19:47:06 -07:00
7a8de938af rename stages to modes 2023-10-03 19:47:03 -07:00
696f383aee enable cheats 2023-10-03 17:31:34 -07:00
bfd6f4493f I was just stupid the whole time 2023-10-03 17:31:34 -07:00
ed96572a24 RelativeCollision.model helper 2023-10-03 17:20:35 -07:00
5914db3599 put control stuff in StyleModifiers 2023-10-03 16:53:00 -07:00
f72acaf2d4 implement attributes + stages 2023-10-03 16:53:00 -07:00
734ce661f2 game mechanics enums 2023-10-03 16:53:00 -07:00
8 changed files with 825 additions and 215 deletions

1
Cargo.lock generated
View File

@@ -1692,6 +1692,7 @@ dependencies = [
"lazy-regex",
"log",
"obj",
"parking_lot",
"pollster",
"rbx_binary",
"rbx_dom_weak",

View File

@@ -14,6 +14,7 @@ glam = "0.24.1"
lazy-regex = "3.0.2"
log = "0.4.20"
obj = "0.10.2"
parking_lot = "0.12.1"
pollster = "0.3.0"
rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"

View File

@@ -34,7 +34,7 @@ pub enum InputInstruction {
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
#[derive(Clone,Debug)]
pub struct Body {
position: glam::Vec3,//I64 where 2^32 = 1 u
velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
@@ -45,20 +45,20 @@ trait MyHash{
fn hash(&self) -> u64;
}
impl MyHash for Body {
fn hash(&self) -> u64 {
fn hash(&self) -> u64 {
let mut hasher=std::collections::hash_map::DefaultHasher::new();
for &el in self.position.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
for &el in self.velocity.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
for &el in self.acceleration.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
for &el in self.position.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
for &el in self.velocity.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
for &el in self.acceleration.as_ref().iter() {
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
}
std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
}
}
}
pub enum MoveRestriction {
@@ -80,9 +80,9 @@ impl InputState {
}
impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
//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)
//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{
@@ -171,12 +171,12 @@ pub struct Camera {
#[inline]
fn mat3_from_rotation_y_f64(angle: f64) -> glam::Mat3 {
let (sina, cosa) = angle.sin_cos();
glam::Mat3::from_cols(
glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
glam::Vec3::Y,
glam::Vec3::new(sina as f32, 0.0, cosa as f32),
)
let (sina, cosa) = angle.sin_cos();
glam::Mat3::from_cols(
glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
glam::Vec3::Y,
glam::Vec3::new(sina as f32, 0.0, cosa as f32),
)
}
#[inline]
fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
@@ -192,11 +192,11 @@ fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -
impl Camera {
pub fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
Self{
offset,
angles: glam::DVec2::ZERO,
fov: glam::vec2(aspect,1.0),
sensitivity: glam::dvec2(1.0/6144.0,1.0/6144.0),
time: 0,
offset,
angles: glam::DVec2::ZERO,
fov: glam::vec2(aspect,1.0),
sensitivity: glam::dvec2(1.0/16384.0,1.0/16384.0),
time: 0,
}
}
fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
@@ -220,65 +220,120 @@ impl Camera {
}
}
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;
pub struct GameMechanicsState{
pub stage_id:u32,
//jump_counts:HashMap<u32,u32>,
}
impl std::default::Default for GameMechanicsState{
fn default() -> Self {
Self{
stage_id:0,
}
}
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 body: Body,
pub hitbox_halfsize: glam::Vec3,
pub contacts: std::collections::HashSet::<RelativeCollision>,
pub struct WorldState{}
pub struct StyleModifiers{
pub controls_mask:u32,//controls which are unable to be activated
pub controls_held:u32,//controls which must be active to be able to strafe
pub mv:f32,
pub walkspeed:f32,
pub friction:f32,
pub walk_accel:f32,
pub gravity:glam::Vec3,
pub strafe_tick_num:TIME,
pub strafe_tick_den:TIME,
pub hitbox_halfsize:glam::Vec3,
}
impl std::default::Default for StyleModifiers{
fn default() -> Self {
Self{
controls_mask: !0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held: 0,
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::vec3(0.0,-100.0,0.0),
friction: 1.2,
walk_accel: 90.0,
mv: 2.7,
walkspeed: 18.0,
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
}
}
}
impl StyleModifiers{
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::NEG_Z;
const RIGHT_DIR:glam::Vec3 = glam::Vec3::X;
const UP_DIR:glam::Vec3 = glam::Vec3::Y;
fn get_control(&self,control:u32,controls:u32)->bool{
controls&self.controls_mask&control!=0
}
fn get_control_dir(&self,controls:u32)->glam::Vec3{
//don't get fancy just do it
let mut control_dir:glam::Vec3 = glam::Vec3::ZERO;
//Disallow strafing if held controls are not held
if controls&self.controls_held!=self.controls_held{
return control_dir;
}
//Apply mask after held check so you can require non-allowed keys to be held for some reason
let controls=controls&self.controls_mask;
if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
control_dir+=Self::FORWARD_DIR;
}
if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
control_dir+=-Self::FORWARD_DIR;
}
if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
control_dir+=-Self::RIGHT_DIR;
}
if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
control_dir+=Self::RIGHT_DIR;
}
if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
control_dir+=Self::UP_DIR;
}
if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
control_dir+=-Self::UP_DIR;
}
return control_dir
}
}
pub struct PhysicsState{
pub time:TIME,
pub body:Body,
pub world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState,
pub style:StyleModifiers,
pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
//pub intersections: Vec<ModelId>,
pub models: Vec<ModelPhysics>,
//camera must exist in state because wormholes modify the camera, also camera punch
pub camera: Camera,
pub mouse_interpolation: MouseInterpolationState,
pub controls: u32,
pub time: TIME,
pub strafe_tick_num: TIME,
pub strafe_tick_den: TIME,
pub tick: u32,
pub mv: f32,
pub walk: WalkState,
pub walkspeed: f32,
pub friction: f32,
pub walk_accel: f32,
pub gravity: glam::Vec3,
pub grounded: bool,
pub spawn_point: glam::Vec3,
pub camera:Camera,
pub mouse_interpolation:MouseInterpolationState,
pub controls:u32,
pub walk:WalkState,
pub grounded:bool,
//all models
pub models:Vec<ModelPhysics>,
pub modes:Vec<crate::model::ModeDescription>,
pub mode_from_mode_id:std::collections::HashMap::<u32,usize>,
//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
pub spawn_point:glam::Vec3,
}
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
@@ -390,20 +445,42 @@ impl Aabb {
type TreyMeshFace = AabbFace;
type TreyMesh = Aabb;
enum PhysicsCollisionAttributes{
Contact{//track whether you are contacting the object
contacting:crate::model::ContactingAttributes,
general:crate::model::GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:crate::model::IntersectingAttributes,
general:crate::model::GameMechanicAttributes,
},
}
pub struct ModelPhysics {
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents.
mesh: TreyMesh,
transform:glam::Affine3A,
attributes:PhysicsCollisionAttributes,
}
impl ModelPhysics {
pub fn from_model(model:&crate::model::IndexedModel,model_transform:glam::Affine3A) -> Self {
fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
let mut aabb=Aabb::new();
for indexed_vertex in &model.unique_vertices {
aabb.grow(model_transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
aabb.grow(transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
}
Self{
mesh:aabb,
attributes,
transform:transform.clone(),
}
}
pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
match &instance.attributes{
crate::model::CollisionAttributes::Contact{contacting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Decoration=>None,
}
}
pub fn unit_vertices(&self) -> [glam::Vec3;8] {
@@ -442,11 +519,14 @@ pub struct RelativeCollision {
}
impl RelativeCollision {
pub fn model<'a>(&self,models:&'a Vec<ModelPhysics>)->Option<&'a ModelPhysics>{
models.get(self.model as usize)
}
pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
return models.get(self.model as usize).unwrap().face_mesh(self.face).clone()
return self.model(models).unwrap().face_mesh(self.face).clone()
}
pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
return models.get(self.model as usize).unwrap().face_normal(self.face)
return self.model(models).unwrap().face_normal(self.face)
}
}
@@ -477,6 +557,19 @@ impl Body {
}
impl PhysicsState {
pub fn clear(&mut self){
self.models.clear();
self.modes.clear();
self.contacts.clear();
self.intersects.clear();
}
pub fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
if let Some(&mode)=self.mode_from_mode_id.get(&mode_id){
self.modes.get(mode)
}else{
None
}
}
//tickless gaming
pub fn run(&mut self, time_limit:TIME){
//prepare is ommitted - everything is done via instructions.
@@ -503,7 +596,7 @@ impl PhysicsState {
}
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
for contact in self.contacts.iter() {
for (_,contact) in &self.contacts {
let n=contact.normal(&self.models);
let d=velocity.dot(n);
if d<0f32{
@@ -512,7 +605,7 @@ impl PhysicsState {
}
}
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
for contact in self.contacts.iter() {
for (_,contact) in &self.contacts {
let n=contact.normal(&self.models);
let d=acceleration.dot(n);
if d<0f32{
@@ -522,7 +615,7 @@ impl PhysicsState {
}
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
time:(self.time*self.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.strafe_tick_num,
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
});
@@ -572,7 +665,7 @@ impl PhysicsState {
self.body.acceleration=a;
self.walk.state=WalkEnum::Reached;
}else{
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
let accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
let time_delta=target_diff.length()/accel;
let mut a=target_diff/time_delta;
self.contact_constrain_acceleration(&mut a);
@@ -601,7 +694,7 @@ impl PhysicsState {
fn mesh(&self) -> TreyMesh {
let mut aabb=Aabb::new();
for vertex in Aabb::unit_vertices(){
aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
}
aabb
}
@@ -885,12 +978,19 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
//JUST POLLING!!! NO MUTATION
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
//check for collision stop instructions with curent contacts
for collision_data in self.contacts.iter() {
for (_,collision_data) in &self.contacts {
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
}
// for collision_data in &self.intersects{
// collector.collect(self.predict_collision_end2(self.time,time_limit,collision_data));
// }
//check for collision start instructions (against every part in the game with no optimization!!)
for i in 0..self.models.len() {
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
let i=i as u32;
if self.contacts.contains_key(&i)||self.intersects.contains_key(&i){
continue;
}
collector.collect(self.predict_collision_start(self.time,time_limit,i));
}
if self.grounded {
//walk maintenance
@@ -906,63 +1006,116 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
match &ins.instruction {
PhysicsInstruction::StrafeTick => (),
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
_=>println!("{:?}",ins),
PhysicsInstruction::StrafeTick => (),
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
_=>println!("{:?}",ins),
}
//selectively update body
match &ins.instruction {
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
PhysicsInstruction::Input(_)
|PhysicsInstruction::SetSpawnPosition(_)
|PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
PhysicsInstruction::Input(_)
|PhysicsInstruction::SetSpawnPosition(_)
|PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
}
match ins.instruction {
PhysicsInstruction::SetSpawnPosition(position)=>{
self.spawn_point=position;
}
PhysicsInstruction::CollisionStart(c) => {
//check ground
match &c.face {
AabbFace::Top => {
//ground
self.grounded=true;
},
_ => (),
}
self.contacts.insert(c);
//flatten v
let mut v=self.body.velocity;
self.contact_constrain_velocity(&mut v);
self.body.velocity=v;
if self.grounded&&self.controls&CONTROL_JUMP!=0{
self.jump();
let model=c.model(&self.models).unwrap();
match &model.attributes{
PhysicsCollisionAttributes::Contact{contacting,general}=>{
match &contacting.surf{
Some(surf)=>println!("I'm surfing!"),
None=>match &c.face {
AabbFace::Top => {
//ground
self.grounded=true;
},
_ => (),
},
}
match &general.booster{
Some(booster)=>self.body.velocity+=booster.velocity,
None=>(),
}
match &general.stage_element{
Some(stage_element)=>{
if stage_element.force||self.game.stage_id<stage_element.stage_id{
self.game.stage_id=stage_element.stage_id;
}
match stage_element.behaviour{
crate::model::StageElementBehaviour::SpawnAt=>(),
crate::model::StageElementBehaviour::Trigger
|crate::model::StageElementBehaviour::Teleport=>{
//TODO make good
if let Some(mode)=self.get_mode(stage_element.mode_id){
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
if let Some(model)=self.models.get(spawn as usize){
self.body.position=model.transform.transform_point3(glam::Vec3::Y)+glam::Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.intersects.clear();
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
}else{println!("bad1");}
}else{println!("bad2");}
}else{println!("bad3");}
},
crate::model::StageElementBehaviour::Platform=>(),
}
},
None=>(),
}
//check ground
self.contacts.insert(c.model,c);
//flatten v
let mut v=self.body.velocity;
self.contact_constrain_velocity(&mut v);
self.body.velocity=v;
if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
self.jump();
}
self.refresh_walk_target();
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.intersects.insert(c.model,c);
},
}
self.refresh_walk_target();
},
PhysicsInstruction::CollisionEnd(c) => {
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
let mut a=self.gravity;
self.contact_constrain_acceleration(&mut a);
self.body.acceleration=a;
//check ground
match &c.face {
AabbFace::Top => {
self.grounded=false;
},
_ => (),
}
self.refresh_walk_target();
let model=c.model(&self.models).unwrap();
match &model.attributes{
PhysicsCollisionAttributes::Contact{contacting,general}=>{
self.contacts.remove(&c.model);//remove contact before calling contact_constrain_acceleration
let mut a=self.style.gravity;
self.contact_constrain_acceleration(&mut a);
self.body.acceleration=a;
//check ground
match &c.face {
AabbFace::Top => {
self.grounded=false;
},
_ => (),
}
self.refresh_walk_target();
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
self.intersects.remove(&c.model);
},
}
},
PhysicsInstruction::StrafeTick => {
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
let control_dir=camera_mat*get_control_dir(self.controls);
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
let mut v=self.body.velocity+(self.mv-d)*control_dir;
if d<self.style.mv {
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
self.contact_constrain_velocity(&mut v);
self.body.velocity=v;
}
@@ -985,21 +1138,21 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.camera.angles=self.camera.simulate_move_angles(self.mouse_interpolation.mouse1-self.mouse_interpolation.mouse0);
self.mouse_interpolation.move_mouse(self.time,m);
},
InputInstruction::MoveForward(s) => self.set_control(CONTROL_MOVEFORWARD,s),
InputInstruction::MoveLeft(s) => self.set_control(CONTROL_MOVELEFT,s),
InputInstruction::MoveBack(s) => self.set_control(CONTROL_MOVEBACK,s),
InputInstruction::MoveRight(s) => self.set_control(CONTROL_MOVERIGHT,s),
InputInstruction::MoveUp(s) => self.set_control(CONTROL_MOVEUP,s),
InputInstruction::MoveDown(s) => self.set_control(CONTROL_MOVEDOWN,s),
InputInstruction::MoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
InputInstruction::MoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
InputInstruction::MoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
InputInstruction::MoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
InputInstruction::MoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
InputInstruction::MoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
InputInstruction::Jump(s) => {
self.set_control(CONTROL_JUMP,s);
self.set_control(StyleModifiers::CONTROL_JUMP,s);
if self.grounded{
self.jump();
}
refresh_walk_target_velocity=false;
},
InputInstruction::Zoom(s) => {
self.set_control(CONTROL_ZOOM,s);
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
refresh_walk_target=false;
},
InputInstruction::Reset => {
@@ -1008,7 +1161,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.body.velocity=glam::Vec3::ZERO;
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.body.acceleration=self.gravity;
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
refresh_walk_target=false;
@@ -1019,8 +1172,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
//calculate walk target velocity
if refresh_walk_target_velocity{
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
let control_dir=camera_mat*get_control_dir(self.controls);
self.walk.target_velocity=self.walkspeed*control_dir;
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
self.walk.target_velocity=self.style.walkspeed*control_dir;
}
self.refresh_walk_target();
}

View File

@@ -30,6 +30,82 @@ fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>
//next class
objects
}
fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3,force_intersecting:bool)->crate::model::CollisionAttributes{
let mut general=crate::model::GameMechanicAttributes::default();
let mut intersecting=crate::model::IntersectingAttributes::default();
let mut contacting=crate::model::ContactingAttributes::default();
match name{
//"Water"=>intersecting.water=Some(crate::model::IntersectingWater{density:1.0,drag:1.0}),
"Accelerator"=>intersecting.accelerator=Some(crate::model::IntersectingAccelerator{acceleration:velocity}),
"MapFinish"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Finish}),
"MapAnticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Anitcheat}),
"Platform"=>general.stage_element=Some(crate::model::GameMechanicStageElement{
mode_id:0,
stage_id:0,
force:false,
behaviour:crate::model::StageElementBehaviour::Platform,
}),
other=>{
if let Some(captures)=lazy_regex::regex!(r"^(Force)?(Spawn|SpawnAt|Trigger|Teleport|Platform)(\d+)$")
.captures(other){
general.stage_element=Some(crate::model::GameMechanicStageElement{
mode_id:0,
stage_id:captures[3].parse::<u32>().unwrap(),
force:match captures.get(1){
Some(m)=>m.as_str()=="Force",
None=>false,
},
behaviour:match &captures[2]{
"Spawn"|"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
"Trigger"=>crate::model::StageElementBehaviour::Trigger,
"Teleport"=>crate::model::StageElementBehaviour::Teleport,
"Platform"=>crate::model::StageElementBehaviour::Platform,
_=>panic!("regex1[2] messed up bad"),
}
})
}else if let Some(captures)=lazy_regex::regex!(r"^Bonus(Finish|Anticheat)(\d+)$")
.captures(other){
match &captures[1]{
"Finish"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Finish}),
"Anticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Anitcheat}),
_=>panic!("regex2[1] messed up bad"),
}
}
}
}
//need some way to skip this
if velocity!=glam::Vec3::ZERO{
general.booster=Some(crate::model::GameMechanicBooster{velocity});
}
match can_collide{
true=>{
match name{
//"Bounce"=>(),
"Surf"=>contacting.surf=Some(crate::model::ContactingSurf{}),
"Ladder"=>contacting.ladder=Some(crate::model::ContactingLadder{sticky:true}),
other=>{
//REGEX!!!!
//Jump#
//WormholeIn#
}
}
crate::model::CollisionAttributes::Contact{contacting,general}
},
false=>if force_intersecting
||general.jump_limit.is_some()
||general.booster.is_some()
||general.zone.is_some()
||general.stage_element.is_some()
||general.wormhole.is_some()
||intersecting.water.is_some()
||intersecting.accelerator.is_some()
{
crate::model::CollisionAttributes::Intersect{intersecting,general}
}else{
crate::model::CollisionAttributes::Decoration
},
}
}
struct RobloxAssetId(u64);
struct RobloxAssetIdParseErr;
@@ -127,13 +203,17 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
if let (
Some(rbx_dom_weak::types::Variant::CFrame(cf)),
Some(rbx_dom_weak::types::Variant::Vector3(size)),
Some(rbx_dom_weak::types::Variant::Vector3(velocity)),
Some(rbx_dom_weak::types::Variant::Float32(transparency)),
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
Some(rbx_dom_weak::types::Variant::Bool(can_collide)),
) = (
object.properties.get("CFrame"),
object.properties.get("Size"),
object.properties.get("Velocity"),
object.properties.get("Transparency"),
object.properties.get("Color"),
object.properties.get("CanCollide"),
)
{
let model_transform=glam::Affine3A::from_translation(
@@ -149,9 +229,32 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
* glam::Affine3A::from_scale(
glam::Vec3::new(size.x,size.y,size.z)/2.0
);
if object.name=="MapStart"{
spawn_point=model_transform.transform_point3(-glam::Vec3::Y)+glam::vec3(0.0,2.5+0.1,0.0);
println!("Found MapStart{:?}",spawn_point);
//push TempIndexedAttributes
let mut force_intersecting=false;
let mut temp_indexing_attributes=Vec::new();
if let Some(attr)=match &object.name[..]{
"MapStart"=>{
spawn_point=model_transform.transform_point3(glam::Vec3::ZERO)+glam::vec3(0.0,2.5,0.0);
Some(crate::model::TempIndexedAttributes::Start{mode_id:0})
},
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id:0}),
other=>{
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint)(\d+)$");
if let Some(captures) = regman.captures(other) {
match &captures[1]{
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start{mode_id:captures[2].parse::<u32>().unwrap()}),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>None,
}
}else{
None
}
}
}{
force_intersecting=true;
temp_indexing_attributes.push(attr);
}
//TODO: also detect "CylinderMesh" etc here
@@ -251,14 +354,32 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
}
}
//obscure rust syntax "slice pattern"
let [f0,f1,f2,f3,f4,f5]=part_texture_description;
let [
f0,//Cube::Right
f1,//Cube::Top
f2,//Cube::Back
f3,//Cube::Left
f4,//Cube::Bottom
f5,//Cube::Front
]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//use front face texture first and use top face texture as a fallback
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,if f2.is_some(){f2}else{f1},f3,f4,f5]),
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f1,f3,f4,f5]),
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
f0,//Cube::Right->Wedge::Right
if f5.is_some(){f5}else{f1},//Cube::Front|Cube::Top->Wedge::TopFront
f2,//Cube::Back->Wedge::Back
f3,//Cube::Left->Wedge::Left
f4,//Cube::Bottom->Wedge::Bottom
]),
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([
f0,//Cube::Right->CornerWedge::Right
f1,//Cube::Top->CornerWedge::Top
f4,//Cube::Bottom->CornerWedge::Bottom
f5,//Cube::Front->CornerWedge::Front
]),
};
//make new model if unit cube has not been created before
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
@@ -333,6 +454,8 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
indexed_models[model_id].instances.push(crate::model::ModelInstance {
transform:model_transform,
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z),force_intersecting),
temp_indexing:temp_indexing_attributes,
});
}
}
@@ -341,5 +464,6 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
models:indexed_models,
spawn_point,
modes:Vec::new(),
}
}

View File

@@ -11,6 +11,7 @@ mod framework;
mod primitives;
mod instruction;
mod load_roblox;
mod worker;
struct Entity {
index_count: u32,
@@ -38,16 +39,13 @@ pub struct GraphicsBindGroups {
skybox_texture: wgpu::BindGroup,
}
pub struct GraphicsPipelines {
pub struct GraphicsPipelines{
skybox: wgpu::RenderPipeline,
model: wgpu::RenderPipeline,
}
pub struct GraphicsData {
start_time: std::time::Instant,
pub struct GraphicsState{
screen_size: (u32, u32),
manual_mouse_lock:bool,
physics: body::PhysicsState,
pipelines: GraphicsPipelines,
bind_groups: GraphicsBindGroups,
bind_group_layouts: GraphicsBindGroupLayouts,
@@ -59,7 +57,20 @@ pub struct GraphicsData {
staging_belt: wgpu::util::StagingBelt,
}
impl GraphicsData {
impl GraphicsState{
pub fn clear(&mut self){
self.models.clear();
}
}
pub struct GlobalState{
start_time: std::time::Instant,
manual_mouse_lock:bool,
graphics:GraphicsState,
physics:body::PhysicsState,
}
impl GlobalState{
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
fn create_depth_texture(
@@ -85,12 +96,74 @@ impl GraphicsData {
}
fn generate_model_physics(&mut self,indexed_models:&model::IndexedModelInstances){
let mut starts=Vec::new();
let mut spawns=Vec::new();
let mut ordered_checkpoints=Vec::new();
let mut unordered_checkpoints=Vec::new();
for model in &indexed_models.models{
//make aabb and run vertices to get realistic bounds
for model_instance in &model.instances{
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.transform));
if let Some(model_physics)=body::ModelPhysics::from_model(model,model_instance){
let model_id=self.physics.models.len() as u32;
self.physics.models.push(model_physics);
for attr in &model_instance.temp_indexing{
match attr{
model::TempIndexedAttributes::Start{mode_id}=>starts.push((*mode_id,model_id)),
model::TempIndexedAttributes::Spawn{mode_id,stage_id}=>spawns.push((*mode_id,model_id,*stage_id)),
model::TempIndexedAttributes::OrderedCheckpoint{mode_id,checkpoint_id}=>ordered_checkpoints.push((*mode_id,model_id,*checkpoint_id)),
model::TempIndexedAttributes::UnorderedCheckpoint{mode_id}=>unordered_checkpoints.push((*mode_id,model_id)),
}
}
}
}
}
//I don't wanna write structs for temporary structures
//this code builds ModeDescriptions from the unsorted lists at the top of the function
starts.sort_by_key(|tup|tup.0);
let mut eshmep=std::collections::HashMap::new();
let mut modedatas:Vec<(u32,Vec<(u32,u32)>,Vec<(u32,u32)>,Vec<u32>)>=starts.into_iter().enumerate().map(|(i,tup)|{
eshmep.insert(tup.0,i);
(tup.1,Vec::new(),Vec::new(),Vec::new())
}).collect();
for tup in spawns{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.1.push((tup.2,tup.1));
}
}
}
for tup in ordered_checkpoints{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.2.push((tup.2,tup.1));
}
}
}
for tup in unordered_checkpoints{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.3.push(tup.1);
}
}
}
let num_modes=self.physics.modes.len();
for (mode_id,mode) in eshmep{
self.physics.mode_from_mode_id.insert(mode_id,num_modes+mode);
}
self.physics.modes.append(&mut modedatas.into_iter().map(|mut tup|{
tup.1.sort_by_key(|tup|tup.0);
tup.2.sort_by_key(|tup|tup.0);
let mut eshmep1=std::collections::HashMap::new();
let mut eshmep2=std::collections::HashMap::new();
model::ModeDescription{
start:tup.0,
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
ordered_checkpoints:tup.2.into_iter().enumerate().map(|(i,tup)|{eshmep2.insert(tup.0,i);tup.1}).collect(),
unordered_checkpoints:tup.3,
spawn_from_stage_id:eshmep1,
ordered_checkpoint_from_checkpoint_id:eshmep2,
}
}).collect());
println!("Physics Objects: {}",self.physics.models.len());
}
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:model::IndexedModelInstances){
@@ -162,7 +235,7 @@ impl GraphicsData {
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
let indexed_models_len=indexed_models.models.len();
let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
for mut model in indexed_models.models.into_iter(){
for model in indexed_models.models.into_iter(){
//convert ModelInstance into ModelGraphicsInstance
let instances:Vec<ModelGraphicsInstance>=model.instances.into_iter().filter_map(|instance|{
if instance.color.w==0.0{
@@ -245,9 +318,9 @@ impl GraphicsData {
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
let mut model_count=0;
let mut instance_count=0;
let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
let uniform_buffer_binding_size=<GlobalState as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
self.models.reserve(models.len());
self.graphics.models.reserve(models.len());
for model in models.into_iter() {
instance_count+=model.instances.len();
for instances_chunk in model.instances.rchunks(chunk_size){
@@ -262,13 +335,13 @@ impl GraphicsData {
Some(texture_id)=>{
match double_map.get(&texture_id){
Some(&mapped_texture_id)=>&texture_views[mapped_texture_id as usize],
None=>&self.temp_squid_texture_view,
None=>&self.graphics.temp_squid_texture_view,
}
},
None=>&self.temp_squid_texture_view,
None=>&self.graphics.temp_squid_texture_view,
};
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layouts.model,
layout: &self.graphics.bind_group_layouts.model,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
@@ -280,7 +353,7 @@ impl GraphicsData {
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.samplers.repeat),
resource: wgpu::BindingResource::Sampler(&self.graphics.samplers.repeat),
},
],
label: Some(format!("Model{} Bind Group",model_count).as_str()),
@@ -291,7 +364,7 @@ impl GraphicsData {
usage: wgpu::BufferUsages::VERTEX,
});
//all of these are being moved here
self.models.push(ModelGraphics{
self.graphics.models.push(ModelGraphics{
instances:instances_chunk.to_vec(),
vertex_buf,
entities: model.entities.iter().map(|indices|{
@@ -313,7 +386,7 @@ impl GraphicsData {
println!("Texture References={}",num_textures);
println!("Textures Loaded={}",texture_views.len());
println!("Indexed Models={}",indexed_models_len);
println!("Graphics Objects: {}",self.models.len());
println!("Graphics Objects: {}",self.graphics.models.len());
println!("Graphics Instances: {}",instance_count);
}
}
@@ -349,7 +422,7 @@ fn to_uniform_data(camera: &body::Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4]
raw
}
impl framework::Example for GraphicsData {
impl framework::Example for GlobalState {
fn optional_features() -> wgpu::Features {
wgpu::Features::TEXTURE_COMPRESSION_ASTC
| wgpu::Features::TEXTURE_COMPRESSION_ETC2
@@ -374,34 +447,44 @@ impl framework::Example for GraphicsData {
println!("models.len = {:?}", indexed_models.len());
indexed_models[0].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
color:glam::Vec4::ONE,
..Default::default()
});
//quad monkeys
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
color:glam::Vec4::ONE,
..Default::default()
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
color:glam::vec4(1.0,0.0,0.0,1.0),
..Default::default()
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
color:glam::vec4(0.0,1.0,0.0,1.0),
..Default::default()
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
color:glam::vec4(0.0,0.0,1.0,1.0),
..Default::default()
});
//decorative monkey
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(15.,10.,15.)),
color:glam::vec4(0.5,0.5,0.5,0.5),
attributes:model::CollisionAttributes::Decoration,
..Default::default()
});
//teapot
indexed_models[2].instances.push(ModelInstance{
transform:glam::Affine3A::from_scale_rotation_translation(glam::vec3(0.5, 1.0, 0.2),glam::quat(-0.22248298016985793,-0.839457167990537,-0.05603504040830783,-0.49261857546227916),glam::vec3(-10.,7.,10.)),
color:glam::Vec4::ONE,
..Default::default()
});
//ground
indexed_models[3].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
color:glam::Vec4::ONE,
..Default::default()
});
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
@@ -503,22 +586,19 @@ impl framework::Example for GraphicsData {
spawn_point:glam::vec3(0.0,50.0,0.0),
body: 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,
tick: 0,
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::vec3(0.0,-100.0,0.0),
friction: 1.2,
walk_accel: 90.0,
mv: 2.7,
style:body::StyleModifiers::default(),
grounded: false,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(),
contacts: std::collections::HashMap::new(),
intersects: std::collections::HashMap::new(),
models: Vec::new(),
walk: body::WalkState::new(),
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
mouse_interpolation: body::MouseInterpolationState::new(),
controls: 0,
world:body::WorldState{},
game:body::GameMechanicsState::default(),
modes:Vec::new(),
mode_from_mode_id:std::collections::HashMap::new(),
};
//load textures
@@ -748,11 +828,8 @@ impl framework::Example for GraphicsData {
let depth_view = Self::create_depth_texture(config, device);
let mut graphics=GraphicsData {
manual_mouse_lock:false,
start_time: Instant::now(),
let graphics=GraphicsState {
screen_size: (config.width,config.height),
physics,
pipelines:GraphicsPipelines{
skybox:sky_pipeline,
model:model_pipeline
@@ -770,20 +847,28 @@ impl framework::Example for GraphicsData {
temp_squid_texture_view: squid_texture_view,
};
let mut state=GlobalState{
start_time:Instant::now(),
manual_mouse_lock:false,
graphics,
physics,
};
let indexed_model_instances=model::IndexedModelInstances{
textures:Vec::new(),
models:indexed_models,
spawn_point:glam::Vec3::Y*50.0,
modes:Vec::new(),
};
graphics.generate_model_physics(&indexed_model_instances);
graphics.generate_model_graphics(&device,&queue,indexed_model_instances);
state.generate_model_physics(&indexed_model_instances);
state.generate_model_graphics(&device,&queue,indexed_model_instances);
let args:Vec<String>=std::env::args().collect();
if args.len()==2{
graphics.load_file(std::path::PathBuf::from(&args[1]), device, queue);
state.load_file(std::path::PathBuf::from(&args[1]), device, queue);
}
return graphics;
return state;
}
fn load_file(&mut self,path: std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue){
@@ -826,8 +911,9 @@ impl framework::Example for GraphicsData {
}{
let spawn_point=indexed_model_instances.spawn_point;
//if generate_indexed_models succeeds, clear the previous ones
self.models.clear();
self.physics.models.clear();
self.physics.clear();
self.graphics.clear();
self.physics.game.stage_id=0;
self.generate_model_physics(&indexed_model_instances);
self.generate_model_graphics(device,queue,indexed_model_instances);
//manual reset
@@ -900,7 +986,7 @@ impl framework::Example for GraphicsData {
15=>{//Tab
if s{
self.manual_mouse_lock=false;
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.screen_size.0 as f32/2.0, self.screen_size.1 as f32/2.0)){
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.screen_size.0 as f32/2.0, self.graphics.screen_size.1 as f32/2.0)){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@@ -940,7 +1026,7 @@ impl framework::Example for GraphicsData {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.screen_size.0 as f32/2.0, self.screen_size.1 as f32/2.0)){
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.screen_size.0 as f32/2.0, self.graphics.screen_size.1 as f32/2.0)){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@@ -975,8 +1061,8 @@ impl framework::Example for GraphicsData {
device: &wgpu::Device,
_queue: &wgpu::Queue,
) {
self.depth_view = Self::create_depth_texture(config, device);
self.screen_size = (config.width, config.height);
self.graphics.depth_view = Self::create_depth_texture(config, device);
self.graphics.screen_size = (config.width, config.height);
self.physics.camera.set_fov_aspect(1.0,(config.width as f32)/(config.height as f32));
}
@@ -996,19 +1082,19 @@ impl framework::Example for GraphicsData {
// update rotation
let camera_uniforms = to_uniform_data(&self.physics.camera,self.physics.body.extrapolated_position(time));
self.staging_belt
self.graphics.staging_belt
.write_buffer(
&mut encoder,
&self.camera_buf,
&self.graphics.camera_buf,
0,
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
for model in self.models.iter() {
for model in self.graphics.models.iter() {
let model_uniforms = get_instances_buffer_data(&model.instances);
self.staging_belt
self.graphics.staging_belt
.write_buffer(
&mut encoder,
&model.model_buf,//description of where data will be written when command is executed
@@ -1018,7 +1104,7 @@ impl framework::Example for GraphicsData {
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
self.staging_belt.finish();
self.graphics.staging_belt.finish();
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
@@ -1037,7 +1123,7 @@ impl framework::Example for GraphicsData {
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_view,
view: &self.graphics.depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: false,
@@ -1046,11 +1132,11 @@ impl framework::Example for GraphicsData {
}),
});
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
rpass.set_bind_group(1, &self.bind_groups.skybox_texture, &[]);
rpass.set_bind_group(0, &self.graphics.bind_groups.camera, &[]);
rpass.set_bind_group(1, &self.graphics.bind_groups.skybox_texture, &[]);
rpass.set_pipeline(&self.pipelines.model);
for model in self.models.iter() {
rpass.set_pipeline(&self.graphics.pipelines.model);
for model in self.graphics.models.iter() {
rpass.set_bind_group(2, &model.bind_group, &[]);
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
@@ -1060,18 +1146,18 @@ impl framework::Example for GraphicsData {
}
}
rpass.set_pipeline(&self.pipelines.skybox);
rpass.set_pipeline(&self.graphics.pipelines.skybox);
rpass.draw(0..3, 0..1);
}
queue.submit(std::iter::once(encoder.finish()));
self.staging_belt.recall();
self.graphics.staging_belt.recall();
}
}
fn main() {
framework::run::<GraphicsData>(
framework::run::<GlobalState>(
format!("Strafe Client v{}",
env!("CARGO_PKG_VERSION")
).as_str()

View File

@@ -56,15 +56,177 @@ pub struct ModelGraphicsInstance{
pub color:glam::Vec4,
}
pub struct ModelInstance{
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
pub transform:glam::Affine3A,
pub color:glam::Vec4,
pub color:glam::Vec4,//transparency is in here
pub attributes:CollisionAttributes,
pub temp_indexing:Vec<TempIndexedAttributes>,
}
impl std::default::Default for ModelInstance{
fn default() -> Self {
Self{
color:glam::Vec4::ONE,
transform:Default::default(),
attributes:Default::default(),
temp_indexing:Default::default(),
}
}
}
pub struct IndexedModelInstances{
pub textures:Vec<String>,//RenderPattern
pub models:Vec<IndexedModel>,
//object_index for spawns, triggers etc?
//may make this into an object later.
pub modes:Vec<ModeDescription>,
pub spawn_point:glam::Vec3,
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
pub start:u32,//start=model_id
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
impl ModeDescription{
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&u32>{
if let Some(&spawn)=self.spawn_from_stage_id.get(&stage_id){
self.spawns.get(spawn)
}else{
None
}
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&u32>{
if let Some(&checkpoint)=self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id){
self.ordered_checkpoints.get(checkpoint)
}else{
None
}
}
}
#[derive(Debug)]
pub enum TempIndexedAttributes{
Start{
mode_id:u32,
},
Spawn{
mode_id:u32,
stage_id:u32,
},
OrderedCheckpoint{
mode_id:u32,
checkpoint_id:u32,
},
UnorderedCheckpoint{
mode_id:u32,
},
}
//you have this effect while in contact
#[derive(Clone)]
pub struct ContactingSurf{}
#[derive(Clone)]
pub struct ContactingLadder{
pub sticky:bool
}
//you have this effect while intersecting
#[derive(Clone)]
pub struct IntersectingWater{
pub viscosity:i64,
pub density:i64,
pub current:glam::Vec3,
}
#[derive(Clone)]
pub struct IntersectingAccelerator{
pub acceleration:glam::Vec3
}
//All models can be given these attributes
#[derive(Clone)]
pub struct GameMechanicJumpLimit{
pub count:u32,
}
#[derive(Clone)]
pub struct GameMechanicBooster{
pub velocity:glam::Vec3,
}
#[derive(Clone)]
pub enum ZoneBehaviour{
//Start is indexed
//Checkpoints are indexed
Finish,
Anitcheat,
}
#[derive(Clone)]
pub struct GameMechanicZone{
pub mode_id:u32,
pub behaviour:ZoneBehaviour,
}
// enum TrapCondition{
// FasterThan(i64),
// SlowerThan(i64),
// InRange(i64,i64),
// OutsideRange(i64,i64),
// }
#[derive(Clone)]
pub enum StageElementBehaviour{
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
SpawnAt,
Trigger,
Teleport,
Platform,
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
#[derive(Clone)]
pub struct GameMechanicStageElement{
pub mode_id:u32,
pub stage_id:u32,//which spawn to send to
pub force:bool,//allow setting to lower spawn id i.e. 7->3
pub behaviour:StageElementBehaviour
}
#[derive(Clone)]
pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
pub model_id:u32,
}
#[derive(Default,Clone)]
pub struct GameMechanicAttributes{
pub jump_limit:Option<GameMechanicJumpLimit>,
pub booster:Option<GameMechanicBooster>,
pub zone:Option<GameMechanicZone>,
pub stage_element:Option<GameMechanicStageElement>,
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
}
#[derive(Default,Clone)]
pub struct ContactingAttributes{
pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
//friction?
pub surf:Option<ContactingSurf>,
pub ladder:Option<ContactingLadder>,
}
#[derive(Default,Clone)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
pub accelerator:Option<IntersectingAccelerator>,
}
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{
Decoration,//visual only
Contact{//track whether you are contacting the object
contacting:ContactingAttributes,
general:GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:IntersectingAttributes,
general:GameMechanicAttributes,
},
}
impl std::default::Default for CollisionAttributes{
fn default() -> Self {
Self::Contact{
contacting:ContactingAttributes::default(),
general:GameMechanicAttributes::default()
}
}
}
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();

View File

@@ -113,11 +113,11 @@ pub enum CornerWedgeFace{
Front,
}
const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
[ 1., 0., 0.],//Wedge::Right
[ 0., 1., 1.],//Wedge::BackTop
[-1., 1., 0.],//Wedge::LeftTop
[ 0.,-1., 0.],//Wedge::Bottom
[ 0., 0.,-1.],//Wedge::Front
[ 1., 0., 0.],//CornerWedge::Right
[ 0., 1., 1.],//CornerWedge::BackTop
[-1., 1., 0.],//CornerWedge::LeftTop
[ 0.,-1., 0.],//CornerWedge::Bottom
[ 0., 0.,-1.],//CornerWedge::Front
];
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
pub fn unit_sphere()->crate::model::IndexedModel{

83
src/worker.rs Normal file
View File

@@ -0,0 +1,83 @@
use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::Mutex;
//The goal here is to have a worker thread that parks itself when it runs out of work.
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
struct Worker<Task:Send,Value:Clone> {
sender: mpsc::Sender<Task>,
value:Arc<Mutex<Value>>,
}
impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
fn new<F:Fn(Task)->Value+Send+'static>(value:Value,f:F) -> Self {
let (sender, receiver) = mpsc::channel::<Task>();
let ret=Self {
sender,
value:Arc::new(Mutex::new(value)),
};
let value=ret.value.clone();
thread::spawn(move || {
loop {
match receiver.recv() {
Ok(task) => {
println!("Worker got a task");
// Process the task
*value.lock()=f(task);
}
Err(_) => {
println!("Worker stopping.",);
break;
}
}
}
});
ret
}
fn send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
fn grab_clone(&self)->Value{
self.value.lock().clone()
}
}
#[test]//How to run this test with printing: cargo test --release -- --nocapture
fn test_worker() {
println!("hiiiii");
// Create the worker thread
let worker = Worker::new(crate::body::Body::with_pva(glam::Vec3::ZERO,glam::Vec3::ZERO,glam::Vec3::ZERO),
|_|crate::body::Body::with_pva(glam::Vec3::ONE,glam::Vec3::ONE,glam::Vec3::ONE)
);
// Send tasks to the worker
for i in 0..5 {
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::body::PhysicsInstruction::StrafeTick,
};
worker.send(task).unwrap();
}
// Optional: Signal the worker to stop (in a real-world scenario)
// sender.send("STOP".to_string()).unwrap();
// Sleep to allow the worker thread to finish processing
thread::sleep(std::time::Duration::from_secs(2));
// Send a new task
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::body::PhysicsInstruction::StrafeTick,
};
worker.send(task).unwrap();
println!("value={:?}",worker.grab_clone());
// wait long enough to see print from final task
thread::sleep(std::time::Duration::from_secs(1));
}