forked from StrafesNET/strafe-client
lol idk #1
@ -816,7 +816,7 @@ impl GraphicsState{
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});
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});
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let camera=GraphicsCamera::default();
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let camera=GraphicsCamera::default();
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let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(crate::physics::MouseState::default()));
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let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(strafesnet_common::mouse::MouseState::default()));
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let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some("Camera"),
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label:Some("Camera"),
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contents:bytemuck::cast_slice(&camera_uniforms),
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contents:bytemuck::cast_slice(&camera_uniforms),
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@ -893,7 +893,7 @@ impl GraphicsState{
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let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
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let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
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// update rotation
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// update rotation
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let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(crate::physics::MouseState{pos:mouse_pos,time:predicted_time}));
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let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(strafesnet_common::mouse::MouseState{pos:mouse_pos,time:predicted_time}));
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self.staging_belt
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self.staging_belt
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.write_buffer(
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.write_buffer(
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&mut encoder,
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&mut encoder,
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@ -5,6 +5,7 @@ use strafesnet_common::map;
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use strafesnet_common::run;
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use strafesnet_common::run;
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use strafesnet_common::aabb;
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use strafesnet_common::aabb;
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use strafesnet_common::model::{MeshId,ModelId};
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use strafesnet_common::model::{MeshId,ModelId};
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use strafesnet_common::mouse::MouseState;
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use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
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use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
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use strafesnet_common::gameplay_modes::{self,StageId};
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use strafesnet_common::gameplay_modes::{self,StageId};
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use strafesnet_common::gameplay_style::{self,StyleModifiers};
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use strafesnet_common::gameplay_style::{self,StyleModifiers};
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@ -13,6 +14,10 @@ use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use gameplay::ModeState;
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use gameplay::ModeState;
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//external influence
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//this is how you influence the physics from outside
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use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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//internal influence
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//internal influence
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//when the physics asks itself what happens next, this is how it's represented
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//when the physics asks itself what happens next, this is how it's represented
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#[derive(Debug)]
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#[derive(Debug)]
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@ -22,34 +27,6 @@ enum PhysicsInternalInstruction{
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StrafeTick,
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StrafeTick,
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ReachWalkTargetVelocity,
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ReachWalkTargetVelocity,
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// Water,
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// Water,
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// Spawn(
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// Option<SpawnId>,
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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}
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//external influence
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//this is how you influence the physics from outside
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#[derive(Debug)]
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pub enum PhysicsInputInstruction{
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveRight(bool),
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SetMoveUp(bool),
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SetMoveBack(bool),
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SetMoveLeft(bool),
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SetMoveDown(bool),
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SetMoveForward(bool),
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SetJump(bool),
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SetZoom(bool),
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Restart,
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Spawn(gameplay_modes::ModeId,StageId),
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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PracticeFly,
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SetSensitivity(Ratio64Vec2),
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}
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}
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#[derive(Debug)]
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#[derive(Debug)]
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enum PhysicsInstruction{
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enum PhysicsInstruction{
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@ -78,32 +55,6 @@ impl std::ops::Neg for Body{
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}
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}
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}
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}
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
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pub struct MouseState {
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pub pos: glam::IVec2,
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pub time:Time,
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}
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impl Default for MouseState{
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fn default() -> Self {
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Self {
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time:Time::ZERO,
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pos:glam::IVec2::ZERO,
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}
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}
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}
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impl MouseState {
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pub fn lerp(&self,target:&MouseState,time:Time)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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let t1t=(target.time-time).nanos();
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let tt0=(time-self.time).nanos();
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let dt=(target.time-self.time).nanos();
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
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}
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#[derive(Clone,Debug,Default)]
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#[derive(Clone,Debug,Default)]
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pub struct InputState{
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pub struct InputState{
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mouse:MouseState,
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mouse:MouseState,
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@ -1542,6 +1493,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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//the body may as well be a quantum wave function
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//the body may as well be a quantum wave function
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//as far as these instruction are concerned (they don't care where it is)
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//as far as these instruction are concerned (they don't care where it is)
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PhysicsInputInstruction::SetSensitivity(..)
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PhysicsInputInstruction::SetSensitivity(..)
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|PhysicsInputInstruction::Reset
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::SetZoom(..)
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|PhysicsInputInstruction::SetZoom(..)
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@ -1603,10 +1555,13 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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state.input_state.set_control(Controls::Zoom,s);
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state.input_state.set_control(Controls::Zoom,s);
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b_refresh_walk_target=false;
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b_refresh_walk_target=false;
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},
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},
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PhysicsInputInstruction::Restart=>{
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PhysicsInputInstruction::Reset=>{
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//totally reset physics state
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//totally reset physics state
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state.reset_to_default();
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state.reset_to_default();
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//spawn at start zone
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Restart=>{
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//teleport to start zone
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let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
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let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: set camera andles to face the same way as the start zone
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//TODO: set camera andles to face the same way as the start zone
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@ -1,4 +1,5 @@
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use crate::physics::{MouseState,PhysicsInputInstruction};
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use strafesnet_common::mouse::MouseState;
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use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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use strafesnet_common::integer::Time;
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::instruction::TimedInstruction;
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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use strafesnet_common::timer::{Scaled,Timer,TimerState};
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@ -13,7 +13,7 @@ pub enum WindowInstruction{
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//holds thread handles to dispatch to
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//holds thread handles to dispatch to
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struct WindowContext<'a>{
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struct WindowContext<'a>{
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manual_mouse_lock:bool,
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manual_mouse_lock:bool,
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mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
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mouse:strafesnet_common::mouse::MouseState,//std::sync::Arc<std::sync::Mutex<>>
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screen_size:glam::UVec2,
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screen_size:glam::UVec2,
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user_settings:crate::settings::UserSettings,
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user_settings:crate::settings::UserSettings,
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window:&'a winit::window::Window,
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window:&'a winit::window::Window,
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@ -113,7 +113,7 @@ impl WindowContext<'_>{
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"z"=>Some(InputInstruction::Zoom(s)),
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"z"=>Some(InputInstruction::Zoom(s)),
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"r"=>if s{
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"r"=>if s{
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//mouse needs to be reset since the position is absolute
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//mouse needs to be reset since the position is absolute
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self.mouse=crate::physics::MouseState::default();
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self.mouse=strafesnet_common::mouse::MouseState::default();
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Some(InputInstruction::Restart)
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Some(InputInstruction::Restart)
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}else{None},
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}else{None},
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"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
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"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
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@ -200,7 +200,7 @@ impl<'a> WindowContextSetup<'a>{
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let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
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let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
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WindowContext{
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WindowContext{
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manual_mouse_lock:false,
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manual_mouse_lock:false,
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mouse:crate::physics::MouseState::default(),
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mouse:strafesnet_common::mouse::MouseState::default(),
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//make sure to update this!!!!!
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//make sure to update this!!!!!
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screen_size,
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screen_size,
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user_settings:self.user_settings,
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user_settings:self.user_settings,
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@ -190,7 +190,7 @@ mod test{
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for _ in 0..5 {
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for _ in 0..5 {
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let task = instruction::TimedInstruction{
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let task = instruction::TimedInstruction{
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time:integer::Time::ZERO,
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time:integer::Time::ZERO,
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instruction:physics::PhysicsInputInstruction::Idle,
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instruction:strafesnet_common::physics::Instruction::Idle,
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};
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};
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worker.send(task).unwrap();
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worker.send(task).unwrap();
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}
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}
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@ -204,7 +204,7 @@ mod test{
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// Send a new task
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// Send a new task
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let task = instruction::TimedInstruction{
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let task = instruction::TimedInstruction{
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time:integer::Time::ZERO,
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time:integer::Time::ZERO,
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instruction:physics::PhysicsInputInstruction::Idle,
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instruction:strafesnet_common::physics::Instruction::Idle,
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};
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};
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worker.send(task).unwrap();
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worker.send(task).unwrap();
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Block a user