forked from StrafesNET/strafe-client
lol idk #1
166
src/physics.rs
166
src/physics.rs
@ -13,8 +13,10 @@ use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer
|
||||
use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
|
||||
use gameplay::ModeState;
|
||||
|
||||
//internal influence
|
||||
//when the physics asks itself what happens next, this is how it's represented
|
||||
#[derive(Debug)]
|
||||
pub enum PhysicsInstruction {
|
||||
enum PhysicsInternalInstruction{
|
||||
CollisionStart(Collision),
|
||||
CollisionEnd(Collision),
|
||||
StrafeTick,
|
||||
@ -25,10 +27,9 @@ pub enum PhysicsInstruction {
|
||||
// bool,//true = Trigger; false = teleport
|
||||
// bool,//true = Force
|
||||
// )
|
||||
//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
|
||||
Input(PhysicsInputInstruction),
|
||||
SetSensitivity(Ratio64Vec2),
|
||||
}
|
||||
//external influence
|
||||
//this is how you influence the physics from outside
|
||||
#[derive(Debug)]
|
||||
pub enum PhysicsInputInstruction{
|
||||
ReplaceMouse(MouseState,MouseState),
|
||||
@ -47,6 +48,14 @@ pub enum PhysicsInputInstruction {
|
||||
//for interpolation / networking / playback reasons, most playback heads will always want
|
||||
//to be 1 instruction ahead to generate the next state for interpolation.
|
||||
PracticeFly,
|
||||
SetSensitivity(Ratio64Vec2),
|
||||
}
|
||||
#[derive(Debug)]
|
||||
enum PhysicsInstruction{
|
||||
Internal(PhysicsInternalInstruction),
|
||||
//InputInstructions conditionally activate RefreshWalkTarget
|
||||
//(by doing what SetWalkTargetVelocity used to do and then flagging it)
|
||||
Input(PhysicsInputInstruction),
|
||||
}
|
||||
|
||||
#[derive(Clone,Copy,Debug,Default,Hash)]
|
||||
@ -559,13 +568,13 @@ impl MoveState{
|
||||
=>None,
|
||||
}
|
||||
}
|
||||
fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInstruction>>{
|
||||
fn next_move_instruction(&self,strafe:&Option<gameplay_style::StrafeSettings>,time:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
|
||||
//check if you have a valid walk state and create an instruction
|
||||
match self{
|
||||
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.target{
|
||||
&TransientAcceleration::Reachable{acceleration:_,time}=>Some(TimedInstruction{
|
||||
time,
|
||||
instruction:PhysicsInstruction::ReachWalkTargetVelocity
|
||||
instruction:PhysicsInternalInstruction::ReachWalkTargetVelocity
|
||||
}),
|
||||
TransientAcceleration::Unreachable{acceleration:_}
|
||||
|TransientAcceleration::Reached
|
||||
@ -575,7 +584,7 @@ impl MoveState{
|
||||
TimedInstruction{
|
||||
time:strafe.next_tick(time),
|
||||
//only poll the physics if there is a before and after mouse event
|
||||
instruction:PhysicsInstruction::StrafeTick
|
||||
instruction:PhysicsInternalInstruction::StrafeTick
|
||||
}
|
||||
}),
|
||||
MoveState::Water=>None,//TODO
|
||||
@ -769,7 +778,7 @@ impl TouchingState{
|
||||
}
|
||||
}
|
||||
}
|
||||
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
|
||||
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInternalInstruction>,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
|
||||
@ -778,7 +787,7 @@ impl TouchingState{
|
||||
collector.collect(minkowski.predict_collision_face_out(&relative_body,collector.time(),contact.face_id).map(|(_face,time)|{
|
||||
TimedInstruction{
|
||||
time,
|
||||
instruction:PhysicsInstruction::CollisionEnd(
|
||||
instruction:PhysicsInternalInstruction::CollisionEnd(
|
||||
Collision::Contact(ContactCollision{convex_mesh_id:contact.convex_mesh_id,face_id:contact.face_id})
|
||||
),
|
||||
}
|
||||
@ -791,7 +800,7 @@ impl TouchingState{
|
||||
collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(_face,time)|{
|
||||
TimedInstruction{
|
||||
time,
|
||||
instruction:PhysicsInstruction::CollisionEnd(
|
||||
instruction:PhysicsInternalInstruction::CollisionEnd(
|
||||
Collision::Intersect(IntersectCollision{convex_mesh_id:intersect.convex_mesh_id})
|
||||
),
|
||||
}
|
||||
@ -954,11 +963,7 @@ impl PhysicsState {
|
||||
fn clear(&mut self){
|
||||
self.touching.clear();
|
||||
}
|
||||
fn advance_time(&mut self, time: Time){
|
||||
self.body.advance_time(time);
|
||||
self.time=time;
|
||||
}
|
||||
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
|
||||
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
|
||||
self.move_state.next_move_instruction(&self.style.strafe,self.time)
|
||||
}
|
||||
//lmao idk this is convenient
|
||||
@ -1031,31 +1036,33 @@ pub struct PhysicsContext{
|
||||
state:PhysicsState,//this captures the entire state of the physics.
|
||||
data:PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
|
||||
}
|
||||
//the physics consumes the generic PhysicsInstruction, but can only emit the more narrow PhysicsInternalInstruction
|
||||
impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
|
||||
fn process_instruction(&mut self,ins:TimedInstruction<PhysicsInstruction>){
|
||||
atomic_state_update(&mut self.state,&self.data,ins)
|
||||
}
|
||||
}
|
||||
impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
|
||||
impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsContext{
|
||||
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
|
||||
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
|
||||
literally_next_instruction_but_with_context(&self.state,&self.data,time_limit)
|
||||
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
|
||||
next_instruction_internal(&self.state,&self.data,time_limit)
|
||||
}
|
||||
}
|
||||
impl PhysicsContext{
|
||||
pub fn clear(&mut self){
|
||||
self.state.clear();
|
||||
}
|
||||
//TODO: remove non-standard interfaces to process_instruction
|
||||
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
|
||||
self.process_instruction(TimedInstruction{
|
||||
self.run_input_instruction(TimedInstruction{
|
||||
time:self.state.time,
|
||||
instruction:PhysicsInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
|
||||
instruction:PhysicsInputInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
|
||||
});
|
||||
}
|
||||
pub fn spawn(&mut self){
|
||||
self.process_instruction(TimedInstruction{
|
||||
self.run_input_instruction(TimedInstruction{
|
||||
time:self.state.time,
|
||||
instruction:PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
|
||||
instruction:PhysicsInputInstruction::Reset,
|
||||
});
|
||||
}
|
||||
pub const fn output(&self)->PhysicsOutputState{
|
||||
@ -1141,16 +1148,19 @@ impl PhysicsContext{
|
||||
}
|
||||
|
||||
//tickless gaming
|
||||
fn run(&mut self,time_limit:Time){
|
||||
fn run_internal_exhaustive(&mut self,time_limit:Time){
|
||||
//prepare is ommitted - everything is done via instructions.
|
||||
while let Some(instruction)=self.next_instruction(time_limit){//collect
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
self.process_instruction(TimedInstruction{
|
||||
time:instruction.time,
|
||||
instruction:PhysicsInstruction::Internal(instruction.instruction),
|
||||
});
|
||||
//write hash lol
|
||||
}
|
||||
}
|
||||
pub fn run_input_instruction(&mut self,instruction:TimedInstruction<PhysicsInputInstruction>){
|
||||
self.run(instruction.time);
|
||||
self.run_internal_exhaustive(instruction.time);
|
||||
self.process_instruction(TimedInstruction{
|
||||
time:instruction.time,
|
||||
instruction:PhysicsInstruction::Input(instruction.instruction),
|
||||
@ -1158,7 +1168,8 @@ impl PhysicsContext{
|
||||
}
|
||||
}
|
||||
|
||||
fn literally_next_instruction_but_with_context(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
|
||||
//this is the one who asks
|
||||
fn next_instruction_internal(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
|
||||
//JUST POLLING!!! NO MUTATION
|
||||
let mut collector = instruction::InstructionCollector::new(time_limit);
|
||||
|
||||
@ -1180,7 +1191,7 @@ impl PhysicsContext{
|
||||
//temp (?) code to avoid collision loops
|
||||
.map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
|
||||
.map(|(face,time)|{
|
||||
TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
|
||||
TimedInstruction{time,instruction:PhysicsInternalInstruction::CollisionStart(match data.models.attr(convex_mesh_id.model_id){
|
||||
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{convex_mesh_id,face_id:face}),
|
||||
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{convex_mesh_id}),
|
||||
})}
|
||||
@ -1316,27 +1327,18 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
}
|
||||
}
|
||||
|
||||
fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
|
||||
match &ins.instruction{
|
||||
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|
||||
|PhysicsInstruction::StrafeTick=>(),
|
||||
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction{
|
||||
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>state.time=ins.time,//idle simply updates time
|
||||
PhysicsInstruction::Input(_)
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick
|
||||
|PhysicsInstruction::SetSensitivity(_)
|
||||
=>state.advance_time(ins.time),
|
||||
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
|
||||
let should_advance_body=match ins.instruction{
|
||||
PhysicsInternalInstruction::CollisionStart(_)
|
||||
|PhysicsInternalInstruction::CollisionEnd(_)
|
||||
|PhysicsInternalInstruction::StrafeTick
|
||||
|PhysicsInternalInstruction::ReachWalkTargetVelocity=>true,
|
||||
};
|
||||
if should_advance_body{
|
||||
state.body.advance_time(state.time);
|
||||
}
|
||||
match ins.instruction{
|
||||
PhysicsInstruction::CollisionStart(collision)=>{
|
||||
PhysicsInternalInstruction::CollisionStart(collision)=>{
|
||||
let convex_mesh_id=collision.convex_mesh_id();
|
||||
match (data.models.attr(convex_mesh_id.model_id),&collision){
|
||||
(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>{
|
||||
@ -1445,7 +1447,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
_=>panic!("invalid pair"),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(collision)=>{
|
||||
PhysicsInternalInstruction::CollisionEnd(collision)=>{
|
||||
match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
|
||||
(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
|
||||
state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
|
||||
@ -1478,7 +1480,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
_=>panic!("invalid pair"),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::StrafeTick=>{
|
||||
PhysicsInternalInstruction::StrafeTick=>{
|
||||
//TODO make this less huge
|
||||
if let Some(strafe_settings)=&state.style.strafe{
|
||||
let controls=state.input_state.controls;
|
||||
@ -1496,7 +1498,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
}
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::ReachWalkTargetVelocity=>{
|
||||
PhysicsInternalInstruction::ReachWalkTargetVelocity=>{
|
||||
match &mut state.move_state{
|
||||
MoveState::Air
|
||||
|MoveState::Water
|
||||
@ -1520,10 +1522,48 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
}
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
|
||||
PhysicsInstruction::Input(input_instruction)=>{
|
||||
}
|
||||
}
|
||||
|
||||
fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInputInstruction>){
|
||||
let should_advance_body=match ins.instruction{
|
||||
//the body may as well be a quantum wave function
|
||||
//as far as these instruction are concerned (they don't care where it is)
|
||||
PhysicsInputInstruction::SetSensitivity(..)
|
||||
|PhysicsInputInstruction::Reset
|
||||
|PhysicsInputInstruction::SetZoom(..)
|
||||
|PhysicsInputInstruction::Idle=>false,
|
||||
//these controls only update the body if you are on the ground
|
||||
PhysicsInputInstruction::SetNextMouse(..)
|
||||
|PhysicsInputInstruction::ReplaceMouse(..)
|
||||
|PhysicsInputInstruction::SetMoveForward(..)
|
||||
|PhysicsInputInstruction::SetMoveLeft(..)
|
||||
|PhysicsInputInstruction::SetMoveBack(..)
|
||||
|PhysicsInputInstruction::SetMoveRight(..)
|
||||
|PhysicsInputInstruction::SetMoveUp(..)
|
||||
|PhysicsInputInstruction::SetMoveDown(..)
|
||||
|PhysicsInputInstruction::SetJump(..)=>{
|
||||
//technically this could be refined further
|
||||
//and only advance if you are moving relative to the contact
|
||||
//but this is good enough for now
|
||||
match &state.move_state{
|
||||
MoveState::Fly
|
||||
|MoveState::Water
|
||||
|MoveState::Walk(_)
|
||||
|MoveState::Ladder(_)=>true,
|
||||
MoveState::Air=>false,
|
||||
}
|
||||
},
|
||||
//the body must be updated unconditionally
|
||||
PhysicsInputInstruction::PracticeFly=>true,
|
||||
};
|
||||
if should_advance_body{
|
||||
state.body.advance_time(state.time);
|
||||
}
|
||||
//TODO: UNTAB
|
||||
let mut b_refresh_walk_target=true;
|
||||
match input_instruction{
|
||||
match ins.instruction{
|
||||
PhysicsInputInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
|
||||
PhysicsInputInstruction::SetNextMouse(m)=>{
|
||||
state.camera.move_mouse(state.input_state.mouse_delta());
|
||||
state.input_state.set_next_mouse(m);
|
||||
@ -1539,7 +1579,6 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
|
||||
PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
|
||||
PhysicsInputInstruction::SetJump(s)=>{
|
||||
b_refresh_walk_target=false;
|
||||
state.input_state.set_control(Controls::Jump,s);
|
||||
if let Some(walk_state)=state.move_state.get_walk_state(){
|
||||
if let Some(jump_settings)=&state.style.jump{
|
||||
@ -1548,6 +1587,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
state.cull_velocity(&data,jumped_velocity);
|
||||
}
|
||||
}
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::SetZoom(s)=>{
|
||||
state.input_state.set_control(Controls::Zoom,s);
|
||||
@ -1577,13 +1617,29 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
}
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
|
||||
PhysicsInputInstruction::Idle=>{
|
||||
//literally idle!
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
}
|
||||
if b_refresh_walk_target{
|
||||
state.apply_input_and_body(data);
|
||||
state.cull_velocity(data,state.body.velocity);
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
|
||||
match &ins.instruction{
|
||||
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|
||||
|PhysicsInstruction::Internal(PhysicsInternalInstruction::StrafeTick)=>(),
|
||||
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
||||
}
|
||||
state.time=ins.time;
|
||||
match ins.instruction{
|
||||
PhysicsInstruction::Internal(instruction)=>atomic_internal_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
|
||||
PhysicsInstruction::Input(instruction)=>atomic_input_instruction(state,data,TimedInstruction{time:ins.time,instruction}),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -190,7 +190,7 @@ mod test{
|
||||
for _ in 0..5 {
|
||||
let task = instruction::TimedInstruction{
|
||||
time:integer::Time::ZERO,
|
||||
instruction:physics::PhysicsInstruction::StrafeTick,
|
||||
instruction:physics::PhysicsInputInstruction::Idle,
|
||||
};
|
||||
worker.send(task).unwrap();
|
||||
}
|
||||
@ -204,7 +204,7 @@ mod test{
|
||||
// Send a new task
|
||||
let task = instruction::TimedInstruction{
|
||||
time:integer::Time::ZERO,
|
||||
instruction:physics::PhysicsInstruction::StrafeTick,
|
||||
instruction:physics::PhysicsInputInstruction::Idle,
|
||||
};
|
||||
worker.send(task).unwrap();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user