don't write duplicate code
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b955407b06
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05e2f67e36
@ -166,14 +166,14 @@ impl TransientAcceleration{
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}
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}
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}
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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let target_diff=velocity-body.velocity;
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
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let target_diff=target_velocity-body.velocity;
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//precalculate accel
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let accel=walk_settings.accel(target_diff,gravity);
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Self::with_target_diff(target_diff,accel,body.time)
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}
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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let target_diff=velocity-body.velocity;
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
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let target_diff=target_velocity-body.velocity;
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let accel=ladder_settings.accel(target_diff,gravity);
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Self::with_target_diff(target_diff,accel,body.time)
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}
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@ -186,21 +186,37 @@ impl TransientAcceleration{
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}
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}
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impl ContactMoveState{
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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Self{
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target:TransientAcceleration::ground(walk_settings,body,gravity,velocity,contact,normal),
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target:TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal),
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contact,
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jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
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}
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}
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
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Self{//,style,velocity,normal,style.ladder_speed,style.ladder_accel
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target:TransientAcceleration::ladder(ladder_settings,body,gravity,velocity,contact,normal),
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target:TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal),
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contact,
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jump_direction:JumpDirection::FromContactNormal,
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}
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}
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}
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fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3,Planar64Vec3){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity,normal)
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}
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fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3,Planar64Vec3){
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let normal=contact_normal(models,hitbox_mesh,contact);
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let gravity=touching.base_acceleration(models,style,camera,input_state);
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let control_dir=style.get_y_control_dir(camera,input_state.controls);
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let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
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(gravity,target_velocity,normal)
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}
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#[derive(Default)]
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struct PhysicsModels{
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@ -496,14 +512,16 @@ impl MoveState{
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MoveState::Air|MoveState::Water=>(),
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MoveState::Walk(ContactMoveState{target,contact,jump_direction:_})=>{
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if let Some(walk_settings)=&style.walk{
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*target=TransientAcceleration::ground();
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let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal);
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}else{
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panic!("ContactMoveState exists in style which does not allow walking!");
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}
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},
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MoveState::Ladder(ContactMoveState{target,contact,jump_direction:_})=>{
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if let Some(ladder_settings)=&style.ladder{
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*target=TransientAcceleration::ladder();
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
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*target=TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal);
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}else{
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panic!("ContactMoveState exists in style which does not allow walking!");
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}
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@ -1252,12 +1270,12 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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match (data.models.attr(convex_mesh_id.model_id),&c){
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(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
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let mut v=state.body.velocity;
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let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
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match &contacting.contact_behaviour{
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Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
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//velocity and normal are facing opposite directions so this is inherently negative.
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let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
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let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
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v+=normal*(d/normal.dot(normal));
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},
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@ -1269,10 +1287,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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v=Planar64Vec3::ZERO;//model.velocity
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}
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//ladder walkstate
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let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state);
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let control_dir=state.style.get_y_control_dir(&state.camera,state.input_state.controls);
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let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
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state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
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state.move_state=MoveState::Ladder(walk_state);
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state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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@ -1281,10 +1296,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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None=>if let Some(walk_settings)=&state.style.walk{
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if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,contact),Planar64Vec3::Y){
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//ground
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let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state);
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let control_dir=state.style.get_y_control_dir(&state.camera,state.input_state.controls);
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let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
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state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
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let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
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state.move_state=MoveState::Walk(walk_state);
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state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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@ -1310,15 +1322,13 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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},
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None=>(),
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}
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let calc_move=if state.style.get_control(Controls::Jump,state.input_state.controls){
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state.style.jump.is_some_and(|jump_settings|{
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state.move_state.get_walk_state().is_some_and(|walk_state|{
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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v=jump_settings.jumped_velocity(&state.style,jump_dir,v);
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set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v)
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})
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})
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}else{false};
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if state.style.get_control(Controls::Jump,state.input_state.controls){
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if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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v=jump_settings.jumped_velocity(&state.style,jump_dir,v);
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set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v);
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}
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}
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match &general.trajectory{
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Some(trajectory)=>{
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match trajectory{
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@ -1333,10 +1343,6 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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None=>(),
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}
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
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//not sure if or is correct here
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if calc_move||Planar64::ZERO<normal.dot(v){
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(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
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}
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state.move_state.apply_input(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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},
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
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@ -1354,7 +1360,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
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state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
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//check ground
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(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
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//TODO lol
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},
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PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
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state.touching.remove(&c);
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@ -1374,7 +1380,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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//this is wrong but will work ig
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//need to note which push planes activate in push solve and keep those
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
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(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
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//?
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}
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}
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}
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@ -1423,17 +1429,19 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
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PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
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PhysicsInputInstruction::SetJump(s)=>{
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b_refresh_walk_target=false;
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state.input_state.set_control(Controls::Jump,s);
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if let Some(walk_state)=state.move_state.get_walk_state(){
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if let Some(jump_settings)=&state.style.jump{
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
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//TODO: be more precise about contacts
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
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(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
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state.move_state=MoveState::Air;
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b_refresh_walk_target=true;
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}
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}
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::SetZoom(s)=>{
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state.input_state.set_control(Controls::Zoom,s);
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@ -1449,8 +1457,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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).unwrap_or(Planar64Vec3::ZERO);
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set_position(&mut state.body,&mut state.touching,spawn_point);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
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(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
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b_refresh_walk_target=false;
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state.move_state=MoveState::Air;
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//b_refresh_walk_target will figure out gravity and stuff
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},
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PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
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}
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