implement walk with hashing lole!!
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parent
7544c6e6ef
commit
0632e322cf
65
src/body.rs
65
src/body.rs
@ -22,6 +22,25 @@ pub struct Body {
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acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
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acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
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time: TIME,//nanoseconds x xxxxD!
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time: TIME,//nanoseconds x xxxxD!
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}
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}
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trait MyHash{
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fn hash(&self) -> u64;
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}
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impl MyHash for Body {
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fn hash(&self) -> u64 {
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let mut hasher=std::collections::hash_map::DefaultHasher::new();
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for &el in self.position.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.velocity.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.acceleration.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
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return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
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}
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}
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pub enum MoveRestriction {
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pub enum MoveRestriction {
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Air,
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Air,
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@ -89,6 +108,21 @@ impl MouseInterpolationState {
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}
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}
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}
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}
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pub struct WalkState {
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pub target_velocity: glam::Vec3,
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pub target_time: TIME,
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pub body_hash: u64,
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}
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impl WalkState {
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pub fn new() -> Self {
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Self{
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target_velocity:glam::Vec3::ZERO,
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target_time:0,
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body_hash:0,//oh no, hash collisions
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}
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}
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}
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pub struct PhysicsState {
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pub struct PhysicsState {
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pub body: Body,
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pub body: Body,
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pub hitbox_halfsize: glam::Vec3,
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pub hitbox_halfsize: glam::Vec3,
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@ -105,9 +139,10 @@ pub struct PhysicsState {
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pub strafe_tick_den: TIME,
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pub strafe_tick_den: TIME,
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pub tick: u32,
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pub tick: u32,
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pub mv: f32,
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pub mv: f32,
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pub walk: WalkState,
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pub walkspeed: f32,
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pub walkspeed: f32,
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pub friction: f32,
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pub friction: f32,
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pub walk_target_velocity: glam::Vec3,
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pub walk_accel: f32,
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pub gravity: glam::Vec3,
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pub gravity: glam::Vec3,
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pub grounded: bool,
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pub grounded: bool,
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pub jump_trying: bool,
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pub jump_trying: bool,
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@ -364,8 +399,15 @@ impl PhysicsState {
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// }
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// }
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//check if you are accelerating towards a walk target velocity and create an instruction
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//check if you have a valid walk state and create an instruction
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return None;
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if self.walk.body_hash==self.body.hash(){
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Some(TimedInstruction{
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time:self.walk.target_time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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})
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}else{
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return None;
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}
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}
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}
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fn mesh(&self) -> TreyMesh {
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fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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let mut aabb=Aabb::new();
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@ -705,11 +747,24 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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}
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PhysicsInstruction::ReachWalkTargetVelocity => {
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PhysicsInstruction::ReachWalkTargetVelocity => {
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//precisely set velocity
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//precisely set velocity
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self.body.velocity=self.walk_target_velocity;
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self.body.acceleration=glam::Vec3::ZERO;
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self.body.velocity=self.walk.target_velocity;
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//what if it's exactly the same, and the time delta is 0?
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//the hash will succeed and it will poll the same instruction infinitely...
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}
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}
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PhysicsInstruction::SetWalkTargetVelocity(v) => {
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PhysicsInstruction::SetWalkTargetVelocity(v) => {
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self.walk_target_velocity=v;
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//calculate acceleration yada yada
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//calculate acceleration yada yada
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let target_diff=v-self.body.velocity;
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if target_diff==glam::Vec3::ZERO{
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self.body.acceleration=glam::Vec3::ZERO;
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}else{
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let accel=self.walk_accel.min(self.gravity.length()*self.friction);
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let time_delta=target_diff.length()/accel;
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self.body.acceleration=target_diff/time_delta;
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self.walk.target_velocity=v;
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self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
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self.walk.body_hash=self.body.hash();//hash check to see if walk target is valid
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}
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},
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},
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}
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}
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}
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}
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15
src/main.rs
15
src/main.rs
@ -298,7 +298,8 @@ impl strafe_client::framework::Example for Skybox {
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strafe_tick_num: 100,//100t
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strafe_tick_num: 100,//100t
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strafe_tick_den: 1_000_000_000,
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strafe_tick_den: 1_000_000_000,
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gravity: glam::vec3(0.0,-100.0,0.0),
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gravity: glam::vec3(0.0,-100.0,0.0),
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friction: 90.0,
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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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mv: 2.7,
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grounded: false,
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grounded: false,
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jump_trying: false,
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jump_trying: false,
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@ -306,7 +307,7 @@ impl strafe_client::framework::Example for Skybox {
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walkspeed: 18.0,
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walkspeed: 18.0,
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contacts: std::collections::HashSet::new(),
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contacts: std::collections::HashSet::new(),
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models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
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models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
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walk_target_velocity: glam::Vec3::ZERO,
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walk: strafe_client::body::WalkState::new(),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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};
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};
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@ -637,6 +638,16 @@ impl strafe_client::framework::Example for Skybox {
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let time=self.start_time.elapsed().as_nanos() as i64;
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let time=self.start_time.elapsed().as_nanos() as i64;
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let walk_target_velocity=self.physics.walkspeed*control_dir;
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//autohop (already pressing spacebar; the signal to begin trying to jump is different)
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if walk_target_velocity!=self.physics.walk.target_velocity {
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//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
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strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
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time,//this is in the past when there is no instructions!
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instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
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});
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}
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self.physics.temp_control_dir=control_dir;
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self.physics.temp_control_dir=control_dir;
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self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
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self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
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self.physics.run(time);
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self.physics.run(time);
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