mouse interpolator abstraction
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171cd8f2e4
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38df41e043
@ -23,109 +23,141 @@ pub enum Instruction{
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ClearModels,
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ClearModels,
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//Graphics(crate::graphics_worker::Instruction),
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//Graphics(crate::graphics_worker::Instruction),
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}
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}
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pub struct MouseInterpolator{
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pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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let mut mouse_blocking=true;
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last_mouse_time:Time,
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let mut last_mouse_time=physics.get_next_mouse().time;
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mouse_blocking:bool,
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let mut timeline=std::collections::VecDeque::new();
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}
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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impl MouseInterpolator{
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if if let Some(phys_input)=match &ins.instruction{
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fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
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Instruction::Input(input_instruction)=>match input_instruction{
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if self.mouse_blocking{
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&InputInstruction::MoveMouse(m)=>{
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//tell the game state which is living in the past about its future
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if mouse_blocking{
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self.timeline.push_front(TimedInstruction{
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//tell the game state which is living in the past about its future
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time:self.last_mouse_time,
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timeline.push_front(TimedInstruction{
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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time:last_mouse_time,
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});
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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}else{
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});
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//mouse has just started moving again after being still for longer than 10ms.
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}else{
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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//mouse has just started moving again after being still for longer than 10ms.
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self.timeline.push_front(TimedInstruction{
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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time:self.last_mouse_time,
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timeline.push_front(TimedInstruction{
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instruction:PhysicsInputInstruction::ReplaceMouse(
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time:last_mouse_time,
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MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:ins.time,pos:m}
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MouseState{time:last_mouse_time,pos:physics.get_next_mouse().pos},
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),
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MouseState{time:ins.time,pos:m}
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});
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),
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//delay physics execution until we have an interpolation target
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});
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self.mouse_blocking=true;
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//delay physics execution until we have an interpolation target
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}
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mouse_blocking=true;
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self.last_mouse_time=ins.time;
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}
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}
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last_mouse_time=ins.time;
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/// returns the mapped physics input instruction
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None
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/// may or may not mutate internal state XD!
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},
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fn map_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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match &ins.instruction{
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveMouse(m)=>{
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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self.push_mouse_instruction(physics,ins,m);
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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None
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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},
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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}{
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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//non-mouse event
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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timeline.push_back(TimedInstruction{
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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time:ins.time,
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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instruction:phys_input,
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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}
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}
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fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->bool{
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if self.mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-physics.get_next_mouse().time{
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//push an event to extrapolate no movement from
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self.timeline.push_front(TimedInstruction{
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.get_next_mouse().pos}),
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});
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});
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self.last_mouse_time=ins.time;
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if mouse_blocking{
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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//assume the mouse has stopped moving after 10ms.
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self.mouse_blocking=false;
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-physics.get_next_mouse().time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.get_next_mouse().pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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}else{
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false
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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true
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}{
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}else{
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//empty queue
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false
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while let Some(instruction)=timeline.pop_front(){
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physics.run_input_instruction(instruction);
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}
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}
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}
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match ins.instruction{
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}else{
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Instruction::Render=>{
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//keep this up to date so that it can be used as a known-timestamp
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();
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//that the mouse was not moving when the mouse starts moving again
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},
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self.last_mouse_time=ins.time;
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Instruction::Resize(size,user_settings)=>{
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true
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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}
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},
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}
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Instruction::GenerateModels(map)=>{
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/// returns whether or not to empty the instruction queue
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physics.generate_models(&map);
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fn handle_physics_input(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
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physics.spawn();
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if let Some(phys_input)=phys_input_option{
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
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//non-mouse event
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},
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self.timeline.push_back(TimedInstruction{
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Instruction::ClearModels=>{
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time:ins.time,
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physics.clear();
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instruction:phys_input,
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graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
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});
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},
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_=>(),
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//this returns the bool for us
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}
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self.update_mouse_blocking(physics,ins)
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})
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}else{
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}
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//mouse event
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true
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}
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}
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fn empty_queue(&mut self,physics:&mut crate::physics::PhysicsContext){
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while let Some(instruction)=self.timeline.pop_front(){
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physics.run_input_instruction(instruction);
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}
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}
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fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>){
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let physics_input_option=self.map_instruction(physics,ins);
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let should_empty_queue=self.handle_physics_input(physics,ins,physics_input_option);
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if should_empty_queue{
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self.empty_queue(physics);
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}
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}
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}
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pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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let mut interpolator=MouseInterpolator{
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mouse_blocking:true,
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last_mouse_time:physics.get_next_mouse().time,
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timeline:std::collections::VecDeque::new(),
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};
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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interpolator.handle_instruction(&mut physics,&ins);
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match ins.instruction{
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Instruction::Render=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();
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},
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Instruction::Resize(size,user_settings)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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},
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Instruction::GenerateModels(map)=>{
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physics.generate_models(&map);
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physics.spawn();
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
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},
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Instruction::ClearModels=>{
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physics.clear();
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graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
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},
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_=>(),
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}
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})
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}
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