mouse interpolator abstraction

This commit is contained in:
Quaternions 2024-07-30 11:52:36 -07:00
parent 171cd8f2e4
commit 38df41e043

View File

@ -23,35 +23,41 @@ pub enum Instruction{
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
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>>{
let mut mouse_blocking=true;
let mut last_mouse_time=physics.get_next_mouse().time;
let mut timeline=std::collections::VecDeque::new();
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
pub struct MouseInterpolator{
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,
mouse_blocking:bool,
}
impl MouseInterpolator{
fn push_mouse_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
if self.mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.get_next_mouse().pos},
MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
self.mouse_blocking=true;
}
last_mouse_time=ins.time;
self.last_mouse_time=ins.time;
}
/// returns the mapped physics input instruction
/// may or may not mutate internal state XD!
fn map_instruction(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
self.push_mouse_instruction(physics,ins,m);
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
@ -69,27 +75,23 @@ pub enum Instruction{
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
}
}
fn update_mouse_blocking(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>)->bool{
if self.mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.get_next_mouse().time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.get_next_mouse().pos}),
});
last_mouse_time=ins.time;
self.last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
self.mouse_blocking=false;
true
}else{
false
@ -97,18 +99,48 @@ pub enum Instruction{
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
self.last_mouse_time=ins.time;
true
}
}
/// returns whether or not to empty the instruction queue
fn handle_physics_input(&mut self,physics:&crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>,phys_input_option:Option<PhysicsInputInstruction>)->bool{
if let Some(phys_input)=phys_input_option{
//non-mouse event
self.timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
//this returns the bool for us
self.update_mouse_blocking(physics,ins)
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
}
}
fn empty_queue(&mut self,physics:&mut crate::physics::PhysicsContext){
while let Some(instruction)=self.timeline.pop_front(){
physics.run_input_instruction(instruction);
}
}
fn handle_instruction(&mut self,physics:&mut crate::physics::PhysicsContext,ins:&TimedInstruction<Instruction>){
let physics_input_option=self.map_instruction(physics,ins);
let should_empty_queue=self.handle_physics_input(physics,ins,physics_input_option);
if should_empty_queue{
self.empty_queue(physics);
}
}
}
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>>{
let mut interpolator=MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
};
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&mut physics,&ins);
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.get_next_mouse().pos)).unwrap();