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src/physics.rs
147
src/physics.rs
@ -296,9 +296,7 @@ pub struct PhysicsState{
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pub world:WorldState,//currently there is only one state the world can be in
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pub world:WorldState,//currently there is only one state the world can be in
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pub game:GameMechanicsState,
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pub game:GameMechanicsState,
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pub style:StyleModifiers,
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pub style:StyleModifiers,
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pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
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touching:TouchingState,
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pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera:PhysicsCamera,
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pub camera:PhysicsCamera,
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pub next_mouse:MouseState,//Where is the mouse headed next
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pub next_mouse:MouseState,//Where is the mouse headed next
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@ -401,6 +399,55 @@ impl RelativeCollision {
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}
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}
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}
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}
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struct TouchingState{
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contacts:std::collections::HashMap::<u32,RelativeCollision>,
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intersects:std::collections::HashMap::<u32,RelativeCollision>,
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}
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impl TouchingState{
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fn clear(&mut self){
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self.contacts.clear();
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self.intersects.clear();
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}
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fn insert_contact(&mut self,model_id:u32,collision:RelativeCollision)->Option<RelativeCollision>{
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self.contacts.insert(model_id,collision)
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}
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fn remove_contact(&mut self,model_id:u32)->Option<RelativeCollision>{
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self.contacts.remove(&model_id)
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}
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fn insert_intersect(&mut self,model_id:u32,collision:RelativeCollision)->Option<RelativeCollision>{
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self.intersects.insert(model_id,collision)
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}
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fn remove_intersect(&mut self,model_id:u32)->Option<RelativeCollision>{
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self.intersects.remove(&model_id)
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}
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fn constrain_velocity(&self,models:&Vec<ModelPhysics>,velocity:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(models);
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let d=velocity.dot(n);
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if d<Planar64::ZERO{
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(*velocity)-=n*(d/n.dot(n));
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}
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}
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}
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fn constrain_acceleration(&self,models:&Vec<ModelPhysics>,acceleration:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(models);
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let d=acceleration.dot(n);
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if d<Planar64::ZERO{
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(*acceleration)-=n*(d/n.dot(n));
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}
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}
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}
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}
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impl Default for TouchingState{
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fn default() -> Self {
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Self{
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contacts: std::collections::HashMap::new(),
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intersects: std::collections::HashMap::new(),
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}
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}
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}
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impl Body {
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impl Body {
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pub fn with_pva(position:Planar64Vec3,velocity:Planar64Vec3,acceleration:Planar64Vec3) -> Self {
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pub fn with_pva(position:Planar64Vec3,velocity:Planar64Vec3,acceleration:Planar64Vec3) -> Self {
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Self{
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Self{
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@ -437,8 +484,7 @@ impl Default for PhysicsState{
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body: Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
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body: Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
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time: Time::ZERO,
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time: Time::ZERO,
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style:StyleModifiers::default(),
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style:StyleModifiers::default(),
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contacts: std::collections::HashMap::new(),
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touching:TouchingState::default(),
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intersects: std::collections::HashMap::new(),
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models: Vec::new(),
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models: Vec::new(),
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bvh:crate::bvh::BvhNode::default(),
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bvh:crate::bvh::BvhNode::default(),
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move_state: MoveState::Air,
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move_state: MoveState::Air,
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@ -457,8 +503,7 @@ impl PhysicsState {
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pub fn clear(&mut self){
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pub fn clear(&mut self){
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self.models.clear();
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self.models.clear();
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self.modes.clear();
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self.modes.clear();
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self.contacts.clear();
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self.touching.clear();
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self.intersects.clear();
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}
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}
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pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
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pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
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@ -658,40 +703,22 @@ impl PhysicsState {
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self.controls=if state{self.controls|control}else{self.controls&!control};
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self.controls=if state{self.controls|control}else{self.controls&!control};
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}
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}
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fn jump(&mut self){
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fn jump(&mut self){
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match self.move_state{
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match &self.move_state{
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MoveState::Air=>(),
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MoveState::Air=>(),
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MoveState::Walk(walk_state)=>{
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MoveState::Walk(walk_state)=>{
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let mut v=self.body.velocity+self.style.get_jump_power();
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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self.body.velocity=v;
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},
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},
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MoveState::Water=>(),
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MoveState::Water=>(),
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MoveState::Ladder(walk_state)=>{
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MoveState::Ladder(walk_state)=>{
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let mut v=self.body.velocity+self.style.get_jump_power();
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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self.body.velocity=v;
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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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fn contact_constrain_velocity(&self,velocity:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let d=velocity.dot(n);
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if d<Planar64::ZERO{
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(*velocity)-=n*(d/n.dot(n));
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}
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}
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}
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fn contact_constrain_acceleration(&self,acceleration:&mut Planar64Vec3){
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let d=acceleration.dot(n);
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if d<Planar64::ZERO{
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(*acceleration)-=n*(d/n.dot(n));
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}
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}
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}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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return Some(TimedInstruction{
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time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
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time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
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@ -733,17 +760,17 @@ impl PhysicsState {
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fn refresh_walk_target(&mut self){
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fn refresh_walk_target(&mut self){
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//calculate acceleration yada yada
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//calculate acceleration yada yada
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match self.move_state{
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match &mut self.move_state{
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MoveState::Air=>(),
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MoveState::Air=>(),
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MoveState::Walk(walk_state)=>{
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MoveState::Walk(walk_state)=>{
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let mut v=walk_state.target_velocity;
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let mut v=walk_state.target_velocity;
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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let mut target_diff=v-self.body.velocity;
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let mut target_diff=v-self.body.velocity;
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//remove normal component
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//remove normal component
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target_diff-=Planar64Vec3::Y*target_diff.y();
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target_diff-=Planar64Vec3::Y*target_diff.y();
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if target_diff==Planar64Vec3::ZERO{
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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let mut a=Planar64Vec3::ZERO;
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self.contact_constrain_acceleration(&mut a);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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walk_state.state=WalkEnum::Reached;
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walk_state.state=WalkEnum::Reached;
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}else{
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}else{
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@ -751,7 +778,7 @@ impl PhysicsState {
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let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction);
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let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction);
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let time_delta=target_diff.length()/accel;
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff.with_length(accel);
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let mut a=target_diff.with_length(accel);
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self.contact_constrain_acceleration(&mut a);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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walk_state.target_time=self.body.time+Time::from(time_delta);
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walk_state.target_time=self.body.time+Time::from(time_delta);
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walk_state.state=WalkEnum::Transient;
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walk_state.state=WalkEnum::Transient;
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@ -1064,7 +1091,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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//JUST POLLING!!! NO MUTATION
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//JUST POLLING!!! NO MUTATION
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let mut collector = crate::instruction::InstructionCollector::new(time_limit);
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let mut collector = crate::instruction::InstructionCollector::new(time_limit);
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//check for collision stop instructions with curent contacts
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//check for collision stop instructions with curent contacts
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for (_,collision_data) in &self.contacts {
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for (_,collision_data) in &self.touching.contacts {
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collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
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collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
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}
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}
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// for collision_data in &self.intersects{
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// for collision_data in &self.intersects{
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@ -1076,7 +1103,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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aabb.grow(self.body.extrapolated_position(time_limit));
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aabb.grow(self.body.extrapolated_position(time_limit));
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aabb.inflate(self.style.hitbox_halfsize);
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aabb.inflate(self.style.hitbox_halfsize);
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self.bvh.the_tester(&aabb,&mut |id|{
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self.bvh.the_tester(&aabb,&mut |id|{
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if !(self.contacts.contains_key(&id)||self.intersects.contains_key(&id)){
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if !(self.touching.contacts.contains_key(&id)||self.touching.intersects.contains_key(&id)){
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collector.collect(self.predict_collision_start(self.time,time_limit,id));
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collector.collect(self.predict_collision_start(self.time,time_limit,id));
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}
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}
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});
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});
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@ -1119,7 +1146,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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},
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}
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}
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//check ground
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//check ground
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self.contacts.insert(c.model,c);
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self.touching.insert_contact(c.model,c);
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match &general.teleport_behaviour{
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match &general.teleport_behaviour{
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Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
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Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
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if stage_element.force||self.game.stage_id<stage_element.stage_id{
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if stage_element.force||self.game.stage_id<stage_element.stage_id{
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@ -1135,8 +1162,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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if let Some(model)=self.models.get(spawn as usize){
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if let Some(model)=self.models.get(spawn as usize){
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self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
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self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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self.contacts.clear();
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self.touching.clear();
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self.intersects.clear();
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self.body.acceleration=self.style.gravity;
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self.body.acceleration=self.style.gravity;
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self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
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self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
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}else{println!("bad1");}
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}else{println!("bad1");}
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@ -1153,11 +1179,11 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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}
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//flatten v
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//flatten v
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let mut v=self.body.velocity;
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let mut v=self.body.velocity;
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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match &general.booster{
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match &general.booster{
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Some(booster)=>{
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Some(booster)=>{
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v+=booster.velocity;
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v+=booster.velocity;
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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},
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None=>(),
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None=>(),
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}
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}
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@ -1169,7 +1195,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.intersects.insert(c.model,c);
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self.touching.insert_intersect(c.model,c);
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match &general.teleport_behaviour{
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match &general.teleport_behaviour{
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Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
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Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
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if stage_element.force||self.game.stage_id<stage_element.stage_id{
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if stage_element.force||self.game.stage_id<stage_element.stage_id{
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@ -1185,11 +1211,9 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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if let Some(model)=self.models.get(spawn as usize){
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if let Some(model)=self.models.get(spawn as usize){
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self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
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self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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self.contacts.clear();
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self.touching.clear();
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self.intersects.clear();
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self.body.acceleration=self.style.gravity;
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self.body.acceleration=self.style.gravity;
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self.walk.state=WalkEnum::Reached;
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self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
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self.grounded=false;
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}else{println!("bad1");}
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}else{println!("bad1");}
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}else{println!("bad2");}
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}else{println!("bad2");}
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}else{println!("bad3");}
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}else{println!("bad3");}
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@ -1209,21 +1233,21 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let model=c.model(&self.models).unwrap();
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let model=c.model(&self.models).unwrap();
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match &model.attributes{
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match &model.attributes{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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self.contacts.remove(&c.model);//remove contact before calling contact_constrain_acceleration
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self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
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let mut a=self.style.gravity;
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let mut a=self.style.gravity;
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self.contact_constrain_acceleration(&mut a);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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//check ground
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//check ground
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match &c.face {
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match &c.face {
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TreyMeshFace::Top => {
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TreyMeshFace::Top => {
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self.grounded=false;
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self.move_state=MoveState::Air;
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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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self.refresh_walk_target();
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self.refresh_walk_target();
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},
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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self.intersects.remove(&c.model);
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self.touching.remove_intersect(c.model);
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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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@ -1233,19 +1257,24 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let d=self.body.velocity.dot(control_dir);
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let d=self.body.velocity.dot(control_dir);
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if d<self.style.mv {
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if d<self.style.mv {
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let mut v=self.body.velocity+control_dir*(self.style.mv-d);
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let mut v=self.body.velocity+control_dir*(self.style.mv-d);
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self.contact_constrain_velocity(&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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||||||
self.body.velocity=v;
|
self.body.velocity=v;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||||
|
match &mut self.move_state{
|
||||||
|
MoveState::Air|MoveState::Water=>(),
|
||||||
|
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
|
||||||
//precisely set velocity
|
//precisely set velocity
|
||||||
let mut a=Planar64Vec3::ZERO;
|
let mut a=self.style.gravity;
|
||||||
self.contact_constrain_acceleration(&mut a);
|
self.touching.constrain_acceleration(&self.models,&mut a);
|
||||||
self.body.acceleration=a;
|
self.body.acceleration=a;
|
||||||
let mut v=self.walk.target_velocity;
|
let mut v=walk_state.target_velocity;
|
||||||
self.contact_constrain_velocity(&mut v);
|
self.touching.constrain_velocity(&self.models,&mut v);
|
||||||
self.body.velocity=v;
|
self.body.velocity=v;
|
||||||
self.walk.state=WalkEnum::Reached;
|
walk_state.state=WalkEnum::Reached;
|
||||||
|
}
|
||||||
|
}
|
||||||
},
|
},
|
||||||
PhysicsInstruction::Input(input_instruction) => {
|
PhysicsInstruction::Input(input_instruction) => {
|
||||||
let mut refresh_walk_target=true;
|
let mut refresh_walk_target=true;
|
||||||
@ -1279,7 +1308,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
self.body.position=self.spawn_point;
|
self.body.position=self.spawn_point;
|
||||||
self.body.velocity=Planar64Vec3::ZERO;
|
self.body.velocity=Planar64Vec3::ZERO;
|
||||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||||
self.contacts.clear();
|
self.touching.clear();
|
||||||
self.body.acceleration=self.style.gravity;
|
self.body.acceleration=self.style.gravity;
|
||||||
self.move_state=MoveState::Air;
|
self.move_state=MoveState::Air;
|
||||||
refresh_walk_target=false;
|
refresh_walk_target=false;
|
||||||
@ -1289,16 +1318,16 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
if refresh_walk_target{
|
if refresh_walk_target{
|
||||||
//calculate walk target velocity
|
//calculate walk target velocity
|
||||||
if refresh_walk_target_velocity{
|
if refresh_walk_target_velocity{
|
||||||
match self.move_state{
|
match &mut self.move_state{
|
||||||
MoveState::Walk(walk_state)=>{
|
MoveState::Walk(walk_state)=>{
|
||||||
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
||||||
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
||||||
walk_state.target_velocity=control_dir*self.style.walkspeed;
|
walk_state.target_velocity=control_dir*self.style.walkspeed;
|
||||||
},
|
},
|
||||||
MoveState::Ladder(walk_state)=>{
|
MoveState::Ladder(walk_state)=>{
|
||||||
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
// let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time));
|
||||||
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
// let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
||||||
walk_state.target_velocity=control_dir*self.style.walkspeed;
|
// walk_state.target_velocity=control_dir*self.style.walkspeed;
|
||||||
},
|
},
|
||||||
MoveState::Water=>(),
|
MoveState::Water=>(),
|
||||||
MoveState::Air=>(),
|
MoveState::Air=>(),
|
||||||
|
Loading…
Reference in New Issue
Block a user