be pedantic about public private
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@ -27,6 +27,7 @@ pub enum PhysicsInstruction {
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// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
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SetSensitivity(Ratio64Vec2),
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}
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#[derive(Debug)]
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pub enum PhysicsInputInstruction {
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@ -937,27 +938,13 @@ impl Default for PhysicsData{
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}
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impl PhysicsState {
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pub fn clear(&mut self){
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fn clear(&mut self){
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self.touching.clear();
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}
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pub const fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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body:self.body,
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camera:self.camera,
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camera_offset:self.style.camera_offset,
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mouse_pos:self.input_state.mouse.pos,
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}
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}
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.camera.sensitivity=user_settings.calculate_sensitivity();
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}
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pub fn advance_time(&mut self, time: Time){
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fn advance_time(&mut self, time: Time){
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self.body.advance_time(time);
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self.time=time;
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}
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pub const fn get_next_mouse(&self)->&MouseState{
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self.input_state.get_next_mouse()
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}
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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self.move_state.next_move_instruction(&self.style.strafe,self.time)
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}
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@ -996,7 +983,7 @@ impl PhysicsState {
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#[derive(Default)]
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pub struct PhysicsContext{
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pub state:PhysicsState,//this captures the entire state of the physics.
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state:PhysicsState,//this captures the entire state of the physics.
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data:PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
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}
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impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
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@ -1011,13 +998,32 @@ impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
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}
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}
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impl PhysicsContext{
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pub fn spawn(&mut self){
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self.process_instruction(instruction::TimedInstruction{
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pub fn clear(&mut self){
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self.state.clear();
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}
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.process_instruction(TimedInstruction{
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time:self.state.time,
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instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
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instruction:PhysicsInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
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});
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}
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pub fn spawn(&mut self){
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self.process_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
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});
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}
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pub const fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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body:self.state.body,
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camera:self.state.camera,
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camera_offset:self.state.style.camera_offset,
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mouse_pos:self.state.input_state.mouse.pos,
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}
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}
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pub const fn get_next_mouse(&self)->&MouseState{
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self.state.input_state.get_next_mouse()
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}
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pub fn generate_models(&mut self,map:&map::CompleteMap){
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self.data.modes=map.modes.clone();
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let mut used_attributes=Vec::new();
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@ -1087,7 +1093,7 @@ impl PhysicsContext{
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}
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//tickless gaming
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pub fn run(&mut self,time_limit:Time){
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fn run(&mut self,time_limit:Time){
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//prepare is ommitted - everything is done via instructions.
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while let Some(instruction)=self.next_instruction(time_limit){//collect
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//process
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@ -1095,6 +1101,13 @@ impl PhysicsContext{
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//write hash lol
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}
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}
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pub fn run_input_instruction(&mut self,instruction:TimedInstruction<PhysicsInputInstruction>){
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self.run(instruction.time);
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self.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:PhysicsInstruction::Input(instruction.instruction),
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});
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}
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}
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fn literally_next_instruction_but_with_context(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
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@ -1270,7 +1283,9 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionEnd(_)
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|PhysicsInstruction::StrafeTick=>state.advance_time(ins.time),
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|PhysicsInstruction::StrafeTick
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|PhysicsInstruction::SetSensitivity(_)
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=>state.advance_time(ins.time),
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}
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match ins.instruction{
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PhysicsInstruction::CollisionStart(c)=>{
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@ -1419,6 +1434,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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}
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},
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PhysicsInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
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PhysicsInstruction::Input(input_instruction)=>{
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let mut b_refresh_walk_target=true;
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match input_instruction{
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@ -25,7 +25,7 @@ pub enum Instruction{
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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 mouse_blocking=true;
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let mut last_mouse_time=physics.state.get_next_mouse().time;
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let mut last_mouse_time=physics.get_next_mouse().time;
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let mut timeline=std::collections::VecDeque::new();
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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if if let Some(phys_input)=match &ins.instruction{
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@ -43,7 +43,7 @@ pub enum Instruction{
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:physics.state.get_next_mouse().pos},
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MouseState{time:last_mouse_time,pos:physics.get_next_mouse().pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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@ -79,11 +79,11 @@ pub enum Instruction{
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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.state.get_next_mouse().time{
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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.state.get_next_mouse().pos}),
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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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@ -104,16 +104,12 @@ pub enum Instruction{
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}{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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physics.run(instruction.time);
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physics.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
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});
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physics.run_input_instruction(instruction);
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}
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}
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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.state.output(),ins.time,physics.state.get_next_mouse().pos)).unwrap();
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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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@ -124,7 +120,7 @@ pub enum Instruction{
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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.state.clear();
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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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@ -173,7 +173,7 @@ impl<'a> WindowContextSetup<'a>{
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let user_settings=crate::settings::read_user_settings();
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let mut physics=crate::physics::PhysicsContext::default();
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physics.state.load_user_settings(&user_settings);
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physics.load_user_settings(&user_settings);
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let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
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graphics.load_user_settings(&user_settings);
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