game mechanics enums
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bb8c53aee2
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100
src/body.rs
100
src/body.rs
@ -257,27 +257,69 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
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return control_dir
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}
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pub struct PhysicsState {
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pub body: Body,
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pub hitbox_halfsize: glam::Vec3,
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pub contacts: std::collections::HashSet::<RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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pub models: Vec<ModelPhysics>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera: Camera,
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pub mouse_interpolation: MouseInterpolationState,
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pub controls: u32,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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pub tick: u32,
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pub struct GameMechanicsState{
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pub spawn_id:u32,
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//jump_counts:HashMap<u32,u32>,
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}
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impl std::default::Default for GameMechanicsState{
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fn default() -> Self {
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Self{
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spawn_id:0,
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}
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}
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}
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pub struct WorldState{}
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pub struct StyleModifiers{
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pub controls_mask:u32,//controls which are unable to be activated
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pub controls_held:u32,//controls which must be active to be able to strafe
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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 friction:f32,
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pub walk_accel:f32,
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pub gravity:glam::Vec3,
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pub strafe_tick_num:TIME,
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pub strafe_tick_den:TIME,
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pub hitbox_halfsize:glam::Vec3,
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}
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impl std::default::Default for StyleModifiers{
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fn default() -> Self {
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Self{
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controls_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN),
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controls_held: 0,
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strafe_tick_num: 100,//100t
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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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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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walkspeed: 18.0,
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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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}
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pub struct PhysicsState{
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pub time:TIME,
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pub body:Body,
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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 style:StyleModifiers,
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pub contacts:std::collections::HashSet::<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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pub camera:Camera,
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pub mouse_interpolation:MouseInterpolationState,
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pub controls:u32,
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pub walk:WalkState,
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pub grounded:bool,
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//all models
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pub models:Vec<ModelPhysics>,
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pub stages:Vec<crate::model::StageDescription>,
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//the spawn point is where you spawn when you load into the map.
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//This is not the same as Reset which teleports you to Spawn0
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pub spawn_point:glam::Vec3,
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}
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@ -390,10 +432,22 @@ impl Aabb {
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type TreyMeshFace = AabbFace;
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type TreyMesh = Aabb;
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enum PhysicsCollisionAttributes{
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Contact{//track whether you are contacting the object
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contacting:crate::model::ContactingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:crate::model::IntersectingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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}
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pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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mesh: TreyMesh,
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attributes:PhysicsCollisionAttributes,
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}
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impl ModelPhysics {
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@ -522,7 +576,7 @@ impl PhysicsState {
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}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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time:(self.time*self.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.strafe_tick_num,
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//only poll the physics if there is a before and after mouse event
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instruction:PhysicsInstruction::StrafeTick
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});
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@ -572,7 +626,7 @@ impl PhysicsState {
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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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 accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff/time_delta;
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self.contact_constrain_acceleration(&mut a);
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@ -601,7 +655,7 @@ impl PhysicsState {
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fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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for vertex in Aabb::unit_vertices(){
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aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
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aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
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}
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aabb
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}
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@ -945,7 +999,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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PhysicsInstruction::CollisionEnd(c) => {
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self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
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let mut a=self.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.body.acceleration=a;
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//check ground
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@ -961,8 +1015,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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let d=self.body.velocity.dot(control_dir);
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if d<self.mv {
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let mut v=self.body.velocity+(self.mv-d)*control_dir;
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if d<self.style.mv {
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let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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}
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@ -1008,7 +1062,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.velocity=glam::Vec3::ZERO;
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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.body.acceleration=self.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.grounded=false;
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refresh_walk_target=false;
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@ -1020,7 +1074,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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if refresh_walk_target_velocity{
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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self.walk.target_velocity=self.walkspeed*control_dir;
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self.walk.target_velocity=self.style.walkspeed*control_dir;
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}
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self.refresh_walk_target();
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}
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12
src/main.rs
12
src/main.rs
@ -503,22 +503,16 @@ impl framework::Example for GraphicsData {
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spawn_point:glam::vec3(0.0,50.0,0.0),
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body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
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time: 0,
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tick: 0,
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strafe_tick_num: 100,//100t
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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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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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style:body::StyleModifiers::default(),
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grounded: false,
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walkspeed: 18.0,
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contacts: std::collections::HashSet::new(),
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models: Vec::new(),
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walk: body::WalkState::new(),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
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mouse_interpolation: body::MouseInterpolationState::new(),
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controls: 0,
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world:body::WorldState{},
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game:body::GameMechanicsState::default(),
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};
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//load textures
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src/model.rs
105
src/model.rs
@ -65,6 +65,111 @@ pub struct IndexedModelInstances{
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//object_index for spawns, triggers etc?
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pub spawn_point:glam::Vec3,
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}
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//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
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pub struct StageDescription{
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pub start:u32,//start=model_id
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pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
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pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
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pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
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}
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//you have this effect while in contact
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#[derive(Clone)]
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pub struct ContactingSurf{}
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#[derive(Clone)]
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pub struct ContactingLadder{
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pub sticky:bool
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}
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//you have this effect while intersecting
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#[derive(Clone)]
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pub struct IntersectingWater{
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pub viscosity:i64,
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pub density:i64,
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pub current:glam::Vec3,
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}
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#[derive(Clone)]
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pub struct IntersectingAccelerator{
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pub acceleration:glam::Vec3
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}
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//All models can be given these attributes
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#[derive(Clone)]
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pub struct GameMechanicJumpLimit{
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pub count:u32,
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}
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#[derive(Clone)]
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pub struct GameMechanicBooster{
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pub velocity:glam::Vec3,
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}
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#[derive(Clone)]
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pub enum ZoneBehaviour{
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//Start is indexed
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//Checkpoints are indexed
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Finish,
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Anitcheat,
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}
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#[derive(Clone)]
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pub struct GameMechanicZone{
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pub mode_id:u32,
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pub behaviour:ZoneBehaviour,
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}
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// enum TrapCondition{
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// FasterThan(i64),
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// SlowerThan(i64),
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// InRange(i64,i64),
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// OutsideRange(i64,i64),
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// }
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#[derive(Clone)]
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pub enum StageElementBehaviour{
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//Spawn,//The behaviour of stepping on a spawn setting the spawnid
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SpawnAt,
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Trigger,
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Teleport,
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Platform,
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//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
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}
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#[derive(Clone)]
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pub struct GameMechanicStageElement{
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pub mode_id:u32,
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pub stage_id:u32,//which spawn to send to
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pub force:bool,//allow setting to lower spawn id i.e. 7->3
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pub behaviour:StageElementBehaviour
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}
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#[derive(Clone)]
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pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
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pub model_id:u32,
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}
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#[derive(Default,Clone)]
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pub struct GameMechanicAttributes{
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pub jump_limit:Option<GameMechanicJumpLimit>,
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pub booster:Option<GameMechanicBooster>,
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pub zone:Option<GameMechanicZone>,
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pub stage_element:Option<GameMechanicStageElement>,
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pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
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}
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#[derive(Default,Clone)]
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pub struct ContactingAttributes{
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pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
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//friction?
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pub surf:Option<ContactingSurf>,
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pub ladder:Option<ContactingLadder>,
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}
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#[derive(Default,Clone)]
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pub struct IntersectingAttributes{
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pub water:Option<IntersectingWater>,
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pub accelerator:Option<IntersectingAccelerator>,
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}
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//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
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pub enum CollisionAttributes{
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Decoration,//visual only
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Contact{//track whether you are contacting the object
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contacting:ContactingAttributes,
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general:GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:IntersectingAttributes,
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general:GameMechanicAttributes,
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},
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}
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pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
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let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
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