move physics types to common
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4eccd27237
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@ -13,6 +13,10 @@ use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use gameplay::ModeState;
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//external influence
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//this is how you influence the physics from outside
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use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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//internal influence
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//when the physics asks itself what happens next, this is how it's represented
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#[derive(Debug)]
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@ -22,34 +26,6 @@ enum PhysicsInternalInstruction{
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StrafeTick,
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ReachWalkTargetVelocity,
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// Water,
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// Spawn(
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// Option<SpawnId>,
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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}
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//external influence
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//this is how you influence the physics from outside
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#[derive(Debug)]
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pub enum PhysicsInputInstruction{
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveRight(bool),
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SetMoveUp(bool),
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SetMoveBack(bool),
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SetMoveLeft(bool),
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SetMoveDown(bool),
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SetMoveForward(bool),
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SetJump(bool),
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SetZoom(bool),
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Restart,
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Spawn(gameplay_modes::ModeId,StageId),
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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PracticeFly,
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SetSensitivity(Ratio64Vec2),
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}
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#[derive(Debug)]
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enum PhysicsInstruction{
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@ -78,32 +54,6 @@ impl std::ops::Neg for Body{
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}
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}
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
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pub struct MouseState {
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pub pos: glam::IVec2,
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pub time:Time,
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}
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impl Default for MouseState{
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fn default() -> Self {
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Self {
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time:Time::ZERO,
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pos:glam::IVec2::ZERO,
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}
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}
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}
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impl MouseState {
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pub fn lerp(&self,target:&MouseState,time:Time)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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let t1t=(target.time-time).nanos();
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let tt0=(time-self.time).nanos();
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let dt=(target.time-self.time).nanos();
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
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}
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#[derive(Clone,Debug,Default)]
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pub struct InputState{
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mouse:MouseState,
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