ad-hoc fixups
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@ -668,7 +668,7 @@ impl PhysicsModel{
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}
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct ContactCollision{
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face_id:model_physics::MinkowskiFace,
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convex_mesh_id:ConvexMeshId,
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@ -1300,19 +1300,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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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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let convex_mesh_id=c.convex_mesh_id();
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match (data.models.attr(convex_mesh_id.model_id),&c){
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(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
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let mut v=state.body.velocity;
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PhysicsInstruction::CollisionStart(collision)=>{
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let convex_mesh_id=collision.convex_mesh_id();
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match (data.models.attr(convex_mesh_id.model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>{
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let incident_velocity=state.body.velocity;
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//add to touching
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state.touching.insert(collision);
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//clip v
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
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match &contacting.contact_behaviour{
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Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
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&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
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//velocity and normal are facing opposite directions so this is inherently negative.
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let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
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let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
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v+=normal*(d/normal.dot(normal));
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let reflected_velocity=state.body.velocity+(state.body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,reflected_velocity);
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},
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Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
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if let Some(ladder_settings)=&state.style.ladder{
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@ -1320,37 +1322,39 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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//kill v
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//actually you could do this with a booster attribute :thinking:
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//it's a little bit different because maybe you want to chain ladders together
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v=Planar64Vec3::ZERO;//model.velocity
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
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}
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//ladder walkstate
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
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let (gravity,target_velocity,normal)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact,normal);
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state.set_move_state(&data,MoveState::Ladder(walk_state));
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},
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Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
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None=>if let Some(walk_settings)=&state.style.walk{
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if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,contact),Planar64Vec3::Y){
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if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
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//ground
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let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
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let (gravity,target_velocity,normal)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact,normal);
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state.set_move_state(&data,MoveState::Walk(walk_state));
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}
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},
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}
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//check ground
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state.touching.insert(c);
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//I love making functions with 10 arguments to dodge the borrow checker
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if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
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}
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//flatten v
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state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut v);
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match &general.booster{
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Some(booster)=>{
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//DELETE THIS when boosters get converted to height machines
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match booster{
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//&gameplay_attributes::Booster::Affine(transform)=>v=transform.transform_point3(v),
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&gameplay_attributes::Booster::Velocity(velocity)=>v+=velocity,
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&gameplay_attributes::Booster::Velocity(velocity)=>{
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let boosted_velocity=state.body.velocity+velocity;
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,boosted_velocity){
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//wrong!!!
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state.set_move_state(&data,MoveState::Air);
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}
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},
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&gameplay_attributes::Booster::Energy{direction: _,energy: _}=>todo!(),
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}
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},
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@ -1359,8 +1363,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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if state.style.get_control(Controls::Jump,state.input_state.controls){
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if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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v=jump_settings.jumped_velocity(&state.style,jump_dir,v);
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
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let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
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//wrong!!!
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state.set_move_state(&data,MoveState::Air);
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}
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@ -1373,20 +1377,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
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gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
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&gameplay_attributes::SetTrajectory::Velocity(velocity)=>v=velocity,
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&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
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if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,velocity){
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//wrong!!!
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state.set_move_state(&data,MoveState::Air);
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}
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},
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gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
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}
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},
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None=>(),
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}
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//get rid of this garbage
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
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//use a different function?????
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//state.move_state.apply_input(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
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},
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
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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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state.touching.insert(c);
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state.touching.insert(collision);
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if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
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}
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@ -1394,16 +1399,24 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInstruction::CollisionEnd(c)=>{
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match data.models.attr(c.convex_mesh_id().model_id){
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PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
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state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
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PhysicsInstruction::CollisionEnd(collision)=>{
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match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
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state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
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//check ground
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//TODO lol
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match state.move_state.get_walk_state(){
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//did you stop touching the thing you were walking on?
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Some(walk_state)=>if walk_state.contact==contact{
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state.set_move_state(&data,MoveState::Air);
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},
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None=>(),
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
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state.touching.remove(&c);
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{
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state.touching.remove(&collision);
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},
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInstruction::StrafeTick=>{
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@ -1499,6 +1512,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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set_position(&mut state.body,&mut state.touching,spawn_point);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
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state.set_move_state(&data,MoveState::Air);
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::PracticeFly=>{
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match &state.move_state{
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@ -1509,6 +1523,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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state.set_move_state(&data,MoveState::Fly);
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},
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
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}
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