wip tickless events
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6cfdb495ae
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12
src/body.rs
12
src/body.rs
@ -19,6 +19,7 @@ pub type TIMESTAMP = i64;
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const CONTROL_JUMP:u32 = 0b01000000;//temp
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const CONTROL_JUMP:u32 = 0b01000000;//temp
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impl PhysicsState {
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impl PhysicsState {
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//delete this, we are tickless gamers
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pub fn run(&mut self, time: TIMESTAMP, control_dir: glam::Vec3, controls: u32){
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pub fn run(&mut self, time: TIMESTAMP, control_dir: glam::Vec3, controls: u32){
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let target_tick = (time/10_000_000) as u32;//100t
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let target_tick = (time/10_000_000) as u32;//100t
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//the game code can run for 1 month before running out of ticks
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//the game code can run for 1 month before running out of ticks
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@ -55,8 +56,19 @@ impl PhysicsState {
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self.body.time=target_tick as TIMESTAMP*10_000_000;
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self.body.time=target_tick as TIMESTAMP*10_000_000;
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}
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}
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//delete this
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pub fn extrapolate_position(&self, time: TIMESTAMP) -> glam::Vec3 {
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pub fn extrapolate_position(&self, time: TIMESTAMP) -> glam::Vec3 {
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let dt=(time-self.body.time) as f64/1_000_000_000f64;
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let dt=(time-self.body.time) as f64/1_000_000_000f64;
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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}
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}
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}
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}
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impl crate::event::EventTrait for PhysicsState {
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fn next_event(&self) -> Option<crate::event::EventEnum> {
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//check for collision stop events with curent contacts
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//check for collision start events against (every part in the ghamemem!!)
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//check to see if yee need to jump
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//check to see when the next strafe tick is
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None
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}
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}
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10
src/event.rs
10
src/event.rs
@ -1,8 +1,10 @@
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enum EventEnum {
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pub enum EventEnum {
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//Body::CollisionStart
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CollisionStart(crate::body::TIMESTAMP),//,Collideable),//Body::CollisionStart
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//Body::CollisionEnd
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CollisionEnd(crate::body::TIMESTAMP),//,Collideable),//Body::CollisionEnd
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StrafeTick(crate::body::TIMESTAMP),
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Jump(crate::body::TIMESTAMP),
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}
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}
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pub trait EventTrait {
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pub trait EventTrait {
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fn next_event() -> EventEnum;
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fn next_event(&self) -> Option<EventEnum>;
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}
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}
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@ -1,2 +1,3 @@
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pub mod framework;
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pub mod framework;
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pub mod body;
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pub mod body;
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pub mod event;
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