change the everything
This commit is contained in:
parent
0c7b8c8a59
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a2d40e939b
137
src/physics.rs
137
src/physics.rs
@ -532,6 +532,11 @@ impl PhysicsModelId{
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self.0
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}
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}
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impl Into<ModelId> for PhysicsModelId{
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fn into(self)->ModelId{
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ModelId::id(self.0)
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}
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}
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impl From<ModelId> for PhysicsModelId{
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fn from(value:ModelId)->Self{
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Self::id(value.get())
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@ -641,7 +646,7 @@ impl TouchingState{
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//add water../?
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a
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}
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fn constrain_velocity(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,velocity:&mut Planar64Vec3){
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=contact_normal(models,style_mesh,contact);
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@ -651,7 +656,7 @@ impl TouchingState{
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}
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}
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}
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fn constrain_acceleration(&self,models:&PhysicsModels,style_mesh:&TransformedMesh,acceleration:&mut Planar64Vec3){
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=contact_normal(models,style_mesh,contact);
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@ -661,7 +666,7 @@ impl TouchingState{
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}
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}
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}
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fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&TransformedMesh,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
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fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
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//check current move conditions and use heuristics to determine
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//which ladder to climb on, which ground to walk on, etc
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//collect move state affecting objects from contacts (accelerator,water,ladder,ground)
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@ -703,7 +708,7 @@ impl TouchingState{
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self.constrain_acceleration(models,hitbox_mesh,&mut a);
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(move_state,a)
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}
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&TransformedMesh,body:&Body,time:Time){
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fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
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let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
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for contact in &self.contacts{
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//detect face slide off
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@ -1016,23 +1021,21 @@ impl PhysicsContext{
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match &mut self.state.move_state{
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MoveState::Air|MoveState::Water=>self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time),
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MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
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let style_mesh=self.data.hitbox_mesh.transformed_mesh();
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let n=contact_normal(&self.data.models,&style_mesh,contact);
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let n=contact_normal(&self.data.models,&self.data.hitbox_mesh,contact);
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let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
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let mut a;
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let mut v=self.state.style.get_walk_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
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self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
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self.state.touching.constrain_velocity(&self.data.models,&self.data.hitbox_mesh,&mut v);
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let normal_accel=-n.dot(gravity)/n.length();
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(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.walk_speed,normal_accel);
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a
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},
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MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
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let style_mesh=self.data.hitbox_mesh.transformed_mesh();
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let n=contact_normal(&self.data.models,&style_mesh,contact);
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let n=contact_normal(&self.data.models,&self.data.hitbox_mesh,contact);
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let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
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let mut a;
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let mut v=self.state.style.get_ladder_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
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self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
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self.state.touching.constrain_velocity(&self.data.models,&self.data.hitbox_mesh,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.ladder_speed,self.state.style.ladder_accel);
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a
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},
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@ -1046,19 +1049,19 @@ impl PhysicsContext{
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collector.collect(state.next_move_instruction());
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let style_mesh=data.hitbox_mesh.transformed_mesh();
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//check for collision ends
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state.touching.predict_collision_end(&mut collector,&data.models,&style_mesh,&state.body,state.time);
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state.touching.predict_collision_end(&mut collector,&data.models,&data.hitbox_mesh,&state.body,state.time);
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//check for collision starts
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let mut aabb=aabb::Aabb::default();
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state.body.grow_aabb(&mut aabb,state.time,collector.time());
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aabb.inflate(state.style.hitbox.halfsize);
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//common body
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let relative_body=VirtualBody::relative(&Body::default(),&state.body).body(state.time);
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let hitbox_mesh=data.hitbox_mesh.transformed_mesh();
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data.bvh.the_tester(&aabb,&mut |id|{
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//no checks are needed because of the time limits.
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let model_mesh=data.models.mesh(id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&hitbox_mesh);
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collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
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//temp (?) code to avoid collision loops
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.map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
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@ -1079,17 +1082,17 @@ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
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}
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}
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fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,style_mesh:&TransformedMesh,walk_state:&WalkState,v:&mut Planar64Vec3){
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fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,walk_state:&WalkState,v:&mut Planar64Vec3){
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let jump_dir=match &walk_state.jump_direction{
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JumpDirection::FromContactNormal=>contact_normal(models,style_mesh,&walk_state.contact),
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&walk_state.contact),
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&JumpDirection::Exactly(dir)=>dir,
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};
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*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
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}
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fn contact_normal(models:&PhysicsModels,style_mesh:&TransformedMesh,contact:&ContactCollision)->Planar64Vec3{
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fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
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let model_mesh=models.mesh(contact.model_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,style_mesh);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&hitbox_mesh.transformed_mesh());
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minkowski.face_nd(contact.face_id).0
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}
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@ -1103,11 +1106,11 @@ fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->
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//touching.recalculate(body);
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point
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}
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,v:Planar64Vec3)->bool{
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=contact_normal(models,style_mesh,contact);
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let n=contact_normal(models,hitbox_mesh,contact);
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let r=n.dot(v)<=Planar64::ZERO;
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if !r{
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culled=true;
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@ -1115,19 +1118,19 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
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}
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r
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});
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set_velocity(body,touching,models,style_mesh,v);
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set_velocity(body,touching,models,hitbox_mesh,v);
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culled
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}
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut v:Planar64Vec3)->Planar64Vec3{
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touching.constrain_velocity(models,style_mesh,&mut v);
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fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut v:Planar64Vec3)->Planar64Vec3{
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touching.constrain_velocity(models,hitbox_mesh,&mut v);
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body.velocity=v;
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v
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}
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,a:Planar64Vec3)->bool{
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fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
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//This is not correct but is better than what I have
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let mut culled=false;
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touching.contacts.retain(|contact|{
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let n=contact_normal(models,style_mesh,contact);
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let n=contact_normal(models,hitbox_mesh,contact);
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let r=n.dot(a)<=Planar64::ZERO;
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if !r{
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culled=true;
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@ -1135,31 +1138,31 @@ fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&Phys
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}
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r
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});
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set_acceleration(body,touching,models,style_mesh,a);
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set_acceleration(body,touching,models,hitbox_mesh,a);
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culled
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}
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,style_mesh:&TransformedMesh,mut a:Planar64Vec3)->Planar64Vec3{
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touching.constrain_acceleration(models,style_mesh,&mut a);
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fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut a:Planar64Vec3)->Planar64Vec3{
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touching.constrain_acceleration(models,hitbox_mesh,&mut a);
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body.acceleration=a;
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a
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}
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fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
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fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
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set_position(body,touching,point);
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set_acceleration(body,touching,models,&style.mesh(),style.gravity);
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set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
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MoveState::Air
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}
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
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let model=models.model(mode.get_spawn_model_id(stage_id)?.into());
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let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
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Some(teleport(body,touching,models,style,point))
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Some(teleport(body,touching,models,style,hitbox_mesh,point))
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}
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fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&mut ModeState,models:&PhysicsModels,mode:&gameplay_modes::Mode,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:ModelId)->Option<MoveState>{
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fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&mut ModeState,models:&PhysicsModels,mode:&gameplay_modes::Mode,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,touching:&mut TouchingState,body:&mut Body,model_id:PhysicsModelId)->Option<MoveState>{
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//TODO: jump count and checkpoints are always reset on teleport.
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//Map makers are expected to use tools to prevent
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//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
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if let Some(stage_element)=mode.get_element(model_id){
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if let Some(stage_element)=mode.get_element(model_id.into()){
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let stage=mode.get_stage(stage_element.stage_id)?;
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if stage_element.force||game.stage_id<stage_element.stage_id{
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//TODO: check if all checkpoints are complete up to destination stage id, otherwise set to checkpoint completion stage it
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@ -1170,7 +1173,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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gameplay_modes::StageElementBehaviour::Trigger
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|gameplay_modes::StageElementBehaviour::Teleport=>{
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//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
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return teleport_to_spawn(body,touching,style,mode,models,game.stage_id);
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return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,game.stage_id);
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},
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gameplay_modes::StageElementBehaviour::Platform=>(),
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&gameplay_modes::StageElementBehaviour::Checkpoint=>{
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@ -1181,7 +1184,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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//pass
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}else{
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//fail
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return teleport_to_spawn(body,touching,style,mode,models,game.stage_id);
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return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,game.stage_id);
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}
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},
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}
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@ -1192,17 +1195,17 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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game.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::id(game.next_ordered_checkpoint_id.get()+1);
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}
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}
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if stage.unordered_checkpoints.contains(&model_id){
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if stage.unordered_checkpoints.contains(model_id.into()){
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//count model id in accumulated unordered checkpoints
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game.unordered_checkpoints.insert(model_id);
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game.unordered_checkpoints.insert(model_id.into());
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}
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}
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match wormhole{
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&Some(gameplay_attributes::Wormhole{destination_model})=>{
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let origin_model=models.model(model_id);
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let destination_model=models.model(destination_model);
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let destination_model=models.model(destination_model.into());
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//ignore the transform for now
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Some(teleport(body,touching,models,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
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Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin_model.transform.translation+destination_model.transform.translation))
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}
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None=>None,
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}
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@ -1227,12 +1230,11 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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}
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match ins.instruction{
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PhysicsInstruction::CollisionStart(c)=>{
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let style_mesh=data.hitbox_mesh.transformed_mesh();
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let model_id=c.model_id();
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match (data.models.attr(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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let normal=contact_normal(&data.models,&style_mesh,contact);
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let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
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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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@ -1250,27 +1252,27 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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//ladder walkstate
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let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
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let mut target_velocity=state.style.get_ladder_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
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state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
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state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
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let (walk_state,a)=WalkState::ladder(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
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state.move_state=MoveState::Ladder(walk_state);
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set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
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set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
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}
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None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){
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None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&data.hitbox_mesh,contact).walkable(s,Planar64Vec3::Y)){
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//ground
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let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
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let mut target_velocity=state.style.get_walk_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
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state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
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state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
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let (walk_state,a)=WalkState::ground(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
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state.move_state=MoveState::Walk(walk_state);
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set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
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set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
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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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run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
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run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode_state.mode_id).unwrap(),&state.style,&data.hitbox_mesh,&mut state.touching,&mut state.body,model_id);
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//flatten v
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state.touching.constrain_velocity(&data.models,&style_mesh,&mut 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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@ -1284,8 +1286,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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}
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let calc_move=if state.style.get_control(StyleModifiers::CONTROL_JUMP,state.controls){
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if let Some(walk_state)=get_walk_state(&state.move_state){
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jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
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set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&style_mesh,v)
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state,&mut v);
|
||||
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v)
|
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}else{false}
|
||||
}else{false};
|
||||
match &general.trajectory{
|
||||
@ -1301,18 +1303,18 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
|
||||
//not sure if or is correct here
|
||||
if calc_move||Planar64::ZERO<normal.dot(v){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
}
|
||||
let a=state.refresh_walk_target();
|
||||
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a);
|
||||
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
|
||||
},
|
||||
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
|
||||
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
||||
state.touching.insert(c);
|
||||
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&state.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
|
||||
run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode_state.mode_id).unwrap(),&state.style,&data.hitbox_mesh,&mut state.touching,&mut state.body,model_id);
|
||||
},
|
||||
_=>panic!("invalid pair"),
|
||||
}
|
||||
@ -1322,7 +1324,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
|
||||
state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
//check ground
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
},
|
||||
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
|
||||
state.touching.remove(&c);
|
||||
@ -1340,8 +1342,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
let v=state.body.velocity+control_dir*(state.style.mv-d);
|
||||
//this is wrong but will work ig
|
||||
//need to note which push planes activate in push solve and keep those
|
||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1353,12 +1355,11 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
match &mut walk_state.state{
|
||||
WalkEnum::Reached=>(),
|
||||
WalkEnum::Transient(walk_target)=>{
|
||||
let style_mesh=data.hitbox_mesh.transformed_mesh();
|
||||
//precisely set velocity
|
||||
let a=Planar64Vec3::ZERO;//ignore gravity for now.
|
||||
set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
|
||||
set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,a);
|
||||
let v=walk_target.velocity;
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
|
||||
walk_state.state=WalkEnum::Reached;
|
||||
},
|
||||
}
|
||||
@ -1386,9 +1387,9 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
state.set_control(StyleModifiers::CONTROL_JUMP,s);
|
||||
if let Some(walk_state)=get_walk_state(&state.move_state){
|
||||
let mut v=state.body.velocity;
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
|
||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state,&mut v);
|
||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
}
|
||||
}
|
||||
refresh_walk_target=false;
|
||||
@ -1400,21 +1401,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
|
||||
PhysicsInputInstruction::Reset => {
|
||||
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
|
||||
let spawn_point={
|
||||
let mode=data.modes.get_mode(state.mode).unwrap();
|
||||
let mode=data.modes.get_mode(state.mode_state.mode_id).unwrap();
|
||||
let stage=mode.get_stage(gameplay_modes::StageId::FIRST).unwrap();
|
||||
data.models.model(stage.spawn().into()).transform.translation
|
||||
};
|
||||
set_position(&mut state.body,&mut state.touching,spawn_point);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),Planar64Vec3::ZERO);
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
|
||||
}
|
||||
if refresh_walk_target{
|
||||
let a=state.refresh_walk_target();
|
||||
if set_acceleration_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
if set_acceleration_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,a){
|
||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
Loading…
Reference in New Issue
Block a user