not-working

This commit is contained in:
Quaternions 2024-02-22 00:57:09 -08:00
parent 9b4b09798b
commit b0d8f2e09a

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@ -500,8 +500,6 @@ impl MoveState{
},
_=>(),
}
//this fixes falling through the ground when walking
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
//function to coerce &mut self into &self
fn apply_to_body(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
@ -523,8 +521,8 @@ impl MoveState{
},
}
}
/// changes the move state and then applies it to body
fn apply_input(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
/// changes the move state
fn apply_input(&mut self,body:&Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
match self{
MoveState::Fly
|MoveState::Air
@ -546,8 +544,6 @@ impl MoveState{
}
},
}
//precalculate gravity???
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn get_walk_state(&self)->Option<&ContactMoveState>{
match self{
@ -957,10 +953,37 @@ impl PhysicsState {
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.move_state.next_move_instruction(&self.style.strafe,self.time)
}
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_enum_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.apply_enum_and_body(data);
self.move_state=move_state;
}
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
//TODO: be more precise about contacts
if set_velocity_cull(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,velocity){
//TODO do better
match self.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if !self.touching.contacts.contains(&walk_state.contact){
self.set_move_state(&data,MoveState::Air);
},
None=>self.apply_enum_and_body(data),
}
}
}
//state mutated on collision:
//Accelerator
@ -1351,10 +1374,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
//&gameplay_attributes::Booster::Affine(transform)=>v=transform.transform_point3(v),
&gameplay_attributes::Booster::Velocity(velocity)=>{
let boosted_velocity=state.body.velocity+velocity;
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,boosted_velocity){
//wrong!!!
state.set_move_state(&data,MoveState::Air);
}
state.cull_velocity(data,boosted_velocity);
},
&gameplay_attributes::Booster::Energy{direction: _,energy: _}=>todo!(),
}
@ -1365,10 +1385,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
//wrong!!!
state.set_move_state(&data,MoveState::Air);
}
state.cull_velocity(data,jumped_velocity);
}
}
match &general.trajectory{
@ -1379,18 +1396,16 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,velocity){
//wrong!!!
state.set_move_state(&data,MoveState::Air);
}
state.cull_velocity(data,velocity);
},
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
}
},
None=>(),
}
//just doing this to set the acceleration when surfing
state.move_state.apply_enum(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
//doing enum to set the acceleration when surfing
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
state.apply_enum_and_input_and_body(data);
},
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
@ -1407,13 +1422,14 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
//check ground
//TODO lol
//TODO do better
//this is inner code from state.cull_velocity
match state.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if walk_state.contact==contact{
state.set_move_state(&data,MoveState::Air);
},
None=>(),
None=>state.apply_enum_and_body(data),
}
},
(PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{
@ -1431,13 +1447,10 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
let control_dir=state.style.get_control_dir(masked_controls);
if control_dir!=Planar64Vec3::ZERO{
let camera_mat=state.camera.simulate_move_rotation_y(state.input_state.lerp_delta(state.time).x);
if let Some(v)=strafe_settings.tick_velocity(state.body.velocity,(camera_mat*control_dir).with_length(Planar64::ONE)){
if let Some(ticked_velocity)=strafe_settings.tick_velocity(state.body.velocity,(camera_mat*control_dir).with_length(Planar64::ONE)){
//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,v){
//wrong!!!
state.set_move_state(&data,MoveState::Air);
}
state.cull_velocity(data,ticked_velocity);
}
}
}
@ -1492,11 +1505,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
if let Some(jump_settings)=&state.style.jump{
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
//TODO: be more precise about contacts
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
//wrong!!!
state.set_move_state(&data,MoveState::Air);
}
state.cull_velocity(&data,jumped_velocity);
}
}
},
@ -1531,7 +1540,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
}
if b_refresh_walk_target{
state.move_state.apply_input(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
state.apply_input_and_body(data);
state.cull_velocity(data,state.body.velocity);
}
},
}