fix mouse interpolation
This commit is contained in:
parent
3c521089cb
commit
b5ee40e48d
@ -880,7 +880,7 @@ impl framework::Example for GlobalState {
|
|||||||
physics.spawn_point=spawn_point;
|
physics.spawn_point=spawn_point;
|
||||||
physics.process_instruction(instruction::TimedInstruction{
|
physics.process_instruction(instruction::TimedInstruction{
|
||||||
time:physics.time,
|
time:physics.time,
|
||||||
instruction: PhysicsInstruction::Input(InputInstruction::Reset),
|
instruction: PhysicsInstruction::Input(physics::PhysicsInputInstruction::Reset),
|
||||||
});
|
});
|
||||||
physics.generate_models(&indexed_model_instances);
|
physics.generate_models(&indexed_model_instances);
|
||||||
self.physics_thread=physics.into_worker();
|
self.physics_thread=physics.into_worker();
|
||||||
|
163
src/physics.rs
163
src/physics.rs
@ -13,7 +13,22 @@ pub enum PhysicsInstruction {
|
|||||||
// bool,//true = Force
|
// bool,//true = Force
|
||||||
// )
|
// )
|
||||||
//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
|
//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
|
||||||
Input(InputInstruction),
|
Input(PhysicsInputInstruction),
|
||||||
|
}
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub enum PhysicsInputInstruction {
|
||||||
|
ReplaceMouse(MouseState,MouseState),
|
||||||
|
SetNextMouse(MouseState),
|
||||||
|
SetMoveForward(bool),
|
||||||
|
SetMoveLeft(bool),
|
||||||
|
SetMoveBack(bool),
|
||||||
|
SetMoveRight(bool),
|
||||||
|
SetMoveUp(bool),
|
||||||
|
SetMoveDown(bool),
|
||||||
|
SetJump(bool),
|
||||||
|
SetZoom(bool),
|
||||||
|
Reset,
|
||||||
|
Idle,
|
||||||
}
|
}
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub enum InputInstruction {
|
pub enum InputInstruction {
|
||||||
@ -92,7 +107,7 @@ impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
//hey dumbass just use a delta
|
//hey dumbass just use a delta
|
||||||
#[derive(Clone)]
|
#[derive(Clone,Debug)]
|
||||||
pub struct MouseState {
|
pub struct MouseState {
|
||||||
pub pos: glam::IVec2,
|
pub pos: glam::IVec2,
|
||||||
pub time: TIME,
|
pub time: TIME,
|
||||||
@ -106,10 +121,6 @@ impl Default for MouseState{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
impl MouseState {
|
impl MouseState {
|
||||||
pub fn move_mouse(&mut self,pos:glam::IVec2,time:TIME){
|
|
||||||
self.time=time;
|
|
||||||
self.pos=pos;
|
|
||||||
}
|
|
||||||
pub fn lerp(&self,target:&MouseState,time:TIME)->glam::IVec2 {
|
pub fn lerp(&self,target:&MouseState,time:TIME)->glam::IVec2 {
|
||||||
let m0=self.pos.as_i64vec2();
|
let m0=self.pos.as_i64vec2();
|
||||||
let m1=target.pos.as_i64vec2();
|
let m1=target.pos.as_i64vec2();
|
||||||
@ -556,51 +567,79 @@ impl PhysicsState {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn into_worker(mut self)->crate::worker::Worker<TimedInstruction<InputInstruction>,PhysicsOutputState>{
|
pub fn into_worker(mut self)->crate::worker::Worker<TimedInstruction<InputInstruction>,PhysicsOutputState>{
|
||||||
let mut last_time=0;
|
let mut mouse_blocking=true;
|
||||||
//last_time: this indicates the last time the mouse position was known.
|
let mut last_mouse_time=self.next_mouse.time;
|
||||||
//Only used to generate a MouseState right before mouse movement
|
|
||||||
//to finalize a long period of no movement and avoid interpolating from a long out-of-date MouseState.
|
|
||||||
let mut mouse_blocking=true;//waiting for next_mouse to be written
|
|
||||||
let mut timeline=std::collections::VecDeque::new();
|
let mut timeline=std::collections::VecDeque::new();
|
||||||
crate::worker::Worker::new(self.output(),move |ins:TimedInstruction<InputInstruction>|{
|
crate::worker::Worker::new(self.output(),move |ins:TimedInstruction<InputInstruction>|{
|
||||||
let run_queue=match &ins.instruction{
|
if if let Some(phys_input)=match ins.instruction{
|
||||||
InputInstruction::MoveMouse(_)=>{
|
InputInstruction::MoveMouse(m)=>{
|
||||||
if !mouse_blocking{
|
|
||||||
//mouse has not been moving for a while.
|
|
||||||
//make sure not to interpolate between two distant MouseStates.
|
|
||||||
//generate a mouse instruction with no movement timestamped at last InputInstruction
|
|
||||||
//Idle instructions are CRITICAL to keeping this value up to date
|
|
||||||
//interpolate normally (now that prev mouse pos is up to date)
|
|
||||||
timeline.push_back(TimedInstruction{
|
|
||||||
time:last_time,
|
|
||||||
instruction:InputInstruction::MoveMouse(self.next_mouse.pos),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
mouse_blocking=true;//block physics until the next mouse event or mouse event timeout.
|
|
||||||
true//empty queue
|
|
||||||
},
|
|
||||||
_=>{
|
|
||||||
if mouse_blocking{
|
if mouse_blocking{
|
||||||
//check if last mouse move is within 50ms
|
//tell the game state which is living in the past about its future
|
||||||
if ins.time-self.next_mouse.time<50_000_000{
|
timeline.push_front(TimedInstruction{
|
||||||
last_time=ins.time;
|
time:last_mouse_time,
|
||||||
false//do not empty queue
|
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
|
||||||
}else{
|
});
|
||||||
mouse_blocking=false;
|
|
||||||
timeline.push_back(TimedInstruction{
|
|
||||||
time:ins.time,
|
|
||||||
instruction:InputInstruction::MoveMouse(self.next_mouse.pos),
|
|
||||||
});
|
|
||||||
true
|
|
||||||
}
|
|
||||||
}else{
|
}else{
|
||||||
last_time=ins.time;
|
//mouse has just started moving again after being still for longer than 10ms.
|
||||||
true
|
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
|
||||||
|
timeline.push_front(TimedInstruction{
|
||||||
|
time:last_mouse_time,
|
||||||
|
instruction:PhysicsInputInstruction::ReplaceMouse(
|
||||||
|
MouseState{time:last_mouse_time,pos:self.next_mouse.pos},
|
||||||
|
MouseState{time:ins.time,pos:m}
|
||||||
|
),
|
||||||
|
});
|
||||||
|
//delay physics execution until we have an interpolation target
|
||||||
|
mouse_blocking=true;
|
||||||
}
|
}
|
||||||
|
last_mouse_time=ins.time;
|
||||||
|
None
|
||||||
},
|
},
|
||||||
};
|
InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
|
||||||
timeline.push_back(ins);
|
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
|
||||||
if run_queue{
|
InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
|
||||||
|
InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
|
||||||
|
InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
|
||||||
|
InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
|
||||||
|
InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
|
||||||
|
InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
|
||||||
|
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
|
||||||
|
InputInstruction::Idle=>Some(PhysicsInputInstruction::Idle),
|
||||||
|
}{
|
||||||
|
//non-mouse event
|
||||||
|
timeline.push_back(TimedInstruction{
|
||||||
|
time:ins.time,
|
||||||
|
instruction:phys_input,
|
||||||
|
});
|
||||||
|
|
||||||
|
if mouse_blocking{
|
||||||
|
//assume the mouse has stopped moving after 10ms.
|
||||||
|
//shitty mice are 125Hz which is 8ms so this should cover that.
|
||||||
|
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
|
||||||
|
//so mouse events are probably not handled separately from drawing and fire right before it :(
|
||||||
|
if 10_000_000<ins.time-self.next_mouse.time{
|
||||||
|
//push an event to extrapolate no movement from
|
||||||
|
timeline.push_front(TimedInstruction{
|
||||||
|
time:last_mouse_time,
|
||||||
|
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.next_mouse.pos}),
|
||||||
|
});
|
||||||
|
last_mouse_time=ins.time;
|
||||||
|
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
|
||||||
|
mouse_blocking=false;
|
||||||
|
true
|
||||||
|
}else{
|
||||||
|
false
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
//keep this up to date so that it can be used as a known-timestamp
|
||||||
|
//that the mouse was not moving when the mouse starts moving again
|
||||||
|
last_mouse_time=ins.time;
|
||||||
|
true
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
//mouse event
|
||||||
|
true
|
||||||
|
}{
|
||||||
//empty queue
|
//empty queue
|
||||||
while let Some(instruction)=timeline.pop_front(){
|
while let Some(instruction)=timeline.pop_front(){
|
||||||
self.run(instruction.time);
|
self.run(instruction.time);
|
||||||
@ -1136,8 +1175,9 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
|
|||||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||||
match &ins.instruction {
|
match &ins.instruction {
|
||||||
PhysicsInstruction::Input(InputInstruction::Idle)
|
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|
||||||
|PhysicsInstruction::Input(InputInstruction::MoveMouse(_))
|
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|
||||||
|
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|
||||||
|PhysicsInstruction::StrafeTick => (),
|
|PhysicsInstruction::StrafeTick => (),
|
||||||
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
||||||
}
|
}
|
||||||
@ -1264,29 +1304,32 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
let mut refresh_walk_target=true;
|
let mut refresh_walk_target=true;
|
||||||
let mut refresh_walk_target_velocity=true;
|
let mut refresh_walk_target_velocity=true;
|
||||||
match input_instruction{
|
match input_instruction{
|
||||||
InputInstruction::MoveMouse(m) => {
|
PhysicsInputInstruction::SetNextMouse(m) => {
|
||||||
self.camera.angles=self.camera.simulate_move_angles(self.next_mouse.pos);
|
self.camera.angles=self.camera.simulate_move_angles(self.next_mouse.pos);
|
||||||
self.camera.mouse.move_mouse(self.next_mouse.pos,self.next_mouse.time);
|
(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
|
||||||
self.next_mouse.move_mouse(m,self.time);
|
|
||||||
},
|
},
|
||||||
InputInstruction::MoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
|
||||||
InputInstruction::MoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
self.camera.angles=self.camera.simulate_move_angles(m0.pos);
|
||||||
InputInstruction::MoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
(self.camera.mouse,self.next_mouse)=(m0,m1);
|
||||||
InputInstruction::MoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
},
|
||||||
InputInstruction::MoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
||||||
InputInstruction::MoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
||||||
InputInstruction::Jump(s) => {
|
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
||||||
|
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
||||||
|
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
||||||
|
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
||||||
|
PhysicsInputInstruction::SetJump(s) => {
|
||||||
self.set_control(StyleModifiers::CONTROL_JUMP,s);
|
self.set_control(StyleModifiers::CONTROL_JUMP,s);
|
||||||
if self.grounded{
|
if self.grounded{
|
||||||
self.jump();
|
self.jump();
|
||||||
}
|
}
|
||||||
refresh_walk_target_velocity=false;
|
refresh_walk_target_velocity=false;
|
||||||
},
|
},
|
||||||
InputInstruction::Zoom(s) => {
|
PhysicsInputInstruction::SetZoom(s) => {
|
||||||
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
||||||
refresh_walk_target=false;
|
refresh_walk_target=false;
|
||||||
},
|
},
|
||||||
InputInstruction::Reset => {
|
PhysicsInputInstruction::Reset => {
|
||||||
//temp
|
//temp
|
||||||
self.body.position=self.spawn_point;
|
self.body.position=self.spawn_point;
|
||||||
self.body.velocity=glam::Vec3::ZERO;
|
self.body.velocity=glam::Vec3::ZERO;
|
||||||
@ -1297,7 +1340,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
|||||||
self.grounded=false;
|
self.grounded=false;
|
||||||
refresh_walk_target=false;
|
refresh_walk_target=false;
|
||||||
},
|
},
|
||||||
InputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
|
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
|
||||||
}
|
}
|
||||||
if refresh_walk_target{
|
if refresh_walk_target{
|
||||||
//calculate walk target velocity
|
//calculate walk target velocity
|
||||||
|
Loading…
Reference in New Issue
Block a user