introduce render_thread to manage physics and graphics
This commit is contained in:
parent
d1b491b6e7
commit
b5febfad14
@ -16,6 +16,7 @@ mod framework;
|
|||||||
mod primitives;
|
mod primitives;
|
||||||
mod instruction;
|
mod instruction;
|
||||||
mod load_roblox;
|
mod load_roblox;
|
||||||
|
mod render_thread;
|
||||||
|
|
||||||
|
|
||||||
pub struct GlobalState{
|
pub struct GlobalState{
|
||||||
|
106
src/physics.rs
106
src/physics.rs
@ -32,23 +32,7 @@ pub enum PhysicsInputInstruction {
|
|||||||
Reset,
|
Reset,
|
||||||
Idle,
|
Idle,
|
||||||
}
|
}
|
||||||
#[derive(Debug)]
|
|
||||||
pub enum InputInstruction {
|
|
||||||
MoveMouse(glam::IVec2),
|
|
||||||
MoveRight(bool),
|
|
||||||
MoveUp(bool),
|
|
||||||
MoveBack(bool),
|
|
||||||
MoveLeft(bool),
|
|
||||||
MoveDown(bool),
|
|
||||||
MoveForward(bool),
|
|
||||||
Jump(bool),
|
|
||||||
Zoom(bool),
|
|
||||||
Reset,
|
|
||||||
Idle,
|
|
||||||
//Idle: there were no input events, but the simulation is safe to advance to this timestep
|
|
||||||
//for interpolation / networking / playback reasons, most playback heads will always want
|
|
||||||
//to be 1 instruction ahead to generate the next state for interpolation.
|
|
||||||
}
|
|
||||||
#[derive(Clone,Hash)]
|
#[derive(Clone,Hash)]
|
||||||
pub struct Body {
|
pub struct Body {
|
||||||
position: Planar64Vec3,//I64 where 2^32 = 1 u
|
position: Planar64Vec3,//I64 where 2^32 = 1 u
|
||||||
@ -531,7 +515,7 @@ pub struct PhysicsState{
|
|||||||
touching:TouchingState,
|
touching:TouchingState,
|
||||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||||
camera:PhysicsCamera,
|
camera:PhysicsCamera,
|
||||||
next_mouse:MouseState,//Where is the mouse headed next
|
pub next_mouse:MouseState,//Where is the mouse headed next
|
||||||
controls:u32,
|
controls:u32,
|
||||||
move_state:MoveState,
|
move_state:MoveState,
|
||||||
//all models
|
//all models
|
||||||
@ -736,92 +720,6 @@ impl PhysicsState {
|
|||||||
self.touching.clear();
|
self.touching.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
|
|
||||||
let mut mouse_blocking=true;
|
|
||||||
let mut last_mouse_time=self.next_mouse.time;
|
|
||||||
let mut timeline=std::collections::VecDeque::new();
|
|
||||||
crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
|
|
||||||
if if let Some(phys_input)=match ins.instruction{
|
|
||||||
InputInstruction::MoveMouse(m)=>{
|
|
||||||
if mouse_blocking{
|
|
||||||
//tell the game state which is living in the past about its future
|
|
||||||
timeline.push_front(TimedInstruction{
|
|
||||||
time:last_mouse_time,
|
|
||||||
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
|
|
||||||
});
|
|
||||||
}else{
|
|
||||||
//mouse has just started moving again after being still for longer than 10ms.
|
|
||||||
//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)),
|
|
||||||
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
|
|
||||||
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 Time::from_millis(10)<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
|
|
||||||
while let Some(instruction)=timeline.pop_front(){
|
|
||||||
self.run(instruction.time);
|
|
||||||
self.process_instruction(TimedInstruction{
|
|
||||||
time:instruction.time,
|
|
||||||
instruction:PhysicsInstruction::Input(instruction.instruction),
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn output(&self)->PhysicsOutputState{
|
pub fn output(&self)->PhysicsOutputState{
|
||||||
PhysicsOutputState{
|
PhysicsOutputState{
|
||||||
body:self.body.clone(),
|
body:self.body.clone(),
|
||||||
|
117
src/render_thread.rs
Normal file
117
src/render_thread.rs
Normal file
@ -0,0 +1,117 @@
|
|||||||
|
use crate::integer::Time;
|
||||||
|
use crate::physics::{MouseState,PhysicsInputInstruction};
|
||||||
|
use crate::instruction::{TimedInstruction,InstructionConsumer};
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub enum InputInstruction {
|
||||||
|
MoveMouse(glam::IVec2),
|
||||||
|
MoveRight(bool),
|
||||||
|
MoveUp(bool),
|
||||||
|
MoveBack(bool),
|
||||||
|
MoveLeft(bool),
|
||||||
|
MoveDown(bool),
|
||||||
|
MoveForward(bool),
|
||||||
|
Jump(bool),
|
||||||
|
Zoom(bool),
|
||||||
|
Reset,
|
||||||
|
Render,
|
||||||
|
//Idle: there were no input events, but the simulation is safe to advance to this timestep
|
||||||
|
//for interpolation / networking / playback reasons, most playback heads will always want
|
||||||
|
//to be 1 instruction ahead to generate the next state for interpolation.
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct RenderState{
|
||||||
|
physics:crate::physics::PhysicsState,
|
||||||
|
graphics:crate::graphics::GraphicsState,
|
||||||
|
}
|
||||||
|
impl RenderState{
|
||||||
|
pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
|
||||||
|
let mut mouse_blocking=true;
|
||||||
|
let mut last_mouse_time=self.physics.next_mouse.time;
|
||||||
|
let mut timeline=std::collections::VecDeque::new();
|
||||||
|
crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
|
||||||
|
let mut render=false;
|
||||||
|
if if let Some(phys_input)=match ins.instruction{
|
||||||
|
InputInstruction::MoveMouse(m)=>{
|
||||||
|
if mouse_blocking{
|
||||||
|
//tell the game state which is living in the past about its future
|
||||||
|
timeline.push_front(TimedInstruction{
|
||||||
|
time:last_mouse_time,
|
||||||
|
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
|
||||||
|
});
|
||||||
|
}else{
|
||||||
|
//mouse has just started moving again after being still for longer than 10ms.
|
||||||
|
//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.physics.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)),
|
||||||
|
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
|
||||||
|
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::Render=>{render=true;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 Time::from_millis(10)<ins.time-self.physics.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.physics.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
|
||||||
|
while let Some(instruction)=timeline.pop_front(){
|
||||||
|
self.physics.run(instruction.time);
|
||||||
|
self.physics.process_instruction(TimedInstruction{
|
||||||
|
time:instruction.time,
|
||||||
|
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if render{
|
||||||
|
self.graphics.render();
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user