runtime attributes + implement model intersection (but not collision end)
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fb2e2afeb9
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b8f13539db
87
src/body.rs
87
src/body.rs
@ -221,13 +221,13 @@ impl Camera {
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}
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}
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pub struct GameMechanicsState{
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pub struct GameMechanicsState{
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pub spawn_id:u32,
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pub stage_id:u32,
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//jump_counts:HashMap<u32,u32>,
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//jump_counts:HashMap<u32,u32>,
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}
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}
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impl std::default::Default for GameMechanicsState{
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impl std::default::Default for GameMechanicsState{
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fn default() -> Self {
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fn default() -> Self {
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Self{
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Self{
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spawn_id:0,
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stage_id:0,
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}
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}
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}
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}
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}
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}
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@ -317,7 +317,8 @@ pub struct PhysicsState{
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pub world:WorldState,//currently there is only one state the world can be in
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pub world:WorldState,//currently there is only one state the world can be in
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pub game:GameMechanicsState,
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pub game:GameMechanicsState,
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pub style:StyleModifiers,
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pub style:StyleModifiers,
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pub contacts:std::collections::HashSet::<RelativeCollision>,
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pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
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pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//pub intersections: Vec<ModelId>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera:Camera,
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pub camera:Camera,
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@ -459,6 +460,7 @@ pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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//in this iteration, all it needs is extents.
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mesh: TreyMesh,
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mesh: TreyMesh,
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transform:glam::Affine3A,
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attributes:PhysicsCollisionAttributes,
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attributes:PhysicsCollisionAttributes,
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}
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}
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@ -471,6 +473,7 @@ impl ModelPhysics {
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Self{
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Self{
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mesh:aabb,
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mesh:aabb,
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attributes,
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attributes,
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transform:transform.clone(),
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}
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}
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}
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}
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pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
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pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
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@ -557,6 +560,8 @@ impl PhysicsState {
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pub fn clear(&mut self){
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pub fn clear(&mut self){
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self.models.clear();
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self.models.clear();
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self.modes.clear();
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self.modes.clear();
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self.contacts.clear();
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self.intersects.clear();
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}
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}
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pub fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
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pub fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
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if let Some(&mode)=self.mode_from_mode_id.get(&mode_id){
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if let Some(&mode)=self.mode_from_mode_id.get(&mode_id){
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@ -591,7 +596,7 @@ impl PhysicsState {
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}
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}
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fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
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fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
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for contact in self.contacts.iter() {
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let n=contact.normal(&self.models);
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let d=velocity.dot(n);
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let d=velocity.dot(n);
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if d<0f32{
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if d<0f32{
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@ -600,7 +605,7 @@ impl PhysicsState {
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}
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}
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}
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}
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fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
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fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
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for contact in self.contacts.iter() {
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for (_,contact) in &self.contacts {
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let n=contact.normal(&self.models);
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let n=contact.normal(&self.models);
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let d=acceleration.dot(n);
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let d=acceleration.dot(n);
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if d<0f32{
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if d<0f32{
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@ -973,12 +978,19 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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//JUST POLLING!!! NO MUTATION
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//JUST POLLING!!! NO MUTATION
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let mut collector = crate::instruction::InstructionCollector::new(time_limit);
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let mut collector = crate::instruction::InstructionCollector::new(time_limit);
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//check for collision stop instructions with curent contacts
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//check for collision stop instructions with curent contacts
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for collision_data in self.contacts.iter() {
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for (_,collision_data) in &self.contacts {
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collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
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collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
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}
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}
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// for collision_data in &self.intersects{
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// collector.collect(self.predict_collision_end2(self.time,time_limit,collision_data));
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// }
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//check for collision start instructions (against every part in the game with no optimization!!)
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//check for collision start instructions (against every part in the game with no optimization!!)
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for i in 0..self.models.len() {
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for i in 0..self.models.len() {
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collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
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let i=i as u32;
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if self.contacts.contains_key(&i)||self.intersects.contains_key(&i){
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continue;
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}
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collector.collect(self.predict_collision_start(self.time,time_limit,i));
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}
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}
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if self.grounded {
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if self.grounded {
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//walk maintenance
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//walk maintenance
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@ -1013,15 +1025,54 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.spawn_point=position;
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self.spawn_point=position;
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}
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}
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PhysicsInstruction::CollisionStart(c) => {
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PhysicsInstruction::CollisionStart(c) => {
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//check ground
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let model=c.model(&self.models).unwrap();
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match &c.face {
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match &model.attributes{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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match &contacting.surf{
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Some(surf)=>println!("I'm surfing!"),
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None=>match &c.face {
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AabbFace::Top => {
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AabbFace::Top => {
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//ground
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//ground
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self.grounded=true;
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self.grounded=true;
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},
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},
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_ => (),
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_ => (),
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},
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}
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}
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self.contacts.insert(c);
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match &general.booster{
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Some(booster)=>self.body.velocity+=booster.velocity,
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None=>(),
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}
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match &general.stage_element{
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Some(stage_element)=>{
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if stage_element.force||self.game.stage_id<stage_element.stage_id{
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self.game.stage_id=stage_element.stage_id;
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}
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match stage_element.behaviour{
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crate::model::StageElementBehaviour::SpawnAt=>(),
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crate::model::StageElementBehaviour::Trigger
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|crate::model::StageElementBehaviour::Teleport=>{
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//TODO make good
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if let Some(mode)=self.get_mode(stage_element.mode_id){
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if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
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if let Some(model)=self.models.get(spawn as usize){
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self.body.position=model.transform.transform_point3(glam::Vec3::Y)+glam::Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
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//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
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self.contacts.clear();
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self.intersects.clear();
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self.body.acceleration=self.style.gravity;
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self.walk.state=WalkEnum::Reached;
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self.grounded=false;
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}else{println!("bad1");}
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}else{println!("bad2");}
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}else{println!("bad3");}
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},
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crate::model::StageElementBehaviour::Platform=>(),
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}
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},
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None=>(),
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}
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//check ground
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self.contacts.insert(c.model,c);
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//flatten v
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//flatten v
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let mut v=self.body.velocity;
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let mut v=self.body.velocity;
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self.contact_constrain_velocity(&mut v);
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self.contact_constrain_velocity(&mut v);
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@ -1031,8 +1082,17 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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}
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self.refresh_walk_target();
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self.refresh_walk_target();
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},
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.intersects.insert(c.model,c);
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},
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}
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},
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PhysicsInstruction::CollisionEnd(c) => {
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PhysicsInstruction::CollisionEnd(c) => {
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self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
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let model=c.model(&self.models).unwrap();
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match &model.attributes{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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self.contacts.remove(&c.model);//remove contact before calling contact_constrain_acceleration
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let mut a=self.style.gravity;
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let mut a=self.style.gravity;
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self.contact_constrain_acceleration(&mut a);
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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@ -1045,6 +1105,11 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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}
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self.refresh_walk_target();
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self.refresh_walk_target();
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},
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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self.intersects.remove(&c.model);
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},
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}
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},
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PhysicsInstruction::StrafeTick => {
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PhysicsInstruction::StrafeTick => {
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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@ -589,7 +589,8 @@ impl framework::Example for GlobalState {
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time: 0,
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time: 0,
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style:body::StyleModifiers::default(),
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style:body::StyleModifiers::default(),
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grounded: false,
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grounded: false,
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contacts: std::collections::HashSet::new(),
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contacts: std::collections::HashMap::new(),
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intersects: std::collections::HashMap::new(),
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models: Vec::new(),
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models: Vec::new(),
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walk: body::WalkState::new(),
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walk: body::WalkState::new(),
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camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
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camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
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