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src/physics.rs
226
src/physics.rs
@ -4,10 +4,11 @@ use crate::model_physics::{self,PhysicsMesh,PhysicsMeshTransform,TransformedMesh
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use strafesnet_common::bvh;
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use strafesnet_common::map;
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use strafesnet_common::aabb;
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use strafesnet_common::gameplay_modes::{self,StageId};
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use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
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use strafesnet_common::model::{MeshId,ModelId};
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use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
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use strafesnet_common::gameplay_modes::{self,StageId};
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use strafesnet_common::gameplay_style::{self,StyleModifiers};
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use strafesnet_common::controls_bitflag::Controls;
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use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction};
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use gameplay::ModeState;
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@ -91,10 +92,46 @@ impl MouseState {
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}
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}
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#[derive(Clone,Debug,Default)]
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pub struct InputState{
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mouse:MouseState,
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next_mouse:MouseState,
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controls:strafesnet_common::controls_bitflag::Controls,
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}
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impl InputState{
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fn set_next_mouse(&mut self,next_mouse:MouseState){
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(self.next_mouse,self.mouse)=(next_mouse,self.next_mouse);
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}
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fn replace_mouse(&mut self,mouse:MouseState,next_mouse:MouseState){
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(self.next_mouse,self.mouse)=(next_mouse,mouse);
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}
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fn time_delta(&self)->Time{
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self.next_mouse.time-self.mouse.time
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}
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fn mouse_delta(&self)->glam::IVec2{
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self.next_mouse.pos-self.mouse.pos
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}
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fn lerp_delta(&self,time:Time)->glam::IVec2{
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//these are deltas
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let dm=self.mouse_delta().as_i64vec2();
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let t=(time-self.mouse.time).nanos();
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let dt=self.time_delta().nanos();
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((dm*t)/dt).as_ivec2()
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}
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}
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enum JumpDirection{
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Exactly(Planar64Vec3),
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FromContactNormal,
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}
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impl JumpDirection{
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fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{
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match self{
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JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,contact),
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&JumpDirection::Exactly(dir)=>dir,
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}
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}
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}
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enum WalkEnum{
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Reached,
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Transient(WalkTarget),
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@ -189,7 +226,6 @@ pub struct PhysicsCamera{
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//punch: Planar64Vec3,
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//punch_velocity: Planar64Vec3,
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sensitivity:Ratio64Vec2,//dots to Angle32 ratios
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mouse:MouseState,//last seen absolute mouse pos
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clamped_mouse_pos:glam::IVec2,//angles are calculated from this cumulative value
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//angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending
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// enum AngleLimit{
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@ -203,32 +239,32 @@ pub struct PhysicsCamera{
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impl PhysicsCamera{
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const ANGLE_PITCH_LOWER_LIMIT:Angle32=Angle32::NEG_FRAC_PI_2;
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const ANGLE_PITCH_UPPER_LIMIT:Angle32=Angle32::FRAC_PI_2;
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pub fn move_mouse(&mut self,mouse_pos:glam::IVec2){
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let mut unclamped_mouse_pos=mouse_pos-self.mouse.pos+self.clamped_mouse_pos;
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pub fn move_mouse(&mut self,mouse_delta:glam::IVec2){
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let mut unclamped_mouse_pos=self.clamped_mouse_pos+mouse_delta;
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unclamped_mouse_pos.y=unclamped_mouse_pos.y.clamp(
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self.sensitivity.y.rhs_div_int(Self::ANGLE_PITCH_LOWER_LIMIT.get() as i64) as i32,
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self.sensitivity.y.rhs_div_int(Self::ANGLE_PITCH_UPPER_LIMIT.get() as i64) as i32,
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);
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self.clamped_mouse_pos=unclamped_mouse_pos;
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}
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pub fn simulate_move_angles(&self,mouse_pos:glam::IVec2)->glam::Vec2 {
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let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
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pub fn simulate_move_angles(&self,mouse_delta:glam::IVec2)->glam::Vec2 {
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let a=-self.sensitivity.mul_int((self.clamped_mouse_pos+mouse_delta).as_i64vec2());
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let ax=Angle32::wrap_from_i64(a.x);
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let ay=Angle32::clamp_from_i64(a.y)
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//clamp to actual vertical cam limit
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.clamp(Self::ANGLE_PITCH_LOWER_LIMIT,Self::ANGLE_PITCH_UPPER_LIMIT);
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return glam::vec2(ax.into(),ay.into());
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}
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fn simulate_move_rotation(&self,mouse_pos:glam::IVec2)->Planar64Mat3{
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let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
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fn simulate_move_rotation(&self,mouse_delta:glam::IVec2)->Planar64Mat3{
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let a=-self.sensitivity.mul_int((self.clamped_mouse_pos+mouse_delta).as_i64vec2());
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let ax=Angle32::wrap_from_i64(a.x);
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let ay=Angle32::clamp_from_i64(a.y)
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//clamp to actual vertical cam limit
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.clamp(Self::ANGLE_PITCH_LOWER_LIMIT,Self::ANGLE_PITCH_UPPER_LIMIT);
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Planar64Mat3::from_rotation_yx(ax,ay)
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}
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fn simulate_move_rotation_y(&self,mouse_pos_x:i32)->Planar64Mat3{
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let ax=-self.sensitivity.x.mul_int((mouse_pos_x-self.mouse.pos.x+self.clamped_mouse_pos.x) as i64);
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fn simulate_move_rotation_y(&self,mouse_delta_x:i32)->Planar64Mat3{
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let ax=-self.sensitivity.x.mul_int((self.clamped_mouse_pos.x+mouse_delta_x) as i64);
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Planar64Mat3::from_rotation_y(Angle32::wrap_from_i64(ax))
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}
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}
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@ -237,7 +273,6 @@ impl std::default::Default for PhysicsCamera{
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fn default()->Self{
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Self{
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sensitivity:Ratio64Vec2::ONE*200_000,
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mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
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clamped_mouse_pos:glam::IVec2::ZERO,
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}
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}
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@ -342,72 +377,60 @@ impl HitboxMesh{
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}
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trait StyleHelper{
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fn get_control(&self,control:u32,controls:u32)->bool;
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fn allow_strafe(&self,controls:u32)->bool;
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fn get_control_dir(&self,controls:u32)->Planar64Vec3;
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fn get_control(&self,control:Controls,controls:Controls)->bool;
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fn allow_strafe(&self,controls:Controls)->bool;
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fn get_control_dir(&self,controls:Controls)->Planar64Vec3;
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//fn get_jump_time(&self)->Planar64;
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//fn get_jump_height(&self)->Planar64;
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//fn get_jump_energy(&self)->Planar64;
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fn get_jump_deltav(&self)->Planar64;
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fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
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fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
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fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3;
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fn get_walk_target_velocity(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
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fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
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fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time)->Planar64Vec3;
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fn calculate_mesh(&self)->HitboxMesh;
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}
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impl StyleHelper for StyleModifiers{
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fn get_control(&self,control:u32,controls:u32)->bool{
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controls&self.controls_mask&control==control
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fn get_control(&self,control:Controls,controls:Controls)->bool{
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controls.intersection(self.controls_mask).contains(control)
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}
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fn allow_strafe(&self,controls:u32)->bool{
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fn allow_strafe(&self,controls:Controls)->bool{
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//disable strafing according to strafe settings
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self.strafe.as_ref().is_some_and(|s|s.mask(controls))
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self.strafe.as_ref().is_some_and(|s|s.allow_strafe(controls))
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}
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fn get_control_dir(&self,controls:u32)->Planar64Vec3{
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fn get_control_dir(&self,controls:Controls)->Planar64Vec3{
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//don't get fancy just do it
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let mut control_dir:Planar64Vec3 = Planar64Vec3::ZERO;
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//Apply mask after held check so you can require non-allowed keys to be held for some reason
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let controls=controls&self.controls_mask;
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if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
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let controls=controls.intersection(self.controls_mask);
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if controls.contains(Controls::MoveForward){
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control_dir+=Self::FORWARD_DIR;
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}
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if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
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if controls.contains(Controls::MoveBackward){
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control_dir-=Self::FORWARD_DIR;
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}
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if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
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if controls.contains(Controls::MoveLeft){
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control_dir-=Self::RIGHT_DIR;
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}
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if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
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if controls.contains(Controls::MoveRight){
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control_dir+=Self::RIGHT_DIR;
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}
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if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
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if controls.contains(Controls::MoveUp){
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control_dir+=Self::UP_DIR;
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}
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if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
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if controls.contains(Controls::MoveDown){
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control_dir-=Self::UP_DIR;
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}
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return control_dir
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}
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//fn get_jump_time(&self)->Planar64
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//fn get_jump_height(&self)->Planar64
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//fn get_jump_energy(&self)->Planar64
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fn get_jump_deltav(&self)->Planar64{
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match &self.jump_impulse{
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&gameplay_style::JumpImpulse::FromTime(time)=>self.gravity.length()*(time/2),
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&gameplay_style::JumpImpulse::FromHeight(height)=>(self.gravity.length()*height*2).sqrt(),
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&gameplay_style::JumpImpulse::FromDeltaV(deltav)=>deltav,
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&gameplay_style::JumpImpulse::FromEnergy(energy)=>(energy*2/self.mass).sqrt(),
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}
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}
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fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
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let mut control_dir=self.get_control_dir(controls);
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fn get_walk_target_velocity(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
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let mut control_dir=self.get_control_dir(input_state.controls);
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if control_dir==Planar64Vec3::ZERO{
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return control_dir;
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}
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let camera_mat=camera.simulate_move_rotation_y(camera.mouse.lerp(&next_mouse,time).x);
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let camera_mat=camera.simulate_move_rotation_y(input_state.lerp_delta(time).x);
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control_dir=camera_mat*control_dir;
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let n=normal.length();
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let m=control_dir.length();
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@ -423,12 +446,12 @@ impl StyleHelper for StyleModifiers{
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Planar64Vec3::ZERO
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}
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}
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fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
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let mut control_dir=self.get_control_dir(controls);
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fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time,normal:&Planar64Vec3)->Planar64Vec3{
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let mut control_dir=self.get_control_dir(input_state.controls);
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if control_dir==Planar64Vec3::ZERO{
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return control_dir;
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}
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let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
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let camera_mat=camera.simulate_move_rotation(input_state.lerp_delta(time));
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control_dir=camera_mat*control_dir;
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let n=normal.length();
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let m=control_dir.length();
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@ -455,9 +478,9 @@ impl StyleHelper for StyleModifiers{
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Planar64Vec3::ZERO
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}
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}
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fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
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let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
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camera_mat*self.get_control_dir(controls)
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fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,input_state:&InputState,time:Time)->Planar64Vec3{
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let camera_mat=camera.simulate_move_rotation(input_state.lerp_delta(time));
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camera_mat*self.get_control_dir(input_state.controls)
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}
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fn calculate_mesh(&self)->HitboxMesh{
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let mesh=match self.hitbox.mesh{
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@ -474,6 +497,30 @@ enum MoveState{
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Walk(WalkState),
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Water,
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Ladder(WalkState),
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Fly,
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}
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impl MoveState{
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fn apply_to_body(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh){
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match self{
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MoveState::Air=>{
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//calculate base acceleration
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let mut a=touching.base_acceleration(models, style, camera, controls, next_mouse, time);
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//clip according to contacts
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touching.constrain_acceleration(models,hitbox_mesh,&mut a);
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},
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MoveState::Water=>(),
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MoveState::Fly=>{
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//set velocity according to current control state
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//clip velocity according to current touching state
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//apply to body
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},
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MoveState::Walk(walk_state)
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|MoveState::Ladder(walk_state)
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=>{
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//accelerate towards walk target or do nothing
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},
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}
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}
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}
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#[derive(Clone,Default)]
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@ -483,8 +530,8 @@ pub struct PhysicsOutputState{
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camera_offset:Planar64Vec3,
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}
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impl PhysicsOutputState{
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pub fn extrapolate(&self,mouse_pos:glam::IVec2,time:Time)->(glam::Vec3,glam::Vec2){
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((self.body.extrapolated_position(time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse_pos))
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pub fn extrapolate(&self,mouse_delta:glam::IVec2,time:Time,alert:bool)->(glam::Vec3,glam::Vec2){
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((self.body.extrapolated_position(time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse_delta))
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}
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}
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@ -833,8 +880,7 @@ pub struct PhysicsState{
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//camera must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
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//input_state
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,//TODO this should be a struct
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pub input_state:InputState,
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//style
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style:StyleModifiers,//mode style with custom style updates applied
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//gameplay_state
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@ -958,6 +1004,7 @@ impl PhysicsState {
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}
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MoveState::Air=>self.next_strafe_instruction(),
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MoveState::Water=>None,//TODO
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MoveState::Fly=>None,
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}
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}
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}
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@ -1067,12 +1114,13 @@ impl PhysicsContext{
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//TODO get rid of this trash
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fn refresh_walk_target(s:&mut PhysicsState,data:&PhysicsData)->Planar64Vec3{
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match &mut s.move_state{
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MoveState::Air|MoveState::Water=>s.touching.base_acceleration(&data.models,&s.style,&s.camera,s.controls,&s.next_mouse,s.time),
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MoveState::Fly=>Planar64Vec3::ZERO,
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MoveState::Air|MoveState::Water=>s.touching.base_acceleration(&data.models,&s.style,&s.camera,&s.input_state,s.time),
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MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
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let n=contact_normal(&data.models,&data.hitbox_mesh,contact);
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let gravity=s.touching.base_acceleration(&data.models,&s.style,&s.camera,s.controls,&s.next_mouse,s.time);
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let gravity=s.touching.base_acceleration(&data.models,&s.style,&s.camera,&s.input_state,s.time);
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let a;
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let mut v=s.style.get_walk_target_velocity(&s.camera,s.controls,&s.next_mouse,s.time,&n);
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let mut v=s.style.get_walk_target_velocity(&s.camera,&s.input_state,s.time,&n);
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s.touching.constrain_velocity(&data.models,&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(&s.body,&s.style,v,&n,s.style.walk_speed,normal_accel);
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@ -1082,7 +1130,7 @@ impl PhysicsContext{
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let n=contact_normal(&data.models,&data.hitbox_mesh,contact);
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//let gravity=s.touching.base_acceleration(&data.models,&s.style,&s.camera,s.controls,&s.next_mouse,s.time);
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let a;
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let mut v=s.style.get_ladder_target_velocity(&s.camera,s.controls,&s.next_mouse,s.time,&n);
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let mut v=s.style.get_ladder_target_velocity(&s.camera,&s.input_state,s.time,&n);
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s.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut v);
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(*state,a)=WalkEnum::with_target_velocity(&s.body,&s.style,v,&n,s.style.ladder_speed,s.style.ladder_accel);
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a
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@ -1123,16 +1171,17 @@ impl PhysicsContext{
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fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
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match move_state{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>Some(walk_state),
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MoveState::Air|MoveState::Water=>None,
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MoveState::Walk(walk_state)
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|MoveState::Ladder(walk_state)
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=>Some(walk_state),
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MoveState::Air
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|MoveState::Water
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|MoveState::Fly
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=>None,
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}
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}
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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,hitbox_mesh,&walk_state.contact),
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&JumpDirection::Exactly(dir)=>dir,
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};
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fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,jump_dir:Planar64Vec3,v:&mut Planar64Vec3){
|
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*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
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}
|
||||
|
||||
@ -1303,8 +1352,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
v=Planar64Vec3::ZERO;//model.velocity
|
||||
}
|
||||
//ladder walkstate
|
||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
let mut target_velocity=state.style.get_ladder_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
|
||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state,state.time);
|
||||
let mut target_velocity=state.style.get_ladder_target_velocity(&state.camera,&state.input_state,state.time,&normal);
|
||||
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
|
||||
let (walk_state,a)=WalkState::ladder(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
|
||||
state.move_state=MoveState::Ladder(walk_state);
|
||||
@ -1313,8 +1362,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
|
||||
None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&data.hitbox_mesh,contact).walkable(s,Planar64Vec3::Y)){
|
||||
//ground
|
||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
|
||||
let mut target_velocity=state.style.get_walk_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
|
||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state,state.time);
|
||||
let mut target_velocity=state.style.get_walk_target_velocity(&state.camera,&state.input_state,state.time,&normal);
|
||||
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
|
||||
let (walk_state,a)=WalkState::ground(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
|
||||
state.move_state=MoveState::Walk(walk_state);
|
||||
@ -1340,9 +1389,9 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
let calc_move=if state.style.get_control(StyleModifiers::CONTROL_JUMP,state.controls){
|
||||
let calc_move=if state.style.get_control(Controls::Jump,state.controls){
|
||||
if let Some(walk_state)=get_walk_state(&state.move_state){
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state,&mut v);
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact),&mut v);
|
||||
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v)
|
||||
}else{false}
|
||||
}else{false};
|
||||
@ -1392,7 +1441,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
PhysicsInstruction::StrafeTick=>{
|
||||
let control_dir=state.style.get_control_dir(state.controls);
|
||||
if control_dir!=Planar64Vec3::ZERO{
|
||||
let camera_mat=state.camera.simulate_move_rotation_y(state.camera.mouse.lerp(&state.next_mouse,state.time).x);
|
||||
let camera_mat=state.camera.simulate_move_rotation_y(state.input_state.lerp_delta(state.time).x);
|
||||
let control_dir=camera_mat*control_dir;
|
||||
//normalize but careful for zero
|
||||
let d=state.body.velocity.dot(control_dir);
|
||||
@ -1408,7 +1457,10 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
}
|
||||
PhysicsInstruction::ReachWalkTargetVelocity=>{
|
||||
match &mut state.move_state{
|
||||
MoveState::Air|MoveState::Water=>(),
|
||||
MoveState::Air
|
||||
|MoveState::Water
|
||||
|MoveState::Fly
|
||||
=>println!("ReachWalkTargetVelocity fired for non-walking MoveState"),
|
||||
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
|
||||
match &mut walk_state.state{
|
||||
WalkEnum::Reached=>(),
|
||||
@ -1428,24 +1480,24 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
let mut b_refresh_walk_target=true;
|
||||
match input_instruction{
|
||||
PhysicsInputInstruction::SetNextMouse(m)=>{
|
||||
state.camera.move_mouse(state.next_mouse.pos);
|
||||
(state.camera.mouse,state.next_mouse)=(state.next_mouse.clone(),m);
|
||||
state.camera.move_mouse(state.input_state.mouse_delta());
|
||||
state.input_state.set_next_mouse(m);
|
||||
},
|
||||
PhysicsInputInstruction::ReplaceMouse(m0,m1)=>{
|
||||
state.camera.move_mouse(m0.pos);
|
||||
(state.camera.mouse,state.next_mouse)=(m0,m1);
|
||||
state.camera.move_mouse(m0.pos-state.input_state.mouse);
|
||||
state.input_state.replace_mouse(m0,m1);
|
||||
},
|
||||
PhysicsInputInstruction::SetMoveForward(s)=>state.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
||||
PhysicsInputInstruction::SetMoveLeft(s)=>state.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
||||
PhysicsInputInstruction::SetMoveBack(s)=>state.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
||||
PhysicsInputInstruction::SetMoveRight(s)=>state.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
||||
PhysicsInputInstruction::SetMoveUp(s)=>state.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
||||
PhysicsInputInstruction::SetMoveDown(s)=>state.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
||||
PhysicsInputInstruction::SetMoveForward(s)=>state.set_control(Controls::MoveForward,s),
|
||||
PhysicsInputInstruction::SetMoveLeft(s)=>state.set_control(Controls::MoveLeft,s),
|
||||
PhysicsInputInstruction::SetMoveBack(s)=>state.set_control(Controls::MoveBackward,s),
|
||||
PhysicsInputInstruction::SetMoveRight(s)=>state.set_control(Controls::MoveRight,s),
|
||||
PhysicsInputInstruction::SetMoveUp(s)=>state.set_control(Controls::MoveUp,s),
|
||||
PhysicsInputInstruction::SetMoveDown(s)=>state.set_control(Controls::MoveDown,s),
|
||||
PhysicsInputInstruction::SetJump(s)=>{
|
||||
state.set_control(StyleModifiers::CONTROL_JUMP,s);
|
||||
state.set_control(Controls::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,walk_state,&mut v);
|
||||
jumped_velocity(&data.models,&state.style,&data.hitbox_mesh,walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact),&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);
|
||||
}
|
||||
@ -1453,7 +1505,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::SetZoom(s)=>{
|
||||
state.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
||||
state.set_control(Controls::Zoom,s);
|
||||
b_refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::Reset=>{
|
||||
|
Loading…
Reference in New Issue
Block a user