wip: tickless physics
This commit is contained in:
parent
4f5c9afed3
commit
c565120ea7
79
src/body.rs
79
src/body.rs
@ -5,6 +5,8 @@ pub enum PhysicsInstruction {
|
||||
CollisionEnd(RelativeCollision),
|
||||
StrafeTick,
|
||||
Jump,
|
||||
SetWalkTargetVelocity(glam::Vec3),
|
||||
ReachWalkTargetVelocity,
|
||||
// Water,
|
||||
// Spawn(
|
||||
// Option<SpawnId>,
|
||||
@ -19,6 +21,13 @@ pub struct Body {
|
||||
pub time: TIME,//nanoseconds x xxxxD!
|
||||
}
|
||||
|
||||
pub enum MoveRestriction {
|
||||
Air,
|
||||
Water,
|
||||
Ground,
|
||||
Ladder,//multiple ladders how
|
||||
}
|
||||
|
||||
pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
pub contacts: Vec<RelativeCollision>,
|
||||
@ -176,41 +185,19 @@ pub type TIME = i64;
|
||||
const CONTROL_JUMP:u32 = 0b01000000;//temp DATA NORMALIZATION!@#$
|
||||
impl PhysicsState {
|
||||
//delete this, we are tickless gamers
|
||||
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
|
||||
let target_tick = (time*self.strafe_tick_num/self.strafe_tick_den) as u32;
|
||||
//the game code can run for 1 month before running out of ticks
|
||||
while self.tick<target_tick {
|
||||
self.tick += 1;
|
||||
let dt=0.01;
|
||||
let d=self.body.velocity.dot(control_dir);
|
||||
if d<self.mv {
|
||||
self.body.velocity+=(self.mv-d)*control_dir;
|
||||
}
|
||||
self.body.velocity+=self.gravity*dt;
|
||||
self.body.position+=self.body.velocity*dt;
|
||||
if self.body.position.y<0.0{
|
||||
self.body.position.y=0.0;
|
||||
self.body.velocity.y=0.0;
|
||||
self.grounded=true;
|
||||
}
|
||||
if self.grounded&&(controls&CONTROL_JUMP)!=0 {
|
||||
self.grounded=false;
|
||||
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
}
|
||||
if self.grounded {
|
||||
let applied_friction=self.friction*dt;
|
||||
let targetv=control_dir*self.walkspeed;
|
||||
let diffv=targetv-self.body.velocity;
|
||||
if applied_friction*applied_friction<diffv.length_squared() {
|
||||
self.body.velocity+=applied_friction*diffv.normalize();
|
||||
} else {
|
||||
//PhysicsInstruction::WalkTargetReached
|
||||
self.body.velocity=targetv;
|
||||
}
|
||||
pub fn run(&mut self, time: TIME){
|
||||
//prepare is ommitted - everything is done via instructions.
|
||||
while let Some(instruction) = self.next_instruction() {//collect
|
||||
if time<instruction.time {
|
||||
break;
|
||||
}
|
||||
//advance
|
||||
self.advance_time(instruction.time);
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
//write hash lol
|
||||
}
|
||||
|
||||
self.body.time=target_tick as TIME*self.strafe_tick_den/self.strafe_tick_num;
|
||||
}
|
||||
|
||||
//delete this
|
||||
@ -304,7 +291,31 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||
fn process_instruction(&mut self, instruction:TimedInstruction<PhysicsInstruction>) {
|
||||
//
|
||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||
//mutate position and velocity and time
|
||||
self.body.advance_time(ins.time);//should this be in a separate function: self.advance_time?
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::CollisionStart(_) => todo!(),
|
||||
PhysicsInstruction::CollisionEnd(_) => todo!(),
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
let control_dir=self.get_control_dir();//this respects your mouse interpolation settings
|
||||
let d=self.body.velocity.dot(control_dir);
|
||||
if d<self.mv {
|
||||
self.body.velocity+=(self.mv-d)*control_dir;
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::Jump => {
|
||||
self.grounded=false;//do I need this?
|
||||
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
}
|
||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||
//precisely set velocity
|
||||
self.body.velocity=self.walk_target_velocity;
|
||||
}
|
||||
PhysicsInstruction::SetWalkTargetVelocity(v) => {
|
||||
self.walk_target_velocity=v;
|
||||
//calculate acceleration yada yada
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user