wip: ladders
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2d2f0099ab
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c5ecf6b34a
116
src/physics.rs
116
src/physics.rs
@ -128,37 +128,37 @@ struct WalkState{
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state:WalkEnum,
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state:WalkEnum,
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}
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}
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impl WalkEnum{
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impl WalkEnum{
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//so many args bruh
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//args going crazy
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fn with_target_velocity(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){
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//(walk_enum,body.acceleration)=with_target_velocity();
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physics.touching.constrain_velocity(&physics.models,&mut velocity);
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fn with_target_velocity(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec<ModelPhysics>,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){
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let mut target_diff=velocity-physics.body.velocity;
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touching.constrain_velocity(models,&mut velocity);
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let mut target_diff=velocity-body.velocity;
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//remove normal component
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//remove normal component
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target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
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target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
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if target_diff==Planar64Vec3::ZERO{
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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let mut a=Planar64Vec3::ZERO;
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physics.touching.constrain_acceleration(&physics.models,&mut a);
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touching.constrain_acceleration(models,&mut a);
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(WalkEnum::Reached,a)
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(WalkEnum::Reached,a)
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}else{
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}else{
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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let accel=physics.style.walk_accel.min(physics.style.gravity.dot(Planar64Vec3::NEG_Y)*physics.style.friction);
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let accel=style.walk_accel.min(style.gravity.dot(Planar64Vec3::NEG_Y)*style.friction);
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let time_delta=target_diff.length()/accel;
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff.with_length(accel);
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let mut a=target_diff.with_length(accel);
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physics.touching.constrain_acceleration(&physics.models,&mut a);
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touching.constrain_acceleration(models,&mut a);
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(WalkEnum::Transient(WalkTarget{velocity,time:physics.body.time+Time::from(time_delta)}),a)
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(WalkEnum::Transient(WalkTarget{velocity,time:body.time+Time::from(time_delta)}),a)
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}
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}
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}
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}
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//(walk_enum,body.acceleration)=with_target_velocity();
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}
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}
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impl WalkState{
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impl WalkState{
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fn ground(physics:&PhysicsState,mut velocity:Planar64Vec3)->(Self,Planar64Vec3){
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fn ground(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec<ModelPhysics>,mut velocity:Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,&Planar64Vec3::Y);
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let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,&Planar64Vec3::Y);
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(Self{
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(Self{
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state:walk_enum,
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state:walk_enum,
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normal:Planar64Vec3::Y,
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normal:Planar64Vec3::Y,
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},a)
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},a)
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}
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}
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fn ladder(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){
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fn ladder(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec<ModelPhysics>,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){
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let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,normal);
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let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,normal);
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(Self{
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(Self{
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state:walk_enum,
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state:walk_enum,
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normal:normal.clone(),
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normal:normal.clone(),
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@ -321,6 +321,17 @@ impl StyleModifiers{
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fn get_jump_power(&self)->Planar64{
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fn get_jump_power(&self)->Planar64{
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Planar64::int(715588)/(2*1000000/100)
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Planar64::int(715588)/(2*1000000/100)
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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)->Planar64Vec3{
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let camera_mat=camera.simulate_move_rotation_y(camera.mouse.lerp(&next_mouse,time).x);
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let control_dir=camera_mat*self.get_control_dir(controls);
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control_dir*self.walkspeed
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}
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fn get_propulsion_target_velocity(&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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let control_dir=camera_mat*self.get_control_dir(controls);
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control_dir*self.walkspeed
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}
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}
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}
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enum MoveState{
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enum MoveState{
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@ -793,39 +804,24 @@ impl PhysicsState {
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// }
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// }
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fn refresh_walk_target(&mut self){
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fn refresh_walk_target(&mut self){
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//calculate acceleration yada yada
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match &mut self.move_state{
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match &mut self.move_state{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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let mut v=walk_state.target_velocity;
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self.touching.constrain_velocity(&self.models,&mut v);
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let mut target_diff=v-self.body.velocity;
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//remove normal component
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target_diff-=walk_state.normal*(walk_state.normal.dot(target_diff)/walk_state.normal.dot(walk_state.normal));
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if target_diff==Planar64Vec3::ZERO{
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let mut a=Planar64Vec3::ZERO;
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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walk_state.state=WalkEnum::Reached;
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}else{
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//normal friction acceleration is clippedAcceleration.dot(normal)*friction
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let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff.with_length(accel);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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walk_state.target_time=self.body.time+Time::from(time_delta);
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walk_state.state=WalkEnum::Transient;
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}
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},
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MoveState::Air|MoveState::Water=>(),
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MoveState::Air|MoveState::Water=>(),
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MoveState::Walk(WalkState{normal,state})=>{
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let n=normal;
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(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
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},
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MoveState::Ladder(WalkState{normal,state})=>{
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let n=normal;
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(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_propulsion_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
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},
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}
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}
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}
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}
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
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//check if you have a valid walk state and create an instruction
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//check if you have a valid walk state and create an instruction
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match &self.move_state{
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match &self.move_state{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{
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WalkEnum::Transient=>Some(TimedInstruction{
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WalkEnum::Transient(walk_target)=>Some(TimedInstruction{
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time:walk_state.target_time,
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time:walk_target.time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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}),
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}),
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WalkEnum::Reached=>None,
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WalkEnum::Reached=>None,
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@ -1167,10 +1163,20 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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match &contacting.contact_behaviour{
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match &contacting.contact_behaviour{
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Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
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Some(crate::model::ContactingBehaviour::Ladder(contacting_ladder))=>{
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if contacting_ladder.sticky{
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//kill v
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self.body.velocity=Planar64Vec3::ZERO;//model.velocity
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}
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//ladder walkstate
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let (walk_state,a)=WalkState::ladder(&self.touching,&self.body,&self.style,&self.models,self.style.get_propulsion_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&c.normal(&self.models));
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self.move_state=MoveState::Ladder(walk_state);
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self.body.acceleration=a;
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}
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None=>match &c.face {
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None=>match &c.face {
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TreyMeshFace::Top => {
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TreyMeshFace::Top => {
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//ground
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//ground
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let (walk_state,a)=WalkState::ground(&self,self.get_walk_target());
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let (walk_state,a)=WalkState::ground(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time));
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self.move_state=MoveState::Walk(walk_state);
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self.move_state=MoveState::Walk(walk_state);
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self.body.acceleration=a;
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self.body.acceleration=a;
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},
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},
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@ -1272,11 +1278,11 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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//check ground
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//check ground
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match &c.face {
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match &c.face {
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TreyMeshFace::Top => {
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TreyMeshFace::Top => {
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//TODO: make this more advanced checking contacts
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self.move_state=MoveState::Air;
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self.move_state=MoveState::Air;
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},
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},
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_ => (),
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_=>self.refresh_walk_target(),
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}
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}
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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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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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self.touching.remove_intersect(c.model);
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self.touching.remove_intersect(c.model);
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@ -1297,20 +1303,24 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match &mut self.move_state{
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match &mut self.move_state{
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MoveState::Air|MoveState::Water=>(),
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MoveState::Air|MoveState::Water=>(),
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
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match &mut walk_state.state{
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WalkEnum::Reached=>(),
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WalkEnum::Transient(walk_target)=>{
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//precisely set velocity
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//precisely set velocity
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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.touching.constrain_acceleration(&self.models,&mut a);
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self.touching.constrain_acceleration(&self.models,&mut a);
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self.body.acceleration=a;
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self.body.acceleration=a;
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let mut v=walk_state.target_velocity;
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let mut v=walk_target.velocity;
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self.touching.constrain_velocity(&self.models,&mut v);
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self.touching.constrain_velocity(&self.models,&mut v);
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self.body.velocity=v;
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self.body.velocity=v;
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walk_state.state=WalkEnum::Reached;
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walk_state.state=WalkEnum::Reached;
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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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},
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PhysicsInstruction::Input(input_instruction) => {
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PhysicsInstruction::Input(input_instruction) => {
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let mut refresh_walk_target=true;
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let mut refresh_walk_target=true;
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let mut refresh_walk_target_velocity=true;
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match input_instruction{
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match input_instruction{
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PhysicsInputInstruction::SetNextMouse(m) => {
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PhysicsInputInstruction::SetNextMouse(m) => {
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self.camera.move_mouse(self.next_mouse.pos);
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self.camera.move_mouse(self.next_mouse.pos);
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@ -1329,7 +1339,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsInputInstruction::SetJump(s) => {
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PhysicsInputInstruction::SetJump(s) => {
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self.set_control(StyleModifiers::CONTROL_JUMP,s);
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self.set_control(StyleModifiers::CONTROL_JUMP,s);
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self.jump();
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self.jump();
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refresh_walk_target_velocity=false;
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refresh_walk_target=false;
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},
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},
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PhysicsInputInstruction::SetZoom(s) => {
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PhysicsInputInstruction::SetZoom(s) => {
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self.set_control(StyleModifiers::CONTROL_ZOOM,s);
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self.set_control(StyleModifiers::CONTROL_ZOOM,s);
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@ -1348,25 +1358,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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}
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}
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if refresh_walk_target{
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if refresh_walk_target{
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//calculate walk target velocity
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if refresh_walk_target_velocity{
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match &mut self.move_state{
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MoveState::Walk(walk_state)=>{
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let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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self.refresh_walk_target();
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self.refresh_walk_target();
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},
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MoveState::Ladder(walk_state)=>{
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let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time));
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let control_dir=camera_mat*self.style.get_control_dir(self.controls);
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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self.refresh_walk_target();
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},
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MoveState::Water=>(),
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MoveState::Air=>(),
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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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}
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