do not step physics on mouse input, only update pos (overwriting previous pos)
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005d0fdd58
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@ -102,7 +102,7 @@ pub struct MouseInterpolationState {
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impl MouseInterpolationState {
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pub fn new() -> Self {
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Self {
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interpolation:MouseInterpolation::Lerp,
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interpolation:MouseInterpolation::First,
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time0:0,
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time1:1,//ONE NANOSECOND!!!! avoid divide by zero
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mouse0:glam::IVec2::ZERO,
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@ -901,6 +901,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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}
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//selectively update body
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match &ins.instruction {
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
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PhysicsInstruction::Input(_)
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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@ -745,7 +745,6 @@ impl strafe_client::framework::Example for GraphicsData {
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fn device_event(&mut self, event: winit::event::DeviceEvent) {
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//there's no way this is the best way get a timestamp.
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let time=self.start_time.elapsed().as_nanos() as i64;
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self.physics.run(time);//call it a day
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match event {
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winit::event::DeviceEvent::Key(winit::event::KeyboardInput {
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state,
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@ -769,6 +768,7 @@ impl strafe_client::framework::Example for GraphicsData {
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_ => None,
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}
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{
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self.physics.run(time);
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self.physics.process_instruction(TimedInstruction{
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time,
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instruction:PhysicsInstruction::Input(input_instruction),
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@ -778,6 +778,9 @@ impl strafe_client::framework::Example for GraphicsData {
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winit::event::DeviceEvent::MouseMotion {
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delta,//these (f64,f64) are integers on my machine
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} => {
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//do not step the physics because the mouse polling rate is higher than the physics can run.
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//essentially the previous input will be overwritten until a true step runs
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//which is fine because they run all the time.
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self.physics.process_instruction(TimedInstruction{
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time,
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instruction:PhysicsInstruction::Input(InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))),
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@ -788,6 +791,7 @@ impl strafe_client::framework::Example for GraphicsData {
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} => {
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println!("mousewheel{:?}",delta);
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if true{//self.physics.use_scroll
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self.physics.run(time);
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self.physics.process_instruction(TimedInstruction{
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time,
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instruction:PhysicsInstruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
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