wip: implement MoveState
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@ -283,6 +283,13 @@ impl StyleModifiers{
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}
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}
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enum MoveState{
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Air,
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Walk(WalkState),
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Water,
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Ladder(WalkState),
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}
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pub struct PhysicsState{
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pub time:Time,
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pub body:Body,
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@ -296,8 +303,7 @@ pub struct PhysicsState{
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pub camera:PhysicsCamera,
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pub next_mouse:MouseState,//Where is the mouse headed next
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pub controls:u32,
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pub walk:WalkState,
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pub grounded:bool,
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pub move_state:MoveState,
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//all models
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pub models:Vec<ModelPhysics>,
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pub bvh:crate::bvh::BvhNode,
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@ -431,12 +437,11 @@ impl Default for PhysicsState{
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body: Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
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time: Time::ZERO,
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style:StyleModifiers::default(),
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grounded: false,
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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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bvh:crate::bvh::BvhNode::default(),
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walk: WalkState::new(),
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move_state: MoveState::Air,
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camera: PhysicsCamera::from_offset(Planar64Vec3::int(0,2,0)),//4.5-2.5=2
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next_mouse: MouseState::default(),
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controls: 0,
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@ -653,10 +658,20 @@ impl PhysicsState {
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self.controls=if state{self.controls|control}else{self.controls&!control};
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}
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fn jump(&mut self){
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self.grounded=false;//do I need this?
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match self.move_state{
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MoveState::Air=>(),
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MoveState::Walk(walk_state)=>{
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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},
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MoveState::Water=>(),
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MoveState::Ladder(walk_state)=>{
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let mut v=self.body.velocity+self.style.get_jump_power();
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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},
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}
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}
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fn contact_constrain_velocity(&self,velocity:&mut Planar64Vec3){
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@ -718,8 +733,10 @@ impl PhysicsState {
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fn refresh_walk_target(&mut self){
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//calculate acceleration yada yada
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if self.grounded{
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let mut v=self.walk.target_velocity;
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match self.move_state{
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MoveState::Air=>(),
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MoveState::Walk(walk_state)=>{
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let mut v=walk_state.target_velocity;
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self.contact_constrain_velocity(&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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@ -728,7 +745,7 @@ impl PhysicsState {
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let mut a=Planar64Vec3::ZERO;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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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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@ -736,25 +753,28 @@ impl PhysicsState {
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let mut a=target_diff.with_length(accel);
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.target_time=self.body.time+Time::from(time_delta);
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self.walk.state=WalkEnum::Transient;
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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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}else{
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self.walk.state=WalkEnum::Reached;//there is no walk target while not grounded
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},
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MoveState::Water=>(),
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MoveState::Ladder(walk_state)=>{
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//
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},
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}
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}
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fn next_walk_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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if self.grounded{
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match self.walk.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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WalkEnum::Transient=>Some(TimedInstruction{
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time:self.walk.target_time,
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time:walk_state.target_time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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}),
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WalkEnum::Reached=>None,
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}
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}else{
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return None;
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MoveState::Air=>self.next_strafe_instruction(),
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MoveState::Water=>None,//TODO
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}
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}
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fn mesh(&self) -> TreyMesh {
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@ -1060,13 +1080,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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collector.collect(self.predict_collision_start(self.time,time_limit,id));
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}
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});
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if self.grounded {
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//walk maintenance
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collector.collect(self.next_walk_instruction());
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}else{
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//check to see when the next strafe tick is
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collector.collect(self.next_strafe_instruction());
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}
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collector.collect(self.next_move_instruction());
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collector.instruction()
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}
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}
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@ -1099,7 +1113,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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None=>match &c.face {
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TreyMeshFace::Top => {
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//ground
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self.grounded=true;
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self.move_state=MoveState::Walk(WalkState::new())
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},
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_ => (),
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},
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@ -1124,8 +1138,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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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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self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
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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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@ -1149,7 +1162,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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None=>(),
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}
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self.body.velocity=v;
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if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
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if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
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self.jump();
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}
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self.refresh_walk_target();
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@ -1254,9 +1267,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
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PhysicsInputInstruction::SetJump(s) => {
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self.set_control(StyleModifiers::CONTROL_JUMP,s);
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if self.grounded{
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self.jump();
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}
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refresh_walk_target_velocity=false;
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},
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PhysicsInputInstruction::SetZoom(s) => {
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@ -1270,8 +1281,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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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.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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self.move_state=MoveState::Air;
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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@ -1279,9 +1289,20 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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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 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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self.walk.target_velocity=control_dir*self.style.walkspeed;
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walk_state.target_velocity=control_dir*self.style.walkspeed;
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},
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MoveState::Ladder(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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},
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MoveState::Water=>(),
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MoveState::Air=>(),
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}
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}
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self.refresh_walk_target();
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}
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