pull out collision handlers into functions
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parent
b9e34f53c3
commit
cfee6f119f
105
src/physics.rs
105
src/physics.rs
@ -634,7 +634,7 @@ pub struct ContactCollision{
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face_id:model_physics::MinkowskiFace,
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convex_mesh_id:ConvexMeshId,
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}
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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pub struct IntersectCollision{
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convex_mesh_id:ConvexMeshId,
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}
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@ -1271,25 +1271,16 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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}
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}
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fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
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state.time=ins.time;
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let should_advance_body=match ins.instruction{
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PhysicsInternalInstruction::CollisionStart(_)
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|PhysicsInternalInstruction::CollisionEnd(_)
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|PhysicsInternalInstruction::StrafeTick
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|PhysicsInternalInstruction::ReachWalkTargetVelocity=>true,
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};
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if should_advance_body{
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state.body.advance_time(state.time);
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}
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match ins.instruction{
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PhysicsInternalInstruction::CollisionStart(collision)=>{
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let convex_mesh_id=collision.convex_mesh_id();
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match (data.models.attr(convex_mesh_id.model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>{
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fn collision_start_contact(
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state:&mut PhysicsState,
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data:&PhysicsData,
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contacting:&gameplay_attributes::ContactingAttributes,
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general:&gameplay_attributes::GeneralAttributes,
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contact:ContactCollision,
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){
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let incident_velocity=state.body.velocity;
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//add to touching
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state.touching.insert(collision);
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state.touching.insert(Collision::Contact(contact));
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//clip v
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
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match &contacting.contact_behaviour{
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@ -1324,7 +1315,7 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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}
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//I love making functions with 10 arguments to dodge the borrow checker
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if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,contact.convex_mesh_id);
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}
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if state.style.get_control(Controls::Jump,state.input_state.controls){
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if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
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@ -1351,16 +1342,23 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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//doing enum to set the acceleration when surfing
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//doing input_and_body to refresh the walk state if you hit a wall while accelerating
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state.apply_enum_and_input_and_body(data);
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},
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(PhysicsCollisionAttributes::Intersect{intersecting:_,general},Collision::Intersect(_intersect))=>{
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}
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fn collision_start_intersect(
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state:&mut PhysicsState,
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data:&PhysicsData,
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intersecting:&gameplay_attributes::IntersectingAttributes,
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general:&gameplay_attributes::GeneralAttributes,
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intersect:IntersectCollision,
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){
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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state.touching.insert(collision);
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state.touching.insert(Collision::Intersect(intersect));
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//insta booster!
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if let Some(booster)=&general.booster{
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state.cull_velocity(data,booster.boost(state.body.velocity));
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}
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if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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let zone=mode.get_zone(convex_mesh_id.model_id.into());
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let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
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match zone{
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Some(gameplay_modes::Zone::Start)=>{
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println!("@@@@ Starting new run!");
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@ -1375,16 +1373,18 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
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None=>(),
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}
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
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run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,intersect.convex_mesh_id);
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}
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},
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInternalInstruction::CollisionEnd(collision)=>{
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match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting:_,general:_},&Collision::Contact(contact))=>{
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state.touching.remove(&collision);//remove contact before calling contact_constrain_acceleration
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}
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fn collision_end_contact(
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state:&mut PhysicsState,
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data:&PhysicsData,
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_contacting:&gameplay_attributes::ContactingAttributes,
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_general:&gameplay_attributes::GeneralAttributes,
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contact:ContactCollision,
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){
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state.touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
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//check ground
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//TODO do better
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//this is inner code from state.cull_velocity
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@ -1395,11 +1395,17 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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},
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None=>state.apply_enum_and_body(data),
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}
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},
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(PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{
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state.touching.remove(&collision);
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}
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fn collision_end_intersect(
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state:&mut PhysicsState,
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data:&PhysicsData,
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_intersecting:&gameplay_attributes::IntersectingAttributes,
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_general:&gameplay_attributes::GeneralAttributes,
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intersect:IntersectCollision,
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){
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state.touching.remove(&Collision::Intersect(intersect));
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if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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let zone=mode.get_zone(collision.convex_mesh_id().model_id.into());
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let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into());
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match zone{
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Some(gameplay_modes::Zone::Start)=>{
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match state.run.start(state.time){
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@ -1410,7 +1416,34 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
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_=>(),
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}
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}
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}
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fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
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state.time=ins.time;
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let should_advance_body=match ins.instruction{
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PhysicsInternalInstruction::CollisionStart(_)
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|PhysicsInternalInstruction::CollisionEnd(_)
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|PhysicsInternalInstruction::StrafeTick
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|PhysicsInternalInstruction::ReachWalkTargetVelocity=>true,
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};
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if should_advance_body{
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state.body.advance_time(state.time);
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}
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match ins.instruction{
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PhysicsInternalInstruction::CollisionStart(collision)=>{
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match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>
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collision_start_contact(state,data,contacting,general,contact),
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(PhysicsCollisionAttributes::Intersect{intersecting,general},&Collision::Intersect(intersect))=>
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collision_start_intersect(state,data,intersecting,general,intersect),
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_=>panic!("invalid pair"),
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}
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},
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PhysicsInternalInstruction::CollisionEnd(collision)=>{
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match (data.models.attr(collision.convex_mesh_id().model_id),&collision){
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(PhysicsCollisionAttributes::Contact{contacting,general},&Collision::Contact(contact))=>
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collision_end_contact(state,data,contacting,general,contact),
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(PhysicsCollisionAttributes::Intersect{intersecting,general},&Collision::Intersect(intersect))=>
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collision_end_intersect(state,data,intersecting,general,intersect),
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_=>panic!("invalid pair"),
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}
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},
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