Print Only Horizontal Velocity
The Speed function is unnecessary I forgot to remove it
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2cef79da1d
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@ -1,133 +1,165 @@
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use crate::physics::{MouseState,PhysicsInputInstruction};
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
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#[derive(Debug)]
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pub enum InputInstruction {
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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}
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pub enum Instruction{
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Input(InputInstruction),
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Render,
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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GenerateModels(crate::model::IndexedModelInstances),
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ClearModels,
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//Graphics(crate::graphics_worker::Instruction),
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}
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pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=physics.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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if if let Some(phys_input)=match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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mouse_blocking=true;
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}
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last_mouse_time=ins.time;
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None
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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},
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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}{
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//non-mouse event
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timeline.push_back(TimedInstruction{
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time:ins.time,
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instruction:phys_input,
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});
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if mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-physics.next_mouse.time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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}else{
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false
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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}{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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physics.run(instruction.time);
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physics.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
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});
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}
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}
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match ins.instruction{
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Instruction::Render=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
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},
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Instruction::Resize(size,user_settings)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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},
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Instruction::GenerateModels(indexed_model_instances)=>{
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physics.generate_models(&indexed_model_instances);
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physics.spawn(indexed_model_instances.spawn_point);
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
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},
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Instruction::ClearModels=>{
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physics.clear();
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graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
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},
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_=>(),
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}
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})
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use crate::physics::{MouseState,PhysicsInputInstruction};
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use strafesnet_common::integer::Time;
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use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
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use strafesnet_common::integer::{self,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64,Ratio64Vec2};
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#[derive(Debug)]
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pub enum InputInstruction {
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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}
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pub enum Instruction{
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Input(InputInstruction),
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Render,
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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GenerateModels(crate::model::IndexedModelInstances),
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ClearModels,
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//Graphics(crate::graphics_worker::Instruction),
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}
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pub struct Speed{
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pub player_vel:Planar64Vec3,
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pub time:Time
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}
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impl std::ops::Neg for Speed{
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type Output=Self;
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fn neg(self)->Self::Output{
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Self{
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player_vel:self.player_vel,
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time:self.time
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}
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}
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}
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impl Speed{
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pub fn new(player_vel:Planar64Vec3,time:Time)->Self{
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Self{
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player_vel,
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time,
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}
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}
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}
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pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=physics.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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let mut next_velocity_print=std::time::Instant::now();
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let mut player_vel = physics.body.velocity.length();
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crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
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if if let Some(phys_input)=match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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mouse_blocking=true;
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}
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last_mouse_time=ins.time;
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None
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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},
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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}{
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//non-mouse event
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timeline.push_back(TimedInstruction{
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time:ins.time,
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instruction:phys_input,
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});
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if mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-physics.next_mouse.time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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}else{
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false
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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}{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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physics.run(instruction.time);
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physics.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
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});
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}
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//some random print stuff
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if 3.0/5.0<next_velocity_print.elapsed().as_secs_f64(){
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next_velocity_print=next_velocity_print+std::time::Duration::from_secs_f64(1.0/30.0);
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println!("velocity: {} u/s", (Planar64Vec3::new(physics.body.velocity.x(), Planar64::int(0), physics.body.velocity.z())).length()*(Planar64::int(130)/9));
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}
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}
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match ins.instruction{
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Instruction::Render=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
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},
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Instruction::Resize(size,user_settings)=>{
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graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
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},
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Instruction::GenerateModels(indexed_model_instances)=>{
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physics.generate_models(&indexed_model_instances);
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physics.spawn(indexed_model_instances.spawn_point);
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
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},
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Instruction::ClearModels=>{
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physics.clear();
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graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
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},
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_=>(),
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}
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})
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}
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