implement attributes + stages
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parent
734ce661f2
commit
f72acaf2d4
12
src/body.rs
12
src/body.rs
@ -451,13 +451,21 @@ pub struct ModelPhysics {
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}
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impl ModelPhysics {
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pub fn from_model(model:&crate::model::IndexedModel,model_transform:glam::Affine3A) -> Self {
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fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
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let mut aabb=Aabb::new();
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for indexed_vertex in &model.unique_vertices {
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aabb.grow(model_transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
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aabb.grow(transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
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}
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Self{
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mesh:aabb,
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attributes,
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}
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}
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pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
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match &instance.attributes{
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crate::model::CollisionAttributes::Decoration=>None,
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crate::model::CollisionAttributes::Contact{contacting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Intersect{intersecting,general}=>None,//Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersecting{intersecting,general})),
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}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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@ -30,6 +30,64 @@ fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>
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//next class
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objects
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}
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fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3)->crate::model::CollisionAttributes{
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let mut general=crate::model::GameMechanicAttributes::default();
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let mut intersecting=crate::model::IntersectingAttributes::default();
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let mut contacting=crate::model::ContactingAttributes::default();
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match name{
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// "Water"=>intersecting.water=Some(crate::model::IntersectingWater::default()),
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// "Accelerator"=>(),
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// "MapFinish"=>(),
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// "MapAnticheat"=>(),
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"Platform"=>general.stage_element=Some(crate::model::GameMechanicStageElement{
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mode_id:0,
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stage_id:0,
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force:false,
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behaviour:crate::model::StageElementBehaviour::Platform,
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}),
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other=>{
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let regman=lazy_regex::regex!(r"^(Force)?(SpawnAt|Trigger|Teleport|Platform)(\d+)$");
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if let Some(captures) = regman.captures(other) {
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general.stage_element=Some(crate::model::GameMechanicStageElement{
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mode_id:0,
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stage_id:captures[3].parse::<u32>().unwrap(),
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force:match captures.get(1){
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Some(m)=>m.as_str()=="Force",
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None=>false,
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},
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behaviour:match &captures[2]{
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"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
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"Trigger"=>crate::model::StageElementBehaviour::Trigger,
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"Teleport"=>crate::model::StageElementBehaviour::Teleport,
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"Platform"=>crate::model::StageElementBehaviour::Platform,
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_=>panic!("regex[2] messed up bad"),
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}
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})
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}
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}
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}
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//need some way to skip this
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if velocity!=glam::Vec3::ZERO{
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general.booster=Some(crate::model::GameMechanicBooster{velocity});
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}
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match can_collide{
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true=>{
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match name{
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//"Bounce"=>(),
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"Surf"=>contacting.surf=Some(crate::model::ContactingSurf{}),
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"Ladder"=>contacting.ladder=Some(crate::model::ContactingLadder{sticky:true}),
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other=>{
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//REGEX!!!!
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//Jump#
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//WormholeIn#
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}
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}
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return crate::model::CollisionAttributes::Contact{contacting,general};
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},
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false=>return crate::model::CollisionAttributes::Decoration,
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}
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}
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struct RobloxAssetId(u64);
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struct RobloxAssetIdParseErr;
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@ -113,6 +171,8 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
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//IndexedModelInstances includes textures
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let mut spawn_point=glam::Vec3::ZERO;
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let mut stages=Vec::new();
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let mut indexed_models=Vec::new();
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let mut model_id_from_description=std::collections::HashMap::<RobloxBasePartDescription,usize>::new();
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@ -127,13 +187,17 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
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if let (
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Some(rbx_dom_weak::types::Variant::CFrame(cf)),
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Some(rbx_dom_weak::types::Variant::Vector3(size)),
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Some(rbx_dom_weak::types::Variant::Vector3(velocity)),
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Some(rbx_dom_weak::types::Variant::Float32(transparency)),
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Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
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Some(rbx_dom_weak::types::Variant::Bool(can_collide)),
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) = (
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object.properties.get("CFrame"),
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object.properties.get("Size"),
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object.properties.get("Velocity"),
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object.properties.get("Transparency"),
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object.properties.get("Color"),
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object.properties.get("CanCollide"),
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)
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{
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let model_transform=glam::Affine3A::from_translation(
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@ -333,6 +397,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
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indexed_models[model_id].instances.push(crate::model::ModelInstance {
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transform:model_transform,
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color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z)),
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});
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}
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}
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@ -341,5 +406,6 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
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textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
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models:indexed_models,
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spawn_point,
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stages,
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}
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}
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19
src/main.rs
19
src/main.rs
@ -88,7 +88,9 @@ impl GraphicsData {
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for model in &indexed_models.models{
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//make aabb and run vertices to get realistic bounds
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for model_instance in &model.instances{
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self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.transform));
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if let Some(model_physics)=body::ModelPhysics::from_model(model,model_instance){
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self.physics.models.push(model_physics);
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}
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}
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}
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println!("Physics Objects: {}",self.physics.models.len());
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@ -375,33 +377,46 @@ impl framework::Example for GraphicsData {
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indexed_models[0].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
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color:glam::Vec4::ONE,
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attributes:model::CollisionAttributes::contact(),
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});
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//quad monkeys
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indexed_models[1].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
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color:glam::Vec4::ONE,
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attributes:model::CollisionAttributes::contact(),
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});
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indexed_models[1].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
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color:glam::vec4(1.0,0.0,0.0,1.0),
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attributes:model::CollisionAttributes::contact(),
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});
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indexed_models[1].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
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color:glam::vec4(0.0,1.0,0.0,1.0),
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attributes:model::CollisionAttributes::contact(),
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});
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indexed_models[1].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
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color:glam::vec4(0.0,0.0,1.0,1.0),
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attributes:model::CollisionAttributes::contact(),
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});
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//decorative monkey
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indexed_models[1].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(15.,10.,15.)),
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color:glam::vec4(0.5,0.5,0.5,0.5),
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attributes:model::CollisionAttributes::Decoration,
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});
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//teapot
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indexed_models[2].instances.push(ModelInstance{
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transform:glam::Affine3A::from_scale_rotation_translation(glam::vec3(0.5, 1.0, 0.2),glam::quat(-0.22248298016985793,-0.839457167990537,-0.05603504040830783,-0.49261857546227916),glam::vec3(-10.,7.,10.)),
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color:glam::Vec4::ONE,
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attributes:model::CollisionAttributes::contact(),
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});
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//ground
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indexed_models[3].instances.push(ModelInstance{
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transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
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color:glam::Vec4::ONE,
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attributes:model::CollisionAttributes::contact(),
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});
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let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@ -513,6 +528,7 @@ impl framework::Example for GraphicsData {
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controls: 0,
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world:body::WorldState{},
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game:body::GameMechanicsState::default(),
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stages:Vec::new(),
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};
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//load textures
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@ -768,6 +784,7 @@ impl framework::Example for GraphicsData {
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textures:Vec::new(),
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models:indexed_models,
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spawn_point:glam::Vec3::Y*50.0,
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stages:Vec::new(),
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};
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graphics.generate_model_physics(&indexed_model_instances);
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graphics.generate_model_graphics(&device,&queue,indexed_model_instances);
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15
src/model.rs
15
src/model.rs
@ -56,13 +56,16 @@ pub struct ModelGraphicsInstance{
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pub color:glam::Vec4,
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}
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pub struct ModelInstance{
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//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
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pub transform:glam::Affine3A,
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pub color:glam::Vec4,
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pub color:glam::Vec4,//transparency is in here
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pub attributes:CollisionAttributes,
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}
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pub struct IndexedModelInstances{
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pub textures:Vec<String>,//RenderPattern
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pub models:Vec<IndexedModel>,
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//object_index for spawns, triggers etc?
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//may make this into an object later.
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pub stages:Vec<StageDescription>,
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pub spawn_point:glam::Vec3,
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}
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//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
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@ -170,6 +173,14 @@ pub enum CollisionAttributes{
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general:GameMechanicAttributes,
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},
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}
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impl CollisionAttributes{
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pub fn contact() -> Self {
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Self::Contact{
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contacting:ContactingAttributes::default(),
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general:GameMechanicAttributes::default()
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}
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}
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}
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pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
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let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
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