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game-mecha
Author | SHA1 | Date | |
---|---|---|---|
69caf0e6b3 | |||
6662410037 | |||
b91d760eb7 | |||
a78859b231 | |||
b04a6d870a |
122
src/body.rs
122
src/body.rs
@ -257,28 +257,70 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
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return control_dir
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}
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pub struct PhysicsState {
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pub body: Body,
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pub hitbox_halfsize: glam::Vec3,
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pub contacts: std::collections::HashSet::<RelativeCollision>,
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pub struct GameMechanicsState{
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pub spawn_id:u32,
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//jump_counts:HashMap<u32,u32>,
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}
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impl std::default::Default for GameMechanicsState{
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fn default() -> Self {
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Self{
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spawn_id:0,
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}
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}
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}
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pub struct WorldState{}
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pub struct StyleModifiers{
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pub constrols_mask:u32,//constrols which are unable to be activated
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pub constrols_held:u32,//constrols which must be active to be able to strafe
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pub mv:f32,
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pub walkspeed:f32,
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pub friction:f32,
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pub walk_accel:f32,
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pub gravity:glam::Vec3,
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pub strafe_tick_num:TIME,
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pub strafe_tick_den:TIME,
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pub hitbox_halfsize:glam::Vec3,
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}
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impl std::default::Default for StyleModifiers{
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fn default() -> Self {
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Self{
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constrols_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN),
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constrols_held: 0,
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strafe_tick_num: 100,//100t
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strafe_tick_den: 1_000_000_000,
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gravity: glam::vec3(0.0,-100.0,0.0),
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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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walkspeed: 18.0,
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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}
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}
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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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pub world:WorldState,//currently there is only one state the world can be in
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pub game:GameMechanicsState,
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pub style:StyleModifiers,
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pub contacts:std::collections::HashSet::<RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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pub models: Vec<ModelPhysics>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera: Camera,
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pub mouse_interpolation: MouseInterpolationState,
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pub controls: u32,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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pub tick: u32,
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pub mv: f32,
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pub walk: WalkState,
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pub walkspeed: f32,
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pub friction: f32,
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pub walk_accel: f32,
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pub gravity: glam::Vec3,
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pub grounded: bool,
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pub spawn_point: glam::Vec3,
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pub camera:Camera,
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pub mouse_interpolation:MouseInterpolationState,
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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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//all models
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pub models:Vec<ModelPhysics>,
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pub stages:Vec<crate::model::StageDescription>,
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//the spawn point is where you spawn when you load into the map.
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//This is not the same as Reset which teleports you to Spawn0
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pub spawn_point:glam::Vec3,
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}
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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@ -390,20 +432,40 @@ impl Aabb {
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type TreyMeshFace = AabbFace;
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type TreyMesh = Aabb;
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enum PhysicsCollisionAttributes{
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Contact{//track whether you are contacting the object
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contacting:crate::model::ContactingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:crate::model::IntersectingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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}
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pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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mesh: TreyMesh,
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attributes:PhysicsCollisionAttributes,
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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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@ -522,7 +584,7 @@ impl PhysicsState {
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}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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time:(self.time*self.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.strafe_tick_num,
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//only poll the physics if there is a before and after mouse event
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instruction:PhysicsInstruction::StrafeTick
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});
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@ -572,7 +634,7 @@ impl PhysicsState {
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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}else{
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let accel=self.walk_accel.min(self.gravity.length()*self.friction);
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let accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff/time_delta;
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self.contact_constrain_acceleration(&mut a);
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@ -601,7 +663,7 @@ impl PhysicsState {
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fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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for vertex in Aabb::unit_vertices(){
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aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
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aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
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}
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aabb
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}
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@ -945,7 +1007,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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PhysicsInstruction::CollisionEnd(c) => {
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self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
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let mut a=self.gravity;
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let mut a=self.style.gravity;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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//check ground
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@ -961,8 +1023,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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let d=self.body.velocity.dot(control_dir);
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if d<self.mv {
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let mut v=self.body.velocity+(self.mv-d)*control_dir;
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if d<self.style.mv {
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let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
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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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@ -1008,7 +1070,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.velocity=glam::Vec3::ZERO;
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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.gravity;
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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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refresh_walk_target=false;
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@ -1020,7 +1082,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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if refresh_walk_target_velocity{
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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self.walk.target_velocity=self.walkspeed*control_dir;
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self.walk.target_velocity=self.style.walkspeed*control_dir;
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}
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self.refresh_walk_target();
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}
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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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31
src/main.rs
31
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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@ -503,22 +518,17 @@ impl framework::Example for GraphicsData {
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spawn_point:glam::vec3(0.0,50.0,0.0),
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body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
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time: 0,
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tick: 0,
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strafe_tick_num: 100,//100t
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strafe_tick_den: 1_000_000_000,
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gravity: glam::vec3(0.0,-100.0,0.0),
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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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style:body::StyleModifiers::default(),
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grounded: false,
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walkspeed: 18.0,
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contacts: std::collections::HashSet::new(),
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models: Vec::new(),
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walk: body::WalkState::new(),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
|
||||
mouse_interpolation: body::MouseInterpolationState::new(),
|
||||
controls: 0,
|
||||
world:body::WorldState{},
|
||||
game:body::GameMechanicsState::default(),
|
||||
stages:Vec::new(),
|
||||
};
|
||||
|
||||
//load textures
|
||||
@ -774,6 +784,7 @@ impl framework::Example for GraphicsData {
|
||||
textures:Vec::new(),
|
||||
models:indexed_models,
|
||||
spawn_point:glam::Vec3::Y*50.0,
|
||||
stages:Vec::new(),
|
||||
};
|
||||
graphics.generate_model_physics(&indexed_model_instances);
|
||||
graphics.generate_model_graphics(&device,&queue,indexed_model_instances);
|
||||
|
120
src/model.rs
120
src/model.rs
@ -56,15 +56,131 @@ pub struct ModelGraphicsInstance{
|
||||
pub color:glam::Vec4,
|
||||
}
|
||||
pub struct ModelInstance{
|
||||
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
|
||||
pub transform:glam::Affine3A,
|
||||
pub color:glam::Vec4,
|
||||
pub color:glam::Vec4,//transparency is in here
|
||||
pub attributes:CollisionAttributes,
|
||||
}
|
||||
pub struct IndexedModelInstances{
|
||||
pub textures:Vec<String>,//RenderPattern
|
||||
pub models:Vec<IndexedModel>,
|
||||
//object_index for spawns, triggers etc?
|
||||
//may make this into an object later.
|
||||
pub stages:Vec<StageDescription>,
|
||||
pub spawn_point:glam::Vec3,
|
||||
}
|
||||
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
|
||||
pub struct StageDescription{
|
||||
pub start:u32,//start=model_id
|
||||
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
|
||||
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
|
||||
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
|
||||
}
|
||||
|
||||
//you have this effect while in contact
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingSurf{}
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingLadder{
|
||||
pub sticky:bool
|
||||
}
|
||||
//you have this effect while intersecting
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingWater{
|
||||
pub viscosity:i64,
|
||||
pub density:i64,
|
||||
pub current:glam::Vec3,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingAccelerator{
|
||||
pub acceleration:glam::Vec3
|
||||
}
|
||||
//All models can be given these attributes
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicJumpLimit{
|
||||
pub count:u32,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicBooster{
|
||||
pub velocity:glam::Vec3,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub enum ZoneBehaviour{
|
||||
//Start is indexed
|
||||
//Checkpoints are indexed
|
||||
Finish,
|
||||
Anitcheat,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicZone{
|
||||
pub mode_id:u32,
|
||||
pub behaviour:ZoneBehaviour,
|
||||
}
|
||||
// enum TrapCondition{
|
||||
// FasterThan(i64),
|
||||
// SlowerThan(i64),
|
||||
// InRange(i64,i64),
|
||||
// OutsideRange(i64,i64),
|
||||
// }
|
||||
#[derive(Clone)]
|
||||
pub enum StageElementBehaviour{
|
||||
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
|
||||
SpawnAt,
|
||||
Trigger,
|
||||
Teleport,
|
||||
Platform,
|
||||
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicStageElement{
|
||||
pub mode_id:u32,
|
||||
pub stage_id:u32,//which spawn to send to
|
||||
pub force:bool,//allow setting to lower spawn id i.e. 7->3
|
||||
pub behaviour:StageElementBehaviour
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
|
||||
pub model_id:u32,
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct GameMechanicAttributes{
|
||||
pub jump_limit:Option<GameMechanicJumpLimit>,
|
||||
pub booster:Option<GameMechanicBooster>,
|
||||
pub zone:Option<GameMechanicZone>,
|
||||
pub stage_element:Option<GameMechanicStageElement>,
|
||||
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct ContactingAttributes{
|
||||
pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
|
||||
//friction?
|
||||
pub surf:Option<ContactingSurf>,
|
||||
pub ladder:Option<ContactingLadder>,
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct IntersectingAttributes{
|
||||
pub water:Option<IntersectingWater>,
|
||||
pub accelerator:Option<IntersectingAccelerator>,
|
||||
}
|
||||
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
|
||||
pub enum CollisionAttributes{
|
||||
Decoration,//visual only
|
||||
Contact{//track whether you are contacting the object
|
||||
contacting:ContactingAttributes,
|
||||
general:GameMechanicAttributes,
|
||||
},
|
||||
Intersect{//track whether you are intersecting the object
|
||||
intersecting:IntersectingAttributes,
|
||||
general:GameMechanicAttributes,
|
||||
},
|
||||
}
|
||||
impl CollisionAttributes{
|
||||
pub fn contact() -> Self {
|
||||
Self::Contact{
|
||||
contacting:ContactingAttributes::default(),
|
||||
general:GameMechanicAttributes::default()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
|
||||
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
|
||||
|
Loading…
Reference in New Issue
Block a user