strafe-client/src/model.rs

295 lines
8.9 KiB
Rust

use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Affine3};
pub type TextureCoordinate=glam::Vec2;
pub type Color4=glam::Vec4;
#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
pub pos:u32,
pub tex:u32,
pub normal:u32,
pub color:u32,
}
pub struct IndexedPolygon{
pub vertices:Vec<u32>,
}
pub struct IndexedGroup{
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModel{
pub unique_pos:Vec<Planar64Vec3>,
pub unique_normal:Vec<Planar64Vec3>,
pub unique_tex:Vec<TextureCoordinate>,
pub unique_color:Vec<Color4>,
pub unique_vertices:Vec<IndexedVertex>,
pub groups: Vec<IndexedGroup>,
pub instances:Vec<ModelInstance>,
}
pub struct ModelInstance{
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
pub transform:Planar64Affine3,
pub color:Color4,//transparency is in here
pub attributes:CollisionAttributes,
pub temp_indexing:Vec<TempIndexedAttributes>,
}
impl std::default::Default for ModelInstance{
fn default() -> Self {
Self{
color:Color4::ONE,
transform:Default::default(),
attributes:Default::default(),
temp_indexing:Default::default(),
}
}
}
pub struct IndexedModelInstances{
pub textures:Vec<String>,//RenderPattern
pub models:Vec<IndexedModel>,
//may make this into an object later.
pub modes:Vec<ModeDescription>,
pub spawn_point:Planar64Vec3,
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
pub start:usize,//start=model_id
pub spawns:Vec<usize>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<usize>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<usize>,//unordered_checkpoints[checkpoint_id]=model_id
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
impl ModeDescription{
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&usize>{
self.spawns.get(*self.spawn_from_stage_id.get(&stage_id)?)
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&usize>{
self.ordered_checkpoints.get(*self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id)?)
}
}
//I don't want this code to exist!
#[derive(Clone)]
pub struct TempAttrStart{
pub mode_id:u32,
}
#[derive(Clone)]
pub struct TempAttrSpawn{
pub mode_id:u32,
pub stage_id:u32,
}
#[derive(Clone)]
pub struct TempAttrOrderedCheckpoint{
pub mode_id:u32,
pub checkpoint_id:u32,
}
#[derive(Clone)]
pub struct TempAttrUnorderedCheckpoint{
pub mode_id:u32,
}
#[derive(Clone)]
pub struct TempAttrWormhole{
pub wormhole_id:u32,
}
pub enum TempIndexedAttributes{
Start(TempAttrStart),
Spawn(TempAttrSpawn),
OrderedCheckpoint(TempAttrOrderedCheckpoint),
UnorderedCheckpoint(TempAttrUnorderedCheckpoint),
Wormhole(TempAttrWormhole),
}
//you have this effect while in contact
#[derive(Clone)]
pub struct ContactingLadder{
pub sticky:bool
}
#[derive(Clone)]
pub enum ContactingBehaviour{
Surf,
Ladder(ContactingLadder),
Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
}
//you have this effect while intersecting
#[derive(Clone)]
pub struct IntersectingWater{
pub viscosity:Planar64,
pub density:Planar64,
pub current:Planar64Vec3,
}
//All models can be given these attributes
#[derive(Clone)]
pub struct GameMechanicAccelerator{
pub acceleration:Planar64Vec3
}
#[derive(Clone)]
pub enum GameMechanicBooster{
Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
}
#[derive(Clone)]
pub enum TrajectoryChoice{
HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
}
#[derive(Clone)]
pub enum GameMechanicSetTrajectory{
AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
target_point:Planar64Vec3,
time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
},
TrajectoryTargetPoint{//launch at a fixed speed and land at a target point
target_point:Planar64Vec3,
speed:Planar64,//if speed is too low this will fail to reach the target. The closest-passing trajectory will be chosen instead
trajectory_choice:TrajectoryChoice,
},
Velocity(Planar64Vec3),//SetVelocity
DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
}
#[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(Planar64),
// SlowerThan(Planar64),
// InRange(Planar64,Planar64),
// OutsideRange(Planar64,Planar64),
// }
#[derive(Clone)]
pub enum StageElementBehaviour{
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
SpawnAt,
Trigger,
Teleport,
Platform,
JumpLimit(u32),
//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{
//destination does not need to be another wormhole
//this defines a one way portal to a destination model transform
//two of these can create a two way wormhole
pub destination_model_id:u32,
//(position,angles)*=origin.transform.inverse()*destination.transform
}
#[derive(Clone)]
pub enum TeleportBehaviour{
StageElement(GameMechanicStageElement),
Wormhole(GameMechanicWormhole),
}
//attributes listed in order of handling
#[derive(Default,Clone)]
pub struct GameMechanicAttributes{
pub zone:Option<GameMechanicZone>,
pub booster:Option<GameMechanicBooster>,
pub trajectory:Option<GameMechanicSetTrajectory>,
pub teleport_behaviour:Option<TeleportBehaviour>,
pub accelerator:Option<GameMechanicAccelerator>,
}
impl GameMechanicAttributes{
pub fn any(&self)->bool{
self.booster.is_some()
||self.trajectory.is_some()
||self.zone.is_some()
||self.teleport_behaviour.is_some()
||self.accelerator.is_some()
}
}
#[derive(Default,Clone)]
pub struct ContactingAttributes{
//friction?
pub contact_behaviour:Option<ContactingBehaviour>,
}
impl ContactingAttributes{
pub fn any(&self)->bool{
self.contact_behaviour.is_some()
}
}
#[derive(Default,Clone)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
}
impl IntersectingAttributes{
pub fn any(&self)->bool{
self.water.is_some()
}
}
//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 std::default::Default for CollisionAttributes{
fn default() -> Self {
Self::Contact{
contacting:ContactingAttributes::default(),
general:GameMechanicAttributes::default()
}
}
}
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:Color4)->Vec<IndexedModel>{
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
return data.objects.iter().map(|object|{
unique_vertex_index.clear();
let mut unique_vertices = Vec::new();
let groups = object.groups.iter().map(|group|{
IndexedGroup{
texture:None,
polys:group.polys.iter().map(|poly|{
IndexedPolygon{
vertices:poly.0.iter().map(|&tup|{
if let Some(&i)=unique_vertex_index.get(&tup){
i
}else{
let i=unique_vertices.len() as u32;
unique_vertices.push(IndexedVertex{
pos: tup.0 as u32,
tex: tup.1.unwrap() as u32,
normal: tup.2.unwrap() as u32,
color: 0,
});
unique_vertex_index.insert(tup,i);
i
}
}).collect()
}
}).collect()
}
}).collect();
IndexedModel{
unique_pos: data.position.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
unique_tex: data.texture.iter().map(|&v|TextureCoordinate::from_array(v)).collect(),
unique_normal: data.normal.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
unique_color: vec![color],
unique_vertices,
groups,
instances:Vec::new(),
}
}).collect()
}