strafe-client/src/physics.rs
2023-11-10 19:13:41 -08:00

1292 lines
45 KiB
Rust

use crate::instruction::{InstructionEmitter,InstructionConsumer,TimedInstruction};
use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64,Ratio64Vec2};
use crate::model_physics::{PhysicsMesh,TransformedMesh};
#[derive(Debug)]
pub enum PhysicsInstruction {
CollisionStart(Collision),
CollisionEnd(Collision),
StrafeTick,
ReachWalkTargetVelocity,
// Water,
// Spawn(
// Option<SpawnId>,
// bool,//true = Trigger; false = teleport
// bool,//true = Force
// )
//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
Input(PhysicsInputInstruction),
}
#[derive(Debug)]
pub enum PhysicsInputInstruction {
ReplaceMouse(MouseState,MouseState),
SetNextMouse(MouseState),
SetMoveRight(bool),
SetMoveUp(bool),
SetMoveBack(bool),
SetMoveLeft(bool),
SetMoveDown(bool),
SetMoveForward(bool),
SetJump(bool),
SetZoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
#[derive(Clone,Hash,Default)]
pub struct Body{
pub position:Planar64Vec3,//I64 where 2^32 = 1 u
pub velocity:Planar64Vec3,//I64 where 2^32 = 1 u/s
pub acceleration:Planar64Vec3,//I64 where 2^32 = 1 u/s/s
pub time:Time,//nanoseconds x xxxxD!
}
//hey dumbass just use a delta
#[derive(Clone,Debug)]
pub struct MouseState {
pub pos: glam::IVec2,
pub time:Time,
}
impl Default for MouseState{
fn default() -> Self {
Self {
time:Time::ZERO,
pos:glam::IVec2::ZERO,
}
}
}
impl MouseState {
pub fn lerp(&self,target:&MouseState,time:Time)->glam::IVec2 {
let m0=self.pos.as_i64vec2();
let m1=target.pos.as_i64vec2();
//these are deltas
let t1t=(target.time-time).nanos();
let tt0=(time-self.time).nanos();
let dt=(target.time-self.time).nanos();
((m0*t1t+m1*tt0)/dt).as_ivec2()
}
}
enum WalkEnum{
Reached,
Transient(WalkTarget),
}
struct WalkTarget{
velocity:Planar64Vec3,
time:Time,
}
struct WalkState{
normal:Planar64Vec3,
state:WalkEnum,
}
impl WalkEnum{
//args going crazy
//(walk_enum,body.acceleration)=with_target_velocity();
fn with_target_velocity(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&PhysicsModels,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){
touching.constrain_velocity(models,&mut velocity);
let mut target_diff=velocity-body.velocity;
//remove normal component
target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone()));
if target_diff==Planar64Vec3::ZERO{
let mut a=Planar64Vec3::ZERO;
touching.constrain_acceleration(models,&mut a);
(WalkEnum::Reached,a)
}else{
//normal friction acceleration is clippedAcceleration.dot(normal)*friction
let diff_len=target_diff.length();
let friction=if diff_len<style.walk_speed{
style.static_friction
}else{
style.kinetic_friction
};
let accel=style.walk_accel.min(style.gravity.dot(Planar64Vec3::NEG_Y)*friction);
let time_delta=diff_len/accel;
let mut a=target_diff.with_length(accel);
touching.constrain_acceleration(models,&mut a);
(WalkEnum::Transient(WalkTarget{velocity,time:body.time+Time::from(time_delta)}),a)
}
}
}
impl WalkState{
fn ground(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&PhysicsModels,velocity:Planar64Vec3)->(Self,Planar64Vec3){
let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,&Planar64Vec3::Y);
(Self{
state:walk_enum,
normal:Planar64Vec3::Y,
},a)
}
fn ladder(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&PhysicsModels,velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){
let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,normal);
(Self{
state:walk_enum,
normal:normal.clone(),
},a)
}
}
struct Modes{
modes:Vec<crate::model::ModeDescription>,
mode_from_mode_id:std::collections::HashMap::<u32,usize>,
}
impl Modes{
fn clear(&mut self){
self.modes.clear();
self.mode_from_mode_id.clear();
}
fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
self.modes.get(*self.mode_from_mode_id.get(&mode_id)?)
}
fn insert(&mut self,temp_map_mode_id:u32,mode:crate::model::ModeDescription){
let mode_id=self.modes.len();
self.mode_from_mode_id.insert(temp_map_mode_id,mode_id);
self.modes.push(mode);
}
}
impl Default for Modes{
fn default() -> Self {
Self{
modes:Vec::new(),
mode_from_mode_id:std::collections::HashMap::new(),
}
}
}
#[derive(Default)]
struct PhysicsModels{
meshes:Vec<PhysicsMesh>,
models:Vec<PhysicsModel>,
attributes:Vec<PhysicsCollisionAttributes>,
model_id_from_wormhole_id:std::collections::HashMap::<u32,usize>,
}
impl PhysicsModels{
fn clear(&mut self){
self.meshes.clear();
self.models.clear();
self.attributes.clear();
self.model_id_from_wormhole_id.clear();
}
fn aabb_list(&self)->Vec<crate::aabb::Aabb>{
self.models.iter().map(|model|{
let mut aabb=crate::aabb::Aabb::default();
for pos in self.meshes[model.mesh_id].verts(){
aabb.grow(model.transform.transform_point3(pos));
}
aabb
}).collect()
}
//TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references.
//then I can make these getter functions unchecked.
fn mesh(&self,model_id:usize)->TransformedMesh{
TransformedMesh{
mesh:&self.meshes[self.models[model_id].mesh_id],
transform:&self.models[model_id].transform,
normal_transform:&self.models[model_id].normal_transform,
normal_determinant:self.models[model_id].normal_determinant,
}
}
fn model(&self,model_id:usize)->&PhysicsModel{
&self.models[model_id]
}
fn attr(&self,model_id:usize)->&PhysicsCollisionAttributes{
&self.attributes[self.models[model_id].attr_id]
}
fn get_wormhole_model(&self,wormhole_id:u32)->Option<&PhysicsModel>{
self.models.get(*self.model_id_from_wormhole_id.get(&wormhole_id)?)
}
fn push_mesh(&mut self,mesh:PhysicsMesh){
self.meshes.push(mesh);
}
fn push_model(&mut self,model:PhysicsModel)->usize{
let model_id=self.models.len();
self.models.push(model);
model_id
}
fn push_attr(&mut self,attr:PhysicsCollisionAttributes){
self.attributes.push(attr);
}
}
#[derive(Clone)]
pub struct PhysicsCamera{
//punch: Planar64Vec3,
//punch_velocity: Planar64Vec3,
sensitivity:Ratio64Vec2,//dots to Angle32 ratios
mouse:MouseState,//last seen absolute mouse pos
clamped_mouse_pos:glam::IVec2,//angles are calculated from this cumulative value
angle_pitch_lower_limit:Angle32,
angle_pitch_upper_limit:Angle32,
//angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending
// enum AngleLimit{
// Unlimited,
// Limited{lower:Angle32,upper:Angle32},
// }
//pitch_limit:AngleLimit,
//yaw_limit:AngleLimit,
}
impl PhysicsCamera {
pub fn move_mouse(&mut self,mouse_pos:glam::IVec2){
let mut unclamped_mouse_pos=self.clamped_mouse_pos+mouse_pos-self.mouse.pos;
unclamped_mouse_pos.y=unclamped_mouse_pos.y.clamp(
self.sensitivity.y.rhs_div_int(self.angle_pitch_lower_limit.get() as i64) as i32,
self.sensitivity.y.rhs_div_int(self.angle_pitch_upper_limit.get() as i64) as i32,
);
self.clamped_mouse_pos=unclamped_mouse_pos;
}
pub fn simulate_move_angles(&self,mouse_pos:glam::IVec2)->glam::Vec2 {
let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
let ax=Angle32::wrap_from_i64(a.x);
let ay=Angle32::clamp_from_i64(a.y)
//clamp to actual vertical cam limit
.clamp(self.angle_pitch_lower_limit,self.angle_pitch_upper_limit);
return glam::vec2(ax.into(),ay.into());
}
fn simulate_move_rotation(&self,mouse_pos:glam::IVec2)->Planar64Mat3{
let a=-self.sensitivity.mul_int((mouse_pos-self.mouse.pos+self.clamped_mouse_pos).as_i64vec2());
let ax=Angle32::wrap_from_i64(a.x);
let ay=Angle32::clamp_from_i64(a.y)
//clamp to actual vertical cam limit
.clamp(self.angle_pitch_lower_limit,self.angle_pitch_upper_limit);
Planar64Mat3::from_rotation_yx(ax,ay)
}
fn simulate_move_rotation_y(&self,mouse_pos_x:i32)->Planar64Mat3{
let ax=-self.sensitivity.x.mul_int((mouse_pos_x-self.mouse.pos.x+self.clamped_mouse_pos.x) as i64);
Planar64Mat3::from_rotation_y(Angle32::wrap_from_i64(ax))
}
}
impl std::default::Default for PhysicsCamera{
fn default()->Self{
Self{
sensitivity:Ratio64Vec2::ONE*200_000,
mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
clamped_mouse_pos:glam::IVec2::ZERO,
angle_pitch_lower_limit:-Angle32::FRAC_PI_2,
angle_pitch_upper_limit:Angle32::FRAC_PI_2,
}
}
}
pub struct GameMechanicsState{
stage_id:u32,
jump_counts:std::collections::HashMap<usize,u32>,//model_id -> jump count
next_ordered_checkpoint_id:u32,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0)
unordered_checkpoints:std::collections::HashSet<usize>,//hashset of UnorderedCheckpoint model ids
}
impl std::default::Default for GameMechanicsState{
fn default()->Self{
Self{
stage_id:0,
next_ordered_checkpoint_id:0,
unordered_checkpoints:std::collections::HashSet::new(),
jump_counts:std::collections::HashMap::new(),
}
}
}
struct WorldState{}
enum JumpCalculation{
Capped,//roblox
Energy,//new
Linear,//source
}
enum JumpImpulse{
FromTime(Time),//jump time is invariant across mass and gravity changes
FromHeight(Planar64),//jump height is invariant across mass and gravity changes
FromDeltaV(Planar64),//jump velocity is invariant across mass and gravity changes
FromEnergy(Planar64),// :)
}
//Jumping acts on dot(walks_state.normal,body.velocity)
//Capped means it increases the dot to the cap
//Energy means it adds energy
//Linear means it linearly adds on
enum EnableStrafe{
Always,
MaskAny(u32),//hsw, shsw
MaskAll(u32),
//Function(Box<dyn Fn(u32)->bool>),
}
struct StrafeSettings{
enable:EnableStrafe,
air_accel_limit:Option<Planar64>,
tick_rate:Ratio64,
}
struct StyleModifiers{
controls_used:u32,//controls which are allowed to pass into gameplay
controls_mask:u32,//controls which are masked from control state (e.g. jump in scroll style)
strafe:Option<StrafeSettings>,
jump_impulse:JumpImpulse,
jump_calculation:JumpCalculation,
static_friction:Planar64,
kinetic_friction:Planar64,
walk_speed:Planar64,
walk_accel:Planar64,
ladder_speed:Planar64,
ladder_accel:Planar64,
ladder_dot:Planar64,
swim_speed:Planar64,
mass:Planar64,
mv:Planar64,
rocket_force:Option<Planar64>,
gravity:Planar64Vec3,
hitbox_halfsize:Planar64Vec3,
camera_offset:Planar64Vec3,
}
impl std::default::Default for StyleModifiers{
fn default()->Self{
Self::roblox_bhop()
}
}
impl StyleModifiers{
const CONTROL_MOVEFORWARD:u32=0b00000001;
const CONTROL_MOVEBACK:u32=0b00000010;
const CONTROL_MOVERIGHT:u32=0b00000100;
const CONTROL_MOVELEFT:u32=0b00001000;
const CONTROL_MOVEUP:u32=0b00010000;
const CONTROL_MOVEDOWN:u32=0b00100000;
const CONTROL_JUMP:u32=0b01000000;
const CONTROL_ZOOM:u32=0b10000000;
const RIGHT_DIR:Planar64Vec3=Planar64Vec3::X;
const UP_DIR:Planar64Vec3=Planar64Vec3::Y;
const FORWARD_DIR:Planar64Vec3=Planar64Vec3::NEG_Z;
fn new()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(128,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromEnergy(Planar64::int(512)),
jump_calculation:JumpCalculation::Energy,
gravity:Planar64Vec3::int(0,-80,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(2),
rocket_force:None,
walk_speed:Planar64::int(16),
walk_accel:Planar64::int(80),
ladder_speed:Planar64::int(16),
ladder_accel:Planar64::int(160),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn roblox_bhop()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn roblox_surf()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-50,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn source_bhop()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
ladder_accel:Planar64::int(180),//?
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
hitbox_halfsize:Planar64Vec3::raw(33<<28,73<<28,33<<28)/2,
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
}
}
fn source_surf()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
ladder_accel:Planar64::int(180),//?
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
hitbox_halfsize:Planar64Vec3::raw(33<<28,73<<28,33<<28)/2,
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
}
}
fn roblox_rocket()->Self{
Self{
controls_used:!0,
controls_mask:!0,
strafe:None,
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:Some(Planar64::int(200)),
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn get_control(&self,control:u32,controls:u32)->bool{
controls&self.controls_mask&control==control
}
fn allow_strafe(&self,controls:u32)->bool{
//disable strafing according to strafe settings
match &self.strafe{
Some(StrafeSettings{enable:EnableStrafe::Always,air_accel_limit:_,tick_rate:_})=>true,
&Some(StrafeSettings{enable:EnableStrafe::MaskAny(mask),air_accel_limit:_,tick_rate:_})=>mask&controls!=0,
&Some(StrafeSettings{enable:EnableStrafe::MaskAll(mask),air_accel_limit:_,tick_rate:_})=>mask&controls==mask,
None=>false,
}
}
fn get_control_dir(&self,controls:u32)->Planar64Vec3{
//don't get fancy just do it
let mut control_dir:Planar64Vec3 = Planar64Vec3::ZERO;
//Apply mask after held check so you can require non-allowed keys to be held for some reason
let controls=controls&self.controls_mask;
if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
control_dir+=Self::FORWARD_DIR;
}
if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
control_dir-=Self::FORWARD_DIR;
}
if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
control_dir-=Self::RIGHT_DIR;
}
if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
control_dir+=Self::RIGHT_DIR;
}
if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
control_dir+=Self::UP_DIR;
}
if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
control_dir-=Self::UP_DIR;
}
return control_dir
}
//fn get_jump_time(&self)->Planar64
//fn get_jump_height(&self)->Planar64
//fn get_jump_energy(&self)->Planar64
fn get_jump_deltav(&self)->Planar64{
match &self.jump_impulse{
&JumpImpulse::FromTime(time)=>self.gravity.length()*(time/2),
&JumpImpulse::FromHeight(height)=>(self.gravity.length()*height*2).sqrt(),
&JumpImpulse::FromDeltaV(deltav)=>deltav,
&JumpImpulse::FromEnergy(energy)=>(energy*2/self.mass).sqrt(),
}
}
fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let camera_mat=camera.simulate_move_rotation_y(camera.mouse.lerp(&next_mouse,time).x);
let control_dir=camera_mat*self.get_control_dir(controls);
control_dir*self.walk_speed
}
fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
let control_dir=camera_mat*self.get_control_dir(controls);
// local m=sqrt(ControlDir.length_squared())
// local d=dot(Normal,ControlDir)/m
// if d<-LadderDot then
// ControlDir=Up*m
// d=dot(Normal,Up)
// elseif LadderDot<d then
// ControlDir=Up*-m
// d=-dot(Normal,Up)
// end
// return cross(cross(Normal,ControlDir),Normal)/sqrt(1-d*d)
control_dir*self.walk_speed
}
fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
camera_mat*self.get_control_dir(controls)
}
}
enum MoveState{
Air,
Walk(WalkState),
Water,
Ladder(WalkState),
}
pub struct PhysicsState{
time:Time,
body:Body,
world:WorldState,//currently there is only one state the world can be in
game:GameMechanicsState,
style:StyleModifiers,
touching:TouchingState,
//camera must exist in state because wormholes modify the camera, also camera punch
camera:PhysicsCamera,
pub next_mouse:MouseState,//Where is the mouse headed next
controls:u32,
move_state:MoveState,
meshes:Vec<PhysicsMesh>,
models:PhysicsModels,
bvh:crate::bvh::BvhNode,
modes:Modes,
//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
spawn_point:Planar64Vec3,
}
#[derive(Clone,Default)]
pub struct PhysicsOutputState{
body:Body,
camera:PhysicsCamera,
camera_offset:Planar64Vec3,
}
impl PhysicsOutputState{
pub fn extrapolate(&self,mouse_pos:glam::IVec2,time:Time)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse_pos))
}
}
enum PhysicsCollisionAttributes{
Contact{//track whether you are contacting the object
contacting:crate::model::ContactingAttributes,
general:crate::model::GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:crate::model::IntersectingAttributes,
general:crate::model::GameMechanicAttributes,
},
}
pub struct PhysicsModel{
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents.
mesh_id:usize,
attr_id:usize,
transform:crate::integer::Planar64Affine3,
normal_transform:crate::integer::Planar64Mat3,
normal_determinant:Planar64,
}
impl PhysicsModel{
fn new(mesh_id:usize,attr_id:usize,transform:crate::integer::Planar64Affine3)->Self{
let normal_transform=transform.matrix3.inverse().transpose();
Self{
mesh_id,
attr_id,
transform,
normal_transform,
normal_determinant:normal_transform.determinant(),
}
}
pub fn from_model(mesh_id:usize,instance:&crate::model::ModelInstance)->Option<Self>{
match &instance.attributes{
crate::model::CollisionAttributes::Contact{contacting,general}=>Some(PhysicsModel::new(mesh_id,instance.transform.clone(),PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(PhysicsModel::new(mesh_id,instance.transform.clone(),PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Decoration=>None,
}
}
}
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
struct ContactCollision{
face_id:crate::model_physics::MinkowskiFace,
model_id:usize,//using id to avoid lifetimes
}
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
struct IntersectCollision{
model_id:usize,
}
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
enum Collision{
Contact(ContactCollision),
Intersect(IntersectCollision),
}
#[derive(Default)]
struct TouchingState{
contacts:std::collections::HashSet::<ContactCollision>,
intersects:std::collections::HashSet::<IntersectCollision>,
}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
fn insert(&mut self,collision:Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.insert(collision),
Collision::Intersect(collision)=>self.intersects.insert(collision),
}
}
fn remove(&mut self,collision:&Collision)->bool{
match collision{
Collision::Contact(collision)=>self.contacts.remove(collision),
Collision::Intersect(collision)=>self.intersects.remove(collision),
}
}
fn get_acceleration(&self,gravity:Planar64Vec3)->Planar64Vec3{
//accelerators
//water
//contact constrain?
todo!()
}
fn constrain_velocity(&self,models:&PhysicsModels,velocity:&mut Planar64Vec3){
for contact in &self.contacts{
//trey push solve
}
todo!()
}
fn constrain_acceleration(&self,models:&PhysicsModels,acceleration:&mut Planar64Vec3){
for contact in &self.contacts{
//trey push solve
}
todo!()
}
}
impl Body{
pub fn new(position:Planar64Vec3,velocity:Planar64Vec3,acceleration:Planar64Vec3,time:Time)->Self{
Self{
position,
velocity,
acceleration,
time,
}
}
pub fn extrapolated_position(&self,time:Time)->Planar64Vec3{
let dt=time-self.time;
self.position+self.velocity*dt+self.acceleration*(dt*dt/2)
}
pub fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
let dt=time-self.time;
self.velocity+self.acceleration*dt
}
pub fn advance_time(&mut self,time:Time){
self.position=self.extrapolated_position(time);
self.velocity=self.extrapolated_velocity(time);
self.time=time;
}
}
impl std::fmt::Display for Body{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"p({}) v({}) a({}) t({})",self.position,self.velocity,self.acceleration,self.time)
}
}
struct VirtualBody<'a>{
body0:&'a Body,
body1:&'a Body,
}
impl VirtualBody<'_>{
fn relative<'a>(body0:&'a Body,body1:&'a Body)->VirtualBody<'a>{
//(p0,v0,a0,t0)
//(p1,v1,a1,t1)
VirtualBody{
body0,
body1,
}
}
fn extrapolated_position(&self,time:Time)->Planar64Vec3{
self.body1.extrapolated_position(time)-self.body0.extrapolated_position(time)
}
fn extrapolated_velocity(&self,time:Time)->Planar64Vec3{
self.body1.extrapolated_velocity(time)-self.body0.extrapolated_velocity(time)
}
fn acceleration(&self)->Planar64Vec3{
self.body1.acceleration-self.body0.acceleration
}
fn body(&self,time:Time)->Body{
Body::new(self.extrapolated_position(time),self.extrapolated_velocity(time),self.acceleration(),time)
}
}
impl Default for PhysicsState{
fn default()->Self{
Self{
spawn_point:Planar64Vec3::int(0,50,0),
body:Body::new(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0),Time::ZERO),
time:Time::ZERO,
style:StyleModifiers::default(),
touching:TouchingState::default(),
models:PhysicsModels::default(),
meshes:Vec::new(),
bvh:crate::bvh::BvhNode::default(),
move_state: MoveState::Air,
camera:PhysicsCamera::default(),
next_mouse:MouseState::default(),
controls:0,
world:WorldState{},
game:GameMechanicsState::default(),
modes:Modes::default(),
}
}
}
impl PhysicsState {
pub fn clear(&mut self){
self.models.clear();
self.modes.clear();
self.touching.clear();
self.bvh=crate::bvh::BvhNode::default();
}
pub fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.body.clone(),
camera:self.camera.clone(),
camera_offset:self.style.camera_offset.clone(),
}
}
pub fn spawn(&mut self,spawn_point:Planar64Vec3){
self.game.stage_id=0;
self.spawn_point=spawn_point;
self.process_instruction(crate::instruction::TimedInstruction{
time:self.time,
instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
});
}
pub fn generate_models(&mut self,indexed_models:&crate::model::IndexedModelInstances){
let mut starts=Vec::new();
let mut spawns=Vec::new();
for model in &indexed_models.models{
let mesh_id=self.meshes.len();
let mut make_mesh=false;
for model_instance in &model.instances{
if let Some(model_physics)=PhysicsModel::from_model(mesh_id,model_instance){
make_mesh=true;
//TODO: index attributes
let model_id=self.models.push_model(model_physics);
for attr in &model_instance.temp_indexing{
match attr{
crate::model::TempIndexedAttributes::Start(s)=>starts.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Spawn(s)=>spawns.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Wormhole(s)=>{self.models.model_id_from_wormhole_id.insert(s.wormhole_id,model_id);},
}
}
}
}
if make_mesh{
self.meshes.push(PhysicsMesh::from(model));
}
}
self.bvh=crate::bvh::generate_bvh(self.models.aabb_list());
//I don't wanna write structs for temporary structures
//this code builds ModeDescriptions from the unsorted lists at the top of the function
starts.sort_by_key(|tup|tup.1.mode_id);
let mut mode_id_from_map_mode_id=std::collections::HashMap::new();
let mut modedatas:Vec<(usize,Vec<(u32,usize)>,u32)>=starts.into_iter().enumerate().map(|(i,(model_id,s))|{
mode_id_from_map_mode_id.insert(s.mode_id,i);
(model_id,Vec::new(),s.mode_id)
}).collect();
for (model_id,s) in spawns{
if let Some(mode_id)=mode_id_from_map_mode_id.get(&s.mode_id){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.1.push((s.stage_id,model_id));
}
}
}
for mut tup in modedatas.into_iter(){
tup.1.sort_by_key(|tup|tup.0);
let mut eshmep1=std::collections::HashMap::new();
let mut eshmep2=std::collections::HashMap::new();
self.modes.insert(tup.2,crate::model::ModeDescription{
start:tup.0,
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
spawn_from_stage_id:eshmep1,
ordered_checkpoint_from_checkpoint_id:eshmep2,
});
}
println!("Physics Objects: {}",self.models.models.len());
}
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.sensitivity=user_settings.calculate_sensitivity();
}
//tickless gaming
pub fn run(&mut self, time_limit:Time){
//prepare is ommitted - everything is done via instructions.
while let Some(instruction) = self.next_instruction(time_limit) {//collect
//process
self.process_instruction(instruction);
//write hash lol
}
}
pub fn advance_time(&mut self, time: Time){
self.body.advance_time(time);
self.time=time;
}
fn set_control(&mut self,control:u32,state:bool){
self.controls=if state{self.controls|control}else{self.controls&!control};
}
fn jump(&mut self){
match &self.move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
let mut v=self.body.velocity+walk_state.normal*self.style.get_jump_deltav();
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
},
MoveState::Air|MoveState::Water=>(),
}
}
fn next_strafe_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.style.strafe.as_ref().map(|strafe|{
TimedInstruction{
time:Time::from_nanos(strafe.tick_rate.rhs_div_int(strafe.tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
}
})
}
//state mutated on collision:
//Accelerator
//stair step-up
//state mutated on instruction
//change fly acceleration (fly_sustain)
//change fly velocity
//generic event emmiters
//PlatformStandTime
//walk/swim/air/ladder sounds
//VState?
//falling under the map
// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
// if self.body.position<self.world.min_y {
// return Some(TimedInstruction{
// time:self.time,
// instruction:PhysicsInstruction::Trigger(None)
// });
// }
// }
// fn next_water_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
// return Some(TimedInstruction{
// time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
// //only poll the physics if there is a before and after mouse event
// instruction:PhysicsInstruction::Water
// });
// }
fn refresh_walk_target(&mut self)->Option<Planar64Vec3>{
match &mut self.move_state{
MoveState::Air|MoveState::Water=>None,
MoveState::Walk(WalkState{normal,state})=>{
let n=normal;
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
MoveState::Ladder(WalkState{normal,state})=>{
let n=normal;
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
}
}
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
//check if you have a valid walk state and create an instruction
match &self.move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{
WalkEnum::Transient(walk_target)=>Some(TimedInstruction{
time:walk_target.time,
instruction:PhysicsInstruction::ReachWalkTargetVelocity
}),
WalkEnum::Reached=>None,
}
MoveState::Air=>self.next_strafe_instruction(),
MoveState::Water=>None,//TODO
}
}
}
impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState {
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self,time_limit:Time) -> Option<TimedInstruction<PhysicsInstruction>> {
//JUST POLLING!!! NO MUTATION
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
collector.collect(self.next_move_instruction());
//check for collision ends
self.touching.next_instruction(&mut collector,self.style.mesh,self.body,self.time,collector.time());
//check for collision starts
let mut aabb=crate::aabb::Aabb::default();
aabb.grow(self.body.extrapolated_position(self.time));
aabb.grow(self.body.extrapolated_position(collector.time()));
aabb.inflate(self.style.hitbox_halfsize);
self.bvh.the_tester(&aabb,&mut |id|{
//no checks are needed because of the time limits.
let minkowski=crate::model_physics::MinkowskiMesh::minkowski_sum(self.style.mesh,&self.models.mesh(id));
let relative_body=VirtualBody::relative(&self.body,&Body::default()).body(self.time);
collector.collect(crate::face_crawler::predict_collision(&minkowski,&relative_body,collector.time()).map(|(face,time)|{
//TODO: match model attribute and generate Collision::{Contact,Intersect}
TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(Collision::Contact(ContactCollision{model_id:id,face_id:face}))}
}));
});
collector.instruction()
}
}
fn teleport(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear();
body.acceleration=style.gravity;
MoveState::Air
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{
let model=models.model(*mode.get_spawn_model_id(stage_id)? as usize);
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,style,point))
}
fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:usize)->Option<MoveState>{
match teleport_behaviour{
Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
if stage_element.force||game.stage_id<stage_element.stage_id{
game.stage_id=stage_element.stage_id;
}
match &stage_element.behaviour{
crate::model::StageElementBehaviour::SpawnAt=>None,
crate::model::StageElementBehaviour::Trigger
|crate::model::StageElementBehaviour::Teleport=>{
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
},
crate::model::StageElementBehaviour::Platform=>None,
&crate::model::StageElementBehaviour::JumpLimit(jump_limit)=>{
//let count=game.jump_counts.get(&model.id);
//TODO
None
},
&crate::model::StageElementBehaviour::Checkpoint{ordered_checkpoint_id,unordered_checkpoint_count}=>{
if (ordered_checkpoint_id.is_none()||ordered_checkpoint_id.is_some_and(|id|id<game.next_ordered_checkpoint_id))
&&unordered_checkpoint_count<=game.unordered_checkpoints.len() as u32{
//pass
None
}else{
//fail
teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
}
},
}
},
Some(crate::model::TeleportBehaviour::Wormhole(wormhole))=>{
let origin_model=models.model(model_id);
let destination_model=models.get_wormhole_model(wormhole.destination_model_id)?;
//ignore the transform for now
Some(teleport(body,touching,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
}
None=>None,
}
}
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|PhysicsInstruction::StrafeTick=>(),
_=>println!("{}|{:?}",ins.time,ins.instruction),
}
//selectively update body
match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>self.time=ins.time,//idle simply updates time
PhysicsInstruction::Input(_)
|PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick=>self.advance_time(ins.time),
}
match ins.instruction{
PhysicsInstruction::CollisionStart(c)=>{
match self.models.attr(c.model_id()){
PhysicsCollisionAttributes::Contact{contacting,general}=>{
let mut v=self.body.velocity;
match &contacting.contact_behaviour{
Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(crate::model::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(crate::model::ContactingBehaviour::Elastic(elasticity))=>{
let n=c.normal(&self.models);
let d=n.dot(v)*Planar64::raw(-1-elasticity as i64);
v-=n*(d/n.dot(n));
},
Some(crate::model::ContactingBehaviour::Ladder(contacting_ladder))=>{
if contacting_ladder.sticky{
//kill v
v=Planar64Vec3::ZERO;//model.velocity
}
//ladder walkstate
let (walk_state,a)=WalkState::ladder(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&c.normal(&self.models));
self.move_state=MoveState::Ladder(walk_state);
self.body.acceleration=a;
}
None=>match &c.face {
TreyMeshFace::Top => {
//ground
let (walk_state,a)=WalkState::ground(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time));
self.move_state=MoveState::Walk(walk_state);
self.body.acceleration=a;
},
_ => (),
},
}
//check ground
self.touching.insert(c);
//I love making functions with 10 arguments to dodge the borrow checker
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);
//flatten v
self.touching.constrain_velocity(&self.models,&mut v);
match &general.booster{
Some(booster)=>{
match booster{
&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
None=>(),
}
match &general.trajectory{
Some(trajectory)=>{
match trajectory{
crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
None=>(),
}
self.body.velocity=v;
if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
self.jump();
}
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}
},
PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.touching.insert(c);
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model_id);
},
}
},
PhysicsInstruction::CollisionEnd(c) => {
match self.models.attr(c.model_id()){
PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{
self.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
let mut a=self.style.gravity;
if let Some(rocket_force)=self.style.rocket_force{
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
}
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
//check ground
//self.touching.get_move_state();
match &c.face {
TreyMeshFace::Top => {
//TODO: make this more advanced checking contacts
self.move_state=MoveState::Air;
},
_=>if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
},
}
},
PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{
self.touching.remove(&c);
},
}
},
PhysicsInstruction::StrafeTick => {
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
let d=self.body.velocity.dot(control_dir);
if d<self.style.mv {
let mut v=self.body.velocity+control_dir*(self.style.mv-d);
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
}
}
PhysicsInstruction::ReachWalkTargetVelocity => {
match &mut self.move_state{
MoveState::Air|MoveState::Water=>(),
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
match &mut walk_state.state{
WalkEnum::Reached=>(),
WalkEnum::Transient(walk_target)=>{
//precisely set velocity
let mut a=self.style.gravity;
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
let mut v=walk_target.velocity;
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
walk_state.state=WalkEnum::Reached;
},
}
}
}
},
PhysicsInstruction::Input(input_instruction) => {
let mut refresh_walk_target=true;
match input_instruction{
PhysicsInputInstruction::SetNextMouse(m) => {
self.camera.move_mouse(self.next_mouse.pos);
(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
},
PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
self.camera.move_mouse(m0.pos);
(self.camera.mouse,self.next_mouse)=(m0,m1);
},
PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
PhysicsInputInstruction::SetJump(s) => {
self.set_control(StyleModifiers::CONTROL_JUMP,s);
self.jump();
refresh_walk_target=false;
},
PhysicsInputInstruction::SetZoom(s) => {
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
refresh_walk_target=false;
},
PhysicsInputInstruction::Reset => {
//temp
self.body.position=self.spawn_point;
self.body.velocity=Planar64Vec3::ZERO;
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.touching.clear();
self.body.acceleration=self.style.gravity;
self.move_state=MoveState::Air;
refresh_walk_target=false;
},
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
}
if refresh_walk_target{
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}else if let Some(rocket_force)=self.style.rocket_force{
let mut a=self.style.gravity;
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
}
}
},
}
}
}