strafe-client/src/body.rs

321 lines
9.2 KiB
Rust

use crate::instruction::TimedInstruction;
pub enum PhysicsInstruction {
CollisionStart(RelativeCollision),
CollisionEnd(RelativeCollision),
StrafeTick,
Jump,
SetWalkTargetVelocity(glam::Vec3),
ReachWalkTargetVelocity,
// Water,
// Spawn(
// Option<SpawnId>,
// bool,//true = Trigger; false = teleport
// bool,//true = Force
// )
}
pub struct Body {
pub position: glam::Vec3,//I64 where 2^32 = 1 u
pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
pub time: TIME,//nanoseconds x xxxxD!
}
pub enum MoveRestriction {
Air,
Water,
Ground,
Ladder,//multiple ladders how
}
pub struct PhysicsState {
pub body: Body,
pub contacts: Vec<RelativeCollision>,
pub models_cringe_clone: Vec<Model>,
pub time: TIME,
pub strafe_tick_num: TIME,
pub strafe_tick_den: TIME,
pub tick: u32,
pub mv: f32,
pub walkspeed: f32,
pub friction: f32,
pub gravity: glam::Vec3,
pub grounded: bool,
pub jump_trying: bool,
}
#[derive(Clone,Copy)]
pub enum AabbFace{
Right,//+X
Top,
Back,
Left,
Bottom,
Front,
}
pub struct Aabb {
min: glam::Vec3,
max: glam::Vec3,
}
impl Aabb {
// const FACE_DATA: [[f32; 3]; 6] = [
// [0.0f32, 0., 1.],
// [0.0f32, 0., -1.],
// [1.0f32, 0., 0.],
// [-1.0f32, 0., 0.],
// [0.0f32, 1., 0.],
// [0.0f32, -1., 0.],
// ];
const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
glam::vec3(1., -1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., 1., 1.),
glam::vec3(1., -1., 1.),
];
const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
glam::vec3(1., 1., -1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., 1., 1.),
glam::vec3(1., 1., 1.),
];
const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
glam::vec3(-1., -1., 1.),
glam::vec3(1., -1., 1.),
glam::vec3(1., 1., 1.),
glam::vec3(-1., 1., 1.),
];
const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
glam::vec3(-1., -1., 1.),
glam::vec3(-1., 1., 1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., -1., -1.),
];
const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
glam::vec3(1., -1., 1.),
glam::vec3(-1., -1., 1.),
glam::vec3(-1., -1., -1.),
glam::vec3(1., -1., -1.),
];
const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
glam::vec3(-1., 1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., -1., -1.),
glam::vec3(-1., -1., -1.),
];
pub fn new() -> Self {
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
}
pub fn grow(&mut self, point:glam::Vec3){
self.min=self.min.min(point);
self.max=self.max.max(point);
}
pub fn normal(face:AabbFace) -> glam::Vec3 {
match face {
AabbFace::Right => glam::vec3(1.,0.,0.),
AabbFace::Top => glam::vec3(0.,1.,0.),
AabbFace::Back => glam::vec3(0.,0.,1.),
AabbFace::Left => glam::vec3(-1.,0.,0.),
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
AabbFace::Front => glam::vec3(0.,0.,-1.),
}
}
pub fn face_vertices(face:AabbFace) -> [glam::Vec3;4] {
match face {
AabbFace::Right => Self::VERTEX_DATA_RIGHT,
AabbFace::Top => Self::VERTEX_DATA_TOP,
AabbFace::Back => Self::VERTEX_DATA_BACK,
AabbFace::Left => Self::VERTEX_DATA_LEFT,
AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
AabbFace::Front => Self::VERTEX_DATA_FRONT,
}
}
}
type Face = AabbFace;
type TreyMesh = Aabb;
pub struct Model {
//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.
transform: glam::Mat4,
}
impl Model {
pub fn new(transform:glam::Mat4) -> Self {
Self{transform}
}
pub fn face_vertices(&self,face:Face) -> [glam::Vec3;4] {
Aabb::face_vertices(face)
}
pub fn face_mesh(&self,face:Face) -> TreyMesh {
let mut aabb=Aabb::new();
for &vertex in self.face_vertices(face).iter() {
aabb.grow(vertex);
}
return aabb;
}
pub fn face_normal(&self,face:Face) -> glam::Vec3 {
let mut n=glam::Vec3Swizzles::xyzz(Aabb::normal(face));
n.w=0.0;//what a man will do to avoid writing out the components
glam::Vec4Swizzles::xyz(self.transform*n)//this is wrong for scale
}
}
pub struct RelativeCollision {
face: Face,//just an id
model: u32,//using id to avoid lifetimes
}
impl RelativeCollision {
pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
return models.get(self.model as usize).unwrap().face_mesh(self.face)
}
pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
return models.get(self.model as usize).unwrap().face_normal(self.face)
}
}
pub type TIME = i64;
const CONTROL_JUMP:u32 = 0b01000000;//temp DATA NORMALIZATION!@#$
impl PhysicsState {
//delete this, we are tickless gamers
pub fn run(&mut self, time: TIME){
//prepare is ommitted - everything is done via instructions.
while let Some(instruction) = self.next_instruction() {//collect
if time<instruction.time {
break;
}
//advance
self.advance_time(instruction.time);
//process
self.process_instruction(instruction);
//write hash lol
}
}
//delete this
pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
let dt=(time-self.body.time) as f64/1_000_000_000f64;
self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
}
fn next_strafe_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::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 next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
//check if you are accelerating towards a walk target velocity and create an instruction
return None;
}
fn predict_collision_end(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
//must treat cancollide false objects differently: you may not exit through the same face you entered.
None
}
fn predict_collision_start(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
None
}
}
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) -> Option<TimedInstruction<PhysicsInstruction>> {
//JUST POLLING!!! NO MUTATION
let mut collector = crate::instruction::InstructionCollector::new();
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.grounded&&self.jump_trying {
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
collector.collect(Some(TimedInstruction{
time:self.time,
instruction:PhysicsInstruction::Jump
}));
}
//check for collision stop instructions with curent contacts
for collision_data in self.contacts.iter() {
collector.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
}
//check for collision start instructions (against every part in the game with no optimization!!)
for model in &self.models_cringe_clone {
collector.collect(self.predict_collision_start(model));
}
if self.grounded {
//walk maintenance
collector.collect(self.next_walk_instruction());
}else{
//check to see when the next strafe tick is
collector.collect(self.next_strafe_instruction());
}
collector.instruction()
}
}
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
//mutate position and velocity and time
self.body.advance_time(ins.time);//should this be in a separate function: self.advance_time?
match ins.instruction {
PhysicsInstruction::CollisionStart(_) => todo!(),
PhysicsInstruction::CollisionEnd(_) => todo!(),
PhysicsInstruction::StrafeTick => {
let control_dir=self.get_control_dir();//this respects your mouse interpolation settings
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*control_dir;
}
}
PhysicsInstruction::Jump => {
self.grounded=false;//do I need this?
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
PhysicsInstruction::ReachWalkTargetVelocity => {
//precisely set velocity
self.body.velocity=self.walk_target_velocity;
}
PhysicsInstruction::SetWalkTargetVelocity(v) => {
self.walk_target_velocity=v;
//calculate acceleration yada yada
},
}
}
}