strafe-client/src/body.rs
2023-09-08 16:06:17 -07:00

115 lines
3.6 KiB
Rust

use crate::event::EventStruct;
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 struct PhysicsState {
pub body: Body,
//pub contacts: Vec<RelativeCollision>,
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,
}
pub type TIME = i64;
const CONTROL_JUMP:u32 = 0b01000000;//temp
impl PhysicsState {
//delete this, we are tickless gamers
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
let target_tick = (time*self.strafe_tick_num/self.strafe_tick_den) as u32;
//the game code can run for 1 month before running out of ticks
while self.tick<target_tick {
self.tick += 1;
let dt=0.01;
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*control_dir;
}
self.body.velocity+=self.gravity*dt;
self.body.position+=self.body.velocity*dt;
if self.body.position.y<0.0{
self.body.position.y=0.0;
self.body.velocity.y=0.0;
self.grounded=true;
}
if self.grounded&&(controls&CONTROL_JUMP)!=0 {
self.grounded=false;
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.grounded {
let applied_friction=self.friction*dt;
let targetv=control_dir*self.walkspeed;
let diffv=targetv-self.body.velocity;
if applied_friction*applied_friction<diffv.length_squared() {
self.body.velocity+=applied_friction*diffv.normalize();
} else {
//EventEnum::WalkTargetReached
self.body.velocity=targetv;
}
}
}
self.body.time=target_tick as TIME*self.strafe_tick_den/self.strafe_tick_num;
}
//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_event(&self) -> Option<EventStruct> {
return Some(EventStruct{
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
event:crate::event::EventEnum::StrafeTick
});
}
fn next_walk_event(&self) -> Option<EventStruct> {
//check if you are accelerating towards a walk target velocity and create an event
return None;
}
}
impl crate::event::EventTrait for PhysicsState {
//this little next event function can cache its return value and invalidate the cached value by watching the State.
fn next_event(&self) -> Option<EventStruct> {
//JUST POLLING!!! NO MUTATION
let mut best = crate::event::EventCollector::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 InputEvent::Jump(true) but it blocks setting self.jump_trying=true
best.collect(Some(EventStruct{
time:self.time,
event:crate::event::EventEnum::Jump
}));
}
//check for collision stop events with curent contacts
for collision_data in self.contacts.iter() {
best.collect(self.predict_collision(collision_data.model));
}
//check for collision start events (against every part in the game with no optimization!!)
for &model in self.world.models {
best.collect(self.predict_collision(&model));
if self.grounded {
//walk maintenance
best.collect(self.next_walk_event());
}else{
//check to see when the next strafe tick is
best.collect(self.next_strafe_event());
}
best.event()
}
}