ruin physics code
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@ -20,6 +20,8 @@ type MouseState=strafesnet_common::mouse::MouseState<TimeInner>;
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//external influence
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//this is how you influence the physics from outside
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use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
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use strafesnet_common::physics::OtherInstruction as PhysicsOtherInstruction;
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use strafesnet_common::physics::MouseInstruction as PhysicsMouseInstruction;
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//internal influence
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//when the physics asks itself what happens next, this is how it's represented
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@ -1751,22 +1753,22 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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let should_advance_body=match ins.instruction{
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//the body may as well be a quantum wave function
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//as far as these instruction are concerned (they don't care where it is)
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PhysicsInputInstruction::SetSensitivity(..)
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|PhysicsInputInstruction::Reset
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::SetZoom(..)
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|PhysicsInputInstruction::Idle=>false,
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetSensitivity(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::Reset)
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::Restart)
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::Spawn(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetZoom(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::Idle)=>false,
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//these controls only update the body if you are on the ground
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PhysicsInputInstruction::SetNextMouse(..)
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|PhysicsInputInstruction::ReplaceMouse(..)
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|PhysicsInputInstruction::SetMoveForward(..)
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|PhysicsInputInstruction::SetMoveLeft(..)
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|PhysicsInputInstruction::SetMoveBack(..)
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|PhysicsInputInstruction::SetMoveRight(..)
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|PhysicsInputInstruction::SetMoveUp(..)
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|PhysicsInputInstruction::SetMoveDown(..)
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|PhysicsInputInstruction::SetJump(..)=>{
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PhysicsInputInstruction::Mouse(PhysicsMouseInstruction::SetNextMouse(..))
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|PhysicsInputInstruction::Mouse(PhysicsMouseInstruction::ReplaceMouse{..})
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveForward(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveLeft(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveBack(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveRight(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveUp(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveDown(..))
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|PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetJump(..))=>{
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match &state.move_state{
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MoveState::Fly
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|MoveState::Water
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@ -1776,100 +1778,100 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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}
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},
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//the body must be updated unconditionally
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PhysicsInputInstruction::PracticeFly=>true,
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::PracticeFly)=>true,
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};
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if should_advance_body{
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state.body.advance_time(state.time);
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}
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//TODO: UNTAB
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let mut b_refresh_walk_target=true;
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match ins.instruction{
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PhysicsInputInstruction::SetSensitivity(sensitivity)=>state.camera.sensitivity=sensitivity,
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PhysicsInputInstruction::SetNextMouse(m)=>{
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state.camera.move_mouse(state.input_state.mouse_delta());
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state.input_state.set_next_mouse(m);
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},
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PhysicsInputInstruction::ReplaceMouse(m0,m1)=>{
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state.camera.move_mouse(m0.pos-state.input_state.mouse.pos);
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state.input_state.replace_mouse(m0,m1);
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},
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PhysicsInputInstruction::SetMoveForward(s)=>state.input_state.set_control(Controls::MoveForward,s),
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PhysicsInputInstruction::SetMoveLeft(s)=>state.input_state.set_control(Controls::MoveLeft,s),
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PhysicsInputInstruction::SetMoveBack(s)=>state.input_state.set_control(Controls::MoveBackward,s),
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PhysicsInputInstruction::SetMoveRight(s)=>state.input_state.set_control(Controls::MoveRight,s),
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PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
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PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
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PhysicsInputInstruction::SetJump(s)=>{
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state.input_state.set_control(Controls::Jump,s);
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if let Some(walk_state)=state.move_state.get_walk_state(){
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if let Some(jump_settings)=&state.style.jump{
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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let booster_option=data.models.contact_attr(walk_state.contact.model_id).general.booster.as_ref();
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let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
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state.cull_velocity(&data,jumped_velocity);
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}
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::SetZoom(s)=>{
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state.input_state.set_control(Controls::Zoom,s);
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Reset=>{
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//totally reset physics state
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state.reset_to_default();
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Restart=>{
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//teleport to start zone
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let mode=data.modes.get_mode(state.mode_state.get_mode_id());
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let spawn_point=mode.and_then(|mode|
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: set camera andles to face the same way as the start zone
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data.models.get_model_transform(mode.get_start().into()).map(|transform|
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transform.vertex.translation
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)
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).unwrap_or(vec3::ZERO);
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set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::ZERO);
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state.set_move_state(data,MoveState::Air);
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b_refresh_walk_target=false;
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}
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PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
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//spawn at a particular stage
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if let Some(mode)=data.modes.get_mode(mode_id){
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if let Some(stage)=mode.get_stage(stage_id){
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let _=teleport_to_spawn(
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stage.spawn(),
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&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
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mode,
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&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
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);
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}
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::PracticeFly=>{
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match &state.move_state{
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MoveState::Fly=>{
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state.set_move_state(data,MoveState::Air);
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},
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_=>{
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state.set_move_state(data,MoveState::Fly);
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},
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle=>{
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//literally idle!
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b_refresh_walk_target=false;
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},
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let mut b_refresh_walk_target=true;
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match ins.instruction{
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PhysicsInputInstruction::Mouse(PhysicsMouseInstruction::SetNextMouse(m))=>{
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state.camera.move_mouse(state.input_state.mouse_delta());
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state.input_state.set_next_mouse(m);
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},
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PhysicsInputInstruction::Mouse(PhysicsMouseInstruction::ReplaceMouse{m0,m1})=>{
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state.camera.move_mouse(m0.pos-state.input_state.mouse.pos);
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state.input_state.replace_mouse(m0,m1);
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetSensitivity(sensitivity))=>state.camera.sensitivity=sensitivity,
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveForward(s))=>state.input_state.set_control(Controls::MoveForward,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveLeft(s))=>state.input_state.set_control(Controls::MoveLeft,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveBack(s))=>state.input_state.set_control(Controls::MoveBackward,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveRight(s))=>state.input_state.set_control(Controls::MoveRight,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveUp(s))=>state.input_state.set_control(Controls::MoveUp,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetMoveDown(s))=>state.input_state.set_control(Controls::MoveDown,s),
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetJump(s))=>{
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state.input_state.set_control(Controls::Jump,s);
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if let Some(walk_state)=state.move_state.get_walk_state(){
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if let Some(jump_settings)=&state.style.jump{
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let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
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let booster_option=data.models.contact_attr(walk_state.contact.model_id).general.booster.as_ref();
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let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
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state.cull_velocity(&data,jumped_velocity);
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}
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if b_refresh_walk_target{
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state.apply_input_and_body(data);
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state.cull_velocity(data,state.body.velocity);
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//also check if accelerating away from surface
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::SetZoom(s))=>{
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state.input_state.set_control(Controls::Zoom,s);
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::Reset)=>{
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//totally reset physics state
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state.reset_to_default();
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::Restart)=>{
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//teleport to start zone
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let mode=data.modes.get_mode(state.mode_state.get_mode_id());
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let spawn_point=mode.and_then(|mode|
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: set camera andles to face the same way as the start zone
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data.models.get_model_transform(mode.get_start().into()).map(|transform|
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transform.vertex.translation
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)
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).unwrap_or(vec3::ZERO);
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set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::ZERO);
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state.set_move_state(data,MoveState::Air);
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b_refresh_walk_target=false;
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}
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::Spawn(mode_id,stage_id))=>{
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//spawn at a particular stage
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if let Some(mode)=data.modes.get_mode(mode_id){
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if let Some(stage)=mode.get_stage(stage_id){
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let _=teleport_to_spawn(
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stage.spawn(),
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&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
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mode,
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&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
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);
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}
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::PracticeFly)=>{
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match &state.move_state{
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MoveState::Fly=>{
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state.set_move_state(data,MoveState::Air);
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},
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_=>{
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state.set_move_state(data,MoveState::Fly);
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},
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Other(PhysicsOtherInstruction::Idle)=>{
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//literally idle!
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b_refresh_walk_target=false;
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},
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}
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if b_refresh_walk_target{
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state.apply_input_and_body(data);
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state.cull_velocity(data,state.body.velocity);
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//also check if accelerating away from surface
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}
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}
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#[cfg(test)]
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