Compare commits

..

1 Commits

Author SHA1 Message Date
e9bf4db43e deduplicate models 2023-10-16 15:14:27 -07:00
31 changed files with 3119 additions and 3799 deletions

1296
Cargo.lock generated

File diff suppressed because it is too large Load Diff

@ -6,11 +6,14 @@ edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
async-executor = "1.5.1"
bytemuck = { version = "1.13.1", features = ["derive"] }
configparser = "3.0.2"
ddsfile = "0.5.1"
env_logger = "0.10.0"
glam = "0.24.1"
lazy-regex = "3.0.2"
log = "0.4.20"
obj = "0.10.2"
parking_lot = "0.12.1"
pollster = "0.3.0"
@ -18,8 +21,8 @@ rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"
rbx_reflection_database = "0.2.7"
rbx_xml = "0.13.1"
wgpu = "0.18.0"
winit = { version = "0.29.2", features = ["rwh_05"] }
wgpu = "0.17.0"
winit = "0.28.6"
#[profile.release]
#lto = true

@ -9,34 +9,22 @@ use crate::aabb::Aabb;
//start with bisection into octrees because a bad bvh is still 1000x better than no bvh
//sort the centerpoints on each axis (3 lists)
//bv is put into octant based on whether it is upper or lower in each list
enum BvhNodeContent{
Branch(Vec<BvhNode>),
Leaf(usize),
}
impl Default for BvhNodeContent{
fn default()->Self{
Self::Branch(Vec::new())
}
}
#[derive(Default)]
pub struct BvhNode{
content:BvhNodeContent,
children:Vec<Self>,
models:Vec<u32>,
aabb:Aabb,
}
impl BvhNode{
pub fn the_tester<F:FnMut(usize)>(&self,aabb:&Aabb,f:&mut F){
match &self.content{
&BvhNodeContent::Leaf(model)=>f(model),
BvhNodeContent::Branch(children)=>for child in children{
//this test could be moved outside the match statement
//but that would test the root node aabb
//you're probably not going to spend a lot of time outside the map,
//so the test is extra work for nothing
if aabb.intersects(&child.aabb){
child.the_tester(aabb,f);
}
},
pub fn the_tester<F:FnMut(u32)>(&self,aabb:&Aabb,f:&mut F){
for &model in &self.models{
f(model);
}
for child in &self.children{
if aabb.intersects(&child.aabb){
child.the_tester(aabb,f);
}
}
}
}
@ -49,15 +37,10 @@ fn generate_bvh_node(boxen:Vec<(usize,Aabb)>)->BvhNode{
let n=boxen.len();
if n<20{
let mut aabb=Aabb::default();
let nodes=boxen.into_iter().map(|b|{
aabb.join(&b.1);
BvhNode{
content:BvhNodeContent::Leaf(b.0),
aabb:b.1,
}
}).collect();
let models=boxen.into_iter().map(|b|{aabb.join(&b.1);b.0 as u32}).collect();
BvhNode{
content:BvhNodeContent::Branch(nodes),
children:Vec::new(),
models,
aabb,
}
}else{
@ -116,7 +99,8 @@ fn generate_bvh_node(boxen:Vec<(usize,Aabb)>)->BvhNode{
node
}).collect();
BvhNode{
content:BvhNodeContent::Branch(children),
children,
models:Vec::new(),
aabb,
}
}

@ -1,21 +0,0 @@
pub type QNWorker<'a,Task>=CompatNWorker<'a,Task>;
pub type INWorker<'a,Task>=CompatNWorker<'a,Task>;
pub struct CompatNWorker<'a,Task>{
data:std::marker::PhantomData<Task>,
f:Box<dyn FnMut(Task)+Send+'a>,
}
impl<'a,Task> CompatNWorker<'a,Task>{
pub fn new(f:impl FnMut(Task)+Send+'a)->CompatNWorker<'a,Task>{
Self{
data:std::marker::PhantomData,
f:Box::new(f),
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
(self.f)(task);
Ok(())
}
}

516
src/framework.rs Normal file

@ -0,0 +1,516 @@
use std::future::Future;
#[cfg(target_arch = "wasm32")]
use std::str::FromStr;
#[cfg(target_arch = "wasm32")]
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
use winit::{
event::{self, WindowEvent, DeviceEvent},
event_loop::{ControlFlow, EventLoop},
};
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::{mem::size_of, slice::from_raw_parts};
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
#[allow(dead_code)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub trait Example: 'static + Sized {
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
}
fn init(
config: &wgpu::SurfaceConfiguration,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self;
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue,
);
fn update(&mut self, window: &winit::window::Window, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
fn device_event(&mut self, window: &winit::window::Window, event: DeviceEvent);
fn load_file(&mut self, path:std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue);
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &Spawner,
);
}
struct Setup {
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup: Option<OffscreenCanvasSetup>,
}
#[cfg(target_arch = "wasm32")]
struct OffscreenCanvasSetup {
offscreen_canvas: OffscreenCanvas,
bitmap_renderer: ImageBitmapRenderingContext,
}
async fn setup<E: Example>(title: &str) -> Setup {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
};
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
#[cfg(target_arch = "wasm32")]
{
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
let level: log::Level = parse_url_query_string(&query_string, "RUST_LOG")
.and_then(|x| x.parse().ok())
.unwrap_or(log::Level::Error);
console_log::init_with_level(level).expect("could not initialize logger");
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
// On wasm, append the canvas to the document body
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.body())
.and_then(|body| {
body.append_child(&web_sys::Element::from(window.canvas()))
.ok()
})
.expect("couldn't append canvas to document body");
}
#[cfg(target_arch = "wasm32")]
let mut offscreen_canvas_setup: Option<OffscreenCanvasSetup> = None;
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
if let Some(offscreen_canvas_param) =
parse_url_query_string(&query_string, "offscreen_canvas")
{
if FromStr::from_str(offscreen_canvas_param) == Ok(true) {
log::info!("Creating OffscreenCanvasSetup");
let offscreen_canvas =
OffscreenCanvas::new(1024, 768).expect("couldn't create OffscreenCanvas");
let bitmap_renderer = window
.canvas()
.get_context("bitmaprenderer")
.expect("couldn't create ImageBitmapRenderingContext (Result)")
.expect("couldn't create ImageBitmapRenderingContext (Option)")
.dyn_into::<ImageBitmapRenderingContext>()
.expect("couldn't convert into ImageBitmapRenderingContext");
offscreen_canvas_setup = Some(OffscreenCanvasSetup {
offscreen_canvas,
bitmap_renderer,
})
}
}
};
log::info!("Initializing the surface...");
let backends = wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler,
});
let (size, surface) = unsafe {
let size = window.inner_size();
#[cfg(any(not(target_arch = "wasm32"), target_os = "emscripten"))]
let surface = instance.create_surface(&window).unwrap();
#[cfg(all(target_arch = "wasm32", not(target_os = "emscripten")))]
let surface = {
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
log::info!("Creating surface from OffscreenCanvas");
instance.create_surface_from_offscreen_canvas(
offscreen_canvas_setup.offscreen_canvas.clone(),
)
} else {
instance.create_surface(&window)
}
}
.unwrap();
(size, surface)
};
let adapter;
let optional_features = E::optional_features();
let required_features = E::required_features();
//no helper function smh gotta write it myself
let adapters = instance.enumerate_adapters(backends);
let mut chosen_adapter = None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features = adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter) = chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
#[cfg(not(target_arch = "wasm32"))]
{
let adapter_info = adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
}
let required_downlevel_capabilities = E::required_downlevel_capabilities();
let downlevel_capabilities = adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits = E::required_limits().using_resolution(adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: (optional_features & adapter.features()) | required_features,
limits: needed_limits,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
)
.await
.expect("Unable to find a suitable GPU adapter!");
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup,
}
}
fn start<E: Example>(
#[cfg(not(target_arch = "wasm32"))] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}: Setup,
#[cfg(target_arch = "wasm32")] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
offscreen_canvas_setup,
}: Setup,
) {
let spawner = Spawner::new();
let mut config = surface
.get_default_config(&adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format = config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
surface.configure(&device, &config);
log::info!("Initializing the example...");
let mut example = E::init(&config, &adapter, &device, &queue);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
#[cfg(not(target_arch = "wasm32"))]
spawner.run_until_stalled();
window.request_redraw();
}
event::Event::WindowEvent {
event:
WindowEvent::Resized(size)
| WindowEvent::ScaleFactorChanged {
new_inner_size: &mut size,
..
},
..
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
log::warn!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
log::info!("Resizing to {:?}", size);
config.width = size.width.max(1);
config.height = size.height.max(1);
example.resize(&config, &device, &queue);
surface.configure(&device, &config);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
#[cfg(not(target_arch = "wasm32"))]
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
state: event::ElementState::Pressed,
..
},
..
} => {
println!("{:#?}", instance.generate_report());
}
_ => {
example.update(&window,&device,&queue,event);
}
},
event::Event::DeviceEvent {
event,
..
} => {
example.device_event(&window,event);
},
event::Event::RedrawRequested(_) => {
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(_) => {
surface.configure(&device, &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor {
format: Some(surface_view_format),
..wgpu::TextureViewDescriptor::default()
});
example.render(&view, &device, &queue, &spawner);
frame.present();
#[cfg(target_arch = "wasm32")]
{
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
let image_bitmap = offscreen_canvas_setup
.offscreen_canvas
.transfer_to_image_bitmap()
.expect("couldn't transfer offscreen canvas to image bitmap.");
offscreen_canvas_setup
.bitmap_renderer
.transfer_from_image_bitmap(&image_bitmap);
log::info!("Transferring OffscreenCanvas to ImageBitmapRenderer");
}
}
}
_ => {}
}
});
}
#[cfg(not(target_arch = "wasm32"))]
pub struct Spawner<'a> {
executor: async_executor::LocalExecutor<'a>,
}
#[cfg(not(target_arch = "wasm32"))]
impl<'a> Spawner<'a> {
fn new() -> Self {
Self {
executor: async_executor::LocalExecutor::new(),
}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'a) {
self.executor.spawn(future).detach();
}
fn run_until_stalled(&self) {
while self.executor.try_tick() {}
}
}
#[cfg(target_arch = "wasm32")]
pub struct Spawner {}
#[cfg(target_arch = "wasm32")]
impl Spawner {
fn new() -> Self {
Self {}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'static) {
wasm_bindgen_futures::spawn_local(future);
}
}
#[cfg(not(target_arch = "wasm32"))]
pub fn run<E: Example>(title: &str) {
let setup = pollster::block_on(setup::<E>(title));
start::<E>(setup);
}
#[cfg(target_arch = "wasm32")]
pub fn run<E: Example>(title: &str) {
use wasm_bindgen::prelude::*;
let title = title.to_owned();
wasm_bindgen_futures::spawn_local(async move {
let setup = setup::<E>(&title).await;
let start_closure = Closure::once_into_js(move || start::<E>(setup));
// make sure to handle JS exceptions thrown inside start.
// Otherwise wasm_bindgen_futures Queue would break and never handle any tasks again.
// This is required, because winit uses JS exception for control flow to escape from `run`.
if let Err(error) = call_catch(&start_closure) {
let is_control_flow_exception = error.dyn_ref::<js_sys::Error>().map_or(false, |e| {
e.message().includes("Using exceptions for control flow", 0)
});
if !is_control_flow_exception {
web_sys::console::error_1(&error);
}
}
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(catch, js_namespace = Function, js_name = "prototype.call.call")]
fn call_catch(this: &JsValue) -> Result<(), JsValue>;
}
});
}
#[cfg(target_arch = "wasm32")]
/// Parse the query string as returned by `web_sys::window()?.location().search()?` and get a
/// specific key out of it.
pub fn parse_url_query_string<'a>(query: &'a str, search_key: &str) -> Option<&'a str> {
let query_string = query.strip_prefix('?')?;
for pair in query_string.split('&') {
let mut pair = pair.split('=');
let key = pair.next()?;
let value = pair.next()?;
if key == search_key {
return Some(value);
}
}
None
}
// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}

File diff suppressed because it is too large Load Diff

@ -1,70 +0,0 @@
pub enum Instruction{
Render(crate::physics::PhysicsOutputState,crate::integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
}
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
pub fn new<'a>(
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::GenerateModels(indexed_model_instances)=>{
graphics.generate_models(&device,&queue,indexed_model_instances);
},
Instruction::ClearModels=>{
graphics.clear();
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
if let Some((size,user_settings))=&resize{
println!("Resizing to {:?}",size);
let t0=std::time::Instant::now();
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,user_settings);
println!("Resize took {:?}",t0.elapsed());
}
//clear every time w/e
resize=None;
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
surface.configure(&device,&config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
frame.present();
}
}
})
}

@ -41,11 +41,6 @@ impl std::fmt::Display for Time{
write!(f,"{}s+{:09}ns",self.0/Self::ONE_SECOND.0,self.0%Self::ONE_SECOND.0)
}
}
impl std::default::Default for Time{
fn default()->Self{
Self(0)
}
}
impl std::ops::Neg for Time{
type Output=Time;
#[inline]
@ -315,8 +310,8 @@ impl Angle32{
pub fn clamp(&self,theta_min:Self,theta_max:Self)->Self{
//((max-min as u32)/2 as i32)+min
let midpoint=((
(theta_max.0 as u32)
.wrapping_sub(theta_min.0 as u32)
u32::from_ne_bytes(theta_max.0.to_ne_bytes())
.wrapping_sub(u32::from_ne_bytes(theta_min.0.to_ne_bytes()))
/2
) as i32)//(u32::MAX/2) as i32 ALWAYS works
.wrapping_add(theta_min.0);
@ -536,14 +531,7 @@ impl std::ops::Mul<Planar64> for Planar64{
type Output=Planar64;
#[inline]
fn mul(self, rhs: Self) -> Self::Output {
Planar64(((self.0 as i128*rhs.0 as i128)>>32) as i64)
}
}
impl std::ops::Mul<Time> for Planar64{
type Output=Planar64;
#[inline]
fn mul(self,rhs:Time)->Self::Output{
Planar64(((self.0 as i128*rhs.0 as i128)/1_000_000_000) as i64)
Planar64((((self.0 as i128)*(rhs.0 as i128))>>32) as i64)
}
}
impl std::ops::Div<i64> for Planar64{
@ -586,10 +574,6 @@ impl Planar64Vec3{
Self(glam::i64vec3((x as i64)<<32,(y as i64)<<32,(z as i64)<<32))
}
#[inline]
pub const fn raw(x:i64,y:i64,z:i64)->Self{
Self(glam::i64vec3(x,y,z))
}
#[inline]
pub fn x(&self)->Planar64{
Planar64(self.0.x)
}
@ -824,23 +808,6 @@ impl Planar64Mat3{
}
}
#[inline]
pub fn from_rotation_yx(yaw:Angle32,pitch:Angle32)->Self{
let xtheta=yaw.0 as f64*ANGLE32_TO_FLOAT64_RADIANS;
let (xs,xc)=xtheta.sin_cos();
let (xc,xs)=(xc*PLANAR64_ONE_FLOAT64,xs*PLANAR64_ONE_FLOAT64);
let ytheta=pitch.0 as f64*ANGLE32_TO_FLOAT64_RADIANS;
let (ys,yc)=ytheta.sin_cos();
let (yc,ys)=(yc*PLANAR64_ONE_FLOAT64,ys*PLANAR64_ONE_FLOAT64);
//TODO: fix this rounding towards 0
let (xc,xs):(i64,i64)=(unsafe{xc.to_int_unchecked()},unsafe{xs.to_int_unchecked()});
let (yc,ys):(i64,i64)=(unsafe{yc.to_int_unchecked()},unsafe{ys.to_int_unchecked()});
Self::from_cols(
Planar64Vec3(glam::i64vec3(xc,0,-xs)),
Planar64Vec3(glam::i64vec3(((xs as i128*ys as i128)>>32) as i64,yc,((xc as i128*ys as i128)>>32) as i64)),
Planar64Vec3(glam::i64vec3(((xs as i128*yc as i128)>>32) as i64,-ys,((xc as i128*yc as i128)>>32) as i64)),
)
}
#[inline]
pub fn from_rotation_y(angle:Angle32)->Self{
let theta=angle.0 as f64*ANGLE32_TO_FLOAT64_RADIANS;
let (s,c)=theta.sin_cos();

@ -23,6 +23,14 @@ fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types:
}
}
}
fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
let mut objects = std::vec::Vec::new();
recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
//get ids
//clear vec
//next class
objects
}
fn planar64_affine3_from_roblox(cf:&rbx_dom_weak::types::CFrame,size:&rbx_dom_weak::types::Vector3)->Planar64Affine3{
Planar64Affine3::new(
Planar64Mat3::from_cols(
@ -42,18 +50,8 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
let mut contacting=crate::model::ContactingAttributes::default();
let mut force_can_collide=can_collide;
match name{
"Water"=>{
force_can_collide=false;
//TODO: read stupid CustomPhysicalProperties
intersecting.water=Some(crate::model::IntersectingWater{density:Planar64::ONE,viscosity:Planar64::ONE/10,current:velocity});
},
"Accelerator"=>{
//although the new game supports collidable accelerators, this is a roblox compatability map loader
force_can_collide=false;
general.accelerator=Some(crate::model::GameMechanicAccelerator{acceleration:velocity});
},
"UnorderedCheckpoint"=>general.checkpoint=Some(crate::model::GameMechanicCheckpoint::Unordered{mode_id:0}),
"SetVelocity"=>general.trajectory=Some(crate::model::GameMechanicSetTrajectory::Velocity(velocity)),
"Water"=>intersecting.water=Some(crate::model::IntersectingWater{density:Planar64::ONE,viscosity:Planar64::ONE/10,current:velocity}),
"Accelerator"=>{force_can_collide=false;intersecting.accelerator=Some(crate::model::IntersectingAccelerator{acceleration:velocity})},
"MapFinish"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Finish})},
"MapAnticheat"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Anitcheat})},
"Platform"=>general.teleport_behaviour=Some(crate::model::TeleportBehaviour::StageElement(crate::model::GameMechanicStageElement{
@ -74,28 +72,12 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
},
behaviour:match &captures[2]{
"Spawn"|"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
//cancollide false so you don't hit the side
//NOT a decoration
"Trigger"=>{force_can_collide=false;crate::model::StageElementBehaviour::Trigger},
"Teleport"=>{force_can_collide=false;crate::model::StageElementBehaviour::Teleport},
"Platform"=>crate::model::StageElementBehaviour::Platform,
_=>panic!("regex1[2] messed up bad"),
}
}));
}else if let Some(captures)=lazy_regex::regex!(r"^(Force)?(Jump)(\d+)$")
.captures(other){
general.teleport_behaviour=Some(crate::model::TeleportBehaviour::StageElement(crate::model::GameMechanicStageElement{
mode_id:0,
stage_id:0,
force:match captures.get(1){
Some(m)=>m.as_str()=="Force",
None=>false,
},
behaviour:match &captures[2]{
"Jump"=>crate::model::StageElementBehaviour::JumpLimit(captures[3].parse::<u32>().unwrap()),
_=>panic!("regex4[1] messed up bad"),
}
}));
}else if let Some(captures)=lazy_regex::regex!(r"^Bonus(Finish|Anticheat)(\d+)$")
.captures(other){
force_can_collide=false;
@ -104,39 +86,39 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
"Anticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Anitcheat}),
_=>panic!("regex2[1] messed up bad"),
}
}else if let Some(captures)=lazy_regex::regex!(r"^(WormholeIn)(\d+)$")
.captures(other){
force_can_collide=false;
match &captures[1]{
"WormholeIn"=>general.teleport_behaviour=Some(crate::model::TeleportBehaviour::Wormhole(crate::model::GameMechanicWormhole{destination_model_id:captures[2].parse::<u32>().unwrap()})),
_=>panic!("regex3[1] messed up bad"),
}
}else if let Some(captures)=lazy_regex::regex!(r"^(OrderedCheckpoint)(\d+)$")
.captures(other){
match &captures[1]{
"OrderedCheckpoint"=>general.checkpoint=Some(crate::model::GameMechanicCheckpoint::Ordered{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>panic!("regex3[1] messed up bad"),
}
}
}
}
//need some way to skip this
if velocity!=Planar64Vec3::ZERO{
general.booster=Some(crate::model::GameMechanicBooster::Velocity(velocity));
general.booster=Some(crate::model::GameMechanicBooster{velocity});
}
match force_can_collide{
true=>{
match name{
"Bounce"=>contacting.contact_behaviour=Some(crate::model::ContactingBehaviour::Elastic(u32::MAX)),
"Surf"=>contacting.contact_behaviour=Some(crate::model::ContactingBehaviour::Surf),
"Ladder"=>contacting.contact_behaviour=Some(crate::model::ContactingBehaviour::Ladder(crate::model::ContactingLadder{sticky:true})),
_=>(),
"Bounce"=>contacting.elasticity=Some(u32::MAX),
"Surf"=>contacting.surf=Some(crate::model::ContactingSurf{}),
"Ladder"=>contacting.ladder=Some(crate::model::ContactingLadder{sticky:true}),
other=>{
if let Some(captures)=lazy_regex::regex!(r"^(Jump|WormholeIn)(\d+)$")
.captures(other){
match &captures[1]{
"Jump"=>general.jump_limit=Some(crate::model::GameMechanicJumpLimit{count:captures[2].parse::<u32>().unwrap()}),
"WormholeIn"=>general.teleport_behaviour=Some(crate::model::TeleportBehaviour::Wormhole(crate::model::GameMechanicWormhole{destination_model_id:captures[2].parse::<u32>().unwrap()})),
_=>panic!("regex3[1] messed up bad"),
}
}
}
}
crate::model::CollisionAttributes::Contact{contacting,general}
},
false=>if force_intersecting
||general.any()
||intersecting.any()
||general.jump_limit.is_some()
||general.booster.is_some()
||general.zone.is_some()
||general.teleport_behaviour.is_some()
||intersecting.water.is_some()
||intersecting.accelerator.is_some()
{
crate::model::CollisionAttributes::Intersect{intersecting,general}
}else{
@ -217,9 +199,9 @@ type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere(RobloxPartDescription),
Sphere,
Part(RobloxPartDescription),
Cylinder(RobloxPartDescription),
Cylinder,
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
}
@ -262,15 +244,16 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
if let Some(attr)=match &object.name[..]{
"MapStart"=>{
spawn_point=model_transform.transform_point3(Planar64Vec3::ZERO)+Planar64Vec3::Y*5/2;
Some(crate::model::TempIndexedAttributes::Start(crate::model::TempAttrStart{mode_id:0}))
Some(crate::model::TempIndexedAttributes::Start{mode_id:0})
},
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id:0}),
other=>{
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|WormholeOut)(\d+)$");
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint)(\d+)$");
if let Some(captures) = regman.captures(other) {
match &captures[1]{
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start(crate::model::TempAttrStart{mode_id:captures[2].parse::<u32>().unwrap()})),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn(crate::model::TempAttrSpawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()})),
"WormholeOut"=>Some(crate::model::TempIndexedAttributes::Wormhole(crate::model::TempAttrWormhole{wormhole_id:captures[2].parse::<u32>().unwrap()})),
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start{mode_id:captures[2].parse::<u32>().unwrap()}),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>None,
}
}else{
@ -298,7 +281,6 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
panic!("Part has no Shape!");
}
},
"TrussPart"=>primitives::Primitives::Cube,
"WedgePart"=>primitives::Primitives::Wedge,
"CornerWedgePart"=>primitives::Primitives::CornerWedge,
_=>{
@ -393,9 +375,9 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
f5,//Cube::Front
]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//use front face texture first and use top face texture as a fallback
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
f0,//Cube::Right->Wedge::Right
@ -421,10 +403,9 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
let model_id=indexed_models.len();
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
indexed_models.push(match basepart_texture_description{
RobloxBasePartDescription::Sphere(part_texture_description)
|RobloxBasePartDescription::Cylinder(part_texture_description)
|RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::default();
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::new();
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
cube_face_description.insert(
match face_id{
@ -443,8 +424,9 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
}
primitives::generate_partial_unit_cube(cube_face_description)
},
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
let mut wedge_face_description=primitives::WedgeFaceDescription::default();
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
wedge_face_description.insert(
match face_id{
@ -463,7 +445,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
primitives::generate_partial_unit_wedge(wedge_face_description)
},
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::default();
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
cornerwedge_face_description.insert(
match face_id{

File diff suppressed because it is too large Load Diff

@ -1,4 +1,4 @@
use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Affine3};
use crate::integer::{Planar64,Planar64Vec3,Planar64Affine3};
pub type TextureCoordinate=glam::Vec2;
pub type Color4=glam::Vec4;
#[derive(Clone,Hash,PartialEq,Eq)]
@ -50,49 +50,53 @@ pub struct IndexedModelInstances{
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
//TODO: put "default" style modifiers in mode
//pub style:StyleModifiers,
pub start:usize,//start=model_id
pub spawns:Vec<usize>,//spawns[spawn_id]=model_id
pub start:u32,//start=model_id
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<u32>,//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_spawn_model_id(&self,stage_id:u32)->Option<&u32>{
if let Some(&spawn)=self.spawn_from_stage_id.get(&stage_id){
self.spawns.get(spawn)
}else{
None
}
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&u32>{
if let Some(&checkpoint)=self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id){
self.ordered_checkpoints.get(checkpoint)
}else{
None
}
}
}
//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 TempAttrWormhole{
pub wormhole_id:u32,
}
pub enum TempIndexedAttributes{
Start(TempAttrStart),
Spawn(TempAttrSpawn),
Wormhole(TempAttrWormhole),
Start{
mode_id:u32,
},
Spawn{
mode_id:u32,
stage_id:u32,
},
OrderedCheckpoint{
mode_id:u32,
checkpoint_id:u32,
},
UnorderedCheckpoint{
mode_id:u32,
},
}
//you have this effect while in contact
#[derive(Clone)]
pub struct ContactingSurf{}
#[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{
@ -100,47 +104,18 @@ pub struct IntersectingWater{
pub density:Planar64,
pub current:Planar64Vec3,
}
//All models can be given these attributes
#[derive(Clone)]
pub struct GameMechanicAccelerator{
pub struct IntersectingAccelerator{
pub acceleration:Planar64Vec3
}
//All models can be given these attributes
#[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
pub struct GameMechanicJumpLimit{
pub count:u32,
}
#[derive(Clone)]
pub enum GameMechanicCheckpoint{
Ordered{
mode_id:u32,
checkpoint_id:u32,
},
Unordered{
mode_id:u32,
},
}
#[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
pub struct GameMechanicBooster{
pub velocity:Planar64Vec3,
}
#[derive(Clone)]
pub enum ZoneBehaviour{
@ -155,10 +130,10 @@ pub struct GameMechanicZone{
pub behaviour:ZoneBehaviour,
}
// enum TrapCondition{
// FasterThan(Planar64),
// SlowerThan(Planar64),
// InRange(Planar64,Planar64),
// OutsideRange(Planar64,Planar64),
// FasterThan(i64),
// SlowerThan(i64),
// InRange(i64,i64),
// OutsideRange(i64,i64),
// }
#[derive(Clone)]
pub enum StageElementBehaviour{
@ -167,14 +142,6 @@ pub enum StageElementBehaviour{
Trigger,
Teleport,
Platform,
//Acts like a trigger if you haven't hit all the checkpoints.
Checkpoint{
//if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass
ordered_checkpoint_id:Option<u32>,
//if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass
unordered_checkpoint_count:u32,
},
JumpLimit(u32),
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
#[derive(Clone)]
@ -197,44 +164,24 @@ pub enum TeleportBehaviour{
StageElement(GameMechanicStageElement),
Wormhole(GameMechanicWormhole),
}
//attributes listed in order of handling
#[derive(Default,Clone)]
pub struct GameMechanicAttributes{
pub zone:Option<GameMechanicZone>,
pub jump_limit:Option<GameMechanicJumpLimit>,
pub booster:Option<GameMechanicBooster>,
pub checkpoint:Option<GameMechanicCheckpoint>,
pub trajectory:Option<GameMechanicSetTrajectory>,
pub zone:Option<GameMechanicZone>,
pub teleport_behaviour:Option<TeleportBehaviour>,
pub accelerator:Option<GameMechanicAccelerator>,
}
impl GameMechanicAttributes{
pub fn any(&self)->bool{
self.zone.is_some()
||self.booster.is_some()
||self.checkpoint.is_some()
||self.trajectory.is_some()
||self.teleport_behaviour.is_some()
||self.accelerator.is_some()
}
}
#[derive(Default,Clone)]
pub struct ContactingAttributes{
pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
//friction?
pub contact_behaviour:Option<ContactingBehaviour>,
}
impl ContactingAttributes{
pub fn any(&self)->bool{
self.contact_behaviour.is_some()
}
pub surf:Option<ContactingSurf>,
pub ladder:Option<ContactingLadder>,
}
#[derive(Default,Clone)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
}
impl IntersectingAttributes{
pub fn any(&self)->bool{
self.water.is_some()
}
pub accelerator:Option<IntersectingAccelerator>,
}
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{

@ -11,7 +11,7 @@ pub struct GraphicsVertex {
pub struct IndexedGroupFixedTexture{
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedGraphicsModelSingleTexture{
pub struct IndexedModelGraphicsSingleTexture{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
@ -19,41 +19,37 @@ pub struct IndexedGraphicsModelSingleTexture{
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<GraphicsModelInstance>,
pub instances:Vec<ModelGraphicsInstance>,
}
pub enum Entities{
U32(Vec<Vec<u32>>),
U16(Vec<Vec<u16>>),
}
pub struct GraphicsModelSingleTexture{
pub instances:Vec<GraphicsModelInstance>,
pub vertices:Vec<GraphicsVertex>,
pub entities:Entities,
pub texture:Option<u32>,
pub struct ModelGraphicsSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
pub vertices: Vec<GraphicsVertex>,
pub entities: Vec<Vec<u16>>,
pub texture: Option<u32>,
}
#[derive(Clone,PartialEq)]
pub struct GraphicsModelColor4(glam::Vec4);
impl GraphicsModelColor4{
pub struct ModelGraphicsColor4(glam::Vec4);
impl ModelGraphicsColor4{
pub const fn get(&self)->glam::Vec4{
self.0
}
}
impl From<glam::Vec4> for GraphicsModelColor4{
impl From<glam::Vec4> for ModelGraphicsColor4{
fn from(value:glam::Vec4)->Self{
Self(value)
}
}
impl std::hash::Hash for GraphicsModelColor4{
impl std::hash::Hash for ModelGraphicsColor4{
fn hash<H: std::hash::Hasher>(&self,state:&mut H) {
for &f in self.0.as_ref(){
bytemuck::cast::<f32,u32>(f).hash(state);
u32::from_ne_bytes(f.to_ne_bytes()).hash(state);
}
}
}
impl Eq for GraphicsModelColor4{}
impl Eq for ModelGraphicsColor4{}
#[derive(Clone)]
pub struct GraphicsModelInstance{
pub struct ModelGraphicsInstance{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:GraphicsModelColor4,
}
pub color:ModelGraphicsColor4,
}

File diff suppressed because it is too large Load Diff

@ -1,133 +0,0 @@
use crate::integer::Time;
use crate::physics::{MouseState,PhysicsInputInstruction};
use crate::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
},
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
physics.run(instruction.time);
physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
},
Instruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::GenerateModels(indexed_model_instances)=>{
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
},
Instruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
_=>(),
}
})
}

@ -126,21 +126,17 @@ const CORNERWEDGE_DEFAULT_NORMALS:[Planar64Vec3;5]=[
Planar64Vec3::int( 0,-1, 0),//CornerWedge::Bottom
Planar64Vec3::int( 0, 0,-1),//CornerWedge::Front
];
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
pub fn unit_sphere()->crate::model::IndexedModel{
unit_cube()
}
#[derive(Default)]
pub struct CubeFaceDescription([Option<FaceDescription>;6]);
impl CubeFaceDescription{
pub fn insert(&mut self,index:CubeFace,value:FaceDescription){
self.0[index as usize]=Some(value);
}
pub fn pairs(self)->std::iter::FilterMap<std::iter::Enumerate<std::array::IntoIter<Option<FaceDescription>,6>>,impl FnMut((usize,Option<FaceDescription>))->Option<(usize,FaceDescription)>>{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),Color4::ONE).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
*pos=*pos/2;
}
indexed_model
}
pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
pub fn unit_cube()->crate::model::IndexedModel{
let mut t=CubeFaceDescription::default();
let mut t=CubeFaceDescription::new();
t.insert(CubeFace::Right,FaceDescription::default());
t.insert(CubeFace::Top,FaceDescription::default());
t.insert(CubeFace::Back,FaceDescription::default());
@ -149,21 +145,17 @@ pub fn unit_cube()->crate::model::IndexedModel{
t.insert(CubeFace::Front,FaceDescription::default());
generate_partial_unit_cube(t)
}
const TEAPOT_TRANSFORM:crate::integer::Planar64Mat3=crate::integer::Planar64Mat3::int_from_cols_array([0,1,0, -1,0,0, 0,0,1]);
pub fn unit_cylinder()->crate::model::IndexedModel{
unit_cube()
}
#[derive(Default)]
pub struct WedgeFaceDescription([Option<FaceDescription>;5]);
impl WedgeFaceDescription{
pub fn insert(&mut self,index:WedgeFace,value:FaceDescription){
self.0[index as usize]=Some(value);
}
pub fn pairs(self)->std::iter::FilterMap<std::iter::Enumerate<std::array::IntoIter<Option<FaceDescription>,5>>,impl FnMut((usize,Option<FaceDescription>))->Option<(usize,FaceDescription)>>{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),Color4::ONE).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
*pos=TEAPOT_TRANSFORM*(*pos)/10;
}
indexed_model
}
pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
pub fn unit_wedge()->crate::model::IndexedModel{
let mut t=WedgeFaceDescription::default();
let mut t=WedgeFaceDescription::new();
t.insert(WedgeFace::Right,FaceDescription::default());
t.insert(WedgeFace::TopFront,FaceDescription::default());
t.insert(WedgeFace::Back,FaceDescription::default());
@ -171,18 +163,9 @@ pub fn unit_wedge()->crate::model::IndexedModel{
t.insert(WedgeFace::Bottom,FaceDescription::default());
generate_partial_unit_wedge(t)
}
#[derive(Default)]
pub struct CornerWedgeFaceDescription([Option<FaceDescription>;5]);
impl CornerWedgeFaceDescription{
pub fn insert(&mut self,index:CornerWedgeFace,value:FaceDescription){
self.0[index as usize]=Some(value);
}
pub fn pairs(self)->std::iter::FilterMap<std::iter::Enumerate<std::array::IntoIter<Option<FaceDescription>,5>>,impl FnMut((usize,Option<FaceDescription>))->Option<(usize,FaceDescription)>>{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
}
}
pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
pub fn unit_cornerwedge()->crate::model::IndexedModel{
let mut t=CornerWedgeFaceDescription::default();
let mut t=CornerWedgeFaceDescription::new();
t.insert(CornerWedgeFace::Right,FaceDescription::default());
t.insert(CornerWedgeFace::TopBack,FaceDescription::default());
t.insert(CornerWedgeFace::TopLeft,FaceDescription::default());
@ -191,7 +174,7 @@ pub fn unit_cornerwedge()->crate::model::IndexedModel{
generate_partial_unit_cornerwedge(t)
}
#[derive(Clone)]
#[derive(Copy,Clone)]
pub struct FaceDescription{
pub texture:Option<u32>,
pub transform:glam::Affine2,
@ -206,6 +189,18 @@ impl std::default::Default for FaceDescription{
}
}
}
impl FaceDescription{
pub fn new(texture:u32,transform:glam::Affine2,color:Color4)->Self{
Self{texture:Some(texture),transform,color}
}
pub fn from_texture(texture:u32)->Self{
Self{
texture:Some(texture),
transform:glam::Affine2::IDENTITY,
color:Color4::ONE,
}
}
}
//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
@ -217,7 +212,7 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
@ -238,6 +233,14 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
generated_color.push(face_description.color);
color_index
} as u32;
let face_id=match face{
CubeFace::Right => 0,
CubeFace::Top => 1,
CubeFace::Back => 2,
CubeFace::Left => 3,
CubeFace::Bottom => 4,
CubeFace::Front => 5,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
@ -324,7 +327,7 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
@ -345,6 +348,13 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
generated_color.push(face_description.color);
color_index
} as u32;
let face_id=match face{
WedgeFace::Right => 0,
WedgeFace::TopFront => 1,
WedgeFace::Back => 2,
WedgeFace::Left => 3,
WedgeFace::Bottom => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
@ -429,7 +439,7 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
@ -450,6 +460,13 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
generated_color.push(face_description.color);
color_index
} as u32;
let face_id=match face{
CornerWedgeFace::Right => 0,
CornerWedgeFace::TopBack => 1,
CornerWedgeFace::TopLeft => 2,
CornerWedgeFace::Bottom => 3,
CornerWedgeFace::Front => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);

@ -1,14 +1,11 @@
use crate::integer::{Ratio64,Ratio64Vec2};
#[derive(Clone)]
struct Ratio{
ratio:f64,
}
#[derive(Clone)]
enum DerivedFov{
FromScreenAspect,
FromAspect(Ratio),
}
#[derive(Clone)]
enum Fov{
Exactly{x:f64,y:f64},
SpecifyXDeriveY{x:f64,y:DerivedFov},
@ -19,11 +16,9 @@ impl Default for Fov{
Fov::SpecifyYDeriveX{x:DerivedFov::FromScreenAspect,y:1.0}
}
}
#[derive(Clone)]
enum DerivedSensitivity{
FromRatio(Ratio64),
}
#[derive(Clone)]
enum Sensitivity{
Exactly{x:Ratio64,y:Ratio64},
SpecifyXDeriveY{x:Ratio64,y:DerivedSensitivity},
@ -35,7 +30,7 @@ impl Default for Sensitivity{
}
}
#[derive(Default,Clone)]
#[derive(Default)]
pub struct UserSettings{
fov:Fov,
sensitivity:Sensitivity,

@ -1,303 +0,0 @@
use crate::instruction::TimedInstruction;
use crate::window::WindowInstruction;
fn optional_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
}
fn required_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
wgpu::DownlevelCapabilities{
flags:wgpu::DownlevelFlags::empty(),
shader_model:wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
pub fn required_limits()->wgpu::Limits{
wgpu::Limits::default()
}
struct SetupContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
builder.build(event_loop)
}
fn create_instance()->SetupContextPartial1{
let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
SetupContextPartial1{
backends,
instance:wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
dx12_shader_compiler,
..Default::default()
}),
}
}
impl SetupContextPartial1{
fn create_surface(self,window:&winit::window::Window)->Result<SetupContextPartial2,wgpu::CreateSurfaceError>{
Ok(SetupContextPartial2{
backends:self.backends,
surface:unsafe{self.instance.create_surface(window)}?,
instance:self.instance,
})
}
}
struct SetupContextPartial2{
backends:wgpu::Backends,
instance:wgpu::Instance,
surface:wgpu::Surface,
}
impl SetupContextPartial2{
fn pick_adapter(self)->SetupContextPartial3{
let adapter;
//TODO: prefer adapter that implements optional features
//let optional_features=optional_features();
let required_features=required_features();
//no helper function smh gotta write it myself
let adapters=self.instance.enumerate_adapters(self.backends);
let mut chosen_adapter=None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&self.surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features=adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter)=chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
let adapter_info=adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
let required_downlevel_capabilities=required_downlevel_capabilities();
let downlevel_capabilities=adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
SetupContextPartial3{
instance:self.instance,
surface:self.surface,
adapter,
}
}
}
struct SetupContextPartial3{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
}
impl SetupContextPartial3{
fn request_device(self)->SetupContextPartial4{
let optional_features=optional_features();
let required_features=required_features();
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits=required_limits().using_resolution(self.adapter.limits());
let trace_dir=std::env::var("WGPU_TRACE");
let (device, queue)=pollster::block_on(self.adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: (optional_features & self.adapter.features()) | required_features,
limits: needed_limits,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
))
.expect("Unable to find a suitable GPU adapter!");
SetupContextPartial4{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
device,
queue,
}
}
}
struct SetupContextPartial4{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
device:wgpu::Device,
queue:wgpu::Queue,
}
impl SetupContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->SetupContext{
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format=config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
config.present_mode=wgpu::PresentMode::AutoNoVsync;
self.surface.configure(&self.device, &config);
SetupContext{
instance:self.instance,
surface:self.surface,
device:self.device,
queue:self.queue,
config,
}
}
}
pub struct SetupContext{
pub instance:wgpu::Instance,
pub surface:wgpu::Surface,
pub device:wgpu::Device,
pub queue:wgpu::Queue,
pub config:wgpu::SurfaceConfiguration,
}
pub fn setup(title:&str)->SetupContextSetup{
let event_loop=winit::event_loop::EventLoop::new().unwrap();
let window=create_window(title,&event_loop).unwrap();
println!("Initializing the surface...");
let partial_1=create_instance();
let partial_2=partial_1.create_surface(&window).unwrap();
let partial_3=partial_2.pick_adapter();
let partial_4=partial_3.request_device();
SetupContextSetup{
window,
event_loop,
partial_context:partial_4,
}
}
pub struct SetupContextSetup{
window:winit::window::Window,
event_loop:winit::event_loop::EventLoop<()>,
partial_context:SetupContextPartial4,
}
impl SetupContextSetup{
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,SetupContext){
let size=self.window.inner_size();
//Steal values and drop self
(
self.window,
self.event_loop,
self.partial_context.configure_surface(&size),
)
}
pub fn start(self){
let (window,event_loop,setup_context)=self.into_split();
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
let window=crate::window::WindowContextSetup::new(&setup_context,window);
//the thread that spawns the physics thread
let window_thread=window.into_worker(setup_context);
println!("Entering event loop...");
let root_time=std::time::Instant::now();
run_event_loop(event_loop,window_thread,root_time).unwrap();
}
}
fn run_event_loop(
event_loop:winit::event_loop::EventLoop<()>,
mut window_thread:crate::compat_worker::QNWorker<TimedInstruction<WindowInstruction>>,
root_time:std::time::Instant
)->Result<(),winit::error::EventLoopError>{
event_loop.run(move |event,elwt|{
let time=crate::integer::Time::from_nanos(root_time.elapsed().as_nanos() as i64);
// *control_flow=if cfg!(feature="metal-auto-capture"){
// winit::event_loop::ControlFlow::Exit
// }else{
// winit::event_loop::ControlFlow::Poll
// };
match event{
winit::event::Event::AboutToWait=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::RequestRedraw}).unwrap();
}
winit::event::Event::WindowEvent {
event:
// WindowEvent::Resized(size)
// | WindowEvent::ScaleFactorChanged {
// new_inner_size: &mut size,
// ..
// },
winit::event::WindowEvent::Resized(size),//ignoring scale factor changed for now because mutex bruh
window_id:_,
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Resize(size)}).unwrap();
}
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
event:
winit::event::KeyEvent {
logical_key: winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
|winit::event::WindowEvent::CloseRequested=>{
elwt.exit();
}
winit::event::WindowEvent::RedrawRequested=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Render}).unwrap();
}
_=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::WindowEvent(event)}).unwrap();
}
},
winit::event::Event::DeviceEvent{
event,
..
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::DeviceEvent(event)}).unwrap();
},
_=>{}
}
})
}

@ -1,243 +0,0 @@
use crate::instruction::TimedInstruction;
use crate::physics_worker::InputInstruction;
pub enum WindowInstruction{
Resize(winit::dpi::PhysicalSize<u32>),
WindowEvent(winit::event::WindowEvent),
DeviceEvent(winit::event::DeviceEvent),
RequestRedraw,
Render,
}
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
}
impl WindowContext<'_>{
fn get_middle_of_screen(&self)->winit::dpi::PhysicalPosition<f32>{
winit::dpi::PhysicalPosition::new(self.screen_size.x as f32/2.0,self.screen_size.y as f32/2.0)
}
fn window_event(&mut self,time:crate::integer::Time,event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
//blocking because it's simpler...
if let Some(indexed_model_instances)=crate::load_file(path){
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ClearModels}).unwrap();
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(indexed_model_instances)}).unwrap();
}
},
winit::event::WindowEvent::Focused(_state)=>{
//pause unpause
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput{
event:winit::event::KeyEvent{state,logical_key,repeat:false,..},
..
}=>{
let s=match state{
winit::event::ElementState::Pressed=>true,
winit::event::ElementState::Released=>false,
};
match logical_key{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Tab)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
}else{
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
Ok(())=>(),
Err(_)=>{
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
Ok(())=>(),
Err(e)=>{
self.manual_mouse_lock=true;
println!("Could not confine cursor: {:?}",e)
},
}
}
}
}
self.window.set_cursor_visible(s);
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::F11)=>{
if s{
if self.window.fullscreen().is_some(){
self.window.set_fullscreen(None);
}else{
self.window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
}
}
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
self.window.set_cursor_visible(true);
}
},
keycode=>{
if let Some(input_instruction)=match keycode{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)=>Some(InputInstruction::Jump(s)),
winit::keyboard::Key::Character(key)=>match key.as_str(){
"w"=>Some(InputInstruction::MoveForward(s)),
"a"=>Some(InputInstruction::MoveLeft(s)),
"s"=>Some(InputInstruction::MoveBack(s)),
"d"=>Some(InputInstruction::MoveRight(s)),
"e"=>Some(InputInstruction::MoveUp(s)),
"q"=>Some(InputInstruction::MoveDown(s)),
"z"=>Some(InputInstruction::Zoom(s)),
"r"=>if s{Some(InputInstruction::Reset)}else{None},
_=>None,
},
_=>None,
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
}).unwrap();
}
},
}
},
_=>(),
}
}
fn device_event(&mut self,time:crate::integer::Time,event: winit::event::DeviceEvent) {
match event {
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
}
//do not step the physics because the mouse polling rate is higher than the physics can run.
//essentially the previous input will be overwritten until a true step runs
//which is fine because they run all the time.
let delta=glam::ivec2(delta.0 as i32,delta.1 as i32);
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
delta,
} => {
println!("mousewheel {:?}",delta);
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
}
}
}
pub struct WindowContextSetup{
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics:crate::physics::PhysicsState,
graphics:crate::graphics::GraphicsState,
}
impl WindowContextSetup{
pub fn new(context:&crate::setup::SetupContext,window:winit::window::Window)->Self{
//wee
let user_settings=crate::settings::read_user_settings();
let args:Vec<String>=std::env::args().collect();
let indexed_model_instances=if args.len()==2{
crate::load_file(std::path::PathBuf::from(&args[1]))
}else{
None
}.unwrap_or(crate::default_models());
let mut physics=crate::physics::PhysicsState::default();
physics.load_user_settings(&user_settings);
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
graphics.load_user_settings(&user_settings);
graphics.generate_models(&context.device,&context.queue,indexed_model_instances);
Self{
user_settings,
window,
graphics,
physics,
}
}
fn into_context<'a>(self,setup_context:crate::setup::SetupContext)->WindowContext<'a>{
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
WindowContext{
manual_mouse_lock:false,
mouse:crate::physics::MouseState::default(),
//make sure to update this!!!!!
screen_size,
user_settings:self.user_settings,
window:self.window,
physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
}
}
pub fn into_worker<'a>(self,setup_context:crate::setup::SetupContext)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
let mut window_context=self.into_context(setup_context);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
window_context.window.request_redraw();
}
WindowInstruction::WindowEvent(window_event)=>{
window_context.window_event(ins.time,window_event);
},
WindowInstruction::DeviceEvent(device_event)=>{
window_context.device_event(ins.time,device_event);
},
WindowInstruction::Resize(size)=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size,window_context.user_settings.clone())
}
).unwrap();
}
WindowInstruction::Render=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
}
).unwrap();
}
}
})
}
}

@ -2,68 +2,16 @@ use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::Mutex;
//WorkerPool
struct Pool(u32);
enum PoolOrdering{
Single,//single thread cannot get out of order
Ordered(u32),//order matters and should be buffered/dropped according to ControlFlow
Unordered(u32),//order does not matter
}
//WorkerInput
enum Input{
//no input, workers have everything needed at creation
None,
//Immediate input to any available worker, dropped if they are overflowing (all workers are busy)
Immediate,
//Queued input is ordered, but serial jobs that mutate state (such as running physics) can only be done with a single worker
Queued,//"Fifo"
//Query a function to get next input when a thread becomes available
//worker stops querying when Query function returns None and dies after all threads complete
//lifetimes sound crazy on this one
Query,
//Queue of length one, the input is replaced if it is submitted twice before the current work finishes
Mailbox,
}
//WorkerOutput
enum Output{
None(Pool),
Realtime(PoolOrdering),//outputs are dropped if they are out of order and order is demanded
Buffered(PoolOrdering),//outputs are held back internally if they are out of order and order is demanded
}
//It would be possible to implement all variants
//with a query input function and callback output function but I'm not sure if that's worth it.
//Immediate = Condvar
//Queued = receiver.recv()
//a callback function would need to use an async runtime!
//realtime output is an arc mutex of the output value that is assigned every time a worker completes a job
//buffered output produces a receiver object that can be passed to the creation of another worker
//when ordering is requested, output is ordered by the order each thread is run
//which is the same as the order that the input data is processed except for Input::None which has no input data
//WorkerDescription
struct Description{
input:Input,
output:Output,
}
//The goal here is to have a worker thread that parks itself when it runs out of work.
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
//Previous values do not matter as soon as a new value is produced, which is why it's called "Realtime"
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
/*
QR = WorkerDescription{
input:Queued,
output:Realtime(Single),
}
*/
pub struct QRWorker<Task:Send,Value:Clone>{
pub struct Worker<Task:Send,Value:Clone> {
sender: mpsc::Sender<Task>,
value:Arc<Mutex<Value>>,
}
impl<Task:Send+'static,Value:Clone+Send+'static> QRWorker<Task,Value>{
impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
pub fn new<F:FnMut(Task)->Value+Send+'static>(value:Value,mut f:F) -> Self {
let (sender, receiver) = mpsc::channel::<Task>();
let ret=Self {
@ -97,79 +45,28 @@ impl<Task:Send+'static,Value:Clone+Send+'static> QRWorker<Task,Value>{
}
}
/*
QN = WorkerDescription{
input:Queued,
output:None(Single),
}
*/
//None Output Worker does all its work internally from the perspective of the work submitter
pub struct QNWorker<'a,Task:Send>{
sender: mpsc::Sender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
pub struct CompatWorker<Task,Value:Clone,F>{
data:std::marker::PhantomData<Task>,
f:F,
value:Value,
}
impl<'a,Task:Send+'a> QNWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->QNWorker<'a,Task>{
let (sender,receiver)=mpsc::channel::<Task>();
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
impl<Task,Value:Clone,F:FnMut(Task)->Value> CompatWorker<Task,Value,F> {
pub fn new(value:Value,f:F) -> Self {
Self {
f,
value,
data:std::marker::PhantomData,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
self.sender.send(task)
}
}
/*
IN = WorkerDescription{
input:Immediate,
output:None(Single),
}
*/
//Inputs are dropped if the worker is busy
pub struct INWorker<'a,Task:Send>{
sender: mpsc::SyncSender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
pub fn send(&mut self,task:Task)->Result<(),()>{
self.value=(self.f)(task);
Ok(())
}
impl<'a,Task:Send+'a> INWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->INWorker<'a,Task>{
let (sender,receiver)=mpsc::sync_channel::<Task>(1);
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
}
}
//blocking!
pub fn blocking_send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn send(&self,task:Task)->Result<(), mpsc::TrySendError<Task>>{
self.sender.try_send(task)
pub fn grab_clone(&self)->Value{
self.value.clone()
}
}
@ -177,7 +74,7 @@ impl<'a,Task:Send+'a> INWorker<'a,Task>{
fn test_worker() {
println!("hiiiii");
// Create the worker thread
let worker=QRWorker::new(crate::physics::Body::with_pva(crate::integer::Planar64Vec3::ZERO,crate::integer::Planar64Vec3::ZERO,crate::integer::Planar64Vec3::ZERO),
let worker = Worker::new(crate::physics::Body::with_pva(crate::integer::Planar64Vec3::ZERO,crate::integer::Planar64Vec3::ZERO,crate::integer::Planar64Vec3::ZERO),
|_|crate::physics::Body::with_pva(crate::integer::Planar64Vec3::ONE,crate::integer::Planar64Vec3::ONE,crate::integer::Planar64Vec3::ONE)
);

@ -1,69 +0,0 @@
use crate::integer::{Time,Planar64Vec3};
use crate::instruction::TimedInstruction;
/// A C0 continuous trajectory change.
enum TrajectoryC0{
TargetPointFuture(Planar64Vec3,Time),
TargetVelocityFuture(Planar64Vec3,Time),
UseAcceleration(Planar64Vec3),
}
/// A C1 continuous trajectory change.
enum TrajectoryC1{
TargetPointVelocityFuture(Planar64Vec3,Planar64Vec3,Time),
UseVelocityAcceleration(Planar64Vec3,Planar64Vec3),
TargetPointAcceleration(Planar64Vec3,Planar64Vec3),
}
struct Trajectory{
position:Planar64Vec3,
velocity:Planar64Vec3,
acceleration:Planar64Vec3,
}
impl Trajectory{
pub fn into_body(self,time:Time)->crate::physics::Body{
crate::physics::Body::new(self.position,self.velocity,self.acceleration,time)
}
}
//literally option... Option<Option<T>> doesn't seem ergonomic but is effectively what's needed
enum Edit<T>{
Change(T),
Unchanged,
}
/// Each property is specified as either changed or staying the same
struct EditAttributes{}
struct EditStyleModifiers{}
enum Instruction{
/// Keep Position, edit Velocity and Acceleration
ContinueTrajectoryC0(TrajectoryC0),
/// Keep Position and Velocity, edit acceleration
ContinueTrajectoryC1(TrajectoryC1),
/// Teleport to a new Position, Velocity, and Acceleration
NewTrajectory(Trajectory),
/// Change the object transform (teleport) This is also how the object must rotate!
EditTransform(crate::integer::Planar64Affine3),
/// Change specific attributes
EditAttributes(EditAttributes),
/// Change specific style modifiers
EditStyleModifiers(EditStyleModifiers),
}
// The moving platform script init function returns this object's initial state
struct Dynamic{
/// somehow allow a mutable state function to control the whole thing
pub next_instruction:Option<TimedInstruction<Instruction>>,
pub update:Box<dyn FnMut(TimedInstruction<Instruction>)->Option<TimedInstruction<Instruction>>>,
}
impl crate::instruction::InstructionEmitter<Instruction> for Dynamic{
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<Instruction>>{
self.next_instruction
}
}
impl crate::instruction::InstructionConsumer<Instruction> for Dynamic{
fn process_instruction(&mut self,instruction:TimedInstruction<Instruction>){
self.next_instruction=(self.update)(instruction);
}
}

@ -6,7 +6,7 @@ pub fn zeroes2(a0:Planar64,a1:Planar64,a2:Planar64) -> Vec<Planar64>{
if a2==Planar64::ZERO{
return zeroes1(a0, a1);
}
let radicand=a1.get() as i128*a1.get() as i128-a2.get() as i128*a0.get() as i128*4;
let mut radicand=a1.get() as i128*a1.get() as i128-a2.get() as i128*a0.get() as i128*4;
if 0<radicand {
//start with f64 sqrt
let planar_radicand=Planar64::raw(unsafe{(radicand as f64).sqrt().to_int_unchecked()});

@ -1 +0,0 @@
mangohud ../target/release/strafe-client bhop_maps/5692113331.rbxm

@ -1 +0,0 @@
/run/media/quat/Files/Documents/map-files/verify-scripts/maps/bhop_all/

@ -1 +0,0 @@
cargo build --release --target x86_64-pc-windows-gnu

@ -1,4 +0,0 @@
mkdir -p ../target/demo
mv ../target/x86_64-pc-windows-gnu/release/strafe-client.exe ../target/demo/strafe-client.exe
rm ../target/demo.7z
7z a -t7z -mx=9 -mfb=273 -ms -md=31 -myx=9 -mtm=- -mmt -mmtf -md=1536m -mmf=bt3 -mmc=10000 -mpb=0 -mlc=0 ../target/demo.7z ../target/demo

@ -1 +0,0 @@
mangohud ../target/release/strafe-client "$1"

@ -1,4 +0,0 @@
[camera]
sensitivity_x=98384
fov_y=1.0
#fov_x_from_y_ratio=1.33333333333333333333333333333333

@ -1 +0,0 @@
/run/media/quat/Files/Documents/map-files/verify-scripts/maps/surf_all/

@ -1 +0,0 @@
/run/media/quat/Files/Documents/map-files/verify-scripts/textures/dds/

@ -1 +0,0 @@
mangohud ../target/release/strafe-client bhop_maps/5692152916.rbxm

@ -1 +0,0 @@
mangohud ../target/release/strafe-client surf_maps/5692145408.rbxm