Compare commits
5 Commits
load_roblo
...
load_roblo
Author | SHA1 | Date | |
---|---|---|---|
18825ecedb | |||
3f4c3c4710 | |||
3c583e9181 | |||
6b3a5d3ba2 | |||
1570d1547d |
2
Cargo.lock
generated
2
Cargo.lock
generated
@ -1645,7 +1645,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
|
||||
|
||||
[[package]]
|
||||
name = "strafe-client"
|
||||
version = "0.3.0"
|
||||
version = "0.2.0"
|
||||
dependencies = [
|
||||
"async-executor",
|
||||
"bytemuck",
|
||||
|
@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "strafe-client"
|
||||
version = "0.3.0"
|
||||
version = "0.2.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
2866
models/teapot.obj
2866
models/teapot.obj
File diff suppressed because it is too large
Load Diff
857
src/body.rs
857
src/body.rs
@ -1,857 +0,0 @@
|
||||
use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruction}, zeroes::zeroes2};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum PhysicsInstruction {
|
||||
CollisionStart(RelativeCollision),
|
||||
CollisionEnd(RelativeCollision),
|
||||
SetControlDir(glam::Vec3),
|
||||
StrafeTick,
|
||||
Jump,
|
||||
SetWalkTargetVelocity(glam::Vec3),
|
||||
RefreshWalkTarget,
|
||||
ReachWalkTargetVelocity,
|
||||
// Water,
|
||||
// Spawn(
|
||||
// Option<SpawnId>,
|
||||
// bool,//true = Trigger; false = teleport
|
||||
// bool,//true = Force
|
||||
// )
|
||||
}
|
||||
|
||||
pub struct Body {
|
||||
position: glam::Vec3,//I64 where 2^32 = 1 u
|
||||
velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
|
||||
acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
|
||||
time: TIME,//nanoseconds x xxxxD!
|
||||
}
|
||||
trait MyHash{
|
||||
fn hash(&self) -> u64;
|
||||
}
|
||||
impl MyHash for Body {
|
||||
fn hash(&self) -> u64 {
|
||||
let mut hasher=std::collections::hash_map::DefaultHasher::new();
|
||||
for &el in self.position.as_ref().iter() {
|
||||
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
|
||||
}
|
||||
for &el in self.velocity.as_ref().iter() {
|
||||
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
|
||||
}
|
||||
for &el in self.acceleration.as_ref().iter() {
|
||||
std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
|
||||
}
|
||||
std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
|
||||
return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
|
||||
}
|
||||
}
|
||||
|
||||
pub enum MoveRestriction {
|
||||
Air,
|
||||
Water,
|
||||
Ground,
|
||||
Ladder,//multiple ladders how
|
||||
}
|
||||
|
||||
enum MouseInterpolation {
|
||||
First,//just checks the last value
|
||||
Lerp,//lerps between
|
||||
}
|
||||
|
||||
enum InputInstruction {
|
||||
MoveMouse(glam::IVec2),
|
||||
Jump(bool),
|
||||
}
|
||||
|
||||
struct InputState {
|
||||
controls: u32,
|
||||
mouse_interpolation: MouseInterpolation,
|
||||
time: TIME,
|
||||
}
|
||||
|
||||
impl InputState {
|
||||
pub fn get_control(&self,control:u32) -> bool {
|
||||
self.controls&control!=0
|
||||
}
|
||||
pub fn process_instruction(&mut self,ins:InputInstruction){
|
||||
match ins {
|
||||
InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"),
|
||||
InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MouseInterpolationState {
|
||||
interpolation: MouseInterpolation,
|
||||
time0: TIME,
|
||||
time1: TIME,
|
||||
mouse0: glam::IVec2,
|
||||
mouse1: glam::IVec2,
|
||||
}
|
||||
|
||||
impl MouseInterpolationState {
|
||||
pub fn move_mouse(&mut self,time:TIME,pos:glam::IVec2){
|
||||
self.time0=self.time1;
|
||||
self.mouse0=self.mouse1;
|
||||
self.time1=time;
|
||||
self.mouse1=pos;
|
||||
}
|
||||
pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
|
||||
match self.interpolation {
|
||||
MouseInterpolation::First => self.mouse0,
|
||||
MouseInterpolation::Lerp => {
|
||||
let m0=self.mouse0.as_i64vec2();
|
||||
let m1=self.mouse1.as_i64vec2();
|
||||
//these are deltas
|
||||
let t1t=(self.time1-time) as i64;
|
||||
let tt0=(time-self.time0) as i64;
|
||||
let dt=(self.time1-self.time0) as i64;
|
||||
((m0*t1t+m1*tt0)/dt).as_ivec2()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub enum WalkEnum{
|
||||
Reached,
|
||||
Transient,
|
||||
Invalid,
|
||||
}
|
||||
pub struct WalkState {
|
||||
pub target_velocity: glam::Vec3,
|
||||
pub target_time: TIME,
|
||||
pub state: WalkEnum,
|
||||
}
|
||||
impl WalkState {
|
||||
pub fn new() -> Self {
|
||||
Self{
|
||||
target_velocity:glam::Vec3::ZERO,
|
||||
target_time:0,
|
||||
state:WalkEnum::Invalid,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
pub hitbox_halfsize: glam::Vec3,
|
||||
pub contacts: std::collections::HashSet::<RelativeCollision>,
|
||||
//pub intersections: Vec<ModelId>,
|
||||
//temp
|
||||
pub models_cringe_clone: Vec<Model>,
|
||||
pub temp_control_dir: glam::Vec3,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
//pub camera: Camera,
|
||||
//pub mouse_interpolation: MouseInterpolationState,
|
||||
pub time: TIME,
|
||||
pub strafe_tick_num: TIME,
|
||||
pub strafe_tick_den: TIME,
|
||||
pub tick: u32,
|
||||
pub mv: f32,
|
||||
pub walk: WalkState,
|
||||
pub walkspeed: f32,
|
||||
pub friction: f32,
|
||||
pub walk_accel: f32,
|
||||
pub gravity: glam::Vec3,
|
||||
pub grounded: bool,
|
||||
pub jump_trying: bool,
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
|
||||
pub enum AabbFace{
|
||||
Right,//+X
|
||||
Top,
|
||||
Back,
|
||||
Left,
|
||||
Bottom,
|
||||
Front,
|
||||
}
|
||||
|
||||
pub struct Aabb {
|
||||
min: glam::Vec3,
|
||||
max: glam::Vec3,
|
||||
}
|
||||
|
||||
impl Aabb {
|
||||
// const FACE_DATA: [[f32; 3]; 6] = [
|
||||
// [0.0f32, 0., 1.],
|
||||
// [0.0f32, 0., -1.],
|
||||
// [1.0f32, 0., 0.],
|
||||
// [-1.0f32, 0., 0.],
|
||||
// [0.0f32, 1., 0.],
|
||||
// [0.0f32, -1., 0.],
|
||||
// ];
|
||||
const VERTEX_DATA: [glam::Vec3; 8] = [
|
||||
glam::vec3(1., -1., -1.),
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., -1., -1.),
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(1., -1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
glam::vec3(1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(1., -1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
|
||||
pub fn new() -> Self {
|
||||
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
|
||||
}
|
||||
|
||||
pub fn grow(&mut self, point:glam::Vec3){
|
||||
self.min=self.min.min(point);
|
||||
self.max=self.max.max(point);
|
||||
}
|
||||
|
||||
pub fn normal(face:AabbFace) -> glam::Vec3 {
|
||||
match face {
|
||||
AabbFace::Right => glam::vec3(1.,0.,0.),
|
||||
AabbFace::Top => glam::vec3(0.,1.,0.),
|
||||
AabbFace::Back => glam::vec3(0.,0.,1.),
|
||||
AabbFace::Left => glam::vec3(-1.,0.,0.),
|
||||
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
|
||||
AabbFace::Front => glam::vec3(0.,0.,-1.),
|
||||
}
|
||||
}
|
||||
pub fn unit_vertices() -> [glam::Vec3;8] {
|
||||
return Self::VERTEX_DATA;
|
||||
}
|
||||
pub fn unit_face_vertices(face:AabbFace) -> [glam::Vec3;4] {
|
||||
match face {
|
||||
AabbFace::Right => Self::VERTEX_DATA_RIGHT,
|
||||
AabbFace::Top => Self::VERTEX_DATA_TOP,
|
||||
AabbFace::Back => Self::VERTEX_DATA_BACK,
|
||||
AabbFace::Left => Self::VERTEX_DATA_LEFT,
|
||||
AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
|
||||
AabbFace::Front => Self::VERTEX_DATA_FRONT,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//pretend to be using what we want to eventually do
|
||||
type TreyMeshFace = AabbFace;
|
||||
type TreyMesh = Aabb;
|
||||
|
||||
pub struct Model {
|
||||
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
|
||||
//in this iteration, all it needs is extents.
|
||||
transform: glam::Mat4,
|
||||
}
|
||||
|
||||
impl Model {
|
||||
pub fn new(transform:glam::Mat4) -> Self {
|
||||
Self{transform}
|
||||
}
|
||||
pub fn unit_vertices(&self) -> [glam::Vec3;8] {
|
||||
Aabb::unit_vertices()
|
||||
}
|
||||
pub fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for &vertex in self.unit_vertices().iter() {
|
||||
aabb.grow(glam::Vec4Swizzles::xyz(self.transform*vertex.extend(1.0)));
|
||||
}
|
||||
return aabb;
|
||||
}
|
||||
pub fn unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
|
||||
Aabb::unit_face_vertices(face)
|
||||
}
|
||||
pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
|
||||
let mut aabb=self.mesh();
|
||||
//in this implementation face = worldspace aabb face
|
||||
match face {
|
||||
AabbFace::Right => aabb.min.x=aabb.max.x,
|
||||
AabbFace::Top => aabb.min.y=aabb.max.y,
|
||||
AabbFace::Back => aabb.min.z=aabb.max.z,
|
||||
AabbFace::Left => aabb.max.x=aabb.min.x,
|
||||
AabbFace::Bottom => aabb.max.y=aabb.min.y,
|
||||
AabbFace::Front => aabb.max.z=aabb.min.z,
|
||||
}
|
||||
return aabb;
|
||||
}
|
||||
pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
|
||||
glam::Vec4Swizzles::xyz(Aabb::normal(face).extend(0.0))//this is wrong for scale
|
||||
}
|
||||
}
|
||||
|
||||
//need non-face (full model) variant for CanCollide false objects
|
||||
//OR have a separate list from contacts for model intersection
|
||||
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
|
||||
pub struct RelativeCollision {
|
||||
face: TreyMeshFace,//just an id
|
||||
model: u32,//using id to avoid lifetimes
|
||||
}
|
||||
|
||||
impl RelativeCollision {
|
||||
pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
|
||||
return models.get(self.model as usize).unwrap().face_mesh(self.face)
|
||||
}
|
||||
pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
|
||||
return models.get(self.model as usize).unwrap().face_normal(self.face)
|
||||
}
|
||||
}
|
||||
|
||||
pub type TIME = i64;
|
||||
|
||||
impl Body {
|
||||
pub fn with_pva(position:glam::Vec3,velocity:glam::Vec3,acceleration:glam::Vec3) -> Self {
|
||||
Self{
|
||||
position,
|
||||
velocity,
|
||||
acceleration,
|
||||
time: 0,
|
||||
}
|
||||
}
|
||||
pub fn extrapolated_position(&self,time: TIME)->glam::Vec3{
|
||||
let dt=(time-self.time) as f64/1_000_000_000f64;
|
||||
self.position+self.velocity*(dt as f32)+self.acceleration*((0.5*dt*dt) as f32)
|
||||
}
|
||||
pub fn extrapolated_velocity(&self,time: TIME)->glam::Vec3{
|
||||
let dt=(time-self.time) as f64/1_000_000_000f64;
|
||||
self.velocity+self.acceleration*(dt as f32)
|
||||
}
|
||||
pub fn advance_time(&mut self, time: TIME){
|
||||
self.position=self.extrapolated_position(time);
|
||||
self.velocity=self.extrapolated_velocity(time);
|
||||
self.time=time;
|
||||
}
|
||||
}
|
||||
|
||||
impl PhysicsState {
|
||||
//tickless gaming
|
||||
pub fn run(&mut self, time_limit:TIME){
|
||||
//prepare is ommitted - everything is done via instructions.
|
||||
while let Some(instruction) = self.next_instruction(time_limit) {//collect
|
||||
//advance
|
||||
//self.advance_time(instruction.time);
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
//write hash lol
|
||||
}
|
||||
}
|
||||
|
||||
pub fn advance_time(&mut self, time: TIME){
|
||||
self.body.advance_time(time);
|
||||
self.time=time;
|
||||
}
|
||||
|
||||
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=velocity.dot(n);
|
||||
if d<0f32{
|
||||
(*velocity)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=acceleration.dot(n);
|
||||
if d<0f32{
|
||||
(*acceleration)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
return Some(TimedInstruction{
|
||||
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
//only poll the physics if there is a before and after mouse event
|
||||
instruction:PhysicsInstruction::StrafeTick
|
||||
});
|
||||
}
|
||||
|
||||
//state mutated on collision:
|
||||
//Accelerator
|
||||
//stair step-up
|
||||
|
||||
//state mutated on instruction
|
||||
//change fly acceleration (fly_sustain)
|
||||
//change fly velocity
|
||||
|
||||
//generic event emmiters
|
||||
//PlatformStandTime
|
||||
//walk/swim/air/ladder sounds
|
||||
//VState?
|
||||
|
||||
//falling under the map
|
||||
// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
// if self.body.position<self.world.min_y {
|
||||
// return Some(TimedInstruction{
|
||||
// time:self.time,
|
||||
// instruction:PhysicsInstruction::Trigger(None)
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn next_water_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
// return Some(TimedInstruction{
|
||||
// time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
// //only poll the physics if there is a before and after mouse event
|
||||
// instruction:PhysicsInstruction::Water
|
||||
// });
|
||||
// }
|
||||
|
||||
fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//check if you have a valid walk state and create an instruction
|
||||
if self.grounded{
|
||||
match self.walk.state{
|
||||
WalkEnum::Transient=>Some(TimedInstruction{
|
||||
time:self.walk.target_time,
|
||||
instruction:PhysicsInstruction::ReachWalkTargetVelocity
|
||||
}),
|
||||
WalkEnum::Invalid=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction:PhysicsInstruction::RefreshWalkTarget,
|
||||
}),
|
||||
WalkEnum::Reached=>None,
|
||||
}
|
||||
}else{
|
||||
return None;
|
||||
}
|
||||
}
|
||||
fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for vertex in Aabb::unit_vertices(){
|
||||
aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
|
||||
}
|
||||
aabb
|
||||
}
|
||||
fn predict_collision_end(&self,time:TIME,time_limit:TIME,collision_data:&RelativeCollision) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//must treat cancollide false objects differently: you may not exit through the same face you entered.
|
||||
//RelativeCollsion must reference the full model instead of a particular face
|
||||
//this is Ctrl+C Ctrl+V of predict_collision_start but with v=-v before the calc and t=-t after the calc
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut exit_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(collision_data.model as usize).unwrap().mesh();
|
||||
let (v,a)=(-self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
match collision_data.face {
|
||||
AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Left=>{
|
||||
//generate event if v.x<0||a.x<0
|
||||
if -v.x<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
}
|
||||
},
|
||||
AabbFace::Right=>{
|
||||
//generate event if 0<v.x||0<a.x
|
||||
if 0f32<(-v.x){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect y
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Bottom=>{
|
||||
//generate event if v.y<0||a.y<0
|
||||
if -v.y<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
}
|
||||
},
|
||||
AabbFace::Top=>{
|
||||
//generate event if 0<v.y||0<a.y
|
||||
if 0f32<(-v.y){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect z
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Front=>{
|
||||
//generate event if v.z<0||a.z<0
|
||||
if -v.z<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
}
|
||||
},
|
||||
AabbFace::Back=>{
|
||||
//generate event if 0<v.z||0<a.z
|
||||
if 0f32<(-v.z){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
}
|
||||
},
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = exit_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut best_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
|
||||
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect y
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect z
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = best_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionStart(RelativeCollision {
|
||||
face,
|
||||
model: model_id
|
||||
})
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState {
|
||||
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
|
||||
fn next_instruction(&self,time_limit:TIME) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//JUST POLLING!!! NO MUTATION
|
||||
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
|
||||
//check for collision stop instructions with curent contacts
|
||||
for collision_data in self.contacts.iter() {
|
||||
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
|
||||
}
|
||||
//check for collision start instructions (against every part in the game with no optimization!!)
|
||||
for i in 0..self.models_cringe_clone.len() {
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
|
||||
}
|
||||
if self.grounded {
|
||||
//walk maintenance
|
||||
collector.collect(self.next_walk_instruction());
|
||||
}else{
|
||||
//check to see when the next strafe tick is
|
||||
collector.collect(self.next_strafe_instruction());
|
||||
}
|
||||
collector.instruction()
|
||||
}
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
_=>println!("{:?}",ins),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::SetWalkTargetVelocity(_)
|
||||
|PhysicsInstruction::SetControlDir(_) => self.time=ins.time,//TODO: queue instructions
|
||||
PhysicsInstruction::RefreshWalkTarget
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick
|
||||
|PhysicsInstruction::Jump => self.advance_time(ins.time),
|
||||
}
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::CollisionStart(c) => {
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.contacts.insert(c);
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(c) => {
|
||||
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
let mut a=self.gravity;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetControlDir(control_dir)=>{
|
||||
self.temp_control_dir=control_dir;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
|
||||
let d=self.body.velocity.dot(self.temp_control_dir);
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*self.temp_control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::Jump => {
|
||||
self.grounded=false;//do I need this?
|
||||
let mut v=self.body.velocity+glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||
//precisely set velocity
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
},
|
||||
PhysicsInstruction::RefreshWalkTarget => {
|
||||
//calculate acceleration yada yada
|
||||
if self.grounded{
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
let mut target_diff=v-self.body.velocity;
|
||||
target_diff.y=0f32;
|
||||
if target_diff==glam::Vec3::ZERO{
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
}else{
|
||||
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
|
||||
let time_delta=target_diff.length()/accel;
|
||||
let mut a=target_diff/time_delta;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
|
||||
self.walk.state=WalkEnum::Transient;
|
||||
}
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetWalkTargetVelocity(v) => {
|
||||
self.walk.target_velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
803
src/framework.rs
803
src/framework.rs
@ -6,419 +6,438 @@ use std::time::Instant;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
|
||||
use winit::{
|
||||
event::{self, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
event::{self, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
};
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
|
||||
use std::{mem::size_of, slice::from_raw_parts};
|
||||
use std::{mem::size_of, slice::from_raw_parts};
|
||||
|
||||
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
|
||||
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub enum ShaderStage {
|
||||
Vertex,
|
||||
Fragment,
|
||||
Compute,
|
||||
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, event: WindowEvent);
|
||||
fn move_mouse(&mut self, delta: (f64,f64));
|
||||
fn render(
|
||||
&mut self,
|
||||
view: &wgpu::TextureView,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
spawner: &Spawner,
|
||||
);
|
||||
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, event: WindowEvent);
|
||||
fn move_mouse(&mut self, delta: (f64,f64));
|
||||
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>,
|
||||
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,
|
||||
offscreen_canvas: OffscreenCanvas,
|
||||
bitmap_renderer: ImageBitmapRenderingContext,
|
||||
}
|
||||
|
||||
async fn setup<E: Example>(title: &str) -> Setup {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
env_logger::init();
|
||||
};
|
||||
#[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();
|
||||
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")]
|
||||
{
|
||||
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;
|
||||
#[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 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 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");
|
||||
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,
|
||||
})
|
||||
}
|
||||
}
|
||||
};
|
||||
offscreen_canvas_setup = Some(OffscreenCanvasSetup {
|
||||
offscreen_canvas,
|
||||
bitmap_renderer,
|
||||
})
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
log::info!("Initializing the surface...");
|
||||
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 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();
|
||||
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();
|
||||
#[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 = wgpu::util::initialize_adapter_from_env_or_default(&instance, Some(&surface))
|
||||
.await
|
||||
.expect("No suitable GPU adapters found on the system!");
|
||||
(size, surface)
|
||||
};
|
||||
let adapter = wgpu::util::initialize_adapter_from_env_or_default(&instance, Some(&surface))
|
||||
.await
|
||||
.expect("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);
|
||||
}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let adapter_info = adapter.get_info();
|
||||
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
|
||||
}
|
||||
|
||||
let optional_features = E::optional_features();
|
||||
let required_features = E::required_features();
|
||||
let adapter_features = adapter.features();
|
||||
assert!(
|
||||
adapter_features.contains(required_features),
|
||||
"Adapter does not support required features for this example: {:?}",
|
||||
required_features - adapter_features
|
||||
);
|
||||
let optional_features = E::optional_features();
|
||||
let required_features = E::required_features();
|
||||
let adapter_features = adapter.features();
|
||||
assert!(
|
||||
adapter_features.contains(required_features),
|
||||
"Adapter does not support required features for this example: {:?}",
|
||||
required_features - adapter_features
|
||||
);
|
||||
|
||||
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
|
||||
);
|
||||
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());
|
||||
// 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!");
|
||||
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,
|
||||
}
|
||||
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,
|
||||
#[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);
|
||||
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!("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();
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let mut last_frame_inst = Instant::now();
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let (mut frame_count, mut accum_time) = (0, 0.0);
|
||||
|
||||
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::R),
|
||||
state: event::ElementState::Pressed,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
println!("{:#?}", instance.generate_report());
|
||||
}
|
||||
_ => {
|
||||
example.update(event);
|
||||
}
|
||||
},
|
||||
event::Event::DeviceEvent {
|
||||
event:
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,
|
||||
},
|
||||
..
|
||||
} => {
|
||||
example.move_mouse(delta);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
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();
|
||||
|
||||
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()
|
||||
});
|
||||
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::R),
|
||||
state: event::ElementState::Pressed,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
println!("{:#?}", instance.generate_report());
|
||||
}
|
||||
_ => {
|
||||
example.update(event);
|
||||
}
|
||||
},
|
||||
event::Event::DeviceEvent {
|
||||
event:
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,
|
||||
},
|
||||
..
|
||||
} => {
|
||||
example.move_mouse(delta);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
accum_time += last_frame_inst.elapsed().as_secs_f32();
|
||||
last_frame_inst = Instant::now();
|
||||
frame_count += 1;
|
||||
if frame_count == 100 {
|
||||
println!(
|
||||
"Avg frame time {}ms",
|
||||
accum_time * 1000.0 / frame_count as f32
|
||||
);
|
||||
accum_time = 0.0;
|
||||
frame_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
example.render(&view, &device, &queue, &spawner);
|
||||
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()
|
||||
});
|
||||
|
||||
frame.present();
|
||||
example.render(&view, &device, &queue, &spawner);
|
||||
|
||||
#[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);
|
||||
frame.present();
|
||||
|
||||
log::info!("Transferring OffscreenCanvas to ImageBitmapRenderer");
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
#[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>,
|
||||
executor: async_executor::LocalExecutor<'a>,
|
||||
}
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
impl<'a> Spawner<'a> {
|
||||
fn new() -> Self {
|
||||
Self {
|
||||
executor: async_executor::LocalExecutor::new(),
|
||||
}
|
||||
}
|
||||
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();
|
||||
}
|
||||
#[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() {}
|
||||
}
|
||||
fn run_until_stalled(&self) {
|
||||
while self.executor.try_tick() {}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
@ -426,69 +445,69 @@ pub struct Spawner {}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
impl Spawner {
|
||||
fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'static) {
|
||||
wasm_bindgen_futures::spawn_local(future);
|
||||
}
|
||||
#[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);
|
||||
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::*;
|
||||
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));
|
||||
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)
|
||||
});
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
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>;
|
||||
}
|
||||
});
|
||||
#[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('?')?;
|
||||
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()?;
|
||||
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);
|
||||
}
|
||||
}
|
||||
if key == search_key {
|
||||
return Some(value);
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
None
|
||||
}
|
||||
|
||||
// This allows treating the framework as a standalone example,
|
||||
|
@ -1,48 +0,0 @@
|
||||
#[derive(Debug)]
|
||||
pub struct TimedInstruction<I> {
|
||||
pub time: crate::body::TIME,
|
||||
pub instruction: I,
|
||||
}
|
||||
|
||||
pub trait InstructionEmitter<I> {
|
||||
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
|
||||
}
|
||||
pub trait InstructionConsumer<I> {
|
||||
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
|
||||
}
|
||||
|
||||
//PROPER PRIVATE FIELDS!!!
|
||||
pub struct InstructionCollector<I> {
|
||||
time: crate::body::TIME,
|
||||
instruction: Option<I>,
|
||||
}
|
||||
impl<I> InstructionCollector<I> {
|
||||
pub fn new(time:crate::body::TIME) -> Self {
|
||||
Self{
|
||||
time,
|
||||
instruction:None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
|
||||
match instruction {
|
||||
Some(unwrap_instruction) => {
|
||||
if unwrap_instruction.time<self.time {
|
||||
self.time=unwrap_instruction.time;
|
||||
self.instruction=Some(unwrap_instruction.instruction);
|
||||
}
|
||||
},
|
||||
None => (),
|
||||
}
|
||||
}
|
||||
pub fn instruction(self) -> Option<TimedInstruction<I>> {
|
||||
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
|
||||
match self.instruction {
|
||||
Some(instruction)=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction
|
||||
}),
|
||||
None => None,
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,2 @@
|
||||
pub mod framework;
|
||||
pub mod body;
|
||||
pub mod zeroes;
|
||||
pub mod instruction;
|
||||
pub mod load_roblox;
|
||||
|
@ -1,28 +1,33 @@
|
||||
fn class_is_a(class: &str, superclass: &str) -> bool {
|
||||
if class==superclass {
|
||||
return true
|
||||
}
|
||||
let class_descriptor=rbx_reflection_database::get().classes.get(class);
|
||||
if let Some(descriptor) = &class_descriptor {
|
||||
if let Some(class_super) = &descriptor.superclass {
|
||||
return class_is_a(&class_super, superclass)
|
||||
}
|
||||
}
|
||||
return false
|
||||
if class==superclass {
|
||||
return true
|
||||
}
|
||||
let class_descriptor=rbx_reflection_database::get().classes.get(class);
|
||||
if let Some(descriptor) = &class_descriptor {
|
||||
if let Some(class_super) = &descriptor.superclass {
|
||||
return class_is_a(&class_super, superclass)
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
pub fn get_objects(buf_thing: std::io::BufReader<&[u8]>, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
|
||||
// Using buffered I/O is recommended with rbx_binary
|
||||
let dom = rbx_binary::from_reader(buf_thing)?;
|
||||
|
||||
let mut objects = std::vec::Vec::<rbx_dom_weak::Instance>::new();
|
||||
//move matching instances into objects
|
||||
let (_,mut instances) = dom.into_raw();
|
||||
for (_,instance) in instances.drain() {
|
||||
if class_is_a(instance.class.as_str(), superclass) {
|
||||
objects.push(instance);
|
||||
}
|
||||
}
|
||||
|
||||
return Ok(objects)
|
||||
fn recursive_collect_objects(objects: &mut std::vec::Vec<rbx_dom_weak::types::Ref>,dom: &rbx_dom_weak::WeakDom, instance: &rbx_dom_weak::Instance, superclass: &str){
|
||||
for &referent in instance.children() {
|
||||
if let Some(c) = dom.get_by_ref(referent) {
|
||||
if class_is_a(c.class.as_str(), superclass) {
|
||||
objects.push(c.referent());//copy ref
|
||||
}
|
||||
recursive_collect_objects(objects,dom,c,superclass);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_objects(buf_thing: std::io::BufReader<&[u8]>, superclass: &str) -> Result<(rbx_dom_weak::WeakDom,std::vec::Vec<rbx_dom_weak::types::Ref>), Box<dyn std::error::Error>> {
|
||||
// Using buffered I/O is recommended with rbx_binary
|
||||
let dom = rbx_binary::from_reader(buf_thing)?;
|
||||
|
||||
let mut objects = std::vec::Vec::<rbx_dom_weak::types::Ref>::new();
|
||||
recursive_collect_objects(&mut objects, &dom, dom.root(), superclass);
|
||||
|
||||
return Ok((dom,objects))
|
||||
}
|
||||
|
1520
src/main.rs
1520
src/main.rs
File diff suppressed because it is too large
Load Diff
142
src/shader.wgsl
142
src/shader.wgsl
@ -1,17 +1,17 @@
|
||||
struct SkyOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) sampledir: vec3<f32>,
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) sampledir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct Data {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
// from screen to camera
|
||||
proj_inv: mat4x4<f32>,
|
||||
// from world to camera
|
||||
view: mat4x4<f32>,
|
||||
// camera position
|
||||
cam_pos: vec4<f32>,
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
// from screen to camera
|
||||
proj_inv: mat4x4<f32>,
|
||||
// from world to camera
|
||||
view: mat4x4<f32>,
|
||||
// camera position
|
||||
cam_pos: vec4<f32>,
|
||||
};
|
||||
@group(0)
|
||||
@binding(0)
|
||||
@ -19,53 +19,52 @@ var<uniform> r_data: Data;
|
||||
|
||||
@vertex
|
||||
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
// hacky way to draw a large triangle
|
||||
let tmp1 = i32(vertex_index) / 2;
|
||||
let tmp2 = i32(vertex_index) & 1;
|
||||
let pos = vec4<f32>(
|
||||
f32(tmp1) * 4.0 - 1.0,
|
||||
f32(tmp2) * 4.0 - 1.0,
|
||||
1.0,
|
||||
1.0
|
||||
);
|
||||
// hacky way to draw a large triangle
|
||||
let tmp1 = i32(vertex_index) / 2;
|
||||
let tmp2 = i32(vertex_index) & 1;
|
||||
let pos = vec4<f32>(
|
||||
f32(tmp1) * 4.0 - 1.0,
|
||||
f32(tmp2) * 4.0 - 1.0,
|
||||
1.0,
|
||||
1.0
|
||||
);
|
||||
|
||||
// transposition = inversion for this orthonormal matrix
|
||||
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
|
||||
let unprojected = r_data.proj_inv * pos;
|
||||
// transposition = inversion for this orthonormal matrix
|
||||
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
|
||||
let unprojected = r_data.proj_inv * pos;
|
||||
|
||||
var result: SkyOutput;
|
||||
result.sampledir = inv_model_view * unprojected.xyz;
|
||||
result.position = pos;
|
||||
return result;
|
||||
var result: SkyOutput;
|
||||
result.sampledir = inv_model_view * unprojected.xyz;
|
||||
result.position = pos;
|
||||
return result;
|
||||
}
|
||||
|
||||
struct GroundOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(4) pos: vec3<f32>,
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(4) pos: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
|
||||
// hacky way to draw two triangles that make a square
|
||||
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
|
||||
let tmp2 = i32(vertex_index)&1;
|
||||
let pos = vec3<f32>(
|
||||
f32(tmp1) * 2.0 - 1.0,
|
||||
0.0,
|
||||
f32(tmp2) * 2.0 - 1.0
|
||||
) * 160.0;
|
||||
// hacky way to draw two triangles that make a square
|
||||
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
|
||||
let tmp2 = i32(vertex_index)&1;
|
||||
let pos = vec3<f32>(
|
||||
f32(tmp1) * 2.0 - 1.0,
|
||||
0.0,
|
||||
f32(tmp2) * 2.0 - 1.0
|
||||
) * 160.0;
|
||||
|
||||
var result: GroundOutput;
|
||||
result.pos = pos;
|
||||
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
|
||||
return result;
|
||||
var result: GroundOutput;
|
||||
result.pos = pos;
|
||||
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
|
||||
return result;
|
||||
}
|
||||
|
||||
struct EntityOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
};
|
||||
|
||||
@group(1)
|
||||
@ -74,17 +73,15 @@ var<uniform> r_EntityTransform: mat4x4<f32>;
|
||||
|
||||
@vertex
|
||||
fn vs_entity(
|
||||
@location(0) pos: vec3<f32>,
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(0) pos: vec3<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
) -> EntityOutput {
|
||||
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutput;
|
||||
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;
|
||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
||||
result.position = r_data.proj * r_data.view * position;
|
||||
return result;
|
||||
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutput;
|
||||
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
||||
result.position = r_data.proj * r_data.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
@group(0)
|
||||
@ -96,36 +93,33 @@ var r_sampler: sampler;
|
||||
|
||||
@fragment
|
||||
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(r_texture, r_sampler, vertex.sampledir);
|
||||
return textureSample(r_texture, r_sampler, vertex.sampledir);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
|
||||
let incident = normalize(vertex.view);
|
||||
let normal = normalize(vertex.normal);
|
||||
let d = dot(normal, incident);
|
||||
let reflected = incident - 2.0 * d * normal;
|
||||
let incident = normalize(vertex.view);
|
||||
let normal = normalize(vertex.normal);
|
||||
let reflected = incident - 2.0 * dot(normal, incident) * normal;
|
||||
|
||||
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
|
||||
let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
|
||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
||||
return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
|
||||
}
|
||||
|
||||
fn modulo_euclidean (a: f32, b: f32) -> f32 {
|
||||
var m = a % b;
|
||||
if (m < 0.0) {
|
||||
if (b < 0.0) {
|
||||
m -= b;
|
||||
} else {
|
||||
m += b;
|
||||
}
|
||||
}
|
||||
return m;
|
||||
var m = a % b;
|
||||
if (m < 0.0) {
|
||||
if (b < 0.0) {
|
||||
m -= b;
|
||||
} else {
|
||||
m += b;
|
||||
}
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
|
||||
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
|
||||
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
|
||||
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
|
||||
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
|
||||
}
|
||||
|
@ -1,8 +0,0 @@
|
||||
|
||||
//something that implements body + hitbox + transform can predict collision
|
||||
impl crate::sweep::PredictCollision for Model {
|
||||
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
|
||||
//math!
|
||||
None
|
||||
}
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
//find roots of polynomials
|
||||
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
|
||||
if a2==0f32{
|
||||
return zeroes1(a0, a1);
|
||||
}
|
||||
let mut radicand=a1*a1-4f32*a2*a0;
|
||||
if 0f32<radicand {
|
||||
radicand=radicand.sqrt();
|
||||
if 0f32<a2 {
|
||||
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
|
||||
} else {
|
||||
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
|
||||
}
|
||||
} else if radicand==0f32 {
|
||||
return vec![-a1/(2f32*a2)];
|
||||
} else {
|
||||
return vec![];
|
||||
}
|
||||
}
|
||||
#[inline]
|
||||
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
|
||||
if a1==0f32{
|
||||
return vec![];
|
||||
} else {
|
||||
return vec![-a0/a1];
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user