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5 Commits

Author SHA1 Message Date
18825ecedb move collision plane up 2 units 2023-09-05 17:46:17 -07:00
3f4c3c4710 load roblox map with epic cube code 2023-09-05 17:46:17 -07:00
3c583e9181 load_roblox module 2023-09-05 17:46:17 -07:00
6b3a5d3ba2 add roblox map 2023-09-05 17:46:17 -07:00
1570d1547d add roblox deps 2023-09-05 17:46:04 -07:00
12 changed files with 1243 additions and 5088 deletions

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

File diff suppressed because it is too large Load Diff

@ -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;
},
}
}
}

@ -279,6 +279,11 @@ fn start<E: Example>(
log::info!("Initializing the example...");
let mut example = E::init(&config, &adapter, &device, &queue);
#[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);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
@ -359,6 +364,20 @@ fn start<E: Example>(
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;
}
}
let frame = match surface.get_current_texture() {
Ok(frame) => frame,

@ -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;

@ -11,18 +11,23 @@ fn class_is_a(class: &str, superclass: &str) -> bool {
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>> {
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::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);
}
}
let mut objects = std::vec::Vec::<rbx_dom_weak::types::Ref>::new();
recursive_collect_objects(&mut objects, &dom, dom.root(), superclass);
return Ok(objects)
return Ok((dom,objects))
}

@ -8,25 +8,22 @@ const IMAGE_SIZE: u32 = 128;
#[repr(C)]
struct Vertex {
pos: [f32; 3],
texture: [f32; 2],
normal: [f32; 3],
}
struct Entity {
index_count: u32,
index_buf: wgpu::Buffer,
vertex_count: u32,
vertex_buf: wgpu::Buffer,
}
//temp?
struct ModelData {
transform: glam::Mat4,
vertex_buf: wgpu::Buffer,
transform: glam::Affine3A,
entities: Vec<Entity>,
}
struct ModelGraphics {
transform: glam::Mat4,
vertex_buf: wgpu::Buffer,
struct Model {
transform: glam::Affine3A,
entities: Vec<Entity>,
bind_group: wgpu::BindGroup,
model_buf: wgpu::Buffer,
@ -34,12 +31,20 @@ struct ModelGraphics {
// Note: we use the Y=up coordinate space in this example.
struct Camera {
time: Instant,
pos: glam::Vec3,
vel: glam::Vec3,
gravity: glam::Vec3,
friction: f32,
screen_size: (u32, u32),
offset: glam::Vec3,
fov: f32,
yaw: f32,
pitch: f32,
controls: u32,
mv: f32,
grounded: bool,
walkspeed: f32,
}
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
@ -92,37 +97,35 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
}
impl Camera {
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
let fov = if self.controls&CONTROL_ZOOM==0 {
self.fov
}else{
self.fov/5.0
};
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
let proj = perspective_rh(fov, aspect, 1.0, 200.0);
let view = (glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32)).inverse();
let proj_inv = proj.inverse();
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
raw[48..51].copy_from_slice(AsRef::<[f32; 3]>::as_ref(&self.pos));
raw[51] = 1.0;//cam_pos is vec4
raw
}
}
pub struct Skybox {
start_time: std::time::Instant,
camera: Camera,
physics: strafe_client::body::PhysicsState,
sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline,
ground_pipeline: wgpu::RenderPipeline,
main_bind_group: wgpu::BindGroup,
camera_buf: wgpu::Buffer,
models: Vec<ModelGraphics>,
models: Vec<Model>,
depth_view: wgpu::TextureView,
staging_belt: wgpu::util::StagingBelt,
}
@ -153,57 +156,43 @@ impl Skybox {
}
}
fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
fn get_transform_uniform_data(transform:&glam::Affine3A) -> [f32; 4*4] {
let mut raw = [0f32; 4*4];
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(*transform))[..]);
raw
}
fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
let data = obj::ObjData::load_buf(&source[..]).unwrap();
let mut vertices = Vec::new();
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
for object in data.objects {
let mut entities = Vec::<Entity>::new();
for group in object.groups {
let mut indices = Vec::new();
vertices.clear();
for poly in group.polys {
for end_index in 2..poly.0.len() {
for &index in &[0, end_index - 1, end_index] {
let vert = poly.0[index];
if let Some(&i)=vertex_index.get(&vert){
indices.push(i);
}else{
let i=vertices.len() as u16;
let obj::IndexTuple(position_id, _texture_id, normal_id) =
poly.0[index];
vertices.push(Vertex {
pos: data.position[vert.0],
texture: data.texture[vert.1.unwrap()],
normal: data.normal[vert.2.unwrap()],
});
vertex_index.insert(vert,i);
indices.push(i);
pos: data.position[position_id],
normal: data.normal[normal_id.unwrap()],
})
}
}
}
}
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
entities.push(Entity {
index_buf,
index_count: indices.len() as u32,
});
}
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
modeldatas.push(ModelData {
transform: glam::Mat4::default(),
entities.push(Entity {
vertex_count: vertices.len() as u32,
vertex_buf,
});
}
modeldatas.push(ModelData {
transform: glam::Affine3A::default(),
entities,
})
}
@ -225,15 +214,13 @@ impl strafe_client::framework::Example for Skybox {
let mut modeldatas = Vec::<ModelData>::new();
add_obj(device,& mut modeldatas,include_bytes!("../models/teslacyberv3.0.obj"));
add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj"));
add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
println!("models.len = {:?}", modeldatas.len());
modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
modeldatas[1].transform=glam::Affine3A::from_translation(glam::vec3(10.,5.,10.));
let input = std::io::BufReader::new(&include_bytes!("../maps/bhop_easyhop.rbxm")[..]);
match strafe_client::load_roblox::get_objects(input, "BasePart") {
Ok(objects)=>{
for object in objects.iter() {
Ok((dom,objects))=>{
for &referent in objects.iter() {
if let Some(object) = dom.get_by_ref(referent) {
if let (
Some(rbx_dom_weak::types::Variant::CFrame(cf)),
Some(rbx_dom_weak::types::Variant::Vector3(size)),
@ -248,6 +235,7 @@ impl strafe_client::framework::Example for Skybox {
continue;
}
//simply draw a box
let mut vertices = Vec::new();
let face_data = [
[0.0f32, 0., 1.],
[0.0f32, 0., -1.],
@ -256,12 +244,6 @@ impl strafe_client::framework::Example for Skybox {
[0.0f32, 1., 0.],
[0.0f32, -1., 0.],
];
let texture_data = [
[1.0f32, 0.],
[0.0f32, 0.],
[0.0f32, 1.],
[1.0f32, 1.],
];
let vertex_data = [
// top (0, 0, 1)
[-1.0f32, -1., 1.],
@ -294,61 +276,43 @@ impl strafe_client::framework::Example for Skybox {
[-1.0f32, -1., -1.],
[1.0f32, -1., -1.],
];
let mut indices = Vec::new();
let mut vertices = Vec::new();
let mut vertex_index = std::collections::HashMap::<usize,u16>::new();
for face in 0..6 {
for end_index in 2..4 {
for &index in &[0, end_index - 1, end_index] {
let vert = face*4+index;
let unique_id=(vert * 1<<0) + (index * 1<<8) + (face * 1<<16);
if let Some(&i)=vertex_index.get(&unique_id){
indices.push(i);
}else{
let i=vertices.len() as u16;
vertices.push(Vertex {
pos: vertex_data[vert],
texture: texture_data[index],
pos: vertex_data[face*4+index],
normal: face_data[face],
});
vertex_index.insert(unique_id,i);
indices.push(i);
})
}
}
}
}
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
let mut entities = Vec::<Entity>::new();
entities.push(Entity {
index_buf,
index_count: indices.len() as u32,
});
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let mut entities = Vec::<Entity>::new();
entities.push(Entity {
vertex_count: vertices.len() as u32,
vertex_buf,
});
modeldatas.push(ModelData {
transform: glam::Mat4::from_translation(
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
transform: glam::Affine3A::from_translation(
glam::Vec3::new(cf.position.x,cf.position.y-13f32,cf.position.z)
)
* glam::Mat4::from_mat3(
* glam::Affine3A::from_mat3(
glam::Mat3::from_cols(
glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
glam::Vec3::new(cf.orientation.x.x,cf.orientation.x.y,cf.orientation.x.z),
glam::Vec3::new(cf.orientation.y.x,cf.orientation.y.y,cf.orientation.y.z),
glam::Vec3::new(cf.orientation.z.x,cf.orientation.z.y,cf.orientation.z.z),
),
)
* glam::Mat4::from_scale(
* glam::Affine3A::from_scale(
glam::Vec3::new(size.x,size.y,size.z)/2.0
),
vertex_buf,
entities,
});
})
}
}
}
},
@ -409,69 +373,28 @@ impl strafe_client::framework::Example for Skybox {
});
let camera = Camera {
time: Instant::now(),
pos: glam::Vec3::new(5.0,0.0,5.0),
vel: glam::Vec3::new(0.0,0.0,0.0),
gravity: glam::Vec3::new(0.0,-100.0,0.0),
friction: 90.0,
screen_size: (config.width, config.height),
offset: glam::Vec3::new(0.0,4.5-2.5,0.0),
offset: glam::Vec3::new(0.0,4.5,0.0),
fov: 1.0, //fov_slope = tan(fov_y/2)
pitch: 0.0,
yaw: 0.0,
controls:0,
};
let physics = strafe_client::body::PhysicsState {
body: strafe_client::body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
time: 0,
tick: 0,
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::vec3(0.0,-100.0,0.0),
friction: 1.2,
walk_accel: 90.0,
mv: 2.7,
grounded: false,
jump_trying: false,
temp_control_dir: glam::Vec3::ZERO,
controls:0,
grounded: true,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(),
models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
walk: strafe_client::body::WalkState::new(),
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
};
let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
let camera_uniforms = camera.to_uniform_data();
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
//drain the modeldata vec so entities can be /moved/ to models.entities
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
for (i,modeldata) in modeldatas.drain(..).enumerate() {
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("ModelGraphics{}",i).as_str()),
contents: bytemuck::cast_slice(&model_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &model_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: model_buf.as_entire_binding(),
},
],
label: Some(format!("ModelGraphics{}",i).as_str()),
});
//all of these are being moved here
models.push(ModelGraphics{
transform: modeldata.transform,
vertex_buf:modeldata.vertex_buf,
entities: modeldata.entities,
bind_group: model_bind_group,
model_buf,
})
}
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
@ -515,7 +438,7 @@ impl strafe_client::framework::Example for Skybox {
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3],
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3],
}],
},
fragment: Some(wgpu::FragmentState {
@ -667,12 +590,38 @@ impl strafe_client::framework::Example for Skybox {
label: Some("Camera"),
});
//drain the modeldata vec so entities can be /moved/ to models.entities
let mut models = Vec::<Model>::new();
for (i,modeldata) in modeldatas.drain(..).enumerate() {
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("Model{}",i).as_str()),
contents: bytemuck::cast_slice(&model_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &model_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: model_buf.as_entire_binding(),
},
],
label: Some(format!("Model{}",i).as_str()),
});
//all of these are being moved here
models.push(Model{
transform: modeldata.transform,
entities: modeldata.entities,
bind_group: model_bind_group,
model_buf: model_buf,
})
}
let depth_view = Self::create_depth_texture(config, device);
Skybox {
start_time: Instant::now(),
camera,
physics,
sky_pipeline,
entity_pipeline,
ground_pipeline,
@ -737,8 +686,8 @@ impl strafe_client::framework::Example for Skybox {
}
fn move_mouse(&mut self, delta: (f64,f64)) {
self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32;
self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32;
self.camera.pitch=(self.camera.pitch as f64+delta.1/-512.) as f32;
self.camera.yaw=(self.camera.yaw as f64+delta.0/-512.) as f32;
}
fn resize(
@ -758,45 +707,44 @@ impl strafe_client::framework::Example for Skybox {
queue: &wgpu::Queue,
_spawner: &strafe_client::framework::Spawner,
) {
let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw);
let time = Instant::now();
//physique
let dt=(time-self.camera.time).as_secs_f32();
self.camera.time=time;
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
let time=self.start_time.elapsed().as_nanos() as i64;
self.physics.run(time);
//ALL OF THIS IS TOTALLY WRONG!!!
let walk_target_velocity=self.physics.walkspeed*control_dir;
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity {
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
});
let d=self.camera.vel.dot(control_dir);
if d<self.camera.mv {
self.camera.vel+=(self.camera.mv-d)*control_dir;
}
if control_dir!=self.physics.temp_control_dir {
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::SetControlDir(control_dir)
});
self.camera.vel+=self.camera.gravity*dt;
self.camera.pos+=self.camera.vel*dt;
if self.camera.pos.y<2.0{
self.camera.pos.y=2.0;
self.camera.vel.y=0.0;
self.camera.grounded=true;
}
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
self.camera.grounded=false;
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.camera.grounded {
let applied_friction=self.camera.friction*dt;
let targetv=control_dir*self.camera.walkspeed;
let diffv=targetv-self.camera.vel;
if applied_friction*applied_friction<diffv.length_squared() {
self.camera.vel+=applied_friction*diffv.normalize();
} else {
self.camera.vel=targetv;
}
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.physics.grounded&&self.physics.jump_trying {
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
time,
instruction:strafe_client::body::PhysicsInstruction::Jump
});
}
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
let camera_uniforms = self.camera.to_uniform_data();
self.staging_belt
.write_buffer(
&mut encoder,
@ -806,7 +754,6 @@ impl strafe_client::framework::Example for Skybox {
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
for model in self.models.iter() {
let model_uniforms = get_transform_uniform_data(&model.transform);
self.staging_belt
@ -852,11 +799,10 @@ impl strafe_client::framework::Example for Skybox {
rpass.set_pipeline(&self.entity_pipeline);
for model in self.models.iter() {
rpass.set_bind_group(1, &model.bind_group, &[]);
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
for entity in model.entities.iter() {
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
rpass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
rpass.draw(0..entity.vertex_count, 0..1);
}
}

@ -63,8 +63,7 @@ fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
struct EntityOutput {
@builtin(position) position: vec4<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(3) view: vec3<f32>,
};
@ -75,13 +74,11 @@ 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(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;
@ -103,13 +100,10 @@ fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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 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);
return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
}
fn modulo_euclidean (a: f32, b: f32) -> f32 {

@ -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];
}
}