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Author SHA1 Message Date
018ef2dd1e wip 2025-01-21 07:15:25 -08:00

@ -28,9 +28,9 @@ use gameplay::ModeState;
// or the only bots which fail are ones exploiting a surgically patched bug.
#[derive(Clone,Copy,Hash,Debug,id::Id,Eq,PartialEq,Ord,PartialOrd)]
pub struct PhysicsVersion(u32);
pub const VERSION:PhysicsVersion=PhysicsVersion(0);
pub const VERSION:PhysicsVersion=PhysicsVersion(1);
const LATEST_COMPATIBLE_VERSION:[u32;1+VERSION.0 as usize]=const{
let compat=[0];
let compat=[0,1];
let mut input_version=0;
while input_version<compat.len(){
@ -200,17 +200,17 @@ fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCol
let normal=contact_normal(models,hitbox_mesh,contact);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
(gravity,target_velocity)
let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
(gravity,target_velocity_clipped)
}
fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){
let normal=contact_normal(models,hitbox_mesh,contact);
let gravity=touching.base_acceleration(models,style,camera,input_state);
let control_dir=style.get_y_control_dir(camera,input_state.controls);
let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
(gravity,target_velocity)
let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity);
(gravity,target_velocity_clipped)
}
#[derive(Default)]
@ -534,20 +534,20 @@ enum MoveState{
}
impl MoveState{
//call this after state.move_state is changed
fn apply_enum(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn apply_enum(&self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
match self{
MoveState::Fly=>body.acceleration=vec3::ZERO,
MoveState::Air=>{
//calculate base acceleration
let a=touching.base_acceleration(models,style,camera,input_state);
//set_acceleration clips according to contacts
set_acceleration(body,touching,models,hitbox_mesh,a);
set_acceleration_cull(body,touching,models,hitbox_mesh,a);
},
_=>(),
}
}
//function to coerce &mut self into &self
fn apply_to_body(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn apply_to_body(&self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
match self{
MoveState::Air=>(),
MoveState::Water=>(),
@ -555,14 +555,14 @@ impl MoveState{
//set velocity according to current control state
let v=style.get_propulsion_control_dir(camera,input_state.controls)*80;
//set_velocity clips velocity according to current touching state
set_velocity(body,touching,models,hitbox_mesh,v);
set_velocity_cull(body,touching,models,hitbox_mesh,v);
},
MoveState::Walk(walk_state)
|MoveState::Ladder(walk_state)
=>{
//accelerate towards walk target or do nothing
let a=walk_state.target.acceleration();
set_acceleration(body,touching,models,hitbox_mesh,a);
set_acceleration_cull(body,touching,models,hitbox_mesh,a);
},
}
}
@ -625,20 +625,20 @@ impl MoveState{
}
}
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn apply_enum_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn apply_input_and_body(&mut self,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
*self=move_state;
//this function call reads the above state that was just set
self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
@ -807,7 +807,7 @@ impl TouchingState{
//TODO: add water
a
}
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{
let contacts=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
crate::push_solve::Contact{
@ -816,9 +816,9 @@ impl TouchingState{
normal:n,
}
}).collect();
*velocity=crate::push_solve::push_solve(&contacts,*velocity);
crate::push_solve::push_solve(&contacts,velocity)
}
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{
let contacts=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
crate::push_solve::Contact{
@ -827,7 +827,7 @@ impl TouchingState{
normal:n,
}
}).collect();
*acceleration=crate::push_solve::push_solve(&contacts,*acceleration);
crate::push_solve::push_solve(&contacts,acceleration)
}
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<InternalInstruction,TimeInner>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,start_time:Time){
// let relative_body=crate::body::VirtualBody::relative(&Body::ZERO,body).body(time);
@ -930,10 +930,10 @@ impl PhysicsState{
self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.set_move_state(move_state,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_input_and_body(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
//state mutated on collision:
//Accelerator
@ -1294,7 +1294,7 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
let mut culled=false;
touching.contacts.retain(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let r=n.dot(v).is_positive();
let r=(n.dot(v)>>52).is_positive();
if r{
culled=true;
}
@ -1303,9 +1303,8 @@ fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsM
set_velocity(body,touching,models,hitbox_mesh,v);
culled
}
fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut v:Planar64Vec3){
touching.constrain_velocity(models,hitbox_mesh,&mut v);
body.velocity=v;
fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3){
body.velocity=touching.constrain_velocity(models,hitbox_mesh,v);;
}
fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3)->bool{
//This is not correct but is better than what I have
@ -1321,9 +1320,8 @@ fn set_acceleration_cull(body:&mut Body,touching:&mut TouchingState,models:&Phys
set_acceleration(body,touching,models,hitbox_mesh,a);
culled
}
fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,mut a:Planar64Vec3){
touching.constrain_acceleration(models,hitbox_mesh,&mut a);
body.acceleration=a;
fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,a:Planar64Vec3){
body.acceleration=touching.constrain_acceleration(models,hitbox_mesh,a);
}
fn teleport(
@ -1343,7 +1341,7 @@ fn teleport(
time:Time,
){
set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
set_acceleration_cull(body,touching,models,hitbox_mesh,style.gravity);
}
enum TeleportToSpawnError{
NoModel,
@ -1524,10 +1522,7 @@ fn collision_start_contact(
time:Time,
){
let incident_velocity=body.velocity;
//add to touching
touching.insert(Collision::Contact(contact));
//clip v
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
let clipped_velocity=touching.constrain_velocity(models,hitbox_mesh,incident_velocity);
let mut allow_jump=true;
let model_id=contact.model_id.into();
let mut allow_run_teleport_behaviour=not_spawn_at(mode,model_id);
@ -1535,7 +1530,7 @@ fn collision_start_contact(
Some(gameplay_attributes::ContactingBehaviour::Surf)=>(),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
let reflected_velocity=body.velocity+((body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1)).fix_1();
let reflected_velocity=body.velocity+((clipped_velocity-incident_velocity)*Planar64::raw(elasticity as i64+1)).fix_1();
set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
},
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
@ -1845,7 +1840,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let booster_option=data.models.contact_attr(walk_state.contact.model_id).general.booster.as_ref();
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option);
state.cull_velocity(&data,jumped_velocity);
state.cull_velocity(data,jumped_velocity);
}
}
b_refresh_walk_target=false;