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36 Commits

Author SHA1 Message Date
580bbf2cc5 schedule frames at a fixed interval 2023-11-08 18:20:50 -08:00
08f6d928cf bizzare slow motion gameplay 2023-11-08 18:20:49 -08:00
de7b7ba7be defer resize to next frame render 2023-11-08 18:20:19 -08:00
008c66e052 TrussPart 2023-11-07 20:54:49 -08:00
ba250277bd textures for spheres and cylinders 2023-11-07 20:45:05 -08:00
085d4e7912 use cubes instead of teapots and monkeys 2023-11-07 16:54:44 -08:00
dd6b5bed24 implement primitive FaceDescriptions with fixed size arrays instead of hashmaps 2023-11-07 13:26:24 -08:00
9d4cadda30 demo zipping script 2023-11-06 00:32:31 -08:00
242b4ab470 style modifiers in mode 2023-11-01 16:06:48 -07:00
eaef3d3fd5 dedicated arcane loader 2023-10-31 16:14:21 -07:00
9d726c5419 StrafeSettings 2023-10-31 14:32:54 -07:00
9592f82c4e move camera_offset to StyleModifiers & PhysicsOutputState 2023-10-30 22:29:01 -07:00
873c6ab935 panic when u32::MAX verts 2023-10-30 22:12:17 -07:00
7ba94c1b30 enable compat_worker interop with real workers 2023-10-30 19:42:02 -07:00
8fc6a7fb8f comment on intersection test location 2023-10-30 19:16:48 -07:00
a3340143db use enum for bvh node content + wrap every model in aabb 2023-10-30 18:59:51 -07:00
9fc7884270 rename Model{Graphics|Physics} for consistency 2023-10-30 18:27:52 -07:00
953b17bc69 change model index_format based on number of vertices 2023-10-30 17:58:21 -07:00
8fcb4e5c6c as works here 2023-10-30 16:40:56 -07:00
073a076fe8 already u32 2023-10-30 16:23:58 -07:00
9848d66001 tabs 2023-10-30 16:13:57 -07:00
6474ddcbd1 update winit 2023-10-28 23:08:09 -07:00
c4cd73e914 toc script 2023-10-28 17:30:37 -07:00
bbb1857377 attributes: checkpoints, jump count 2023-10-28 17:04:30 -07:00
883be0bc01 disable vsync for funsies 2023-10-28 17:04:30 -07:00
5885036f8f put build/run tools in git because I just lost them 2023-10-28 17:04:30 -07:00
076dab23cf delete some dead code 2023-10-27 00:24:11 -07:00
c1001d6f37 update wgpu to 0.18.0 2023-10-26 23:58:27 -07:00
08d4e7d997 back face culling 2023-10-26 19:07:44 -07:00
e1f4f6e535 update everything except wgpu because it crashes 2023-10-25 16:30:02 -07:00
3a4c4ef9fe silence many compiler warnings 2023-10-25 16:07:12 -07:00
41dd155c50 styling 2023-10-25 15:58:10 -07:00
5fd6ca219b roblox_rocket style 2023-10-25 15:45:25 -07:00
1c22f4a3c3 implement rocket_force 2023-10-25 15:45:25 -07:00
1e6c489750 optional strafing + optional rocket force 2023-10-25 15:45:25 -07:00
9f62f5f2fd graphics thread + refactor everything + drop deps + update winit 2023-10-25 15:41:35 -07:00
27 changed files with 1718 additions and 1256 deletions

1152
Cargo.lock generated

File diff suppressed because it is too large Load Diff

@ -18,8 +18,8 @@ rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"
rbx_reflection_database = "0.2.7"
rbx_xml = "0.13.1"
wgpu = "0.17.0"
winit = "0.28.6"
wgpu = "0.18.0"
winit = { version = "0.29.2", features = ["rwh_05"] }
#[profile.release]
#lto = true

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

21
src/compat_worker.rs Normal file

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

@ -1,30 +1,38 @@
use std::borrow::Cow;
use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
use crate::model_graphics::{GraphicsVertex,ModelGraphicsColor4,ModelGraphicsInstance,ModelGraphicsSingleTexture,IndexedModelGraphicsSingleTexture,IndexedGroupFixedTexture};
use crate::model_graphics::{GraphicsVertex,GraphicsModelColor4,GraphicsModelInstance,GraphicsModelSingleTexture,IndexedGraphicsModelSingleTexture,IndexedGroupFixedTexture};
#[derive(Clone)]
pub struct ModelUpdate{
pub struct GraphicsModelUpdate{
transform:Option<glam::Mat4>,
color:Option<glam::Vec4>,
}
#[derive(Clone)]
pub enum GraphicsInstruction{
UpdateModel(ModelUpdate),
Render,
struct Entity{
index_count:u32,
index_buf:wgpu::Buffer,
}
fn create_entities<T:bytemuck::Pod>(device:&wgpu::Device,entities:&Vec<Vec<T>>)->Vec<Entity>{
entities.iter().map(|indices|{
let index_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Index"),
contents:bytemuck::cast_slice(indices),
usage:wgpu::BufferUsages::INDEX,
});
Entity{
index_buf,
index_count:indices.len() as u32,
}
}).collect()
}
struct Entity {
index_count: u32,
index_buf: wgpu::Buffer,
}
struct ModelGraphics {
instances: Vec<ModelGraphicsInstance>,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
bind_group: wgpu::BindGroup,
model_buf: wgpu::Buffer,
struct GraphicsModel{
entities:Vec<Entity>,
model_buf:wgpu::Buffer,
vertex_buf:wgpu::Buffer,
bind_group:wgpu::BindGroup,
index_format:wgpu::IndexFormat,
instances:Vec<GraphicsModelInstance>,
}
pub struct GraphicsSamplers{
@ -63,12 +71,6 @@ fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -
)
}
impl GraphicsCamera{
pub fn new(screen_size:glam::UVec2,fov:glam::Vec2)->Self{
Self{
screen_size,
fov,
}
}
pub fn proj(&self)->glam::Mat4{
perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
}
@ -91,6 +93,14 @@ impl GraphicsCamera{
raw
}
}
impl std::default::Default for GraphicsCamera{
fn default()->Self{
Self{
screen_size:glam::UVec2::ONE,
fov:glam::Vec2::ONE,
}
}
}
pub struct GraphicsState{
pipelines: GraphicsPipelines,
@ -100,7 +110,7 @@ pub struct GraphicsState{
camera:GraphicsCamera,
camera_buf: wgpu::Buffer,
temp_squid_texture_view: wgpu::TextureView,
models: Vec<ModelGraphics>,
models: Vec<GraphicsModel>,
depth_view: wgpu::TextureView,
staging_belt: wgpu::util::StagingBelt,
}
@ -134,7 +144,7 @@ impl GraphicsState{
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
}
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
//generate texture view per texture
//idk how to do this gooder lol
@ -204,15 +214,15 @@ impl GraphicsState{
let indexed_models_len=indexed_models.models.len();
let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
for model in indexed_models.models.into_iter(){
//convert ModelInstance into ModelGraphicsInstance
let instances:Vec<ModelGraphicsInstance>=model.instances.into_iter().filter_map(|instance|{
//convert ModelInstance into GraphicsModelInstance
let instances:Vec<GraphicsModelInstance>=model.instances.into_iter().filter_map(|instance|{
if instance.color.w==0.0{
None
}else{
Some(ModelGraphicsInstance{
Some(GraphicsModelInstance{
transform: instance.transform.into(),
normal_transform: Into::<glam::Mat3>::into(instance.transform.matrix3).inverse().transpose(),
color:ModelGraphicsColor4::from(instance.color),
color:GraphicsModelColor4::from(instance.color),
})
}
}).collect();
@ -231,7 +241,7 @@ impl GraphicsState{
//create new texture_index
let texture_index=unique_textures.len();
unique_textures.push(group.texture);
unique_texture_models.push(IndexedModelGraphicsSingleTexture{
unique_texture_models.push(IndexedGraphicsModelSingleTexture{
unique_pos:model.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_tex:model.unique_tex.iter().map(|v|*v.as_ref()).collect(),
unique_normal:model.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
@ -365,10 +375,10 @@ impl GraphicsState{
//creating the vertex map is slightly different because the vertices are directly hashable
let map_vertex_id:Vec<u32>=model.unique_vertices.iter().map(|unmapped_vertex|{
let vertex=crate::model::IndexedVertex{
pos:map_pos_id[unmapped_vertex.pos as usize] as u32,
tex:map_tex_id[unmapped_vertex.tex as usize] as u32,
normal:map_normal_id[unmapped_vertex.normal as usize] as u32,
color:map_color_id[unmapped_vertex.color as usize] as u32,
pos:map_pos_id[unmapped_vertex.pos as usize],
tex:map_tex_id[unmapped_vertex.tex as usize],
normal:map_normal_id[unmapped_vertex.normal as usize],
color:map_color_id[unmapped_vertex.color as usize],
};
(if let Some(&vertex_id)=vertex_id_from.get(&vertex){
vertex_id
@ -386,7 +396,7 @@ impl GraphicsState{
}
}
//push model into dedup
deduplicated_models.push(IndexedModelGraphicsSingleTexture{
deduplicated_models.push(IndexedGraphicsModelSingleTexture{
unique_pos,
unique_tex,
unique_normal,
@ -396,7 +406,7 @@ impl GraphicsState{
groups:vec![IndexedGroupFixedTexture{
polys
}],
instances:vec![ModelGraphicsInstance{
instances:vec![GraphicsModelInstance{
transform:glam::Mat4::IDENTITY,
normal_transform:glam::Mat3::IDENTITY,
color
@ -414,10 +424,9 @@ impl GraphicsState{
//de-index models
let deduplicated_models_len=deduplicated_models.len();
let models:Vec<ModelGraphicsSingleTexture>=deduplicated_models.into_iter().map(|model|{
let models:Vec<GraphicsModelSingleTexture>=deduplicated_models.into_iter().map(|model|{
let mut vertices = Vec::new();
let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
let mut entities = Vec::new();
//this mut be combined in a more complex way if the models use different render patterns per group
let mut indices = Vec::new();
for group in model.groups {
@ -428,7 +437,7 @@ impl GraphicsState{
if let Some(&i)=index_from_vertex.get(&vertex_index){
indices.push(i);
}else{
let i=vertices.len() as u16;
let i=vertices.len();
let vertex=&model.unique_vertices[vertex_index as usize];
vertices.push(GraphicsVertex{
pos: model.unique_pos[vertex.pos as usize],
@ -443,18 +452,23 @@ impl GraphicsState{
}
}
}
entities.push(indices);
ModelGraphicsSingleTexture{
GraphicsModelSingleTexture{
instances:model.instances,
entities:if (u32::MAX as usize)<vertices.len(){
panic!("Model has too many vertices!")
}else if (u16::MAX as usize)<vertices.len(){
crate::model_graphics::Entities::U32(vec![indices.into_iter().map(|vertex_id|vertex_id as u32).collect()])
}else{
crate::model_graphics::Entities::U16(vec![indices.into_iter().map(|vertex_id|vertex_id as u16).collect()])
},
vertices,
entities,
texture:model.texture,
}
}).collect();
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
let mut model_count=0;
let mut instance_count=0;
let uniform_buffer_binding_size=crate::graphics_context::required_limits().max_uniform_buffer_binding_size as usize;
let uniform_buffer_binding_size=crate::setup::required_limits().max_uniform_buffer_binding_size as usize;
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
self.models.reserve(models.len());
for model in models.into_iter() {
@ -500,20 +514,17 @@ impl GraphicsState{
usage: wgpu::BufferUsages::VERTEX,
});
//all of these are being moved here
self.models.push(ModelGraphics{
self.models.push(GraphicsModel{
instances:instances_chunk.to_vec(),
vertex_buf,
entities: model.entities.iter().map(|indices|{
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
Entity {
index_buf,
index_count: indices.len() as u32,
}
}).collect(),
index_format:match &model.entities{
crate::model_graphics::Entities::U32(_)=>wgpu::IndexFormat::Uint32,
crate::model_graphics::Entities::U16(_)=>wgpu::IndexFormat::Uint16,
},
entities:match &model.entities{
crate::model_graphics::Entities::U32(entities)=>create_entities(device,entities),
crate::model_graphics::Entities::U16(entities)=>create_entities(device,entities),
},
bind_group: model_bind_group,
model_buf,
});
@ -528,10 +539,9 @@ impl GraphicsState{
}
pub fn new(
config: &wgpu::SurfaceConfiguration,
_adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
device:&wgpu::Device,
queue:&wgpu::Queue,
config:&wgpu::SurfaceConfiguration,
)->Self{
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
@ -801,6 +811,7 @@ impl GraphicsState{
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode:Some(wgpu::Face::Front),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
@ -814,14 +825,8 @@ impl GraphicsState{
multiview: None,
});
let mut physics = crate::physics::PhysicsState::default();
physics.load_user_settings(&user_settings);
let screen_size=glam::uvec2(config.width,config.height);
let camera=GraphicsCamera::new(screen_size,user_settings.calculate_fov(1.0,&screen_size).as_vec2());
let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&crate::physics::MouseState::default()));
let camera=GraphicsCamera::default();
let camera_uniforms = camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(glam::IVec2::ZERO,crate::integer::Time::ZERO));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
@ -876,32 +881,30 @@ impl GraphicsState{
}
pub fn resize(
&mut self,
context:&crate::graphics_context::GraphicsContext,
device:&wgpu::Device,
config:&wgpu::SurfaceConfiguration,
user_settings:&crate::settings::UserSettings,
) {
self.depth_view = Self::create_depth_texture(&context.config,&context.device);
self.camera.screen_size=glam::uvec2(context.config.width, context.config.height);
self.load_user_settings(&self.user_settings);
self.depth_view=Self::create_depth_texture(config,device);
self.camera.screen_size=glam::uvec2(config.width,config.height);
self.load_user_settings(user_settings);
}
pub fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
view:&wgpu::TextureView,
device:&wgpu::Device,
queue:&wgpu::Queue,
physics_output:crate::physics::PhysicsOutputState,
predicted_time:crate::integer::Time,
mouse_pos:glam::IVec2,
) {
//ideally this would be scheduled to execute and finish right before the render.
let time=crate::integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
self.physics_thread.send(crate::instruction::TimedInstruction{
time,
instruction:crate::render_thread::InputInstruction::Idle,
}).unwrap();
//update time lol
self.mouse.time=time;
//TODO: use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics_thread.grab_clone().adjust_mouse(&self.mouse));
let camera_uniforms = self.camera.to_uniform_data(physics_output.extrapolate(mouse_pos,predicted_time));
self.staging_belt
.write_buffer(
&mut encoder,
@ -941,17 +944,19 @@ impl GraphicsState{
b: 0.3,
a: 1.0,
}),
store: true,
store:wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: false,
store:wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
timestamp_writes:Default::default(),
occlusion_query_set:Default::default(),
});
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
@ -962,9 +967,9 @@ impl GraphicsState{
rpass.set_bind_group(2, &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..model.instances.len() as u32);
for entity in model.entities.iter(){
rpass.set_index_buffer(entity.index_buf.slice(..),model.index_format);
rpass.draw_indexed(0..entity.index_count,0,0..model.instances.len() as u32);
}
}
@ -979,22 +984,22 @@ impl GraphicsState{
}
const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[ModelGraphicsInstance]) -> Vec<f32> {
fn get_instances_buffer_data(instances:&[GraphicsModelInstance]) -> Vec<f32> {
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
for (i,mi) in instances.iter().enumerate(){
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
//model transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
//normal transform
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
raw.extend_from_slice(&[0.0]);
//color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
raw.append(&mut v);
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
//model transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
//normal transform
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
raw.extend_from_slice(&[0.0]);
//color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
raw.append(&mut v);
}
raw
}
}

71
src/graphics_worker.rs Normal file

@ -0,0 +1,71 @@
pub enum Instruction{
Render(crate::physics::PhysicsOutputState,crate::integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
}
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
pub fn new<'a>(
scope:&'a std::thread::Scope<'a,'_>,
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::worker::INWorker<'a,Instruction>{
let mut resize=None;
crate::worker::INWorker::new(scope,move |ins:Instruction|{
match ins{
Instruction::GenerateModels(indexed_model_instances)=>{
graphics.generate_models(&device,&queue,indexed_model_instances);
},
Instruction::ClearModels=>{
graphics.clear();
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
if let Some((size,user_settings))=&resize{
println!("Resizing to {:?}",size);
let t0=std::time::Instant::now();
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,user_settings);
println!("Resize took {:?}",t0.elapsed());
}
//clear every time w/e
resize=None;
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
surface.configure(&device,&config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
frame.present();
}
}
})
}

@ -41,6 +41,11 @@ impl std::fmt::Display for Time{
write!(f,"{}s+{:09}ns",self.0/Self::ONE_SECOND.0,self.0%Self::ONE_SECOND.0)
}
}
impl std::default::Default for Time{
fn default()->Self{
Self(0)
}
}
impl std::ops::Neg for Time{
type Output=Time;
#[inline]
@ -310,8 +315,8 @@ impl Angle32{
pub fn clamp(&self,theta_min:Self,theta_max:Self)->Self{
//((max-min as u32)/2 as i32)+min
let midpoint=((
u32::from_ne_bytes(theta_max.0.to_ne_bytes())
.wrapping_sub(u32::from_ne_bytes(theta_min.0.to_ne_bytes()))
(theta_max.0 as u32)
.wrapping_sub(theta_min.0 as u32)
/2
) as i32)//(u32::MAX/2) as i32 ALWAYS works
.wrapping_add(theta_min.0);

@ -23,14 +23,6 @@ fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types:
}
}
}
fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
let mut objects = std::vec::Vec::new();
recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
//get ids
//clear vec
//next class
objects
}
fn planar64_affine3_from_roblox(cf:&rbx_dom_weak::types::CFrame,size:&rbx_dom_weak::types::Vector3)->Planar64Affine3{
Planar64Affine3::new(
Planar64Mat3::from_cols(
@ -60,6 +52,7 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
force_can_collide=false;
general.accelerator=Some(crate::model::GameMechanicAccelerator{acceleration:velocity});
},
"UnorderedCheckpoint"=>general.checkpoint=Some(crate::model::GameMechanicCheckpoint::Unordered{mode_id:0}),
"SetVelocity"=>general.trajectory=Some(crate::model::GameMechanicSetTrajectory::Velocity(velocity)),
"MapFinish"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Finish})},
"MapAnticheat"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Anitcheat})},
@ -118,6 +111,12 @@ fn get_attributes(name:&str,can_collide:bool,velocity:Planar64Vec3,force_interse
"WormholeIn"=>general.teleport_behaviour=Some(crate::model::TeleportBehaviour::Wormhole(crate::model::GameMechanicWormhole{destination_model_id:captures[2].parse::<u32>().unwrap()})),
_=>panic!("regex3[1] messed up bad"),
}
}else if let Some(captures)=lazy_regex::regex!(r"^(OrderedCheckpoint)(\d+)$")
.captures(other){
match &captures[1]{
"OrderedCheckpoint"=>general.checkpoint=Some(crate::model::GameMechanicCheckpoint::Ordered{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>panic!("regex3[1] messed up bad"),
}
}
}
}
@ -218,9 +217,9 @@ type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere,
Sphere(RobloxPartDescription),
Part(RobloxPartDescription),
Cylinder,
Cylinder(RobloxPartDescription),
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
}
@ -265,14 +264,12 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
spawn_point=model_transform.transform_point3(Planar64Vec3::ZERO)+Planar64Vec3::Y*5/2;
Some(crate::model::TempIndexedAttributes::Start(crate::model::TempAttrStart{mode_id:0}))
},
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint(crate::model::TempAttrUnorderedCheckpoint{mode_id:0})),
other=>{
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint|WormholeOut)(\d+)$");
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|WormholeOut)(\d+)$");
if let Some(captures) = regman.captures(other) {
match &captures[1]{
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start(crate::model::TempAttrStart{mode_id:captures[2].parse::<u32>().unwrap()})),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn(crate::model::TempAttrSpawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()})),
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint(crate::model::TempAttrOrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()})),
"WormholeOut"=>Some(crate::model::TempIndexedAttributes::Wormhole(crate::model::TempAttrWormhole{wormhole_id:captures[2].parse::<u32>().unwrap()})),
_=>None,
}
@ -301,6 +298,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
panic!("Part has no Shape!");
}
},
"TrussPart"=>primitives::Primitives::Cube,
"WedgePart"=>primitives::Primitives::Wedge,
"CornerWedgePart"=>primitives::Primitives::CornerWedge,
_=>{
@ -395,9 +393,9 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
f5,//Cube::Front
]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder([f0,f1,f2,f3,f4,f5]),
//use front face texture first and use top face texture as a fallback
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
f0,//Cube::Right->Wedge::Right
@ -423,9 +421,10 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
let model_id=indexed_models.len();
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
indexed_models.push(match basepart_texture_description{
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::new();
RobloxBasePartDescription::Sphere(part_texture_description)
|RobloxBasePartDescription::Cylinder(part_texture_description)
|RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::default();
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
cube_face_description.insert(
match face_id{
@ -444,9 +443,8 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
}
primitives::generate_partial_unit_cube(cube_face_description)
},
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
let mut wedge_face_description=primitives::WedgeFaceDescription::default();
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
wedge_face_description.insert(
match face_id{
@ -465,7 +463,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
primitives::generate_partial_unit_wedge(wedge_face_description)
},
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::default();
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
cornerwedge_face_description.insert(
match face_id{

@ -1,11 +1,7 @@
use std::time::Instant;
use physics::PhysicsInstruction;
use render_thread::InputInstruction;
use instruction::{TimedInstruction, InstructionConsumer};
mod bvh;
mod aabb;
mod model;
mod setup;
mod window;
mod worker;
mod zeroes;
@ -16,27 +12,10 @@ mod settings;
mod primitives;
mod instruction;
mod load_roblox;
mod render_thread;
mod compat_worker;
mod model_graphics;
mod graphics_context;
pub struct GlobalState{
start_time: std::time::Instant,
manual_mouse_lock:bool,
mouse:std::sync::Arc<std::sync::Mutex<physics::MouseState>>,
user_settings:settings::UserSettings,
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
graphics_thread:worker::INWorker<graphics::GraphicsInstruction>,
physics_thread:worker::QNWorker<TimedInstruction<InputInstruction>>,
}
mod physics_worker;
mod graphics_worker;
fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
println!("Loading file: {:?}", &path);
@ -83,7 +62,7 @@ fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
}
}
fn default_models()->model::IndexedModelInstances{
pub fn default_models()->model::IndexedModelInstances{
let mut indexed_models = Vec::new();
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),glam::Vec4::ONE));
indexed_models.push(primitives::unit_sphere());
@ -139,49 +118,7 @@ fn default_models()->model::IndexedModelInstances{
}
}
impl GlobalState {
fn init() -> Self {
//wee
let user_settings=settings::read_user_settings();
let mut graphics=GraphicsState::new();
graphics.load_user_settings(&user_settings);
//how to multithread
//1. build
physics.generate_models(&indexed_model_instances);
//2. move
let physics_thread=physics.into_worker();
//3. forget
let mut state=GlobalState{
start_time:Instant::now(),
manual_mouse_lock:false,
mouse:physics::MouseState::default(),
user_settings,
graphics,
physics_thread,
};
state.generate_model_graphics(&device,&queue,indexed_model_instances);
let args:Vec<String>=std::env::args().collect();
if args.len()==2{
let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
}
return state;
}
}
fn main(){
let title=format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str();
let context=graphics_context::setup(title);
let global_state=GlobalState::init();//new
global_state.replace_models(&context,default_models());
context.start(global_state);
let context=setup::setup(format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str());
context.start();//creates and runs a window context
}

@ -50,10 +50,10 @@ pub struct IndexedModelInstances{
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
//TODO: put "default" style modifiers in mode
//pub style:StyleModifiers,
pub start:usize,//start=model_id
pub spawns:Vec<usize>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<usize>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<usize>,//unordered_checkpoints[checkpoint_id]=model_id
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
@ -61,9 +61,6 @@ impl ModeDescription{
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&usize>{
self.spawns.get(*self.spawn_from_stage_id.get(&stage_id)?)
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&usize>{
self.ordered_checkpoints.get(*self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id)?)
}
}
//I don't want this code to exist!
#[derive(Clone)]
@ -76,23 +73,12 @@ pub struct TempAttrSpawn{
pub stage_id:u32,
}
#[derive(Clone)]
pub struct TempAttrOrderedCheckpoint{
pub mode_id:u32,
pub checkpoint_id:u32,
}
#[derive(Clone)]
pub struct TempAttrUnorderedCheckpoint{
pub mode_id:u32,
}
#[derive(Clone)]
pub struct TempAttrWormhole{
pub wormhole_id:u32,
}
pub enum TempIndexedAttributes{
Start(TempAttrStart),
Spawn(TempAttrSpawn),
OrderedCheckpoint(TempAttrOrderedCheckpoint),
UnorderedCheckpoint(TempAttrUnorderedCheckpoint),
Wormhole(TempAttrWormhole),
}
@ -126,6 +112,16 @@ pub enum GameMechanicBooster{
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
}
#[derive(Clone)]
pub enum GameMechanicCheckpoint{
Ordered{
mode_id:u32,
checkpoint_id:u32,
},
Unordered{
mode_id:u32,
},
}
#[derive(Clone)]
pub enum TrajectoryChoice{
HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
@ -171,6 +167,13 @@ pub enum StageElementBehaviour{
Trigger,
Teleport,
Platform,
//Acts like a trigger if you haven't hit all the checkpoints.
Checkpoint{
//if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass
ordered_checkpoint_id:Option<u32>,
//if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass
unordered_checkpoint_count:u32,
},
JumpLimit(u32),
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
@ -199,15 +202,17 @@ pub enum TeleportBehaviour{
pub struct GameMechanicAttributes{
pub zone:Option<GameMechanicZone>,
pub booster:Option<GameMechanicBooster>,
pub checkpoint:Option<GameMechanicCheckpoint>,
pub trajectory:Option<GameMechanicSetTrajectory>,
pub teleport_behaviour:Option<TeleportBehaviour>,
pub accelerator:Option<GameMechanicAccelerator>,
}
impl GameMechanicAttributes{
pub fn any(&self)->bool{
self.booster.is_some()
self.zone.is_some()
||self.booster.is_some()
||self.checkpoint.is_some()
||self.trajectory.is_some()
||self.zone.is_some()
||self.teleport_behaviour.is_some()
||self.accelerator.is_some()
}

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

@ -31,9 +31,12 @@ pub enum PhysicsInputInstruction {
SetZoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
#[derive(Clone,Hash)]
#[derive(Clone,Hash,Default)]
pub struct Body {
position: Planar64Vec3,//I64 where 2^32 = 1 u
velocity: Planar64Vec3,//I64 where 2^32 = 1 u/s
@ -152,7 +155,7 @@ impl Default for Modes{
}
struct PhysicsModels{
models:Vec<ModelPhysics>,
models:Vec<PhysicsModel>,
model_id_from_wormhole_id:std::collections::HashMap::<u32,usize>,
}
impl PhysicsModels{
@ -160,13 +163,13 @@ impl PhysicsModels{
self.models.clear();
self.model_id_from_wormhole_id.clear();
}
fn get(&self,i:usize)->Option<&ModelPhysics>{
fn get(&self,i:usize)->Option<&PhysicsModel>{
self.models.get(i)
}
fn get_wormhole_model(&self,wormhole_id:u32)->Option<&ModelPhysics>{
fn get_wormhole_model(&self,wormhole_id:u32)->Option<&PhysicsModel>{
self.models.get(*self.model_id_from_wormhole_id.get(&wormhole_id)?)
}
fn push(&mut self,model:ModelPhysics)->usize{
fn push(&mut self,model:PhysicsModel)->usize{
let model_id=self.models.len();
self.models.push(model);
model_id
@ -182,8 +185,7 @@ impl Default for PhysicsModels{
}
#[derive(Clone)]
pub struct PhysicsCamera {
offset: Planar64Vec3,
pub struct PhysicsCamera{
//punch: Planar64Vec3,
//punch_velocity: Planar64Vec3,
sensitivity:Ratio64Vec2,//dots to Angle32 ratios
@ -201,16 +203,6 @@ pub struct PhysicsCamera {
}
impl PhysicsCamera {
pub fn from_offset(offset:Planar64Vec3) -> Self {
Self{
offset,
sensitivity:Ratio64Vec2::ONE*200_000,
mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
clamped_mouse_pos:glam::IVec2::ZERO,
angle_pitch_lower_limit:-Angle32::FRAC_PI_2,
angle_pitch_upper_limit:Angle32::FRAC_PI_2,
}
}
pub fn move_mouse(&mut self,mouse_pos:glam::IVec2){
let mut unclamped_mouse_pos=self.clamped_mouse_pos+mouse_pos-self.mouse.pos;
unclamped_mouse_pos.y=unclamped_mouse_pos.y.clamp(
@ -241,14 +233,31 @@ impl PhysicsCamera {
}
}
impl std::default::Default for PhysicsCamera{
fn default()->Self{
Self{
sensitivity:Ratio64Vec2::ONE*200_000,
mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
clamped_mouse_pos:glam::IVec2::ZERO,
angle_pitch_lower_limit:-Angle32::FRAC_PI_2,
angle_pitch_upper_limit:Angle32::FRAC_PI_2,
}
}
}
pub struct GameMechanicsState{
pub stage_id:u32,
//jump_counts:HashMap<u32,u32>,
stage_id:u32,
jump_counts:std::collections::HashMap<usize,u32>,//model_id -> jump count
next_ordered_checkpoint_id:u32,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0)
unordered_checkpoints:std::collections::HashSet<usize>,//hashset of UnorderedCheckpoint model ids
}
impl std::default::Default for GameMechanicsState{
fn default() -> Self {
fn default()->Self{
Self{
stage_id:0,
next_ordered_checkpoint_id:0,
unordered_checkpoints:std::collections::HashSet::new(),
jump_counts:std::collections::HashMap::new(),
}
}
}
@ -272,10 +281,23 @@ enum JumpImpulse{
//Energy means it adds energy
//Linear means it linearly adds on
enum EnableStrafe{
Always,
MaskAny(u32),//hsw, shsw
MaskAll(u32),
//Function(Box<dyn Fn(u32)->bool>),
}
struct StrafeSettings{
enable:EnableStrafe,
air_accel_limit:Option<Planar64>,
tick_rate:Ratio64,
}
struct StyleModifiers{
controls_mask:u32,//controls which are unable to be activated
controls_held:u32,//controls which must be active to be able to strafe
strafe_tick_rate:Ratio64,
controls_used:u32,//controls which are allowed to pass into gameplay
controls_mask:u32,//controls which are masked from control state (e.g. jump in scroll style)
strafe:Option<StrafeSettings>,
jump_impulse:JumpImpulse,
jump_calculation:JumpCalculation,
static_friction:Planar64,
@ -288,12 +310,13 @@ struct StyleModifiers{
swim_speed:Planar64,
mass:Planar64,
mv:Planar64,
air_accel_limit:Option<Planar64>,
rocket_force:Option<Planar64>,
gravity:Planar64Vec3,
hitbox_halfsize:Planar64Vec3,
camera_offset:Planar64Vec3,
}
impl std::default::Default for StyleModifiers{
fn default() -> Self {
fn default()->Self{
Self::roblox_bhop()
}
}
@ -313,9 +336,13 @@ impl StyleModifiers{
fn new()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(128,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(128,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromEnergy(Planar64::int(512)),
jump_calculation:JumpCalculation::Energy,
gravity:Planar64Vec3::int(0,-80,0),
@ -323,7 +350,7 @@ impl StyleModifiers{
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(2),
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(16),
walk_accel:Planar64::int(80),
ladder_speed:Planar64::int(16),
@ -331,14 +358,19 @@ impl StyleModifiers{
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn roblox_bhop()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
@ -346,7 +378,7 @@ impl StyleModifiers{
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
@ -354,13 +386,18 @@ impl StyleModifiers{
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn roblox_surf()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-50,0),
@ -368,7 +405,7 @@ impl StyleModifiers{
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
@ -376,15 +413,19 @@ impl StyleModifiers{
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn source_bhop()->Self{
//camera_offset=vec3(0,64/16-73/16/2,0),
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
@ -392,7 +433,7 @@ impl StyleModifiers{
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
air_accel_limit:Some(Planar64::raw(150<<28)*66),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
@ -400,14 +441,18 @@ impl StyleModifiers{
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
hitbox_halfsize:Planar64Vec3::raw(33<<28,73<<28,33<<28)/2,
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
}
}
fn source_surf()->Self{
//camera_offset=vec3(0,64/16-73/16/2,0),
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*66),
tick_rate:Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
@ -415,7 +460,7 @@ impl StyleModifiers{
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
air_accel_limit:Some(Planar64::raw(150<<28)*66),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
@ -423,6 +468,30 @@ impl StyleModifiers{
ladder_dot:(Planar64::int(1)/2).sqrt(),//?
swim_speed:Planar64::int(12),//?
hitbox_halfsize:Planar64Vec3::raw(33<<28,73<<28,33<<28)/2,
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
}
}
fn roblox_rocket()->Self{
Self{
controls_used:!0,
controls_mask:!0,
strafe:None,
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
rocket_force:Some(Planar64::int(200)),
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
@ -430,13 +499,19 @@ impl StyleModifiers{
controls&self.controls_mask&control==control
}
fn allow_strafe(&self,controls:u32)->bool{
//disable strafing according to strafe settings
match &self.strafe{
Some(StrafeSettings{enable:EnableStrafe::Always,air_accel_limit:_,tick_rate:_})=>true,
&Some(StrafeSettings{enable:EnableStrafe::MaskAny(mask),air_accel_limit:_,tick_rate:_})=>mask&controls!=0,
&Some(StrafeSettings{enable:EnableStrafe::MaskAll(mask),air_accel_limit:_,tick_rate:_})=>mask&controls==mask,
None=>false,
}
}
fn get_control_dir(&self,controls:u32)->Planar64Vec3{
//don't get fancy just do it
let mut control_dir:Planar64Vec3 = Planar64Vec3::ZERO;
//Disallow strafing if held controls are not held
if controls&self.controls_held!=self.controls_held{
return control_dir;
}
//Apply mask after held check so you can require non-allowed keys to be held for some reason
let controls=controls&self.controls_mask;
if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
@ -492,10 +567,9 @@ impl StyleModifiers{
// return cross(cross(Normal,ControlDir),Normal)/sqrt(1-d*d)
control_dir*self.walk_speed
}
fn get_propulsion_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
let control_dir=camera_mat*self.get_control_dir(controls);
control_dir*self.walk_speed
camera_mat*self.get_control_dir(controls)
}
}
@ -527,14 +601,15 @@ pub struct PhysicsState{
//This is not the same as Reset which teleports you to Spawn0
spawn_point:Planar64Vec3,
}
#[derive(Clone)]
#[derive(Clone,Default)]
pub struct PhysicsOutputState{
camera:PhysicsCamera,
body:Body,
camera:PhysicsCamera,
camera_offset:Planar64Vec3,
}
impl PhysicsOutputState{
pub fn adjust_mouse(&self,mouse:&MouseState)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(mouse.time)+self.camera.offset).into(),self.camera.simulate_move_angles(mouse.pos))
pub fn extrapolate(&self,mouse_pos:glam::IVec2,time:Time)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse_pos))
}
}
@ -553,7 +628,7 @@ enum PhysicsCollisionAttributes{
},
}
pub struct ModelPhysics {
pub struct PhysicsModel {
//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.
mesh: TreyMesh,
@ -561,7 +636,7 @@ pub struct ModelPhysics {
attributes:PhysicsCollisionAttributes,
}
impl ModelPhysics {
impl PhysicsModel {
fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&crate::integer::Planar64Affine3,attributes:PhysicsCollisionAttributes)->Self{
let mut aabb=TreyMesh::default();
for indexed_vertex in &model.unique_vertices {
@ -575,8 +650,8 @@ impl ModelPhysics {
}
pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
match &instance.attributes{
crate::model::CollisionAttributes::Contact{contacting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Contact{contacting,general}=>Some(PhysicsModel::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(PhysicsModel::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
crate::model::CollisionAttributes::Decoration=>None,
}
}
@ -603,10 +678,10 @@ pub struct RelativeCollision {
}
impl RelativeCollision {
fn model<'a>(&self,models:&'a PhysicsModels)->Option<&'a ModelPhysics>{
fn model<'a>(&self,models:&'a PhysicsModels)->Option<&'a PhysicsModel>{
models.get(self.model)
}
// pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
// pub fn mesh(&self,models:&Vec<PhysicsModel>) -> TreyMesh {
// return self.model(models).unwrap().face_mesh(self.face).clone()
// }
fn normal(&self,models:&PhysicsModels) -> Planar64Vec3 {
@ -693,19 +768,19 @@ impl std::fmt::Display for Body{
}
impl Default for PhysicsState{
fn default() -> Self {
fn default()->Self{
Self{
spawn_point:Planar64Vec3::int(0,50,0),
body: Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
time: Time::ZERO,
body:Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
time:Time::ZERO,
style:StyleModifiers::default(),
touching:TouchingState::default(),
models:PhysicsModels::default(),
bvh:crate::bvh::BvhNode::default(),
move_state: MoveState::Air,
camera: PhysicsCamera::from_offset(Planar64Vec3::int(0,2,0)),//4.5-2.5=2
next_mouse: MouseState::default(),
controls: 0,
camera:PhysicsCamera::default(),
next_mouse:MouseState::default(),
controls:0,
world:WorldState{},
game:GameMechanicsState::default(),
modes:Modes::default(),
@ -718,12 +793,14 @@ impl PhysicsState {
self.models.clear();
self.modes.clear();
self.touching.clear();
self.bvh=crate::bvh::BvhNode::default();
}
pub fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.body.clone(),
camera:self.camera.clone(),
camera_offset:self.style.camera_offset.clone(),
}
}
@ -739,19 +816,15 @@ impl PhysicsState {
pub fn generate_models(&mut self,indexed_models:&crate::model::IndexedModelInstances){
let mut starts=Vec::new();
let mut spawns=Vec::new();
let mut ordered_checkpoints=Vec::new();
let mut unordered_checkpoints=Vec::new();
for model in &indexed_models.models{
//make aabb and run vertices to get realistic bounds
for model_instance in &model.instances{
if let Some(model_physics)=ModelPhysics::from_model(model,model_instance){
if let Some(model_physics)=PhysicsModel::from_model(model,model_instance){
let model_id=self.models.push(model_physics);
for attr in &model_instance.temp_indexing{
match attr{
crate::model::TempIndexedAttributes::Start(s)=>starts.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Spawn(s)=>spawns.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::OrderedCheckpoint(s)=>ordered_checkpoints.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::UnorderedCheckpoint(s)=>unordered_checkpoints.push((model_id,s.clone())),
crate::model::TempIndexedAttributes::Wormhole(s)=>{self.models.model_id_from_wormhole_id.insert(s.wormhole_id,model_id);},
}
}
@ -763,9 +836,9 @@ impl PhysicsState {
//this code builds ModeDescriptions from the unsorted lists at the top of the function
starts.sort_by_key(|tup|tup.1.mode_id);
let mut mode_id_from_map_mode_id=std::collections::HashMap::new();
let mut modedatas:Vec<(usize,Vec<(u32,usize)>,Vec<(u32,usize)>,Vec<usize>,u32)>=starts.into_iter().enumerate().map(|(i,(model_id,s))|{
let mut modedatas:Vec<(usize,Vec<(u32,usize)>,u32)>=starts.into_iter().enumerate().map(|(i,(model_id,s))|{
mode_id_from_map_mode_id.insert(s.mode_id,i);
(model_id,Vec::new(),Vec::new(),Vec::new(),s.mode_id)
(model_id,Vec::new(),s.mode_id)
}).collect();
for (model_id,s) in spawns{
if let Some(mode_id)=mode_id_from_map_mode_id.get(&s.mode_id){
@ -774,30 +847,13 @@ impl PhysicsState {
}
}
}
for (model_id,s) in ordered_checkpoints{
if let Some(mode_id)=mode_id_from_map_mode_id.get(&s.mode_id){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.2.push((s.checkpoint_id,model_id));
}
}
}
for (model_id,s) in unordered_checkpoints{
if let Some(mode_id)=mode_id_from_map_mode_id.get(&s.mode_id){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.3.push(model_id);
}
}
}
for mut tup in modedatas.into_iter(){
tup.1.sort_by_key(|tup|tup.0);
tup.2.sort_by_key(|tup|tup.0);
let mut eshmep1=std::collections::HashMap::new();
let mut eshmep2=std::collections::HashMap::new();
self.modes.insert(tup.4,crate::model::ModeDescription{
self.modes.insert(tup.2,crate::model::ModeDescription{
start:tup.0,
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
ordered_checkpoints:tup.2.into_iter().enumerate().map(|(i,tup)|{eshmep2.insert(tup.0,i);tup.1}).collect(),
unordered_checkpoints:tup.3,
spawn_from_stage_id:eshmep1,
ordered_checkpoint_from_checkpoint_id:eshmep2,
});
@ -838,12 +894,14 @@ impl PhysicsState {
}
}
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{
time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
});
fn next_strafe_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.style.strafe.as_ref().map(|strafe|{
TimedInstruction{
time:Time::from_nanos(strafe.tick_rate.rhs_div_int(strafe.tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
}
})
}
//state mutated on collision:
@ -877,16 +935,20 @@ impl PhysicsState {
// });
// }
fn refresh_walk_target(&mut self){
fn refresh_walk_target(&mut self)->Option<Planar64Vec3>{
match &mut self.move_state{
MoveState::Air|MoveState::Water=>(),
MoveState::Air|MoveState::Water=>None,
MoveState::Walk(WalkState{normal,state})=>{
let n=normal;
(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
MoveState::Ladder(WalkState{normal,state})=>{
let n=normal;
(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
}
}
@ -1057,7 +1119,7 @@ impl PhysicsState {
},
}
//generate instruction
if let Some(face) = exit_face{
if let Some(_face) = exit_face{
return Some(TimedInstruction {
time: best_time,
instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
@ -1222,8 +1284,13 @@ fn teleport(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,poi
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{
let model=models.get(*mode.get_spawn_model_id(stage_id)? as usize)?;
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,style,point))
}
fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model:&ModelPhysics)->Option<MoveState>{
fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model:&PhysicsModel)->Option<MoveState>{
match teleport_behaviour{
Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
if stage_element.force||game.stage_id<stage_element.stage_id{
@ -1234,12 +1301,24 @@ fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehav
crate::model::StageElementBehaviour::Trigger
|crate::model::StageElementBehaviour::Teleport=>{
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
let model=models.get(*modes.get_mode(stage_element.mode_id)?.get_spawn_model_id(game.stage_id)? as usize)?;
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,style,point))
teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
},
crate::model::StageElementBehaviour::Platform=>None,
crate::model::StageElementBehaviour::JumpLimit(_)=>None,//TODO
&crate::model::StageElementBehaviour::JumpLimit(jump_limit)=>{
//let count=game.jump_counts.get(&model.id);
//TODO
None
},
&crate::model::StageElementBehaviour::Checkpoint{ordered_checkpoint_id,unordered_checkpoint_count}=>{
if (ordered_checkpoint_id.is_none()||ordered_checkpoint_id.is_some_and(|id|id<game.next_ordered_checkpoint_id))
&&unordered_checkpoint_count<=game.unordered_checkpoints.len() as u32{
//pass
None
}else{
//fail
teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
}
},
}
},
Some(crate::model::TeleportBehaviour::Wormhole(wormhole))=>{
@ -1314,7 +1393,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
match booster{
&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
&crate::model::GameMechanicBooster::Energy{direction,energy}=>todo!(),
&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
@ -1325,10 +1404,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
match trajectory{
crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(),
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(),
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(),
crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
@ -1338,9 +1417,11 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
self.jump();
}
self.refresh_walk_target();
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.touching.insert_intersect(c.model,c);
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
@ -1350,9 +1431,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInstruction::CollisionEnd(c) => {
let model=c.model(&self.models).unwrap();
match &model.attributes{
PhysicsCollisionAttributes::Contact{contacting,general}=>{
PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{
self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
let mut a=self.style.gravity;
if let Some(rocket_force)=self.style.rocket_force{
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
}
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
//check ground
@ -1362,10 +1446,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
//TODO: make this more advanced checking contacts
self.move_state=MoveState::Air;
},
_=>self.refresh_walk_target(),
_=>if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
},
}
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{
self.touching.remove_intersect(c.model);
},
}
@ -1439,7 +1525,14 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
}
if refresh_walk_target{
self.refresh_walk_target();
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}else if let Some(rocket_force)=self.style.rocket_force{
let mut a=self.style.gravity;
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
}
}
},
}

134
src/physics_worker.rs Normal file

@ -0,0 +1,134 @@
use crate::integer::Time;
use crate::physics::{MouseState,PhysicsInputInstruction};
use crate::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
pub fn new<'a>(scope:&'a std::thread::Scope<'a,'_>,mut physics:crate::physics::PhysicsState,graphics_worker:crate::worker::INWorker<'a,crate::graphics_worker::Instruction>)->crate::worker::QNWorker<'a,TimedInstruction<Instruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::worker::QNWorker::new(scope,move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
},
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
physics.run(instruction.time);
physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
match ins.instruction{
Instruction::Render=>{
let _=graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos));
},
Instruction::Resize(size,user_settings)=>{
//block!
graphics_worker.blocking_send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::GenerateModels(indexed_model_instances)=>{
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
},
Instruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
_=>(),
}
})
}

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

@ -1,129 +0,0 @@
use crate::integer::Time;
use crate::physics::{MouseState,PhysicsInputInstruction};
use crate::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
Render,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
pub struct RenderState{
physics:crate::physics::PhysicsState,
graphics:crate::graphics::GraphicsState,
}
impl RenderState{
pub fn new(user_settings:&crate::settings::UserSettings,indexed_model_instances:crate::model::IndexedModelInstances){
let mut physics=crate::physics::PhysicsState::default();
physics.spawn(indexed_model_instances.spawn_point);
physics.load_user_settings(user_settings);
physics.generate_models(&indexed_model_instances);
let mut graphics=Self::new_graphics_state();
graphics.load_user_settings(user_settings);
graphics.generate_models(indexed_model_instances);
//manual reset
}
pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=self.physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
let mut render=false;
if if let Some(phys_input)=match ins.instruction{
InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:self.physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
InputInstruction::Render=>{render=true;Some(PhysicsInputInstruction::Idle)},
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-self.physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
self.physics.run(instruction.time);
self.physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
if render{
self.graphics.render();
}
})
}
}

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

@ -1,54 +1,70 @@
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
use crate::instruction::TimedInstruction;
use crate::window::WindowInstruction;
fn optional_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
fn required_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
wgpu::DownlevelCapabilities{
flags:wgpu::DownlevelFlags::empty(),
shader_model:wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
pub fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
pub fn required_limits()->wgpu::Limits{
wgpu::Limits::default()
}
struct GraphicsContextPartial1{
struct SetupContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_instance()->GraphicsContextPartial1{
fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
builder.build(event_loop)
}
fn create_instance()->SetupContextPartial1{
let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
GraphicsContextPartial1{
SetupContextPartial1{
backends,
instance:wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
dx12_shader_compiler,
..Default::default()
}),
}
}
impl GraphicsContextPartial1{
fn create_surface(self,window:&winit::window::Window)->Result<GraphicsContextPartial2,wgpu::CreateSurfaceError>{
Ok(GraphicsContextPartial2{
impl SetupContextPartial1{
fn create_surface(self,window:&winit::window::Window)->Result<SetupContextPartial2,wgpu::CreateSurfaceError>{
Ok(SetupContextPartial2{
backends:self.backends,
surface:unsafe{self.instance.create_surface(window)}?,
instance:self.instance,
surface:unsafe{self.instance.create_surface(window)}?
})
}
}
struct GraphicsContextPartial2{
struct SetupContextPartial2{
backends:wgpu::Backends,
instance:wgpu::Instance,
surface:wgpu::Surface,
}
impl GraphicsContextPartial2{
fn pick_adapter(self)->GraphicsContextPartial3{
impl SetupContextPartial2{
fn pick_adapter(self)->SetupContextPartial3{
let adapter;
let optional_features=optional_features();
//TODO: prefer adapter that implements optional features
//let optional_features=optional_features();
let required_features=required_features();
//no helper function smh gotta write it myself
@ -99,20 +115,20 @@ impl GraphicsContextPartial2{
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
GraphicsContextPartial3{
SetupContextPartial3{
instance:self.instance,
surface:self.surface,
adapter,
}
}
}
struct GraphicsContextPartial3{
struct SetupContextPartial3{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
}
impl GraphicsContextPartial3{
fn request_device(self)->GraphicsContextPartial4{
impl SetupContextPartial3{
fn request_device(self)->SetupContextPartial4{
let optional_features=optional_features();
let required_features=required_features();
@ -131,7 +147,7 @@ impl GraphicsContextPartial3{
))
.expect("Unable to find a suitable GPU adapter!");
GraphicsContextPartial4{
SetupContextPartial4{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
@ -140,45 +156,44 @@ impl GraphicsContextPartial3{
}
}
}
struct GraphicsContextPartial4{
struct SetupContextPartial4{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
device:wgpu::Device,
queue:wgpu::Queue,
}
impl GraphicsContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->GraphicsContext{
impl SetupContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->SetupContext{
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format=config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
config.present_mode=wgpu::PresentMode::AutoNoVsync;
self.surface.configure(&self.device, &config);
GraphicsContext{
SetupContext{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
device:self.device,
queue:self.queue,
config,
}
}
}
pub struct GraphicsContext{
pub struct SetupContext{
pub instance:wgpu::Instance,
pub surface:wgpu::Surface,
pub adapter:wgpu::Adapter,
pub device:wgpu::Device,
pub queue:wgpu::Queue,
pub config:wgpu::SurfaceConfiguration,
}
pub fn setup(title:&str)->GraphicsContextSetup{
let event_loop=winit::event_loop::EventLoop::new();
pub fn setup(title:&str)->SetupContextSetup{
let event_loop=winit::event_loop::EventLoop::new().unwrap();
let window=crate::window::WindowState::create_window(title,&event_loop).unwrap();
let window=create_window(title,&event_loop).unwrap();
println!("Initializing the surface...");
@ -190,126 +205,111 @@ pub fn setup(title:&str)->GraphicsContextSetup{
let partial_4=partial_3.request_device();
GraphicsContextSetup{
SetupContextSetup{
window,
event_loop,
partial_graphics_context:partial_4,
partial_context:partial_4,
}
}
struct GraphicsContextSetup{
pub struct SetupContextSetup{
window:winit::window::Window,
event_loop:winit::event_loop::EventLoop<()>,
partial_graphics_context:GraphicsContextPartial4,
partial_context:SetupContextPartial4,
}
impl GraphicsContextSetup{
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,GraphicsContext){
impl SetupContextSetup{
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,SetupContext){
let size=self.window.inner_size();
//Steal values and drop self
(
self.window,
self.event_loop,
self.partial_graphics_context.configure_surface(&size),
self.partial_context.configure_surface(&size),
)
}
pub fn start(self,mut global_state:crate::GlobalState){
let (window,event_loop,graphics_context)=self.into_split();
pub fn start(self){
let (window,event_loop,setup_context)=self.into_split();
println!("Entering render loop...");
event_loop.run(move |event,_,control_flow|{
*control_flow=if cfg!(feature="metal-auto-capture"){
winit::event_loop::ControlFlow::Exit
}else{
winit::event_loop::ControlFlow::Poll
};
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
//but here I am doing it
let root_time=std::time::Instant::now();
std::thread::scope(|s|{
let window=crate::window::WindowContextSetup::new(&setup_context,window);
//the thread that spawns the physics thread
let window_thread=window.into_worker(s,setup_context);
//schedule frames at 165fps
let event_loop_proxy=event_loop.create_proxy();
s.spawn(move ||{
loop{
std::thread::sleep(std::time::Duration::from_nanos(1_000_000_000/165));
event_loop_proxy.send_event(()).ok();
}
});
println!("Entering event loop...");
run_event_loop(event_loop,window_thread,root_time).unwrap();
});
}
}
fn run_event_loop(
event_loop:winit::event_loop::EventLoop<()>,
window_thread:crate::worker::QNWorker<TimedInstruction<WindowInstruction>>,
root_time:std::time::Instant
)->Result<(),winit::error::EventLoopError>{
event_loop.run(move |event,elwt|{
let time=crate::integer::Time::from_nanos(root_time.elapsed().as_nanos() as i64);
// *control_flow=if cfg!(feature="metal-auto-capture"){
// winit::event_loop::ControlFlow::Exit
// }else{
// winit::event_loop::ControlFlow::Poll
// };
match event{
winit::event::Event::RedrawEventsCleared=>{
window.request_redraw();
winit::event::Event::UserEvent(())=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::RequestRedraw}).unwrap();
}
winit::event::Event::WindowEvent {
event:
winit::event::WindowEvent::Resized(size)
| winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size:&mut size,
..
},
..
// WindowEvent::Resized(size)
// | WindowEvent::ScaleFactorChanged {
// new_inner_size: &mut size,
// ..
// },
winit::event::WindowEvent::Resized(size),//ignoring scale factor changed for now because mutex bruh
window_id:_,
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
// this has been fixed if I update winit (remove the if statement and only use the else case)
//drop adapter when you delete this
let max_dimension=graphics_context.adapter.limits().max_texture_dimension_2d;
if max_dimension<size.width||max_dimension<size.height{
println!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
}else{
println!("Resizing to {:?}",size);
graphics_context.config.width=size.width.max(1);
graphics_context.config.height=size.height.max(1);
window.resize(&graphics_context);
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
}
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Resize(size)}).unwrap();
}
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
input:
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Escape),
event:
winit::event::KeyEvent {
logical_key: winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
|winit::event::WindowEvent::CloseRequested=>{
*control_flow=winit::event_loop::ControlFlow::Exit;
elwt.exit();
}
winit::event::WindowEvent::KeyboardInput{
input:
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Scroll),
state: winit::event::ElementState::Pressed,
..
},
..
}=>{
println!("{:#?}",graphics_context.instance.generate_report());
winit::event::WindowEvent::RedrawRequested=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Render}).unwrap();
}
_=>{
global_state.update(event);
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::WindowEvent(event)}).unwrap();
}
},
winit::event::Event::DeviceEvent{
event,
..
} => {
global_state.device_event(event);
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::DeviceEvent(event)}).unwrap();
},
winit::event::Event::RedrawRequested(_)=>{
let frame=match graphics_context.surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
graphics_context.surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(graphics_context.config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&graphics_context.device,&graphics_context.queue);
frame.present();
}
_=>{}
}
});
}
}
})
}

@ -1,50 +1,68 @@
pub struct WindowState{
//ok
}
impl WindowState{
fn resize(&mut self);
fn render(&self);
use crate::instruction::TimedInstruction;
use crate::physics_worker::InputInstruction;
fn update(&mut self, window: &winit::window::Window, event: winit::event::WindowEvent) {
let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
pub enum WindowInstruction{
Resize(winit::dpi::PhysicalSize<u32>),
WindowEvent(winit::event::WindowEvent),
DeviceEvent(winit::event::DeviceEvent),
RequestRedraw,
Render,
}
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics_thread:crate::worker::QNWorker<'a,TimedInstruction<crate::physics_worker::Instruction>>,
}
impl WindowContext<'_>{
fn get_middle_of_screen(&self)->winit::dpi::PhysicalPosition<f32>{
winit::dpi::PhysicalPosition::new(self.screen_size.x as f32/2.0,self.screen_size.y as f32/2.0)
}
fn window_event(&mut self,time:crate::integer::Time,event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
std::thread::spawn(move ||{
let indexed_model_instances=load_file(path);
self.render_thread.send(Instruction::Die(indexed_model_instances));
});
//blocking because it's simpler...
if let Some(indexed_model_instances)=crate::load_file(path){
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ClearModels}).unwrap();
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(indexed_model_instances)}).unwrap();
}
},
winit::event::WindowEvent::Focused(state)=>{
winit::event::WindowEvent::Focused(_state)=>{
//pause unpause
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput {
input:winit::event::KeyboardInput{state, virtual_keycode,..},
winit::event::WindowEvent::KeyboardInput{
event:winit::event::KeyEvent{state,logical_key,repeat:false,..},
..
}=>{
let s=match state {
winit::event::ElementState::Pressed => true,
winit::event::ElementState::Released => false,
let s=match state{
winit::event::ElementState::Pressed=>true,
winit::event::ElementState::Released=>false,
};
match virtual_keycode{
Some(winit::event::VirtualKeyCode::Tab)=>{
match logical_key{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Tab)=>{
if s{
self.manual_mouse_lock=false;
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
}else{
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
Ok(())=>(),
Err(_)=>{
match window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
Ok(())=>(),
Err(e)=>{
self.manual_mouse_lock=true;
@ -54,62 +72,62 @@ impl WindowState{
}
}
}
window.set_cursor_visible(s);
self.window.set_cursor_visible(s);
},
Some(winit::event::VirtualKeyCode::F11)=>{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::F11)=>{
if s{
if window.fullscreen().is_some(){
window.set_fullscreen(None);
if self.window.fullscreen().is_some(){
self.window.set_fullscreen(None);
}else{
window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
self.window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
}
}
},
Some(winit::event::VirtualKeyCode::Escape)=>{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape)=>{
if s{
self.manual_mouse_lock=false;
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
window.set_cursor_visible(true);
self.window.set_cursor_visible(true);
}
},
Some(keycode)=>{
if let Some(input_instruction)=match keycode {
winit::event::VirtualKeyCode::W => Some(InputInstruction::MoveForward(s)),
winit::event::VirtualKeyCode::A => Some(InputInstruction::MoveLeft(s)),
winit::event::VirtualKeyCode::S => Some(InputInstruction::MoveBack(s)),
winit::event::VirtualKeyCode::D => Some(InputInstruction::MoveRight(s)),
winit::event::VirtualKeyCode::E => Some(InputInstruction::MoveUp(s)),
winit::event::VirtualKeyCode::Q => Some(InputInstruction::MoveDown(s)),
winit::event::VirtualKeyCode::Space => Some(InputInstruction::Jump(s)),
winit::event::VirtualKeyCode::Z => Some(InputInstruction::Zoom(s)),
winit::event::VirtualKeyCode::R => if s{Some(InputInstruction::Reset)}else{None},
_ => None,
keycode=>{
if let Some(input_instruction)=match keycode{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)=>Some(InputInstruction::Jump(s)),
winit::keyboard::Key::Character(key)=>match key.as_str(){
"w"=>Some(InputInstruction::MoveForward(s)),
"a"=>Some(InputInstruction::MoveLeft(s)),
"s"=>Some(InputInstruction::MoveBack(s)),
"d"=>Some(InputInstruction::MoveRight(s)),
"e"=>Some(InputInstruction::MoveUp(s)),
"q"=>Some(InputInstruction::MoveDown(s)),
"z"=>Some(InputInstruction::Zoom(s)),
"r"=>if s{Some(InputInstruction::Reset)}else{None},
_=>None,
},
_=>None,
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:input_instruction,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
}).unwrap();
}
},
_=>(),
}
},
_=>(),
}
}
fn device_event(&mut self, window: &winit::window::Window, event: winit::event::DeviceEvent) {
//there's no way this is the best way get a timestamp.
let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
fn device_event(&mut self,time:crate::integer::Time,event: winit::event::DeviceEvent) {
match event {
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@ -121,7 +139,7 @@ impl WindowState{
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:InputInstruction::MoveMouse(self.mouse.pos),
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
@ -131,22 +149,95 @@ impl WindowState{
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:InputInstruction::Jump(true),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
}
}
}
pub fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
pub struct WindowContextSetup{
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics:crate::physics::PhysicsState,
graphics:crate::graphics::GraphicsState,
}
impl WindowContextSetup{
pub fn new(context:&crate::setup::SetupContext,window:winit::window::Window)->Self{
//wee
let user_settings=crate::settings::read_user_settings();
let args:Vec<String>=std::env::args().collect();
let indexed_model_instances=if args.len()==2{
crate::load_file(std::path::PathBuf::from(&args[1]))
}else{
None
}.unwrap_or(crate::default_models());
let mut physics=crate::physics::PhysicsState::default();
physics.load_user_settings(&user_settings);
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
graphics.load_user_settings(&user_settings);
graphics.generate_models(&context.device,&context.queue,indexed_model_instances);
Self{
user_settings,
window,
graphics,
physics,
}
builder.build(event_loop)
}
}
fn into_context<'a>(self,scope:&'a std::thread::Scope<'a,'_>,setup_context:crate::setup::SetupContext)->WindowContext<'a>{
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(scope,self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
WindowContext{
manual_mouse_lock:false,
mouse:crate::physics::MouseState::default(),
//make sure to update this!!!!!
screen_size,
user_settings:self.user_settings,
window:self.window,
physics_thread:crate::physics_worker::new(scope,self.physics,graphics_thread),
}
}
pub fn into_worker<'a>(self,scope:&'a std::thread::Scope<'a,'_>,setup_context:crate::setup::SetupContext)->crate::worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
let mut window_context=self.into_context(scope,setup_context);
crate::worker::QNWorker::new(scope,move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
window_context.window.request_redraw();
}
WindowInstruction::WindowEvent(window_event)=>{
window_context.window_event(ins.time,window_event);
},
WindowInstruction::DeviceEvent(device_event)=>{
window_context.device_event(ins.time,device_event);
},
WindowInstruction::Resize(size)=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size,window_context.user_settings.clone())
}
).unwrap();
}
WindowInstruction::Render=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
}
).unwrap();
}
}
})
}
}

@ -1,6 +1,6 @@
use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::{Mutex,Condvar};
use parking_lot::Mutex;
//WorkerPool
struct Pool(u32);
@ -104,17 +104,15 @@ QN = WorkerDescription{
}
*/
//None Output Worker does all its work internally from the perspective of the work submitter
pub struct QNWorker<Task:Send> {
pub struct QNWorker<'a,Task:Send>{
sender: mpsc::Sender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<Task:Send+'static> QNWorker<Task>{
pub fn new<F:FnMut(Task)+Send+'static>(mut f:F)->Self{
impl<'a,Task:Send+'a> QNWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->QNWorker<'a,Task>{
let (sender,receiver)=mpsc::channel::<Task>();
let ret=Self {
sender,
};
thread::spawn(move ||{
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
@ -125,7 +123,10 @@ impl<Task:Send+'static> QNWorker<Task>{
}
}
});
ret
Self{
sender,
handle,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
self.sender.send(task)
@ -139,104 +140,36 @@ IN = WorkerDescription{
}
*/
//Inputs are dropped if the worker is busy
pub struct INWorker<Task:Clone>{
input:Arc<(Mutex<Task>,Condvar)>,
pub struct INWorker<'a,Task:Send>{
sender: mpsc::SyncSender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<Task:Clone+Send+'static> INWorker<Task>{
pub fn new<F:FnMut(Task)+Send+'static>(task:Task,mut f:F)->Self{
let ret=Self {
input:Arc::new((Mutex::new(task),Condvar::new())),
};
let input=ret.input.clone();
thread::spawn(move ||{
impl<'a,Task:Send+'a> INWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->INWorker<'a,Task>{
let (sender,receiver)=mpsc::sync_channel::<Task>(1);
let handle=scope.spawn(move ||{
loop {
input.1.wait(&mut input.0.lock());
f(input.0.lock().clone());
}
});
ret
}
pub fn send(&self,task:Task){
*self.input.0.lock()=task;
self.input.1.notify_one();
}
}
//worker pools work by cloning a mpsc and passing it into the thread, the thread sends its results through that
//worker pools have a master thread that manages the pool so that the work submission thread does not need to implement async
pub struct QQWorkerPool<Task:Send,Value:Send>{
sender:mpsc::Sender<Task>,
queue:Arc<Mutex<std::collections::VecDeque<Value>>>,
}
impl<Task:Send+'static,Value:Send+'static> QQWorkerPool<Task,Value>{
pub fn new<F:Fn(Task)->Value+Send+'static>(pool_size:usize,f:F)->Self{
let (task_sender,task_receiver)=mpsc::channel::<Task>();
let (value_sender,value_receiver)=mpsc::channel::<Value>();
let ret=Self{
sender:task_sender,
queue:Arc::new(Mutex::new(std::collections::VecDeque::new())),
};
let mut queue_collect=ret.queue.clone();
let mut worker_senders=Vec::with_capacity(pool_size);
let mut active_workers_collect=Arc::new(Mutex::new(0usize));
let mut active_workers_dispatch=active_workers_collect.clone();
let mut condvar_collect=Arc::new(Condvar::new());
let mut condvar_dispatch=condvar_collect.clone();
//task dispatch thread
thread::spawn(move ||{
loop{
//block if no workers are available, value collection thread will notify
let n=*active_workers_dispatch.lock();
if n==pool_size{
//wait for notifiy
condvar_dispatch.wait(&mut active_workers_dispatch.lock());
}
match task_receiver.recv(){
Ok(task)=>{
*active_workers_dispatch.lock()+=1;
//workers are never full here
//else if workers busy: spawn a new worker
//else: send task to an available worker
}
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Dispatch stopping.",);
println!("Worker stopping.",);
break;
}
}
}
});
//value collection thread (bad idea, put this logic in each thread)
thread::spawn(move ||{
loop{
match value_receiver.recv(){
Ok(value)=>{
//maybe I can be smart with this as a signal that a worker finished a task
let n=*active_workers_collect.lock();
*active_workers_collect.lock()-=1;
if n==pool_size{
condvar_collect.notify_one();
}
(*queue_collect.lock()).push_front(value);
}
Err(_)=>{
println!("Collection stopping.",);
break;
}
}
}
});
ret
Self{
sender,
handle,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
//blocking!
pub fn blocking_send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn get(&self)->Option<Value>{
(*self.queue.lock()).pop_back()
pub fn send(&self,task:Task)->Result<(), mpsc::TrySendError<Task>>{
self.sender.try_send(task)
}
}

1
tools/arcane Executable file

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

1
tools/bhop_maps Symbolic link

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/run/media/quat/Files/Documents/map-files/verify-scripts/maps/bhop_all/

1
tools/cross-compile.sh Executable file

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cargo build --release --target x86_64-pc-windows-gnu

4
tools/make-demo.sh Executable file

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

1
tools/run Executable file

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mangohud ../target/release/strafe-client "$1"

4
tools/settings.conf Normal file

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[camera]
sensitivity_x=98384
fov_y=1.0
#fov_x_from_y_ratio=1.33333333333333333333333333333333

1
tools/textures Symbolic link

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/run/media/quat/Files/Documents/map-files/verify-scripts/textures/dds/

1
tools/toc Executable file

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mangohud ../target/release/strafe-client bhop_maps/5692152916.rbxm