use std::collections::{HashMap,HashSet}; use crate::mesh_query::MeshQuery; use crate::minkowski::{MinkowskiMesh,MinkowskiFace}; use crate::model::{self as model_physics,PhysicsMesh,PhysicsMeshTransform,TransformedMesh,PhysicsMeshId,PhysicsSubmeshId}; use strafesnet_common::bvh; use strafesnet_common::map; use strafesnet_common::run; use strafesnet_common::aabb; use strafesnet_common::model::{MeshId,ModelId}; use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId}; use strafesnet_common::gameplay_modes::{self,StageId}; use strafesnet_common::gameplay_style::{self,StyleModifiers}; use strafesnet_common::controls_bitflag::Controls; use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,InstructionFeedback,TimedInstruction}; use strafesnet_common::integer::{self,vec3,mat3,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2}; pub use strafesnet_common::physics::{Time,TimeInner}; use gameplay::ModeState; pub type Body=crate::body::Body; pub type Trajectory=crate::body::Trajectory; type MouseState=strafesnet_common::mouse::MouseState; //external influence //this is how you influence the physics from outside use strafesnet_common::physics::{Instruction,MouseInstruction,ModeInstruction,MiscInstruction,SetControlInstruction}; //internal influence //when the physics asks itself what happens next, this is how it's represented #[derive(Debug,Clone)] pub enum InternalInstruction{ CollisionStart(Collision,model_physics::GigaTime), CollisionEnd(Collision,model_physics::GigaTime), StrafeTick, // TODO: add GigaTime to ReachWalkTargetVelocity ReachWalkTargetVelocity, // Water, } #[derive(Clone,Debug)] pub struct InputState{ mouse:MouseState, next_mouse:MouseState, controls:Controls, } impl InputState{ fn set_next_mouse(&mut self,next_mouse:MouseState){ // would this be correct? // if self.next_mouse.time==next_mouse.time{ // self.next_mouse=next_mouse; // }else{ //I like your functions magic language self.mouse=std::mem::replace(&mut self.next_mouse,next_mouse); //equivalently: //(self.next_mouse,self.mouse)=(next_mouse,self.next_mouse.clone()); // } } fn replace_mouse(&mut self,mouse:MouseState,next_mouse:MouseState){ (self.next_mouse,self.mouse)=(next_mouse,mouse); } fn get_control(&self,control:Controls)->bool{ self.controls.contains(control) } fn set_control(&mut self,control:Controls,state:bool){ self.controls.set(control,state) } fn time_delta(&self)->Time{ self.next_mouse.time-self.mouse.time } fn mouse_delta(&self)->glam::IVec2{ self.next_mouse.pos-self.mouse.pos } fn lerp_delta(&self,time:Time)->glam::IVec2{ //these are deltas let dm=self.mouse_delta().as_i64vec2(); let t=(time-self.mouse.time).nanos(); let dt=self.time_delta().nanos(); ((dm*t)/dt).as_ivec2() } } impl Default for InputState{ fn default()->Self{ Self{ mouse:MouseState{pos:Default::default(),time:Time::ZERO-Time::EPSILON*2}, next_mouse:MouseState{pos:Default::default(),time:Time::ZERO-Time::EPSILON}, controls:Default::default(), } } } #[derive(Clone,Debug)] enum JumpDirection{ Exactly(Planar64Vec3), FromContactNormal, } impl JumpDirection{ fn direction(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&ContactCollision)->Planar64Vec3{ match self{ JumpDirection::FromContactNormal=>contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id), &JumpDirection::Exactly(dir)=>dir, } } } #[derive(Clone,Debug)] enum TransientAcceleration{ Reached, Reachable{ acceleration:Planar64Vec3, time:Time, }, //walk target will never be reached Unreachable{ acceleration:Planar64Vec3, } } #[derive(Clone,Debug)] struct ContactMoveState{ jump_direction:JumpDirection, // TODO: this is bad data normalization, remove this contact:ContactCollision, target:TransientAcceleration, } impl TransientAcceleration{ fn with_target_diff(target_diff:Planar64Vec3,accel:Planar64,time:Time)->Self{ if target_diff==vec3::zero(){ TransientAcceleration::Reached }else if accel==Planar64::ZERO{ TransientAcceleration::Unreachable{ acceleration:vec3::zero() } }else{ //normal friction acceleration is clippedAcceleration.dot(normal)*friction TransientAcceleration::Reachable{ acceleration:target_diff.with_length(accel).divide().wrap_64(), time:time+Time::from((target_diff.length()/accel).divide().clamp_64()) } } } fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3)->Self{ let target_diff=target_velocity-body.velocity; //precalculate accel let accel=walk_settings.accel(target_diff,gravity); Self::with_target_diff(target_diff,accel,body.time) } fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3)->Self{ let target_diff=target_velocity-body.velocity; let accel=ladder_settings.accel(target_diff,gravity); Self::with_target_diff(target_diff,accel,body.time) } fn acceleration(&self)->Planar64Vec3{ match self{ TransientAcceleration::Reached=>vec3::zero(), &TransientAcceleration::Reachable{acceleration,time:_}=>acceleration, &TransientAcceleration::Unreachable{acceleration}=>acceleration, } } } impl ContactMoveState{ fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision)->Self{ Self{ target:TransientAcceleration::ground(walk_settings,body,gravity,target_velocity), contact, jump_direction:JumpDirection::Exactly(vec3::Y), } } fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision)->Self{ Self{//,style,velocity,normal,style.ladder_speed,style.ladder_accel target:TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity), contact, jump_direction:JumpDirection::FromContactNormal, } } } fn ground_things(walk_settings:&gameplay_style::WalkSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){ let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id); let gravity=touching.base_acceleration(models,style,camera,input_state); let control_dir=style.get_y_control_dir(camera,input_state.controls); let target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal); let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity); (gravity,target_velocity_clipped) } fn ladder_things(ladder_settings:&gameplay_style::LadderSettings,contact:&ContactCollision,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->(Planar64Vec3,Planar64Vec3){ let normal=contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id); let gravity=touching.base_acceleration(models,style,camera,input_state); let control_dir=style.get_y_control_dir(camera,input_state.controls); let target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal); let target_velocity_clipped=touching.constrain_velocity(models,hitbox_mesh,target_velocity); (gravity,target_velocity_clipped) } #[derive(Default)] struct PhysicsModels{ meshes:HashMap, contact_models:HashMap, intersect_models:HashMap, contact_attributes:HashMap, intersect_attributes:HashMap, } impl PhysicsModels{ #[expect(dead_code)] fn clear(&mut self){ self.meshes.clear(); self.contact_models.clear(); self.intersect_models.clear(); self.contact_attributes.clear(); self.intersect_attributes.clear(); } fn mesh(&self,convex_mesh_id:ConvexMeshId)->TransformedMesh<'_>{ let (mesh_id,transform)=match convex_mesh_id.model_id{ PhysicsModelId::Contact(model_id)=>{ let model=&self.contact_models[&model_id]; (&model.mesh_id,&model.transform) }, PhysicsModelId::Intersect(model_id)=>{ let model=&self.intersect_models[&model_id]; (&model.mesh_id,&model.transform) }, }; TransformedMesh::new( self.meshes[mesh_id].submesh_view(convex_mesh_id.submesh_id), transform ) } //it's a bit weird to have three functions, but it's always going to be one of these fn contact_mesh(&self,convex_mesh_id:&ConvexMeshId)->TransformedMesh<'_>{ let model=&self.contact_models[&convex_mesh_id.model_id]; TransformedMesh::new( self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id), &model.transform ) } fn intersect_mesh(&self,convex_mesh_id:&ConvexMeshId)->TransformedMesh<'_>{ let model=&self.intersect_models[&convex_mesh_id.model_id]; TransformedMesh::new( self.meshes[&model.mesh_id].submesh_view(convex_mesh_id.submesh_id), &model.transform ) } fn get_model_transform(&self,model_id:ModelId)->Option<&PhysicsMeshTransform>{ //ModelId can possibly be a decoration match self.contact_models.get(&model_id.into()){ Some(model)=>Some(&model.transform), None=>self.intersect_models.get(&model_id.into()) .map(|model|&model.transform), } } fn contact_attr(&self,model_id:ContactModelId)->&gameplay_attributes::ContactAttributes{ &self.contact_attributes[&self.contact_models[&model_id].attr_id] } fn intersect_attr(&self,model_id:IntersectModelId)->&gameplay_attributes::IntersectAttributes{ &self.intersect_attributes[&self.intersect_models[&model_id].attr_id] } } #[derive(Clone,Copy,Debug)] pub struct PhysicsCamera{ //punch: Planar64Vec3, //punch_velocity: Planar64Vec3, sensitivity:Ratio64Vec2,//dots to Angle32 ratios clamped_mouse_pos:glam::IVec2,//angles are calculated from this cumulative value //angle limits could be an enum + struct that defines whether it's limited and selects clamp or wrap depending // enum AngleLimit{ // Unlimited, // Limited{lower:Angle32,upper:Angle32}, // } //pitch_limit:AngleLimit, //yaw_limit:AngleLimit, } impl PhysicsCamera{ const ANGLE_PITCH_LOWER_LIMIT:Angle32=Angle32::NEG_FRAC_PI_2; const ANGLE_PITCH_UPPER_LIMIT:Angle32=Angle32::FRAC_PI_2; fn set_sensitivity(&mut self,sensitivity:Ratio64Vec2){ // Calculate nearest mouse position in new sensitivity self.clamped_mouse_pos.x=(self.clamped_mouse_pos.x as i128*self.sensitivity.x.num() as i128*sensitivity.x.den() as i128/(sensitivity.x.num() as i128*self.sensitivity.x.den() as i128)) as i32; self.clamped_mouse_pos.y=(self.clamped_mouse_pos.y as i128*self.sensitivity.y.num() as i128*sensitivity.y.den() as i128/(sensitivity.y.num() as i128*self.sensitivity.y.den() as i128)) as i32; self.sensitivity=sensitivity; } pub fn move_mouse(&mut self,mouse_delta:glam::IVec2){ let mut unclamped_mouse_pos=self.clamped_mouse_pos+mouse_delta; unclamped_mouse_pos.y=unclamped_mouse_pos.y.clamp( self.sensitivity.y.rhs_div_int(Self::ANGLE_PITCH_LOWER_LIMIT.get() as i64) as i32, self.sensitivity.y.rhs_div_int(Self::ANGLE_PITCH_UPPER_LIMIT.get() as i64) as i32, ); self.clamped_mouse_pos=unclamped_mouse_pos; } pub fn simulate_move_angles(&self,mouse_delta:glam::IVec2)->glam::Vec2{ let a=-self.sensitivity.mul_int((self.clamped_mouse_pos+mouse_delta).as_i64vec2()); let ax=Angle32::wrap_from_i64(a.x); let ay=Angle32::clamp_from_i64(a.y) //clamp to actual vertical cam limit .clamp(Self::ANGLE_PITCH_LOWER_LIMIT,Self::ANGLE_PITCH_UPPER_LIMIT); return glam::vec2(ax.into(),ay.into()); } #[inline] fn get_rotation(&self,mouse_pos:glam::IVec2)->Planar64Mat3{ let a=-self.sensitivity.mul_int(mouse_pos.as_i64vec2()); let ax=Angle32::wrap_from_i64(a.x); let ay=Angle32::clamp_from_i64(a.y) //clamp to actual vertical cam limit .clamp(Self::ANGLE_PITCH_LOWER_LIMIT,Self::ANGLE_PITCH_UPPER_LIMIT); mat3::from_rotation_yx(ax,ay) } fn rotation(&self)->Planar64Mat3{ self.get_rotation(self.clamped_mouse_pos) } #[expect(dead_code)] fn simulate_move_rotation(&self,mouse_delta:glam::IVec2)->Planar64Mat3{ self.get_rotation(self.clamped_mouse_pos+mouse_delta) } fn get_rotation_y(&self,mouse_pos_x:i32)->Planar64Mat3{ let ax=-self.sensitivity.x.mul_int(mouse_pos_x as i64); mat3::from_rotation_y(Angle32::wrap_from_i64(ax)) } fn rotation_y(&self)->Planar64Mat3{ self.get_rotation_y(self.clamped_mouse_pos.x) } fn simulate_move_rotation_y(&self,mouse_delta_x:i32)->Planar64Mat3{ self.get_rotation_y(self.clamped_mouse_pos.x+mouse_delta_x) } } impl Default for PhysicsCamera{ fn default()->Self{ Self{ sensitivity:Ratio64Vec2::ONE*200_000, clamped_mouse_pos:glam::IVec2::ZERO, } } } mod gameplay{ use super::{gameplay_modes,HashSet,HashMap,ModelId}; pub enum JumpIncrementResult{ Allowed, ExceededLimit, } impl JumpIncrementResult{ pub const fn is_allowed(self)->bool{ matches!(self,JumpIncrementResult::Allowed) } } #[derive(Clone,Debug)] pub struct ModeState{ mode_id:gameplay_modes::ModeId, stage_id:gameplay_modes::StageId, next_ordered_checkpoint_id:gameplay_modes::CheckpointId,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0) unordered_checkpoints:HashSet, jump_counts:HashMap,//model_id -> jump count } impl ModeState{ pub const fn get_mode_id(&self)->gameplay_modes::ModeId{ self.mode_id } pub const fn get_stage_id(&self)->gameplay_modes::StageId{ self.stage_id } pub const fn get_next_ordered_checkpoint_id(&self)->gameplay_modes::CheckpointId{ self.next_ordered_checkpoint_id } fn increment_jump_count(&mut self,model_id:ModelId)->u32{ *self.jump_counts.entry(model_id).and_modify(|c|*c+=1).or_insert(1) } pub fn try_increment_jump_count(&mut self,model_id:ModelId,jump_limit:Option)->JumpIncrementResult{ match jump_limit{ Some(jump_limit) if (jump_limit as u32)JumpIncrementResult::ExceededLimit, _=>JumpIncrementResult::Allowed, } } pub const fn ordered_checkpoint_count(&self)->u32{ self.next_ordered_checkpoint_id.get() } pub fn unordered_checkpoint_count(&self)->u32{ self.unordered_checkpoints.len() as u32 } #[expect(dead_code)] pub fn set_mode_id(&mut self,mode_id:gameplay_modes::ModeId){ self.clear(); self.mode_id=mode_id; } pub fn set_stage_id(&mut self,stage_id:gameplay_modes::StageId){ self.clear_checkpoints(); self.stage_id=stage_id; } pub fn accumulate_ordered_checkpoint(&mut self,stage:&gameplay_modes::Stage,model_id:ModelId){ if stage.is_next_ordered_checkpoint(self.get_next_ordered_checkpoint_id(),model_id){ self.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::new(self.next_ordered_checkpoint_id.get()+1); } } pub fn accumulate_unordered_checkpoint(&mut self,stage:&gameplay_modes::Stage,model_id:ModelId){ if stage.is_unordered_checkpoint(model_id){ self.unordered_checkpoints.insert(model_id); } } pub fn clear(&mut self){ self.clear_jump_counts(); self.clear_checkpoints(); } pub fn clear_jump_counts(&mut self){ self.jump_counts.clear(); } pub fn clear_checkpoints(&mut self){ self.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::FIRST; self.unordered_checkpoints.clear(); } } impl Default for ModeState{ fn default()->Self{ Self{ mode_id:gameplay_modes::ModeId::MAIN, stage_id:gameplay_modes::StageId::FIRST, next_ordered_checkpoint_id:gameplay_modes::CheckpointId::FIRST, unordered_checkpoints:HashSet::new(), jump_counts:HashMap::new(), } } } } #[derive(Clone,Debug)] struct WorldState{} struct HitboxMesh{ halfsize:Planar64Vec3, mesh:PhysicsMesh, transform:PhysicsMeshTransform, } impl HitboxMesh{ fn new(mesh:PhysicsMesh,transform:integer::Planar64Affine3)->Self{ //calculate extents let mut aabb=aabb::Aabb::default(); let transform=PhysicsMeshTransform::new(transform); let transformed_mesh=TransformedMesh::new(mesh.complete_mesh_view(),&transform); for vert in transformed_mesh.verts(){ aabb.grow(vert.narrow_64().unwrap()); } Self{ halfsize:aabb.size()>>1, mesh, transform, } } #[inline] fn transformed_mesh(&self)->TransformedMesh<'_>{ TransformedMesh::new(self.mesh.complete_mesh_view(),&self.transform) } } trait StyleHelper{ fn get_control(&self,control:Controls,controls:Controls)->bool; fn get_control_dir(&self,controls:Controls)->Planar64Vec3; fn get_y_control_dir(&self,camera:&PhysicsCamera,controls:Controls)->Planar64Vec3; fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:Controls)->Planar64Vec3; fn calculate_mesh(&self)->HitboxMesh; } impl StyleHelper for StyleModifiers{ fn get_control(&self,control:Controls,controls:Controls)->bool{ controls.intersection(self.controls_mask).contains(control) } fn get_control_dir(&self,controls:Controls)->Planar64Vec3{ //don't get fancy just do it let mut control_dir:Planar64Vec3=vec3::zero(); //Apply mask after held check so you can require non-allowed keys to be held for some reason let controls=controls.intersection(self.controls_mask); if controls.contains(Controls::MoveForward){ control_dir+=Self::FORWARD_DIR; } if controls.contains(Controls::MoveBackward){ control_dir-=Self::FORWARD_DIR; } if controls.contains(Controls::MoveLeft){ control_dir-=Self::RIGHT_DIR; } if controls.contains(Controls::MoveRight){ control_dir+=Self::RIGHT_DIR; } if controls.contains(Controls::MoveUp){ control_dir+=Self::UP_DIR; } if controls.contains(Controls::MoveDown){ control_dir-=Self::UP_DIR; } return control_dir } fn get_y_control_dir(&self,camera:&PhysicsCamera,controls:Controls)->Planar64Vec3{ (camera.rotation_y()*self.get_control_dir(controls)).wrap_64() } fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:Controls)->Planar64Vec3{ //don't interpolate this! discrete mouse movement, constant acceleration (camera.rotation()*self.get_control_dir(controls)).wrap_64() } fn calculate_mesh(&self)->HitboxMesh{ let mesh=match self.hitbox.mesh{ gameplay_style::HitboxMesh::Box=>PhysicsMesh::unit_cube(), gameplay_style::HitboxMesh::Cylinder=>PhysicsMesh::unit_cylinder(), }; let transform=integer::Planar64Affine3::new( mat3::from_diagonal(self.hitbox.halfsize), vec3::zero() ); HitboxMesh::new(mesh,transform) } } #[derive(Clone,Debug)] enum MoveState{ Air, Walk(ContactMoveState), Ladder(ContactMoveState), #[expect(dead_code)] Water, Fly, } impl MoveState{ //call this after state.move_state is changed fn acceleration(&self,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{ match self{ MoveState::Fly=>vec3::zero(), MoveState::Air |MoveState::Water =>{ // calculate base acceleration let base_acceleration=touching.base_acceleration(models,style,camera,input_state); // constrain_acceleration clips according to contacts touching.constrain_acceleration(models,hitbox_mesh,base_acceleration) }, MoveState::Walk(walk_state) |MoveState::Ladder(walk_state) =>walk_state.target.acceleration(), } } //function to coerce &mut self into &self fn update_fly_velocity(&self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){ match self{ MoveState::Air=>(), MoveState::Water=>(), MoveState::Fly=>{ //set velocity according to current control state let v=style.get_propulsion_control_dir(camera,input_state.controls)*80; //set_velocity clips velocity according to current touching state set_velocity(body,touching,models,hitbox_mesh,v); }, MoveState::Walk(_walk_state) |MoveState::Ladder(_walk_state) =>(), } } /// changes the move state fn update_walk_target(&mut self,body:&Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){ match self{ MoveState::Fly |MoveState::Air |MoveState::Water=>(), MoveState::Walk(ContactMoveState{target,contact,jump_direction:_})=>{ if let Some(walk_settings)=&style.walk{ let (gravity,target_velocity)=ground_things(walk_settings,contact,touching,models,hitbox_mesh,style,camera,input_state); *target=TransientAcceleration::ground(walk_settings,body,gravity,target_velocity); }else{ panic!("ContactMoveState exists in style which does not allow walking!"); } }, MoveState::Ladder(ContactMoveState{target,contact,jump_direction:_})=>{ if let Some(ladder_settings)=&style.ladder{ let (gravity,target_velocity)=ladder_things(ladder_settings,contact,touching,models,hitbox_mesh,style,camera,input_state); *target=TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity); }else{ panic!("ContactMoveState exists in style which does not allow walking!"); } }, } } fn get_walk_state(&self)->Option<&ContactMoveState>{ match self{ MoveState::Walk(walk_state) |MoveState::Ladder(walk_state) =>Some(walk_state), MoveState::Air |MoveState::Water |MoveState::Fly =>None, } } fn next_move_instruction(&self,strafe:&Option,time:Time)->Option>{ //check if you have a valid walk state and create an instruction match self{ MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.target{ &TransientAcceleration::Reachable{acceleration:_,time}=>Some(TimedInstruction{ time, instruction:InternalInstruction::ReachWalkTargetVelocity }), TransientAcceleration::Unreachable{acceleration:_} |TransientAcceleration::Reached =>None, } MoveState::Air=>strafe.as_ref().map(|strafe|{ TimedInstruction{ time:strafe.next_tick(time), //only poll the physics if there is a before and after mouse event instruction:InternalInstruction::StrafeTick } }), MoveState::Water=>None,//TODO MoveState::Fly=>None, } } fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){ *self=move_state; //this function call reads the above state that was just set self.update_walk_target(body,touching,models,hitbox_mesh,style,camera,input_state); self.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); } fn cull_velocity(&mut self,velocity:Planar64Vec3,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){ //TODO: be more precise about contacts if set_velocity_cull(body,touching,models,hitbox_mesh,velocity){ // TODO do better // TODO: unduplicate this code match self.get_walk_state(){ // did you stop touching the thing you were walking on? Some(walk_state)=>if !touching.contains_contact(&walk_state.contact.convex_mesh_id){ self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state); }else{ // stopped touching something else while walking self.update_walk_target(body,touching,models,hitbox_mesh,style,camera,input_state); self.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); }, // not walking, but stopped touching something None=>self.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state), } } } } #[derive(Clone,Hash,Eq,PartialEq)] enum PhysicsCollisionAttributes{ Contact(gameplay_attributes::ContactAttributes), Intersect(gameplay_attributes::IntersectAttributes), } struct NonPhysicsError; impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttributes{ type Error=NonPhysicsError; fn try_from(value:&gameplay_attributes::CollisionAttributes)->Result{ match value{ gameplay_attributes::CollisionAttributes::Decoration=>Err(NonPhysicsError), gameplay_attributes::CollisionAttributes::Contact(attr)=>Ok(Self::Contact(attr.clone())), gameplay_attributes::CollisionAttributes::Intersect(attr)=>Ok(Self::Intersect(attr.clone())), } } } #[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)] struct ContactAttributesId(u32); impl From for CollisionAttributesId{ fn from(value:ContactAttributesId)->CollisionAttributesId{ CollisionAttributesId::new(value.0) } } impl From for ContactAttributesId{ fn from(value:CollisionAttributesId)->Self{ Self::new(value.get()) } } #[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)] struct IntersectAttributesId(u32); impl From for CollisionAttributesId{ fn from(value:IntersectAttributesId)->CollisionAttributesId{ CollisionAttributesId::new(value.0) } } impl From for IntersectAttributesId{ fn from(value:CollisionAttributesId)->Self{ Self::new(value.get()) } } #[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)] struct ContactModelId(u32); impl From for ModelId{ fn from(value:ContactModelId)->ModelId{ ModelId::new(value.get()) } } impl From for ContactModelId{ fn from(other: ModelId)->Self{ Self::new(other.get()) } } #[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)] struct IntersectModelId(u32); impl From for ModelId{ fn from(value:IntersectModelId)->ModelId{ ModelId::new(value.get()) } } impl From for IntersectModelId{ fn from(other: ModelId)->Self{ Self::new(other.get()) } } #[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)] enum PhysicsModelId{ Contact(ContactModelId), Intersect(IntersectModelId), } impl From for ModelId{ fn from(value:PhysicsModelId)->ModelId{ ModelId::new(match value{ PhysicsModelId::Contact(model_id)=>model_id.get(), PhysicsModelId::Intersect(model_id)=>model_id.get(), }) } } //unique physics meshes indexed by this #[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)] struct ConvexMeshId{ model_id:Id, submesh_id:PhysicsSubmeshId, } impl ConvexMeshId{ fn map(self,model_id:NewId)->ConvexMeshId{ ConvexMeshId{ model_id, submesh_id:self.submesh_id, } } } struct ContactModel{ mesh_id:PhysicsMeshId, attr_id:ContactAttributesId, transform:PhysicsMeshTransform, } struct IntersectModel{ mesh_id:PhysicsMeshId, attr_id:IntersectAttributesId, transform:PhysicsMeshTransform, } #[derive(Debug,Clone,Copy,Hash)] pub struct ContactCollision{ convex_mesh_id:ConvexMeshId, face_id:MinkowskiFace, } #[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)] pub struct IntersectCollision{ convex_mesh_id:ConvexMeshId, } #[derive(Debug,Clone,Hash)] pub enum Collision{ Contact(ContactCollision), Intersect(IntersectCollision), } impl Collision{ fn new(convex_mesh_id:ConvexMeshId,face_id:MinkowskiFace)->Self{ match convex_mesh_id.model_id{ PhysicsModelId::Contact(model_id)=>Collision::Contact(ContactCollision{convex_mesh_id:convex_mesh_id.map(model_id),face_id}), PhysicsModelId::Intersect(model_id)=>Collision::Intersect(IntersectCollision{convex_mesh_id:convex_mesh_id.map(model_id)}), } } } #[derive(Clone,Debug,Default)] struct TouchingState{ // This is kind of jank, it's a ContactCollision // but split over the Key and Value of the HashMap. contacts:HashMap,MinkowskiFace>, intersects:HashSet>, } impl TouchingState{ fn clear(&mut self){ self.contacts.clear(); self.intersects.clear(); } fn insert_contact(&mut self,contact:ContactCollision)->Option{ self.contacts.insert(contact.convex_mesh_id,contact.face_id) } fn insert_intersect(&mut self,intersect:IntersectCollision)->bool{ self.intersects.insert(intersect.convex_mesh_id) } fn remove_contact(&mut self,convex_mesh_id:&ConvexMeshId)->Option{ self.contacts.remove(convex_mesh_id) } fn remove_intersect(&mut self,convex_mesh_id:&ConvexMeshId)->bool{ self.intersects.remove(convex_mesh_id) } fn contains_contact(&self,convex_mesh_id:&ConvexMeshId)->bool{ self.contacts.contains_key(convex_mesh_id) } fn contains_intersect(&self,convex_mesh_id:&ConvexMeshId)->bool{ self.intersects.contains(convex_mesh_id) } fn contains(&self,convex_mesh_id:&ConvexMeshId)->bool{ match convex_mesh_id.model_id{ PhysicsModelId::Contact(contact_model_id)=>self.contains_contact(&convex_mesh_id.map(contact_model_id)), PhysicsModelId::Intersect(intersect_model_id)=>self.contains_intersect(&convex_mesh_id.map(intersect_model_id)), } } fn base_acceleration(&self,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState)->Planar64Vec3{ let mut a=style.gravity; if let Some(rocket_settings)=&style.rocket{ a+=rocket_settings.acceleration(style.get_propulsion_control_dir(camera,input_state.controls)); } //add accelerators for contact in self.contacts.keys(){ if let Some(accelerator)=&models.contact_attr(contact.model_id).general.accelerator{ a+=accelerator.acceleration; } } for intersect in &self.intersects{ if let Some(accelerator)=&models.intersect_attr(intersect.model_id).general.accelerator{ a+=accelerator.acceleration; } } //TODO: add water a } fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:Planar64Vec3)->Planar64Vec3{ let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{ let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id); crate::push_solve::Contact{ position:vec3::zero(), velocity:n, normal:n, } }).collect(); crate::push_solve::push_solve(&contacts,velocity).0 } fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:Planar64Vec3)->Planar64Vec3{ let contacts:Vec<_>=self.contacts.iter().map(|(convex_mesh_id,face_id)|{ let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id); crate::push_solve::Contact{ position:vec3::zero(), velocity:n, normal:n, } }).collect(); crate::push_solve::push_solve(&contacts,acceleration).0 } fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,trajectory:&Trajectory,start_time:Time){ // let relative_body=body.relative_to(&Body::ZERO); for (convex_mesh_id,face_id) in &self.contacts{ //detect face slide off let model_mesh=models.contact_mesh(convex_mesh_id); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh()); collector.collect(minkowski.predict_collision_face_out(&trajectory,start_time..collector.time(),*face_id).map(|(_face,time)|{ TimedInstruction{ time:trajectory.time+time.into(), instruction:InternalInstruction::CollisionEnd( Collision::Contact(ContactCollision{face_id:*face_id,convex_mesh_id:*convex_mesh_id}), time ), } })); } for convex_mesh_id in &self.intersects{ //detect model collision in reverse let model_mesh=models.intersect_mesh(convex_mesh_id); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh()); collector.collect(minkowski.predict_collision_out(&trajectory,start_time..collector.time()).map(|(_face,time)|{ TimedInstruction{ time:trajectory.time+time.into(), instruction:InternalInstruction::CollisionEnd( Collision::Intersect(IntersectCollision{convex_mesh_id:*convex_mesh_id}), time ), } })); } } } #[derive(Clone,Debug)] pub struct PhysicsState{ time:Time, body:Body, _world:WorldState,//currently there is only one state the world can be in touching:TouchingState, //camera must exist in state because wormholes modify the camera, also camera punch camera:PhysicsCamera, //input_state input_state:InputState, //style style:StyleModifiers,//mode style with custom style updates applied //gameplay_state mode_state:ModeState, move_state:MoveState, //run is non optional: when you spawn in a run is created //the run cannot be finished unless you start it by visiting //a start zone. If you change mode, a new run is created. run:run::Run, } impl Default for PhysicsState{ fn default()->Self{ Self{ body:Body::new(vec3::int(0,50,0),vec3::int(0,0,0),Time::ZERO), time:Time::ZERO, style:StyleModifiers::default(), touching:TouchingState::default(), move_state:MoveState::Air, camera:PhysicsCamera::default(), input_state:InputState::default(), _world:WorldState{}, mode_state:ModeState::default(), run:run::Run::new(), } } } impl PhysicsState{ pub fn new_with_body(body:Body)->Self{ Self{ body, ..Self::default() } } pub const fn body(&self)->&Body{ &self.body } pub fn camera_trajectory(&self,data:&PhysicsData)->Trajectory{ let acceleration=self.acceleration(data); Trajectory::new( self.body.position+self.style.camera_offset, self.body.velocity, acceleration, self.body.time, ) } pub const fn camera(&self)->PhysicsCamera{ self.camera } pub const fn mode(&self)->gameplay_modes::ModeId{ self.mode_state.get_mode_id() } pub const fn style_mut(&mut self)->&mut StyleModifiers{ &mut self.style } pub fn get_finish_time(&self)->Option{ self.run.get_finish_time() } fn is_no_clip_enabled(&self)->bool{ self.input_state.get_control(Controls::Sprint) } pub fn clear(&mut self){ self.touching.clear(); } fn reset_to_default(&mut self){ *self=Self::default(); } fn next_move_instruction(&self)->Option>{ self.move_state.next_move_instruction(&self.style.strafe,self.time) } fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){ self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state); } fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){ self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state); } fn acceleration(&self,data:&PhysicsData)->Planar64Vec3{ self.move_state.acceleration(&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state) } //state mutated on collision: //Accelerator //stair step-up //state mutated on instruction //change fly acceleration (fly_sustain) //change fly velocity //generic event emmiters //PlatformStandTime //walk/swim/air/ladder sounds //VState? //falling under the map // fn next_respawn_instruction(&self) -> Option> { // if self.body.position Option> { // return Some(TimedInstruction{ // time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num, // //only poll the physics if there is a before and after mouse event // instruction:PhysicsInstruction::Water // }); // } } // shared geometry for simulations pub struct PhysicsData{ //permanent map data bvh:bvh::BvhNode>, //transient map/environment data (open world loads/unloads parts of this data) models:PhysicsModels, //semi-transient data modes:gameplay_modes::Modes, //cached calculations hitbox_mesh:HitboxMesh, } impl PhysicsData{ pub fn empty()->Self{ Self{ bvh:bvh::BvhNode::empty(), models:Default::default(), modes:Default::default(), hitbox_mesh:StyleModifiers::default().calculate_mesh(), } } pub fn closest_point(&self,mesh_id:u32,point:Planar64Vec3)->Option>>{ let model_mesh=self.models.mesh(ConvexMeshId{model_id:PhysicsModelId::Contact(ContactModelId(mesh_id)),submesh_id:PhysicsSubmeshId::new(0)}); println!("transform={:?}",model_mesh.transform.vertex.matrix3); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,self.hitbox_mesh.transformed_mesh()); minkowski.closest_point(point) } pub fn new(map:&map::CompleteMap)->Self{ let modes=map.modes.clone().denormalize(); let mut used_contact_attributes=Vec::new(); let mut used_intersect_attributes=Vec::new(); //temporary type for type safety lol #[derive(Clone,Copy,Hash,Eq,PartialEq)] enum PhysicsAttributesId{ Contact(ContactAttributesId), Intersect(IntersectAttributesId), } let mut contact_models=HashMap::new(); let mut intersect_models=HashMap::new(); let mut physics_attr_id_from_model_attr_id=HashMap::::new(); let mut used_meshes=Vec::new(); let mut physics_mesh_id_from_model_mesh_id=HashMap::::new(); for (model_id,model) in map.models.iter().enumerate(){ let attr_id=match physics_attr_id_from_model_attr_id.entry(model.attributes){ std::collections::hash_map::Entry::Occupied(entry)=>*entry.get(), std::collections::hash_map::Entry::Vacant(entry)=>{ //check if it's real match map.attributes.get(model.attributes.get() as usize).and_then(|m_attr|{ PhysicsCollisionAttributes::try_from(m_attr).map_or(None,|p_attr|{ let attr_id=match p_attr{ PhysicsCollisionAttributes::Contact(attr)=>{ let attr_id=ContactAttributesId::new(used_contact_attributes.len() as u32); used_contact_attributes.push(attr); PhysicsAttributesId::Contact(attr_id) }, PhysicsCollisionAttributes::Intersect(attr)=>{ let attr_id=IntersectAttributesId::new(used_intersect_attributes.len() as u32); used_intersect_attributes.push(attr); PhysicsAttributesId::Intersect(attr_id) }, }; Some(*entry.insert(attr_id)) }) }){ Some(attr_id)=>attr_id, None=>continue, } } }; let mesh_id=if let Some(&mesh_id)=physics_mesh_id_from_model_mesh_id.get(&model.mesh){ mesh_id }else{ match map.meshes.get(model.mesh.get() as usize).and_then(|mesh|{ match PhysicsMesh::try_from(mesh){ Ok(physics_mesh)=>{ let mesh_id=PhysicsMeshId::new(used_meshes.len() as u32); used_meshes.push(physics_mesh); physics_mesh_id_from_model_mesh_id.insert(model.mesh,mesh_id); Some(mesh_id) }, Err(e)=>{ println!("Failed to build PhysicsMesh: {e}"); None } } }){ Some(mesh_id)=>mesh_id, None=>continue, } }; let transform=PhysicsMeshTransform::new(model.transform); match attr_id{ PhysicsAttributesId::Contact(attr_id)=>{ let contact_model_id=ContactModelId::new(model_id as u32); contact_models.insert(contact_model_id,ContactModel{ mesh_id, attr_id, transform, }); }, PhysicsAttributesId::Intersect(attr_id)=>{ let intersect_model_id=IntersectModelId::new(model_id as u32); intersect_models.insert(intersect_model_id,IntersectModel{ mesh_id, attr_id, transform, }); }, } } let meshes:HashMap=used_meshes.into_iter() .enumerate() .map(|(mesh_id,mesh)| (PhysicsMeshId::new(mesh_id as u32),mesh) ).collect(); let convex_mesh_aabb_list= // use the map models iteration order to ensure that the // order that the models are passed into bvh::generate_bvh is consistent map.models.iter().enumerate().filter_map(|(model_id,model)|{ match map.attributes.get(model.attributes.get() as usize){ None|Some(gameplay_attributes::CollisionAttributes::Decoration)=>None, Some(gameplay_attributes::CollisionAttributes::Contact(_))=>{ let model_id=ContactModelId::new(model_id as u32); let model=contact_models.get(&model_id)?; Some((PhysicsModelId::Contact(model_id),&model.mesh_id,&model.transform)) }, Some(gameplay_attributes::CollisionAttributes::Intersect(_))=>{ let model_id=IntersectModelId::new(model_id as u32); let model=intersect_models.get(&model_id)?; Some((PhysicsModelId::Intersect(model_id),&model.mesh_id,&model.transform)) }, } }) .flat_map(|(model_id,mesh_id,transform)|{ meshes[mesh_id].submesh_views() .enumerate().map(move|(submesh_id,view)|{ let mut aabb=aabb::Aabb::default(); let transformed_mesh=TransformedMesh::new(view,transform); for v in transformed_mesh.verts(){ aabb.grow(v.narrow_64().unwrap()); } (ConvexMeshId{ model_id, submesh_id:PhysicsSubmeshId::new(submesh_id as u32), },aabb) }) }).collect(); let bvh=bvh::generate_bvh(convex_mesh_aabb_list); let model_count=contact_models.len()+intersect_models.len(); let models=PhysicsModels{ meshes, contact_models, intersect_models, contact_attributes:used_contact_attributes.into_iter() .enumerate() .map(|(attr_id,attr)| (ContactAttributesId::new(attr_id as u32),attr) ).collect(), intersect_attributes:used_intersect_attributes.into_iter() .enumerate() .map(|(attr_id,attr)| (IntersectAttributesId::new(attr_id as u32),attr) ).collect(), }; println!("Physics Objects: {}",model_count); Self{ hitbox_mesh:StyleModifiers::default().calculate_mesh(), bvh, models, modes, } } } // the collection of information required to run physics pub struct PhysicsContext<'a>{ state:&'a mut PhysicsState,//this captures the entire state of the physics. data:&'a PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state. } // the physics consumes both Instruction and PhysicsInternalInstruction, // but can only emit PhysicsInternalInstruction impl InstructionConsumer for PhysicsContext<'_>{ type Time=Time; fn process_instruction(&mut self,ins:TimedInstruction){ atomic_internal_instruction(&mut self.state,&self.data,ins) } } impl InstructionConsumer for PhysicsContext<'_>{ type Time=Time; fn process_instruction(&mut self,ins:TimedInstruction){ atomic_input_instruction(&mut self.state,&self.data,ins) } } impl InstructionEmitter for PhysicsContext<'_>{ type Time=Time; //this little next instruction function could cache its return value and invalidate the cached value by watching the State. fn next_instruction(&self,time_limit:Time)->Option>{ next_instruction_internal(&self.state,&self.data,time_limit) } } impl<'a> PhysicsContext<'a>{ pub fn run_input_instruction( state:&mut PhysicsState, data:&PhysicsData, instruction:TimedInstruction ){ let mut context=PhysicsContext{state,data}; context.process_exhaustive(instruction.time); context.process_instruction(instruction); } pub fn iter_internal( state:&'a mut PhysicsState, data:&'a PhysicsData, time_limit:Time, )->instruction::InstructionIter{ PhysicsContext{state,data}.into_iter(time_limit) } } //this is the one who asks fn next_instruction_internal(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option>{ //JUST POLLING!!! NO MUTATION let mut collector=instruction::InstructionCollector::new(time_limit); collector.collect(state.next_move_instruction()); let trajectory=state.body.with_acceleration(state.acceleration(data)); //check for collision ends state.touching.predict_collision_end(&mut collector,&data.models,&data.hitbox_mesh,&trajectory,state.time); if state.is_no_clip_enabled(){ return collector.take(); } //check for collision starts let mut aabb=aabb::Aabb::default(); trajectory.grow_aabb(&mut aabb,state.time,collector.time()); aabb.inflate(data.hitbox_mesh.halfsize); //relative to moving platforms //let relative_body=state.body.relative_to(&Body::ZERO); data.bvh.sample_aabb(&aabb,&mut |convex_mesh_id|{ if state.touching.contains(convex_mesh_id){ return; } //no checks are needed because of the time limits. let model_mesh=data.models.mesh(*convex_mesh_id); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,data.hitbox_mesh.transformed_mesh()); collector.collect(minkowski.predict_collision_in(&trajectory,state.time..collector.time()) .map(|(face,dt)| TimedInstruction{ time:trajectory.time+dt.into(), instruction:InternalInstruction::CollisionStart( Collision::new(*convex_mesh_id,face), dt ) } ) ); }); collector.take() } fn contact_normal( models:&PhysicsModels, hitbox_mesh:&HitboxMesh, convex_mesh_id:&ConvexMeshId, face_id:MinkowskiFace, )->Planar64Vec3{ let model_mesh=models.contact_mesh(convex_mesh_id); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh()); // TODO: normalize to i64::MAX>>1 // wrap for speed minkowski.face_nd(face_id).0.wrap_64() } fn recalculate_touching( move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, run:&mut run::Run, mode_state:&mut ModeState, mode:Option<&gameplay_modes::Mode>, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, time:Time, ){ //collision_end all existing contacts //I would have preferred while let Some(contact)=contacts.pop() //but there is no such method while let Some((&convex_mesh_id,_face_id))=touching.contacts.iter().next(){ collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(convex_mesh_id.model_id),&convex_mesh_id) } while let Some(&convex_mesh_id)=touching.intersects.iter().next(){ collision_end_intersect(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,mode,run,models.intersect_attr(convex_mesh_id.model_id),&convex_mesh_id,time); } //find all models in the teleport region let mut aabb=aabb::Aabb::default(); aabb.grow(body.position); aabb.inflate(hitbox_mesh.halfsize); //relative to moving platforms //let relative_body=state.body.relative_to(&Body::ZERO); bvh.sample_aabb(&aabb,&mut |&convex_mesh_id|{ //no checks are needed because of the time limits. let model_mesh=models.mesh(convex_mesh_id); let minkowski=MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh()); if minkowski.contains_point(body.position){ match convex_mesh_id.model_id{ //being inside of contact objects is an invalid physics state //but the physics isn't advanced enough to do anything about it yet //TODO: PushSolve and search for the closest valid position PhysicsModelId::Contact(_)=>(), PhysicsModelId::Intersect(model_id)=> collision_start_intersect(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state, models.intersect_attr(model_id), IntersectCollision{ convex_mesh_id:convex_mesh_id.map(model_id), }, time, ), } } }); } fn set_position( point:Planar64Vec3, move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, run:&mut run::Run, mode_state:&mut ModeState, mode:Option<&gameplay_modes::Mode>, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, time:Time, )->Planar64Vec3{ //test intersections at new position //hovering above the surface 0 units is not intersecting. you will fall into it just fine body.position=point; //calculate contacts and determine the actual state recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); point } fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{ //This is not correct but is better than what I have let mut culled=false; touching.contacts.retain(|convex_mesh_id,face_id|{ let n=contact_normal(models,hitbox_mesh,convex_mesh_id,*face_id); let r=n.dot(v).is_positive(); if r{ culled=true; } !r }); set_velocity(body,touching,models,hitbox_mesh,v); culled } fn set_velocity(body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3){ body.velocity=touching.constrain_velocity(models,hitbox_mesh,v); } fn teleport( point:Planar64Vec3, move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, run:&mut run::Run, mode_state:&mut ModeState, mode:Option<&gameplay_modes::Mode>, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, time:Time, ){ set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); } enum TeleportToSpawnError{ NoModel, } fn teleport_to_spawn( spawn_model_id:ModelId, move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, run:&mut run::Run, mode_state:&mut ModeState, mode:&gameplay_modes::Mode, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, time:Time, )->Result<(),TeleportToSpawnError>{ //jump count and checkpoints are always reset on teleport_to_spawn. //Map makers are expected to use tools to prevent //multi-boosting on JumpLimit boosters such as spawning into a SetVelocity mode_state.clear(); const EPSILON:Planar64=Planar64::raw((1<<32)/16); let transform=models.get_model_transform(spawn_model_id).ok_or(TeleportToSpawnError::NoModel)?; //TODO: transform.vertex.matrix3.col(1)+transform.vertex.translation let point=transform.vertex.transform_point3(vec3::Y).clamp_64()+Planar64Vec3::new([Planar64::ZERO,style.hitbox.halfsize.y+EPSILON,Planar64::ZERO]); teleport(point,move_state,body,touching,run,mode_state,Some(mode),models,hitbox_mesh,bvh,style,camera,input_state,time); Ok(()) } struct CheckpointCheckOutcome{ set_stage:Option, teleport_to_model:Option, } // stage_element.touch_result(mode,mode_state) fn checkpoint_check( mode_state:&ModeState, stage_element:&gameplay_modes::StageElement, mode:&gameplay_modes::Mode, )->CheckpointCheckOutcome{ let current_stage_id=mode_state.get_stage_id(); let target_stage_id=stage_element.stage_id(); if current_stage_idif !stage.is_empty(){ return CheckpointCheckOutcome{ set_stage:Some(stage_id), teleport_to_model:Some(stage.spawn()), }; }, //no such stage! set to last existing stage None=>return CheckpointCheckOutcome{ set_stage:Some(StageId::new(stage_id.get()-1)), teleport_to_model:None, }, } }; //notably you do not get teleported for touching ordered checkpoints in the wrong order within the same stage. return CheckpointCheckOutcome{ set_stage:Some(target_stage_id), teleport_to_model:None, }; }else if stage_element.force(){ //forced stage_element will set the stage_id even if the stage has already been passed return CheckpointCheckOutcome{ set_stage:Some(target_stage_id), teleport_to_model:None, }; } CheckpointCheckOutcome{ set_stage:None, teleport_to_model:None, } } fn run_teleport_behaviour( model_id:ModelId, wormhole:Option<&gameplay_attributes::Wormhole>, mode:Option<&gameplay_modes::Mode>, move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, run:&mut run::Run, mode_state:&mut ModeState, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, time:Time, ){ if let Some(mode)=mode{ if let Some(stage_element)=mode.get_element(model_id){ if let Some(stage)=mode.get_stage(stage_element.stage_id()){ let CheckpointCheckOutcome{set_stage,teleport_to_model}=checkpoint_check(mode_state,stage_element,mode); if let Some(stage_id)=set_stage{ mode_state.set_stage_id(stage_id); } if let Some(model_id)=teleport_to_model{ let _=teleport_to_spawn(model_id,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); return; } match stage_element.behaviour(){ gameplay_modes::StageElementBehaviour::SpawnAt=>(), gameplay_modes::StageElementBehaviour::Trigger |gameplay_modes::StageElementBehaviour::Teleport=>if let Some(mode_state_stage)=mode.get_stage(mode_state.get_stage_id()){ //I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird let _=teleport_to_spawn(mode_state_stage.spawn(),move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); return; }, gameplay_modes::StageElementBehaviour::Platform=>(), gameplay_modes::StageElementBehaviour::Check=>(),//this is to run the checkpoint check behaviour without any other side effects gameplay_modes::StageElementBehaviour::Checkpoint=>{ //each of these checks if the model is actually a valid respective checkpoint object //accumulate sequential ordered checkpoints mode_state.accumulate_ordered_checkpoint(&stage,model_id); //insert model id in accumulated unordered checkpoints mode_state.accumulate_unordered_checkpoint(&stage,model_id); }, } } } } if let Some(&gameplay_attributes::Wormhole{destination_model})=wormhole{ if let (Some(origin),Some(destination))=(models.get_model_transform(model_id),models.get_model_transform(destination_model)){ let point=body.position-origin.vertex.translation+destination.vertex.translation; //TODO: camera angles teleport(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); } } } fn is_not_spawn_at( mode:Option<&gameplay_modes::Mode>, model_id:ModelId, )->bool{ if let Some(mode)=mode{ if let Some(stage_element)=mode.get_element(model_id){ return stage_element.behaviour()!=gameplay_modes::StageElementBehaviour::SpawnAt; } } true } fn collision_start_contact( move_state:&mut MoveState, body:&mut Body, mode_state:&mut ModeState, touching:&mut TouchingState, run:&mut run::Run, mode:Option<&gameplay_modes::Mode>, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, attr:&gameplay_attributes::ContactAttributes, contact:ContactCollision, time:Time, ){ let incident_velocity=body.velocity; //add to touching touching.insert_contact(contact); //clip v set_velocity(body,touching,models,hitbox_mesh,incident_velocity); let mut allow_jump=true; let model_id=contact.convex_mesh_id.model_id.into(); let mut allow_run_teleport_behaviour=is_not_spawn_at(mode,model_id); match &attr.contacting.contact_behaviour{ Some(gameplay_attributes::ContactingBehaviour::Surf)=>(), Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"), &Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{ let reflected_velocity=body.velocity+((body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1)).wrap_64(); set_velocity(body,touching,models,hitbox_mesh,reflected_velocity); }, Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=> if let Some(ladder_settings)=&style.ladder{ if contacting_ladder.sticky{ //kill v //actually you could do this with a booster attribute :thinking: //it's a little bit different because maybe you want to chain ladders together set_velocity(body,touching,models,hitbox_mesh,vec3::zero());//model.velocity } //ladder walkstate let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state); let walk_state=ContactMoveState::ladder(ladder_settings,body,gravity,target_velocity,contact); move_state.set_move_state(MoveState::Ladder(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state); }, Some(gameplay_attributes::ContactingBehaviour::NoJump)=>allow_jump=false, None=>if let Some(walk_settings)=&style.walk{ if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact.convex_mesh_id,contact.face_id),vec3::Y){ allow_run_teleport_behaviour=true; //ground let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state); let walk_state=ContactMoveState::ground(walk_settings,body,gravity,target_velocity,contact); move_state.set_move_state(MoveState::Walk(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state); } }, } match &attr.general.trajectory{ Some(trajectory)=>{ match trajectory{ gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(), gameplay_attributes::SetTrajectory::Height(_)=>todo!(), gameplay_attributes::SetTrajectory::TargetPointTime{..}=>todo!(), gameplay_attributes::SetTrajectory::TargetPointSpeed{..}=>todo!(), &gameplay_attributes::SetTrajectory::Velocity(velocity)=>{ move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state); }, gameplay_attributes::SetTrajectory::DotVelocity{..}=>todo!(), } }, None=>(), } //I love making functions with 10 arguments to dodge the borrow checker if allow_run_teleport_behaviour{ run_teleport_behaviour(model_id,attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time); } if allow_jump&&style.get_control(Controls::Jump,input_state.controls){ if let (Some(jump_settings),Some(walk_state))=(&style.jump,move_state.get_walk_state()){ let mut exceeded_jump_limit=false; if let Some(mode)=mode{ if let Some(stage_element)=mode.get_element(model_id){ if !mode_state.try_increment_jump_count(model_id,stage_element.jump_limit()).is_allowed(){ exceeded_jump_limit=true; } } } if exceeded_jump_limit{ if let Some(mode)=mode{ if let Some(spawn_model_id)=mode.get_spawn_model_id(mode_state.get_stage_id()){ let _=teleport_to_spawn(spawn_model_id,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time); } } }else{ let jump_dir=walk_state.jump_direction.direction(models,hitbox_mesh,&walk_state.contact); let jumped_velocity=jump_settings.jumped_velocity(style,jump_dir,body.velocity,attr.general.booster.as_ref()); move_state.cull_velocity(jumped_velocity,body,touching,models,hitbox_mesh,style,camera,input_state); } } } //doing enum to set the acceleration when surfing //doing input_and_body to refresh the walk state if you hit a wall while accelerating move_state.update_walk_target(body,touching,models,hitbox_mesh,style,camera,input_state); move_state.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); } fn collision_start_intersect( move_state:&mut MoveState, body:&mut Body, mode_state:&mut ModeState, touching:&mut TouchingState, mode:Option<&gameplay_modes::Mode>, run:&mut run::Run, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, bvh:&bvh::BvhNode>, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, attr:&gameplay_attributes::IntersectAttributes, intersect:IntersectCollision, time:Time, ){ //I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop touching.insert_intersect(intersect); //insta booster! if let Some(booster)=&attr.general.booster{ move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state); } if let Some(mode)=mode{ let zone=mode.get_zone(intersect.convex_mesh_id.model_id.into()); match zone{ Some(gameplay_modes::Zone::Start)=>{ println!("@@@@ Starting new run!"); *run=run::Run::new(); }, Some(gameplay_modes::Zone::Finish)=>{ match run.finish(time){ Ok(())=>{ let time=run.time(time); let h=time.get()/(Time::ONE_SECOND.get()*60*60); let m=(time.get()/(Time::ONE_SECOND.get()*60)).rem_euclid(60); let s=(time.get()/(Time::ONE_SECOND.get())).rem_euclid(60); let ms=(time.get()/(Time::ONE_MILLISECOND.get())).rem_euclid(1000); let us=(time.get()/(Time::ONE_MICROSECOND.get())).rem_euclid(1000); let ns=(time.get()/(Time::ONE_NANOSECOND.get())).rem_euclid(1000); if h==0{ println!("@@@@ Finished run time={m:02}:{s:02}.{ms:03}_{us:03}_{ns:03}"); }else{ println!("@@@@ Finished run time={h}:{m:02}:{s:02}.{ms:03}_{us:03}_{ns:03}"); } }, Err(e)=>println!("@@@@ Run Finish error:{e:?}"), } }, Some(gameplay_modes::Zone::Anticheat)=>run.flag(run::FlagReason::Anticheat), None=>(), } } move_state.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); run_teleport_behaviour(intersect.convex_mesh_id.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time); } fn collision_end_contact( move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, _attr:&gameplay_attributes::ContactAttributes, convex_mesh_id:&ConvexMeshId, ){ touching.remove_contact(convex_mesh_id);//remove contact before calling contact_constrain_acceleration //check ground //TODO do better //this is inner code from move_state.cull_velocity match move_state.get_walk_state(){ // did you stop touching the thing you were walking on? // This does not check the face! Is that a bad thing? It should be // impossible to stop touching a different face than you started touching... Some(walk_state)=>if &walk_state.contact.convex_mesh_id==convex_mesh_id{ move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state); }else{ // stopped touching something else while walking move_state.update_walk_target(body,touching,models,hitbox_mesh,style,camera,input_state); move_state.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); }, // not walking, but stopped touching something None=>move_state.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state), } } fn collision_end_intersect( move_state:&mut MoveState, body:&mut Body, touching:&mut TouchingState, models:&PhysicsModels, hitbox_mesh:&HitboxMesh, style:&StyleModifiers, camera:&PhysicsCamera, input_state:&InputState, mode:Option<&gameplay_modes::Mode>, run:&mut run::Run, _attr:&gameplay_attributes::IntersectAttributes, convex_mesh_id:&ConvexMeshId, time:Time, ){ touching.remove_intersect(convex_mesh_id); move_state.update_fly_velocity(body,touching,models,hitbox_mesh,style,camera,input_state); if let Some(mode)=mode{ let zone=mode.get_zone(convex_mesh_id.model_id.into()); match zone{ Some(gameplay_modes::Zone::Start)=>{ match run.start(time){ Ok(())=>println!("@@@@ Started run"), Err(e)=>println!("@@@@ Run Start error:{e:?}"), } }, _=>(), } } } fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction){ state.time=ins.time; match ins.instruction{ // collisions advance the body precisely InternalInstruction::CollisionStart(_,dt) |InternalInstruction::CollisionEnd(_,dt)=>{ state.body=state.body.with_acceleration(state.acceleration(data)).extrapolated_body_ratio_dt(dt); }, // this advances imprecisely InternalInstruction::ReachWalkTargetVelocity=>state.body=state.body.with_acceleration(state.acceleration(data)).extrapolated_body(state.time), // strafe tick decides for itself whether to advance the body. InternalInstruction::StrafeTick=>(), } match ins.instruction{ InternalInstruction::CollisionStart(collision,_)=>{ let mode=data.modes.get_mode(state.mode_state.get_mode_id()); match collision{ Collision::Contact(contact)=>collision_start_contact( &mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run, mode, &data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state, data.models.contact_attr(contact.convex_mesh_id.model_id), contact, state.time, ), Collision::Intersect(intersect)=>collision_start_intersect( &mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching, mode, &mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state, data.models.intersect_attr(intersect.convex_mesh_id.model_id), intersect, state.time, ), } }, InternalInstruction::CollisionEnd(collision,_)=>match collision{ Collision::Contact(contact)=>collision_end_contact( &mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state, data.models.contact_attr(contact.convex_mesh_id.model_id), &contact.convex_mesh_id ), Collision::Intersect(intersect)=>collision_end_intersect( &mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state, data.modes.get_mode(state.mode_state.get_mode_id()), &mut state.run, data.models.intersect_attr(intersect.convex_mesh_id.model_id), &intersect.convex_mesh_id, state.time ), }, InternalInstruction::StrafeTick=>{ //TODO make this less huge if let Some(strafe_settings)=&state.style.strafe{ let controls=state.input_state.controls; if strafe_settings.activates(controls){ let masked_controls=strafe_settings.mask(controls); let control_dir=state.style.get_control_dir(masked_controls); if control_dir!=vec3::zero(){ // manually advance time let extrapolated_body=state.body.with_acceleration(state.acceleration(data)).extrapolated_body(state.time); let camera_mat=state.camera.simulate_move_rotation_y(state.input_state.lerp_delta(state.time).x); if let Some(ticked_velocity)=strafe_settings.tick_velocity(extrapolated_body.velocity,(camera_mat*control_dir).with_length(Planar64::ONE).divide().wrap_64()){ state.body=extrapolated_body; //this is wrong but will work ig //need to note which push planes activate in push solve and keep those state.cull_velocity(data,ticked_velocity); } } } } } InternalInstruction::ReachWalkTargetVelocity=>{ match &mut state.move_state{ MoveState::Air |MoveState::Water |MoveState::Fly =>println!("ReachWalkTargetVelocity fired for non-walking MoveState"), MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{ //velocity is already handled by extrapolated_body //we know that the acceleration is precisely zero because the walk target is known to be reachable //which means that gravity can be fully cancelled //ignore moving platforms for now let target=core::mem::replace(&mut walk_state.target,TransientAcceleration::Reached); // check what the target was to see if it was invalid match target{ //you are not supposed to reach a walk target which is already reached! TransientAcceleration::Reached=>println!("Invalid walk target: Reached"), TransientAcceleration::Reachable{..}=>(), //you are not supposed to reach an unreachable walk target! TransientAcceleration::Unreachable{..}=>println!("Invalid walk target: Unreachable"), } } } }, } } fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction){ state.time=ins.time; let should_advance_body=match ins.instruction{ //the body may as well be a quantum wave function //as far as these instruction are concerned (they don't care where it is) Instruction::Misc(MiscInstruction::SetSensitivity(..)) |Instruction::Mode(_) |Instruction::SetControl(SetControlInstruction::SetZoom(..)) |Instruction::Idle=>false, //these controls only update the body if you are on the ground Instruction::Mouse(_) |Instruction::SetControl(_)=>{ match &state.move_state{ MoveState::Fly |MoveState::Water |MoveState::Walk(_) |MoveState::Ladder(_)=>true, MoveState::Air=>false, } }, //the body must be updated unconditionally Instruction::Misc(MiscInstruction::PracticeFly)=>true, }; if should_advance_body{ state.body=state.body.with_acceleration(state.acceleration(data)).extrapolated_body(state.time); } let mut b_refresh_walk_target=true; match ins.instruction{ Instruction::Mouse(MouseInstruction::SetNextMouse(m))=>{ state.camera.move_mouse(state.input_state.mouse_delta()); state.input_state.set_next_mouse(m); }, Instruction::Mouse(MouseInstruction::ReplaceMouse{m0,m1})=>{ state.camera.move_mouse(state.input_state.mouse_delta()); state.camera.move_mouse(m0.pos-state.input_state.next_mouse.pos); state.input_state.replace_mouse(m0,m1); }, Instruction::Misc(MiscInstruction::SetSensitivity(sensitivity))=>state.camera.set_sensitivity(sensitivity), Instruction::SetControl(SetControlInstruction::SetMoveForward(s))=>state.input_state.set_control(Controls::MoveForward,s), Instruction::SetControl(SetControlInstruction::SetMoveLeft(s))=>state.input_state.set_control(Controls::MoveLeft,s), Instruction::SetControl(SetControlInstruction::SetMoveBack(s))=>state.input_state.set_control(Controls::MoveBackward,s), Instruction::SetControl(SetControlInstruction::SetMoveRight(s))=>state.input_state.set_control(Controls::MoveRight,s), Instruction::SetControl(SetControlInstruction::SetMoveUp(s))=>state.input_state.set_control(Controls::MoveUp,s), Instruction::SetControl(SetControlInstruction::SetMoveDown(s))=>state.input_state.set_control(Controls::MoveDown,s), Instruction::SetControl(SetControlInstruction::SetJump(s))=>{ state.input_state.set_control(Controls::Jump,s); if let Some(walk_state)=state.move_state.get_walk_state(){ if let Some(jump_settings)=&state.style.jump{ let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact); let booster_option=data.models.contact_attr(walk_state.contact.convex_mesh_id.model_id).general.booster.as_ref(); let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,booster_option); state.cull_velocity(data,jumped_velocity); } } b_refresh_walk_target=false; }, Instruction::SetControl(SetControlInstruction::SetZoom(s))=>{ state.input_state.set_control(Controls::Zoom,s); b_refresh_walk_target=false; }, Instruction::SetControl(SetControlInstruction::SetSprint(s))=>{ state.input_state.set_control(Controls::Sprint,s); }, Instruction::Mode(ModeInstruction::Reset)=>{ //totally reset physics state state.reset_to_default(); b_refresh_walk_target=false; }, Instruction::Mode(ModeInstruction::Restart(mode_id))=>{ //teleport to mode start zone let mut spawn_point=vec3::zero(); let mode=data.modes.get_mode(mode_id); if let Some(mode)=mode{ // set style state.style=mode.get_style().clone(); //TODO: spawn at the bottom of the start zone plus the hitbox size //TODO: set camera angles to face the same way as the start zone if let Some(transform)=data.models.get_model_transform(mode.get_start()){ // NOTE: this value may be 0,0,0 on source maps spawn_point=transform.vertex.translation; } } set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time); set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,vec3::zero()); state.set_move_state(data,MoveState::Air); b_refresh_walk_target=false; } // Spawn does not necessarily imply reset Instruction::Mode(ModeInstruction::Spawn(mode_id,stage_id))=>{ //spawn at a particular stage if let Some(mode)=data.modes.get_mode(mode_id){ // set style state.style=mode.get_style().clone(); // teleport to stage in mode if let Some(stage)=mode.get_stage(stage_id){ let _=teleport_to_spawn( stage.spawn(), &mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state, mode, &data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time ); } } b_refresh_walk_target=false; }, Instruction::Misc(MiscInstruction::PracticeFly)=>{ match &state.move_state{ MoveState::Fly=>{ state.set_move_state(data,MoveState::Air); }, _=>{ state.set_move_state(data,MoveState::Fly); }, } b_refresh_walk_target=false; }, Instruction::Idle=>{ //literally idle! b_refresh_walk_target=false; }, } if b_refresh_walk_target{ state.move_state.update_walk_target(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state); state.move_state.update_fly_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state); state.cull_velocity(data,state.body.velocity); //also check if accelerating away from surface } } #[cfg(test)] mod test{ use strafesnet_common::integer::{vec3::{self,int as int3},mat3}; use super::*; fn test_collision_axis_aligned(relative_body:Trajectory,expected_collision_time:Option