forked from StrafesNET/strafe-client
don't write duplicate code
This commit is contained in:
parent
b955407b06
commit
05e2f67e36
@ -166,14 +166,14 @@ impl TransientAcceleration{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
|
||||||
let target_diff=velocity-body.velocity;
|
let target_diff=target_velocity-body.velocity;
|
||||||
//precalculate accel
|
//precalculate accel
|
||||||
let accel=walk_settings.accel(target_diff,gravity);
|
let accel=walk_settings.accel(target_diff,gravity);
|
||||||
Self::with_target_diff(target_diff,accel,body.time)
|
Self::with_target_diff(target_diff,accel,body.time)
|
||||||
}
|
}
|
||||||
fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,normal:Planar64Vec3)->Self{
|
||||||
let target_diff=velocity-body.velocity;
|
let target_diff=target_velocity-body.velocity;
|
||||||
let accel=ladder_settings.accel(target_diff,gravity);
|
let accel=ladder_settings.accel(target_diff,gravity);
|
||||||
Self::with_target_diff(target_diff,accel,body.time)
|
Self::with_target_diff(target_diff,accel,body.time)
|
||||||
}
|
}
|
||||||
@ -186,21 +186,37 @@ impl TransientAcceleration{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
impl ContactMoveState{
|
impl ContactMoveState{
|
||||||
fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
fn ground(walk_settings:&gameplay_style::WalkSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
||||||
Self{
|
Self{
|
||||||
target:TransientAcceleration::ground(walk_settings,body,gravity,velocity,contact,normal),
|
target:TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal),
|
||||||
contact,
|
contact,
|
||||||
jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
|
jump_direction:JumpDirection::Exactly(Planar64Vec3::Y),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
fn ladder(ladder_settings:&gameplay_style::LadderSettings,body:&Body,gravity:Planar64Vec3,target_velocity:Planar64Vec3,contact:ContactCollision,normal:Planar64Vec3)->Self{
|
||||||
Self{//,style,velocity,normal,style.ladder_speed,style.ladder_accel
|
Self{//,style,velocity,normal,style.ladder_speed,style.ladder_accel
|
||||||
target:TransientAcceleration::ladder(ladder_settings,body,gravity,velocity,contact,normal),
|
target:TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal),
|
||||||
contact,
|
contact,
|
||||||
jump_direction:JumpDirection::FromContactNormal,
|
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,Planar64Vec3){
|
||||||
|
let normal=contact_normal(models,hitbox_mesh,contact);
|
||||||
|
let gravity=touching.base_acceleration(models,style,camera,input_state);
|
||||||
|
let control_dir=style.get_y_control_dir(camera,input_state.controls);
|
||||||
|
let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
|
||||||
|
touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
|
||||||
|
(gravity,target_velocity,normal)
|
||||||
|
}
|
||||||
|
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,Planar64Vec3){
|
||||||
|
let normal=contact_normal(models,hitbox_mesh,contact);
|
||||||
|
let gravity=touching.base_acceleration(models,style,camera,input_state);
|
||||||
|
let control_dir=style.get_y_control_dir(camera,input_state.controls);
|
||||||
|
let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
|
||||||
|
touching.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
|
||||||
|
(gravity,target_velocity,normal)
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Default)]
|
#[derive(Default)]
|
||||||
struct PhysicsModels{
|
struct PhysicsModels{
|
||||||
@ -496,14 +512,16 @@ impl MoveState{
|
|||||||
MoveState::Air|MoveState::Water=>(),
|
MoveState::Air|MoveState::Water=>(),
|
||||||
MoveState::Walk(ContactMoveState{target,contact,jump_direction:_})=>{
|
MoveState::Walk(ContactMoveState{target,contact,jump_direction:_})=>{
|
||||||
if let Some(walk_settings)=&style.walk{
|
if let Some(walk_settings)=&style.walk{
|
||||||
*target=TransientAcceleration::ground();
|
let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
|
||||||
|
*target=TransientAcceleration::ground(walk_settings,body,gravity,target_velocity,normal);
|
||||||
}else{
|
}else{
|
||||||
panic!("ContactMoveState exists in style which does not allow walking!");
|
panic!("ContactMoveState exists in style which does not allow walking!");
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
MoveState::Ladder(ContactMoveState{target,contact,jump_direction:_})=>{
|
MoveState::Ladder(ContactMoveState{target,contact,jump_direction:_})=>{
|
||||||
if let Some(ladder_settings)=&style.ladder{
|
if let Some(ladder_settings)=&style.ladder{
|
||||||
*target=TransientAcceleration::ladder();
|
let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,touching,models,hitbox_mesh,style,camera,input_state);
|
||||||
|
*target=TransientAcceleration::ladder(ladder_settings,body,gravity,target_velocity,normal);
|
||||||
}else{
|
}else{
|
||||||
panic!("ContactMoveState exists in style which does not allow walking!");
|
panic!("ContactMoveState exists in style which does not allow walking!");
|
||||||
}
|
}
|
||||||
@ -1252,12 +1270,12 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
match (data.models.attr(convex_mesh_id.model_id),&c){
|
match (data.models.attr(convex_mesh_id.model_id),&c){
|
||||||
(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
|
(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
|
||||||
let mut v=state.body.velocity;
|
let mut v=state.body.velocity;
|
||||||
let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
|
|
||||||
match &contacting.contact_behaviour{
|
match &contacting.contact_behaviour{
|
||||||
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
||||||
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
||||||
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
||||||
//velocity and normal are facing opposite directions so this is inherently negative.
|
//velocity and normal are facing opposite directions so this is inherently negative.
|
||||||
|
let normal=contact_normal(&data.models,&data.hitbox_mesh,contact);
|
||||||
let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
|
let d=normal.dot(v)*(Planar64::ONE+Planar64::raw(elasticity as i64+1));
|
||||||
v+=normal*(d/normal.dot(normal));
|
v+=normal*(d/normal.dot(normal));
|
||||||
},
|
},
|
||||||
@ -1269,10 +1287,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
v=Planar64Vec3::ZERO;//model.velocity
|
v=Planar64Vec3::ZERO;//model.velocity
|
||||||
}
|
}
|
||||||
//ladder walkstate
|
//ladder walkstate
|
||||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state);
|
let (gravity,target_velocity,normal)=ladder_things(ladder_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||||
let control_dir=state.style.get_y_control_dir(&state.camera,state.input_state.controls);
|
|
||||||
let mut target_velocity=ladder_settings.get_ladder_target_velocity(control_dir,normal);
|
|
||||||
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
|
|
||||||
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
|
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
|
||||||
state.move_state=MoveState::Ladder(walk_state);
|
state.move_state=MoveState::Ladder(walk_state);
|
||||||
state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||||
@ -1281,10 +1296,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
None=>if let Some(walk_settings)=&state.style.walk{
|
None=>if let Some(walk_settings)=&state.style.walk{
|
||||||
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,contact),Planar64Vec3::Y){
|
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,contact),Planar64Vec3::Y){
|
||||||
//ground
|
//ground
|
||||||
let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,&state.input_state);
|
let (gravity,target_velocity,normal)=ground_things(walk_settings,contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||||
let control_dir=state.style.get_y_control_dir(&state.camera,state.input_state.controls);
|
|
||||||
let mut target_velocity=walk_settings.get_walk_target_velocity(control_dir,normal);
|
|
||||||
state.touching.constrain_velocity(&data.models,&data.hitbox_mesh,&mut target_velocity);
|
|
||||||
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
|
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact.clone(),normal);
|
||||||
state.move_state=MoveState::Walk(walk_state);
|
state.move_state=MoveState::Walk(walk_state);
|
||||||
state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
state.move_state.apply_to_body(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||||
@ -1310,15 +1322,13 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
},
|
},
|
||||||
None=>(),
|
None=>(),
|
||||||
}
|
}
|
||||||
let calc_move=if state.style.get_control(Controls::Jump,state.input_state.controls){
|
if state.style.get_control(Controls::Jump,state.input_state.controls){
|
||||||
state.style.jump.is_some_and(|jump_settings|{
|
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
|
||||||
state.move_state.get_walk_state().is_some_and(|walk_state|{
|
|
||||||
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
|
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
|
||||||
v=jump_settings.jumped_velocity(&state.style,jump_dir,v);
|
v=jump_settings.jumped_velocity(&state.style,jump_dir,v);
|
||||||
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v)
|
set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v);
|
||||||
})
|
}
|
||||||
})
|
}
|
||||||
}else{false};
|
|
||||||
match &general.trajectory{
|
match &general.trajectory{
|
||||||
Some(trajectory)=>{
|
Some(trajectory)=>{
|
||||||
match trajectory{
|
match trajectory{
|
||||||
@ -1333,10 +1343,6 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
None=>(),
|
None=>(),
|
||||||
}
|
}
|
||||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,v);
|
||||||
//not sure if or is correct here
|
|
||||||
if calc_move||Planar64::ZERO<normal.dot(v){
|
|
||||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
|
|
||||||
}
|
|
||||||
state.move_state.apply_input(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
state.move_state.apply_input(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
||||||
},
|
},
|
||||||
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
|
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
|
||||||
@ -1354,7 +1360,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
|
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
|
||||||
state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
|
state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||||
//check ground
|
//check ground
|
||||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
|
//TODO lol
|
||||||
},
|
},
|
||||||
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
|
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
|
||||||
state.touching.remove(&c);
|
state.touching.remove(&c);
|
||||||
@ -1374,7 +1380,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
//this is wrong but will work ig
|
//this is wrong but will work ig
|
||||||
//need to note which push planes activate in push solve and keep those
|
//need to note which push planes activate in push solve and keep those
|
||||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
|
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,v){
|
||||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
|
//?
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1423,17 +1429,19 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
|
PhysicsInputInstruction::SetMoveUp(s)=>state.input_state.set_control(Controls::MoveUp,s),
|
||||||
PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
|
PhysicsInputInstruction::SetMoveDown(s)=>state.input_state.set_control(Controls::MoveDown,s),
|
||||||
PhysicsInputInstruction::SetJump(s)=>{
|
PhysicsInputInstruction::SetJump(s)=>{
|
||||||
|
b_refresh_walk_target=false;
|
||||||
state.input_state.set_control(Controls::Jump,s);
|
state.input_state.set_control(Controls::Jump,s);
|
||||||
if let Some(walk_state)=state.move_state.get_walk_state(){
|
if let Some(walk_state)=state.move_state.get_walk_state(){
|
||||||
if let Some(jump_settings)=&state.style.jump{
|
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 jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
|
||||||
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
|
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity);
|
||||||
|
//TODO: be more precise about contacts
|
||||||
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
|
if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,jumped_velocity){
|
||||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
|
state.move_state=MoveState::Air;
|
||||||
|
b_refresh_walk_target=true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
b_refresh_walk_target=false;
|
|
||||||
},
|
},
|
||||||
PhysicsInputInstruction::SetZoom(s)=>{
|
PhysicsInputInstruction::SetZoom(s)=>{
|
||||||
state.input_state.set_control(Controls::Zoom,s);
|
state.input_state.set_control(Controls::Zoom,s);
|
||||||
@ -1449,8 +1457,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
|
|||||||
).unwrap_or(Planar64Vec3::ZERO);
|
).unwrap_or(Planar64Vec3::ZERO);
|
||||||
set_position(&mut state.body,&mut state.touching,spawn_point);
|
set_position(&mut state.body,&mut state.touching,spawn_point);
|
||||||
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
|
||||||
(state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&data.hitbox_mesh,&state.camera,&state.input_state,state.time);
|
state.move_state=MoveState::Air;
|
||||||
b_refresh_walk_target=false;
|
//b_refresh_walk_target will figure out gravity and stuff
|
||||||
},
|
},
|
||||||
PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
|
PhysicsInputInstruction::Idle=>{b_refresh_walk_target=false;},//literally idle!
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user