This commit is contained in:
Quaternions 2024-01-29 22:37:05 -08:00
parent 480cd0e3be
commit 43181c4c3f
3 changed files with 20 additions and 642 deletions

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@ -1,6 +1,5 @@
use strafesnet_common::integer; use strafesnet_common::{model,integer};
mod model;
mod setup; mod setup;
mod window; mod window;
mod worker; mod worker;

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@ -1,321 +0,0 @@
use strafesnet_common::integer::{Time,Planar64,Planar64Vec3,Planar64Affine3};
pub type TextureCoordinate=glam::Vec2;
pub type Color4=glam::Vec4;
#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
pub pos:u32,
pub tex:u32,
pub normal:u32,
pub color:u32,
}
pub struct IndexedPolygon{
pub vertices:Vec<u32>,
}
pub struct IndexedGroup{
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModel{
pub unique_pos:Vec<Planar64Vec3>,
pub unique_normal:Vec<Planar64Vec3>,
pub unique_tex:Vec<TextureCoordinate>,
pub unique_color:Vec<Color4>,
pub unique_vertices:Vec<IndexedVertex>,
pub groups: Vec<IndexedGroup>,
pub instances:Vec<ModelInstance>,
}
pub struct ModelInstance{
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
pub transform:Planar64Affine3,
pub color:Color4,//transparency is in here
pub attributes:CollisionAttributes,
pub temp_indexing:Vec<TempIndexedAttributes>,
}
impl std::default::Default for ModelInstance{
fn default() -> Self {
Self{
color:Color4::ONE,
transform:Default::default(),
attributes:Default::default(),
temp_indexing:Default::default(),
}
}
}
pub struct IndexedModelInstances{
pub textures:Vec<String>,//RenderPattern
pub models:Vec<IndexedModel>,
//may make this into an object later.
pub modes:Vec<ModeDescription>,
pub spawn_point:Planar64Vec3,
}
//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 spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
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)?)
}
}
//I don't want this code to exist!
#[derive(Clone)]
pub struct TempAttrStart{
pub mode_id:u32,
}
#[derive(Clone)]
pub struct TempAttrSpawn{
pub mode_id:u32,
pub stage_id:u32,
}
#[derive(Clone)]
pub struct TempAttrWormhole{
pub wormhole_id:u32,
}
pub enum TempIndexedAttributes{
Start(TempAttrStart),
Spawn(TempAttrSpawn),
Wormhole(TempAttrWormhole),
}
//you have this effect while in contact
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct ContactingLadder{
pub sticky:bool
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum ContactingBehaviour{
Surf,
Cling,//usable as a zipline, or other weird and wonderful things
Ladder(ContactingLadder),
Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
}
//you have this effect while intersecting
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct IntersectingWater{
pub viscosity:Planar64,
pub density:Planar64,
pub velocity:Planar64Vec3,
}
//All models can be given these attributes
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct GameMechanicAccelerator{
pub acceleration:Planar64Vec3
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicBooster{
Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
}
#[derive(Clone,Hash,Eq,PartialEq)]
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
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicSetTrajectory{
//Speed-type SetTrajectory
AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
//Velocity-type SetTrajectory
TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
target_point:Planar64Vec3,
time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
},
TargetPointSpeed{//launch at a fixed speed and land at a target point
target_point:Planar64Vec3,
speed:Planar64,//if speed is too low this will fail to reach the target. The closest-passing trajectory will be chosen instead
trajectory_choice:TrajectoryChoice,
},
Velocity(Planar64Vec3),//SetVelocity
}
impl GameMechanicSetTrajectory{
fn is_velocity(&self)->bool{
match self{
GameMechanicSetTrajectory::AirTime(_)
|GameMechanicSetTrajectory::Height(_)
|GameMechanicSetTrajectory::DotVelocity{direction:_,dot:_}=>false,
GameMechanicSetTrajectory::TargetPointTime{target_point:_,time:_}
|GameMechanicSetTrajectory::TargetPointSpeed{target_point:_,speed:_,trajectory_choice:_}
|GameMechanicSetTrajectory::Velocity(_)=>true,
}
}
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum ZoneBehaviour{
//Start is indexed
//Checkpoints are indexed
Finish,
Anitcheat,
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct GameMechanicZone{
pub mode_id:u32,
pub behaviour:ZoneBehaviour,
}
// enum TrapCondition{
// FasterThan(Planar64),
// SlowerThan(Planar64),
// InRange(Planar64,Planar64),
// OutsideRange(Planar64,Planar64),
// }
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum StageElementBehaviour{
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
SpawnAt,//must be standing on top to get effect. except cancollide false
Trigger,
Teleport,
Platform,
//Checkpoint acts like a trigger if you haven't hit all the checkpoints yet.
//Note that all stage elements act like this for the next stage.
Checkpoint,
//OrderedCheckpoint. You must pass through all of these in ascending order.
//If you hit them out of order it acts like a trigger.
//Do not support backtracking at all for now.
Ordered{
checkpoint_id:u32,
},
//UnorderedCheckpoint. You must pass through all of these in any order.
Unordered,
//If you get reset by a jump limit
JumpLimit(u32),
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct GameMechanicStageElement{
pub mode_id:u32,
pub stage_id:u32,//which spawn to send to
pub force:bool,//allow setting to lower spawn id i.e. 7->3
pub behaviour:StageElementBehaviour
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub struct GameMechanicWormhole{
//destination does not need to be another wormhole
//this defines a one way portal to a destination model transform
//two of these can create a two way wormhole
pub destination_model_id:u32,
//(position,angles)*=origin.transform.inverse()*destination.transform
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum TeleportBehaviour{
StageElement(GameMechanicStageElement),
Wormhole(GameMechanicWormhole),
}
//attributes listed in order of handling
#[derive(Default,Clone,Hash,Eq,PartialEq)]
pub struct GameMechanicAttributes{
pub zone:Option<GameMechanicZone>,
pub booster:Option<GameMechanicBooster>,
pub trajectory:Option<GameMechanicSetTrajectory>,
pub teleport_behaviour:Option<TeleportBehaviour>,
pub accelerator:Option<GameMechanicAccelerator>,
}
impl GameMechanicAttributes{
pub fn any(&self)->bool{
self.zone.is_some()
||self.booster.is_some()
||self.trajectory.is_some()
||self.teleport_behaviour.is_some()
||self.accelerator.is_some()
}
pub fn is_wrcp(&self,current_mode_id:u32)->bool{
self.trajectory.as_ref().map_or(false,|t|t.is_velocity())
&&match &self.teleport_behaviour{
Some(TeleportBehaviour::StageElement(
GameMechanicStageElement{
mode_id,
stage_id:_,
force:true,
behaviour:StageElementBehaviour::Trigger|StageElementBehaviour::Teleport
}
))=>current_mode_id==*mode_id,
_=>false,
}
}
}
#[derive(Default,Clone,Hash,Eq,PartialEq)]
pub struct ContactingAttributes{
//friction?
pub contact_behaviour:Option<ContactingBehaviour>,
}
impl ContactingAttributes{
pub fn any(&self)->bool{
self.contact_behaviour.is_some()
}
}
#[derive(Default,Clone,Hash,Eq,PartialEq)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
}
impl IntersectingAttributes{
pub fn any(&self)->bool{
self.water.is_some()
}
}
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{
Decoration,//visual only
Contact{//track whether you are contacting the object
contacting:ContactingAttributes,
general:GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:IntersectingAttributes,
general:GameMechanicAttributes,
},
}
impl std::default::Default for CollisionAttributes{
fn default() -> Self {
Self::Contact{
contacting:ContactingAttributes::default(),
general:GameMechanicAttributes::default()
}
}
}
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:Color4)->Vec<IndexedModel>{
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
return data.objects.iter().map(|object|{
unique_vertex_index.clear();
let mut unique_vertices = Vec::new();
let groups = object.groups.iter().map(|group|{
IndexedGroup{
texture:None,
polys:group.polys.iter().map(|poly|{
IndexedPolygon{
vertices:poly.0.iter().map(|&tup|{
if let Some(&i)=unique_vertex_index.get(&tup){
i
}else{
let i=unique_vertices.len() as u32;
unique_vertices.push(IndexedVertex{
pos: tup.0 as u32,
tex: tup.1.unwrap() as u32,
normal: tup.2.unwrap() as u32,
color: 0,
});
unique_vertex_index.insert(tup,i);
i
}
}).collect()
}
}).collect()
}
}).collect();
IndexedModel{
unique_pos: data.position.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
unique_tex: data.texture.iter().map(|&v|TextureCoordinate::from_array(v)).collect(),
unique_normal: data.normal.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
unique_color: vec![color],
unique_vertices,
groups,
instances:Vec::new(),
}
}).collect()
}

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@ -1,8 +1,9 @@
use crate::model_physics::{PhysicsMesh,TransformedMesh,MeshQuery}; use crate::model_physics::{PhysicsMesh,TransformedMesh,MeshQuery};
use strafesnet_common::bvh; use strafesnet_common::bvh;
use strafesnet_common::aabb; use strafesnet_common::aabb;
use strafesnet_common::game_mechanics::{self,StyleModifiers};
use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction}; use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction};
use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64,Ratio64Vec2}; use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
#[derive(Debug)] #[derive(Debug)]
pub enum PhysicsInstruction { pub enum PhysicsInstruction {
@ -143,33 +144,6 @@ impl WalkState{
} }
} }
struct Modes{
modes:Vec<crate::model::ModeDescription>,
mode_from_mode_id:std::collections::HashMap::<u32,usize>,
}
impl Modes{
fn clear(&mut self){
self.modes.clear();
self.mode_from_mode_id.clear();
}
fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
self.modes.get(*self.mode_from_mode_id.get(&mode_id)?)
}
fn insert(&mut self,temp_map_mode_id:u32,mode:crate::model::ModeDescription){
let mode_id=self.modes.len();
self.mode_from_mode_id.insert(temp_map_mode_id,mode_id);
self.modes.push(mode);
}
}
impl Default for Modes{
fn default() -> Self {
Self{
modes:Vec::new(),
mode_from_mode_id:std::collections::HashMap::new(),
}
}
}
#[derive(Default)] #[derive(Default)]
struct PhysicsModels{ struct PhysicsModels{
meshes:Vec<PhysicsMesh>, meshes:Vec<PhysicsMesh>,
@ -188,15 +162,6 @@ impl PhysicsModels{
self.attributes.clear(); self.attributes.clear();
self.model_id_from_wormhole_id.clear(); self.model_id_from_wormhole_id.clear();
} }
fn aabb_list(&self)->Vec<aabb::Aabb>{
self.models.iter().map(|model|{
let mut aabb=aabb::Aabb::default();
for pos in self.meshes[model.mesh_id].verts(){
aabb.grow(model.transform.transform_point3(pos));
}
aabb
}).collect()
}
//TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references. //TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references.
//then I can make these getter functions unchecked. //then I can make these getter functions unchecked.
fn mesh(&self,model_id:usize)->TransformedMesh{ fn mesh(&self,model_id:usize)->TransformedMesh{
@ -311,298 +276,33 @@ impl std::default::Default for GameMechanicsState{
struct WorldState{} struct WorldState{}
enum JumpCalculation{ trait HitboxMeshPresets{
Capped,//roblox fn roblox()->Self;
Energy,//new fn source()->Self;
Linear,//source
} }
impl HitboxMeshPresets for game_mechanics::Hitbox{
enum JumpImpulse{
FromTime(Time),//jump time is invariant across mass and gravity changes
FromHeight(Planar64),//jump height is invariant across mass and gravity changes
FromDeltaV(Planar64),//jump velocity is invariant across mass and gravity changes
FromEnergy(Planar64),// :)
}
//Jumping acts on dot(walks_state.normal,body.velocity)
//Capped means it increases the dot to the cap
//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 Hitbox{
halfsize:Planar64Vec3,
mesh:PhysicsMesh,
transform:integer::Planar64Affine3,
normal_transform:Planar64Mat3,
transform_det:Planar64,
}
impl Hitbox{
fn new(mesh:PhysicsMesh,transform:integer::Planar64Affine3)->Self{
//calculate extents
let mut aabb=aabb::Aabb::default();
for vert in mesh.verts(){
aabb.grow(transform.transform_point3(vert));
}
Self{
halfsize:aabb.size()/2,
mesh,
transform,
normal_transform:transform.matrix3.inverse_times_det().transpose(),
transform_det:transform.matrix3.determinant(),
}
}
fn from_mesh_scale(mesh:PhysicsMesh,scale:Planar64Vec3)->Self{
let matrix3=Planar64Mat3::from_diagonal(scale);
Self{
halfsize:scale,
mesh,
normal_transform:matrix3.inverse_times_det().transpose(),
transform:integer::Planar64Affine3::new(matrix3,Planar64Vec3::ZERO),
transform_det:matrix3.determinant(),//scale.x*scale.y*scale.z but whatever
}
}
fn from_mesh_scale_offset(mesh:PhysicsMesh,scale:Planar64Vec3,offset:Planar64Vec3)->Self{
let matrix3=Planar64Mat3::from_diagonal(scale);
Self{
halfsize:scale,
mesh,
normal_transform:matrix3.inverse_times_det().transpose(),
transform:integer::Planar64Affine3::new(matrix3,offset),
transform_det:matrix3.determinant(),
}
}
fn roblox()->Self{ fn roblox()->Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cylinder()),Planar64Vec3::int(2,5,2)/2) Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cylinder()),Planar64Vec3::int(2,5,2)/2)
} }
fn source()->Self{ fn source()->Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cube()),Planar64Vec3::raw(33<<28,73<<28,33<<28)/2) Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cube()),Planar64Vec3::raw(33<<28,73<<28,33<<28)/2)
} }
#[inline]
fn transformed_mesh(&self)->TransformedMesh{
TransformedMesh::new(&self.mesh,&self.transform,&self.normal_transform,self.transform_det)
}
} }
struct StyleModifiers{ trait StyleHelper{
controls_used:u32,//controls which are allowed to pass into gameplay fn get_control(&self,control:u32,controls:u32)->bool;
controls_mask:u32,//controls which are masked from control state (e.g. jump in scroll style) fn allow_strafe(&self,controls:u32)->bool;
strafe:Option<StrafeSettings>, fn get_control_dir(&self,controls:u32)->Planar64Vec3;
jump_impulse:JumpImpulse, //fn get_jump_time(&self)->Planar64;
jump_calculation:JumpCalculation, //fn get_jump_height(&self)->Planar64;
static_friction:Planar64, //fn get_jump_energy(&self)->Planar64;
kinetic_friction:Planar64, fn get_jump_deltav(&self)->Planar64;
walk_speed:Planar64, fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
walk_accel:Planar64, fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
ladder_speed:Planar64, fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3;
ladder_accel:Planar64, fn mesh(&self)->TransformedMesh;
ladder_dot:Planar64,
swim_speed:Planar64,
mass:Planar64,
mv:Planar64,
surf_slope:Option<Planar64>,
rocket_force:Option<Planar64>,
gravity:Planar64Vec3,
hitbox:Hitbox,
camera_offset:Planar64Vec3,
} }
impl std::default::Default for StyleModifiers{ impl StyleHelper for StyleModifiers{
fn default()->Self{
Self::roblox_bhop()
}
}
impl StyleModifiers{
const CONTROL_MOVEFORWARD:u32=0b00000001;
const CONTROL_MOVEBACK:u32=0b00000010;
const CONTROL_MOVERIGHT:u32=0b00000100;
const CONTROL_MOVELEFT:u32=0b00001000;
const CONTROL_MOVEUP:u32=0b00010000;
const CONTROL_MOVEDOWN:u32=0b00100000;
const CONTROL_JUMP:u32=0b01000000;
const CONTROL_ZOOM:u32=0b10000000;
const RIGHT_DIR:Planar64Vec3=Planar64Vec3::X;
const UP_DIR:Planar64Vec3=Planar64Vec3::Y;
const FORWARD_DIR:Planar64Vec3=Planar64Vec3::NEG_Z;
fn neo()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:None,
tick_rate:Ratio64::new(64,Time::ONE_SECOND.nanos() as u64).unwrap(),
}),
jump_impulse:JumpImpulse::FromEnergy(Planar64::int(512)),
jump_calculation:JumpCalculation::Energy,
gravity:Planar64Vec3::int(0,-80,0),
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(3),
rocket_force:None,
walk_speed:Planar64::int(16),
walk_accel:Planar64::int(80),
ladder_speed:Planar64::int(16),
ladder_accel:Planar64::int(160),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
surf_slope:Some(Planar64::raw(7)/8),
hitbox:Hitbox::roblox(),
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),
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),
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:None,
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),
surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
hitbox:Hitbox::roblox(),
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),
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),
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:None,
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),
surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn source_bhop()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
strafe:Some(StrafeSettings{
enable:EnableStrafe::Always,
air_accel_limit:Some(Planar64::raw(150<<28)*100),
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),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
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),//?
surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
hitbox:Hitbox::source(),
camera_offset:Planar64Vec3::raw(0,(64<<28)-(73<<27),0),
}
}
fn source_surf()->Self{
Self{
controls_used:!0,
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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),
static_friction:Planar64::int(2),//?
kinetic_friction:Planar64::int(3),//?
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
rocket_force:None,
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),//?
surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
hitbox:Hitbox::source(),
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),
surf_slope:Some(Planar64::raw(3787805118)),// normal.y=0.75
hitbox:Hitbox::roblox(),
camera_offset:Planar64Vec3::int(0,2,0),//4.5-2.5=2
}
}
fn get_control(&self,control:u32,controls:u32)->bool{ fn get_control(&self,control:u32,controls:u32)->bool{
controls&self.controls_mask&control==control controls&self.controls_mask&control==control
} }