add set body functions + jump query functions

This commit is contained in:
Quaternions 2023-11-07 20:22:58 -08:00
parent 1d2de93b9e
commit 516510faa8

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@ -1057,27 +1057,6 @@ impl PhysicsState {
fn set_control(&mut self,control:u32,state:bool){ fn set_control(&mut self,control:u32,state:bool){
self.controls=if state{self.controls|control}else{self.controls&!control}; self.controls=if state{self.controls|control}else{self.controls&!control};
} }
fn jump(&mut self){
if match &self.move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
let n=match &walk_state.jump_direction{
JumpDirection::FromContactNormal=>self.models.mesh(walk_state.contact.model_id).face_nd(walk_state.contact.face_id).0,
&JumpDirection::Exactly(dir)=>dir,
};
let mut v=self.body.velocity+n*(self.style.get_jump_deltav()/n.length());
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
let moving_away=Planar64::ZERO<n.dot(v);
if moving_away{
self.touching.remove(&Collision::Contact(walk_state.contact.clone()));
}
moving_away
},
MoveState::Air|MoveState::Water=>false,
}{
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
}
fn next_strafe_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{ fn next_strafe_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
self.style.strafe.as_ref().map(|strafe|{ self.style.strafe.as_ref().map(|strafe|{
@ -1194,19 +1173,63 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
} }
} }
fn teleport(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,point:Planar64Vec3)->MoveState{ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
match move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>Some(walk_state),
MoveState::Air|MoveState::Water=>None,
}
}
fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,walk_state:&WalkState,v:&mut Planar64Vec3)->Planar64Vec3{
let normal=models.mesh(walk_state.contact.model_id).face_nd(walk_state.contact.face_id).0;
let jump_dir=match &walk_state.jump_direction{
JumpDirection::FromContactNormal=>normal,
&JumpDirection::Exactly(dir)=>dir,
};
*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
normal
}
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->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; body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))} //manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear(); touching.clear();
body.acceleration=style.gravity;
MoveState::Air
//TODO: calculate contacts and determine the actual state //TODO: calculate contacts and determine the actual state
//touching.recalculate(body); //touching.recalculate(body);
point
}
fn set_velocity(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,mut v:Planar64Vec3)->Planar64Vec3{
//This is not correct but is better than what I have
touching.contacts.retain(|contact|{
let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
n.dot(v)<=Planar64::ZERO
});
touching.constrain_velocity(&models,&mut v);
body.velocity=v;
v
}
fn set_acceleration(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,mut a:Planar64Vec3)->Planar64Vec3{
//This is not correct but is better than what I have
touching.contacts.retain(|contact|{
let n=models.mesh(contact.model_id).face_nd(contact.face_id).0;
n.dot(a)<=Planar64::ZERO
});
touching.constrain_acceleration(&models,&mut a);
body.acceleration=a;
a
}
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,point:Planar64Vec3)->MoveState{
set_position(body,touching,point);
set_acceleration(body,touching,models,style.gravity);
MoveState::Air
} }
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{ fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&crate::model::ModeDescription,models:&PhysicsModels,stage_id:u32)->Option<MoveState>{
let model=models.model(*mode.get_spawn_model_id(stage_id)? as usize); let model=models.model(*mode.get_spawn_model_id(stage_id)? as usize);
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16); let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox_halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,style,point)) Some(teleport(body,touching,models,style,point))
} }
fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:usize)->Option<MoveState>{ fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehaviour>,game:&mut GameMechanicsState,models:&PhysicsModels,modes:&Modes,style:&StyleModifiers,touching:&mut TouchingState,body:&mut Body,model_id:usize)->Option<MoveState>{
@ -1268,7 +1291,7 @@ fn run_teleport_behaviour(teleport_behaviour:&Option<crate::model::TeleportBehav
let origin_model=models.model(model_id); let origin_model=models.model(model_id);
let destination_model=models.get_wormhole_model(wormhole.destination_model_id)?; let destination_model=models.get_wormhole_model(wormhole.destination_model_id)?;
//ignore the transform for now //ignore the transform for now
Some(teleport(body,touching,style,body.position-origin_model.transform.translation+destination_model.transform.translation)) Some(teleport(body,touching,models,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
} }
None=>None, None=>None,
} }
@ -1317,20 +1340,18 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut target_velocity=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time); let mut target_velocity=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time);
self.touching.constrain_velocity(&self.models,&mut target_velocity); self.touching.constrain_velocity(&self.models,&mut target_velocity);
let (walk_state,mut a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
self.move_state=MoveState::Ladder(walk_state); self.move_state=MoveState::Ladder(walk_state);
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a;
} }
None=>if self.style.surf_slope.map_or(true,|s|self.models.mesh(model_id).face_nd(contact.face_id).0.slope_cmp(s,Planar64Vec3::Y)){ None=>if self.style.surf_slope.map_or(true,|s|self.models.mesh(model_id).face_nd(contact.face_id).0.slope_cmp(s,Planar64Vec3::Y)){
//ground //ground
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut target_velocity=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time); let mut target_velocity=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time);
self.touching.constrain_velocity(&self.models,&mut target_velocity); self.touching.constrain_velocity(&self.models,&mut target_velocity);
let (walk_state,mut a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal);
self.move_state=MoveState::Walk(walk_state); self.move_state=MoveState::Walk(walk_state);
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a;
}, },
} }
//check ground //check ground
@ -1341,15 +1362,22 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.touching.constrain_velocity(&self.models,&mut v); self.touching.constrain_velocity(&self.models,&mut v);
match &general.booster{ match &general.booster{
Some(booster)=>{ Some(booster)=>{
//DELETE THIS when boosters get converted to height machines
match booster{ match booster{
&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v), &crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity, &crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(), &crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
} }
self.touching.constrain_velocity(&self.models,&mut v);
}, },
None=>(), None=>(),
} }
let calc_move=if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
if let Some(walk_state)=get_walk_state(&self.move_state){
let n=jumped_velocity(&self.models,&self.style,walk_state,&mut v);
set_velocity(&mut self.body,&mut self.touching,&self.models,v);
Planar64::ZERO<n.dot(v)
}else{false}
}else{false};
match &general.trajectory{ match &general.trajectory{
Some(trajectory)=>{ Some(trajectory)=>{
match trajectory{ match trajectory{
@ -1360,17 +1388,16 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity, &crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(), crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
} }
self.touching.constrain_velocity(&self.models,&mut v);
}, },
None=>(), None=>(),
} }
self.body.velocity=v; set_velocity(&mut self.body,&mut self.touching,&self.models,v);
if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){ //not sure if or is correct here
self.jump(); if calc_move||Planar64::ZERO<normal.dot(v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
} }
if let Some(mut a)=self.refresh_walk_target(){ if let Some(a)=self.refresh_walk_target(){
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a;
} }
}, },
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{ (PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
@ -1398,9 +1425,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
let control_dir=camera_mat*self.style.get_control_dir(self.controls); let control_dir=camera_mat*self.style.get_control_dir(self.controls);
let d=self.body.velocity.dot(control_dir); let d=self.body.velocity.dot(control_dir);
if d<self.style.mv { if d<self.style.mv {
let mut v=self.body.velocity+control_dir*(self.style.mv-d); let v=self.body.velocity+control_dir*(self.style.mv-d);
self.touching.constrain_velocity(&self.models,&mut v); //this is wrong but will work ig
self.body.velocity=v; //need to note which push planes activate in push solve and keep those
set_velocity(&mut self.body,&mut self.touching,&self.models,v);
} }
} }
PhysicsInstruction::ReachWalkTargetVelocity => { PhysicsInstruction::ReachWalkTargetVelocity => {
@ -1411,12 +1439,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
WalkEnum::Reached=>(), WalkEnum::Reached=>(),
WalkEnum::Transient(walk_target)=>{ WalkEnum::Transient(walk_target)=>{
//precisely set velocity //precisely set velocity
let mut a=self.style.gravity; let a=self.style.gravity;
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a; let v=walk_target.velocity;
let mut v=walk_target.velocity; set_velocity(&mut self.body,&mut self.touching,&self.models,v);
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
walk_state.state=WalkEnum::Reached; walk_state.state=WalkEnum::Reached;
}, },
} }
@ -1442,7 +1468,14 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s), PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
PhysicsInputInstruction::SetJump(s) => { PhysicsInputInstruction::SetJump(s) => {
self.set_control(StyleModifiers::CONTROL_JUMP,s); self.set_control(StyleModifiers::CONTROL_JUMP,s);
self.jump(); if let Some(walk_state)=get_walk_state(&self.move_state){
let mut v=self.body.velocity;
let n=jumped_velocity(&self.models,&self.style,walk_state,&mut v);
set_velocity(&mut self.body,&mut self.touching,&self.models,v);
if Planar64::ZERO<n.dot(v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
}
}
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::SetZoom(s) => { PhysicsInputInstruction::SetZoom(s) => {
@ -1450,25 +1483,21 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::Reset => { PhysicsInputInstruction::Reset => {
//temp //it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
self.body.position=self.spawn_point; set_position(&mut self.body,&mut self.touching,self.spawn_point);
self.body.velocity=Planar64Vec3::ZERO; set_velocity(&mut self.body,&mut self.touching,&self.models,Planar64Vec3::ZERO);
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.touching.clear();//touching.recalculate() or some
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle! PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
} }
if refresh_walk_target{ if refresh_walk_target{
if let Some(mut a)=self.refresh_walk_target(){ if let Some(a)=self.refresh_walk_target(){
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a;
}else if let Some(rocket_force)=self.style.rocket_force{ }else if let Some(rocket_force)=self.style.rocket_force{
let mut a=self.style.gravity; let mut a=self.style.gravity;
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force; a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
self.touching.constrain_acceleration(&self.models,&mut a); set_acceleration(&mut self.body,&mut self.touching,&self.models,a);
self.body.acceleration=a;
} }
} }
}, },