forked from StrafesNET/strafe-client
use id
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9eb8397e6a
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5b38b2ca33
@ -335,7 +335,7 @@ impl GraphicsState{
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let map_pos_id:Vec<PositionId>=model.unique_pos.iter().map(|untransformed_pos|{
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let pos=instance.transform.transform_point3(glam::Vec3::from_array(untransformed_pos.clone())).to_array();
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let h=bytemuck::cast::<[f32;3],[u32;3]>(pos);
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PositionId::id((if let Some(&pos_id)=pos_id_from.get(&h){
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PositionId::new((if let Some(&pos_id)=pos_id_from.get(&h){
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pos_id
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}else{
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let pos_id=unique_pos.len();
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@ -346,7 +346,7 @@ impl GraphicsState{
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}).collect();
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let map_tex_id:Vec<TextureCoordinateId>=model.unique_tex.iter().map(|&tex|{
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let h=bytemuck::cast::<[f32;2],[u32;2]>(tex);
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TextureCoordinateId::id((if let Some(&tex_id)=tex_id_from.get(&h){
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TextureCoordinateId::new((if let Some(&tex_id)=tex_id_from.get(&h){
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tex_id
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}else{
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let tex_id=unique_tex.len();
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@ -358,7 +358,7 @@ impl GraphicsState{
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let map_normal_id:Vec<NormalId>=model.unique_normal.iter().map(|untransformed_normal|{
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let normal=(instance.normal_transform*glam::Vec3::from_array(untransformed_normal.clone())).to_array();
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let h=bytemuck::cast::<[f32;3],[u32;3]>(normal);
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NormalId::id((if let Some(&normal_id)=normal_id_from.get(&h){
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NormalId::new((if let Some(&normal_id)=normal_id_from.get(&h){
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normal_id
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}else{
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let normal_id=unique_normal.len();
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@ -369,7 +369,7 @@ impl GraphicsState{
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}).collect();
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let map_color_id:Vec<ColorId>=model.unique_color.iter().map(|&color|{
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let h=bytemuck::cast::<[f32;4],[u32;4]>(color);
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ColorId::id((if let Some(&color_id)=color_id_from.get(&h){
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ColorId::new((if let Some(&color_id)=color_id_from.get(&h){
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color_id
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}else{
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let color_id=unique_color.len();
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@ -387,7 +387,7 @@ impl GraphicsState{
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normal:map_normal_id[unmapped_vertex.normal.get() as usize],
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color:map_color_id[unmapped_vertex.color.get() as usize],
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};
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VertexId::id((if let Some(&vertex_id)=vertex_id_from.get(&vertex){
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VertexId::new((if let Some(&vertex_id)=vertex_id_from.get(&vertex){
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vertex_id
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}else{
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let vertex_id=unique_vertices.len();
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@ -189,12 +189,12 @@ impl PhysicsModels{
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self.meshes.push(mesh);
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}
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fn push_model(&mut self,model:PhysicsModel)->PhysicsModelId{
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let model_id=PhysicsModelId::id(self.models.len() as u32);
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let model_id=PhysicsModelId::new(self.models.len() as u32);
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self.models.push(model);
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model_id
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}
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fn push_attr(&mut self,attr:PhysicsCollisionAttributes)->PhysicsAttributesId{
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let attr_id=PhysicsAttributesId::id(self.attributes.len() as u32);
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let attr_id=PhysicsAttributesId::new(self.attributes.len() as u32);
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self.attributes.push(attr);
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attr_id
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}
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@ -271,9 +271,9 @@ pub struct ModeState{
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impl std::default::Default for ModeState{
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fn default()->Self{
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Self{
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mode_id:gameplay_modes::ModeId::id(0),
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stage_id:gameplay_modes::StageId::id(0),
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next_ordered_checkpoint_id:gameplay_modes::CheckpointId::id(0),
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mode_id:gameplay_modes::ModeId::new(0),
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stage_id:gameplay_modes::StageId::new(0),
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next_ordered_checkpoint_id:gameplay_modes::CheckpointId::new(0),
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unordered_checkpoints:HashSet::new(),
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jump_counts:HashMap::new(),
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}
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@ -479,67 +479,29 @@ impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttr
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}
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}
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}
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#[derive(id::Id)]
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struct PhysicsAttributesId(u32);
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impl PhysicsAttributesId{
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#[inline]
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pub const fn id(id:u32)->Self{
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Self(id)
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}
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#[inline]
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pub const fn get(self)->u32{
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self.0
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}
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}
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//id assigned to deindexed IndexedPhysicsGroup
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#[derive(id::Id)]
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struct PhysicsMeshId(u32);
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impl PhysicsMeshId{
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#[inline]
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pub const fn id(id:u32)->Self{
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Self(id)
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}
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#[inline]
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pub const fn get(self)->u32{
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self.0
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}
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}
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#[derive(id::Id)]
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struct PhysicsGroupId(u32);
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impl PhysicsGroupId{
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#[inline]
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pub const fn id(id:u32)->Self{
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Self(id)
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}
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#[inline]
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pub const fn get(self)->u32{
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self.0
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}
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}
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//unique physics meshes indexed by this
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struct ConvexMeshId{
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model_id:PhysicsModelId,// 1:1 with IndexedModelId
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group_id:PhysicsGroupId,// group in model
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}
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#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
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#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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struct PhysicsModelId(u32);
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impl PhysicsModelId{
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#[inline]
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pub const fn id(id:u32)->Self{
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Self(id)
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}
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#[inline]
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pub const fn get(self)->u32{
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self.0
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}
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}
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impl Into<ModelId> for PhysicsModelId{
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fn into(self)->ModelId{
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ModelId::id(self.0)
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ModelId::new(self.0)
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}
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}
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impl From<ModelId> for PhysicsModelId{
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fn from(value:ModelId)->Self{
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Self::id(value.get())
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Self::new(value.get())
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}
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}
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pub struct PhysicsModel{
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@ -649,7 +611,7 @@ impl TouchingState{
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fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=contact_normal(models,style_mesh,contact);
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let n=contact_normal(models,hitbox_mesh,contact);
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let d=n.dot128(*velocity);
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if d<0{
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*velocity-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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@ -659,7 +621,7 @@ impl TouchingState{
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fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
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//TODO: trey push solve
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for contact in &self.contacts{
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let n=contact_normal(models,style_mesh,contact);
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let n=contact_normal(models,hitbox_mesh,contact);
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let d=n.dot128(*acceleration);
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if d<0{
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*acceleration-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
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@ -970,7 +932,7 @@ impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
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}
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impl PhysicsContext{
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pub fn spawn(&mut self){
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self.state.mode_state.stage_id=gameplay_modes::StageId::id(0);
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self.state.mode_state.stage_id=gameplay_modes::StageId::new(0);
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self.process_instruction(instruction::TimedInstruction{
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time:self.state.time,
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instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
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@ -1002,7 +964,7 @@ impl PhysicsContext{
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self.models.push_mesh(PhysicsMesh::from(model));
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}
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}
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self.bvh=bvh::generate_bvh(self.models.aabb_list(),|i|PhysicsModelId::id(i as u32));
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self.bvh=bvh::generate_bvh(self.models.aabb_list(),|i|PhysicsModelId::new(i as u32));
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println!("Physics Objects: {}",self.models.models.len());
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}
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@ -1192,7 +1154,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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if model_id==next_checkpoint{
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//if you hit the next number in a sequence of ordered checkpoints
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//increment the current checkpoint id
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game.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::id(game.next_ordered_checkpoint_id.get()+1);
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game.next_ordered_checkpoint_id=gameplay_modes::CheckpointId::new(game.next_ordered_checkpoint_id.get()+1);
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}
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}
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if stage.unordered_checkpoints.contains(model_id.into()){
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