This commit is contained in:
Quaternions 2023-10-03 16:31:37 -07:00
parent b91d760eb7
commit 6662410037
3 changed files with 124 additions and 79 deletions

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@ -261,29 +261,20 @@ pub struct GameMechanicsState{
pub spawn_id:u32, pub spawn_id:u32,
//jump_counts:HashMap<u32,u32>, //jump_counts:HashMap<u32,u32>,
} }
impl std::default::Default for GameMechanicsState{
pub struct StageDescription{ fn default() -> Self {
pub start:u32,//start=model_id Self{
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id spawn_id:0,
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id }
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id }
} }
pub struct WorldState{ pub struct WorldState{}
//all models
pub models:Vec<ModelPhysics>,
pub stages:Vec<StageDescription>,
//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
pub spawn_point:glam::Vec3,
}
pub struct StyleModifiers{ pub struct StyleModifiers{
pub keys_mask:u32,//keys which are unable to be activated pub constrols_mask:u32,//constrols which are unable to be activated
pub keys_held:u32,//keys which must be active to be able to strafe pub constrols_held:u32,//constrols which must be active to be able to strafe
pub mv:f32, pub mv:f32,
pub walk:WalkState,
pub walkspeed:f32, pub walkspeed:f32,
pub friction:f32, pub friction:f32,
pub walk_accel:f32, pub walk_accel:f32,
@ -292,11 +283,27 @@ pub struct StyleModifiers{
pub strafe_tick_den:TIME, pub strafe_tick_den:TIME,
pub hitbox_halfsize:glam::Vec3, pub hitbox_halfsize:glam::Vec3,
} }
impl std::default::Default for StyleModifiers{
fn default() -> Self {
Self{
constrols_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN),
constrols_held: 0,
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::vec3(0.0,-100.0,0.0),
friction: 1.2,
walk_accel: 90.0,
mv: 2.7,
walkspeed: 18.0,
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
}
}
}
pub struct PhysicsState{ pub struct PhysicsState{
pub time:TIME, pub time:TIME,
pub body:Body, pub body:Body,
pub world:WorldState, pub world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState, pub game:GameMechanicsState,
pub style:StyleModifiers, pub style:StyleModifiers,
pub contacts:std::collections::HashSet::<RelativeCollision>, pub contacts:std::collections::HashSet::<RelativeCollision>,
@ -305,7 +312,15 @@ pub struct PhysicsState{
pub camera:Camera, pub camera:Camera,
pub mouse_interpolation:MouseInterpolationState, pub mouse_interpolation:MouseInterpolationState,
pub controls:u32, pub controls:u32,
pub walk:WalkState,
pub grounded:bool, pub grounded:bool,
//all models
pub models:Vec<ModelPhysics>,
pub stages:Vec<crate::model::StageDescription>,
//the spawn point is where you spawn when you load into the map.
//This is not the same as Reset which teleports you to Spawn0
pub spawn_point:glam::Vec3,
} }
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)] #[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
@ -417,11 +432,22 @@ impl Aabb {
type TreyMeshFace = AabbFace; type TreyMeshFace = AabbFace;
type TreyMesh = Aabb; type TreyMesh = Aabb;
enum PhysicsCollisionAttributes{
Contact{//track whether you are contacting the object
contacting:crate::model::ContactingAttributes,
general:crate::model::GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:crate::model::IntersectingAttributes,
general:crate::model::GameMechanicAttributes,
},
}
pub struct ModelPhysics { pub struct ModelPhysics {
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es //A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents. //in this iteration, all it needs is extents.
mesh: TreyMesh, mesh: TreyMesh,
attributes:crate::model::CollisionAttributes, attributes:PhysicsCollisionAttributes,
} }
impl ModelPhysics { impl ModelPhysics {
@ -550,7 +576,7 @@ impl PhysicsState {
} }
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> { fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{ return Some(TimedInstruction{
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num, time:(self.time*self.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.strafe_tick_num,
//only poll the physics if there is a before and after mouse event //only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick instruction:PhysicsInstruction::StrafeTick
}); });
@ -600,7 +626,7 @@ impl PhysicsState {
self.body.acceleration=a; self.body.acceleration=a;
self.walk.state=WalkEnum::Reached; self.walk.state=WalkEnum::Reached;
}else{ }else{
let accel=self.walk_accel.min(self.gravity.length()*self.friction); let accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
let time_delta=target_diff.length()/accel; let time_delta=target_diff.length()/accel;
let mut a=target_diff/time_delta; let mut a=target_diff/time_delta;
self.contact_constrain_acceleration(&mut a); self.contact_constrain_acceleration(&mut a);
@ -629,7 +655,7 @@ impl PhysicsState {
fn mesh(&self) -> TreyMesh { fn mesh(&self) -> TreyMesh {
let mut aabb=Aabb::new(); let mut aabb=Aabb::new();
for vertex in Aabb::unit_vertices(){ for vertex in Aabb::unit_vertices(){
aabb.grow(self.body.position+self.hitbox_halfsize*vertex); aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
} }
aabb aabb
} }
@ -973,7 +999,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
}, },
PhysicsInstruction::CollisionEnd(c) => { PhysicsInstruction::CollisionEnd(c) => {
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
let mut a=self.gravity; let mut a=self.style.gravity;
self.contact_constrain_acceleration(&mut a); self.contact_constrain_acceleration(&mut a);
self.body.acceleration=a; self.body.acceleration=a;
//check ground //check ground
@ -989,8 +1015,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x); let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
let control_dir=camera_mat*get_control_dir(self.controls); let control_dir=camera_mat*get_control_dir(self.controls);
let d=self.body.velocity.dot(control_dir); let d=self.body.velocity.dot(control_dir);
if d<self.mv { if d<self.style.mv {
let mut v=self.body.velocity+(self.mv-d)*control_dir; let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
self.contact_constrain_velocity(&mut v); self.contact_constrain_velocity(&mut v);
self.body.velocity=v; self.body.velocity=v;
} }
@ -1036,7 +1062,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.body.velocity=glam::Vec3::ZERO; self.body.velocity=glam::Vec3::ZERO;
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))} //manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear(); self.contacts.clear();
self.body.acceleration=self.gravity; self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached; self.walk.state=WalkEnum::Reached;
self.grounded=false; self.grounded=false;
refresh_walk_target=false; refresh_walk_target=false;
@ -1048,7 +1074,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if refresh_walk_target_velocity{ if refresh_walk_target_velocity{
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x); let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
let control_dir=camera_mat*get_control_dir(self.controls); let control_dir=camera_mat*get_control_dir(self.controls);
self.walk.target_velocity=self.walkspeed*control_dir; self.walk.target_velocity=self.style.walkspeed*control_dir;
} }
self.refresh_walk_target(); self.refresh_walk_target();
} }

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@ -503,22 +503,16 @@ impl framework::Example for GraphicsData {
spawn_point:glam::vec3(0.0,50.0,0.0), spawn_point:glam::vec3(0.0,50.0,0.0),
body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)), body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
time: 0, time: 0,
tick: 0, style:body::StyleModifiers::default(),
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::vec3(0.0,-100.0,0.0),
friction: 1.2,
walk_accel: 90.0,
mv: 2.7,
grounded: false, grounded: false,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(), contacts: std::collections::HashSet::new(),
models: Vec::new(), models: Vec::new(),
walk: body::WalkState::new(), walk: body::WalkState::new(),
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)), camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
mouse_interpolation: body::MouseInterpolationState::new(), mouse_interpolation: body::MouseInterpolationState::new(),
controls: 0, controls: 0,
world:body::WorldState{},
game:body::GameMechanicsState::default(),
}; };
//load textures //load textures

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@ -65,36 +65,52 @@ pub struct IndexedModelInstances{
//object_index for spawns, triggers etc? //object_index for spawns, triggers etc?
pub spawn_point:glam::Vec3, pub spawn_point:glam::Vec3,
} }
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct StageDescription{
pub start:u32,//start=model_id
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
}
//you have this effect while in contact //you have this effect while in contact
struct ContactingSurf{} #[derive(Clone)]
struct ContactingLadder{ pub struct ContactingSurf{}
sticky:bool #[derive(Clone)]
pub struct ContactingLadder{
pub sticky:bool
} }
//you have this effect while intersecting //you have this effect while intersecting
struct IntersectingWater{ #[derive(Clone)]
viscosity:i64, pub struct IntersectingWater{
density:i64, pub viscosity:i64,
pub density:i64,
pub current:glam::Vec3,
} }
struct IntersectingAccelerator{ #[derive(Clone)]
acceleration:glam::I64Vec3 pub struct IntersectingAccelerator{
pub acceleration:glam::Vec3
} }
//All models can be given these attributes //All models can be given these attributes
struct GameMechanicJumpLimit{ #[derive(Clone)]
count:u32, pub struct GameMechanicJumpLimit{
pub count:u32,
} }
struct GameMechanicBooster{ #[derive(Clone)]
velocity:glam::I64Vec3, pub struct GameMechanicBooster{
pub velocity:glam::Vec3,
} }
enum ZoneBehaviour{ #[derive(Clone)]
pub enum ZoneBehaviour{
//Start is indexed //Start is indexed
//Checkpoints are indexed //Checkpoints are indexed
Finish, Finish,
Anitcheat, Anitcheat,
} }
struct GameMechanicZone{ #[derive(Clone)]
mode_id:u32, pub struct GameMechanicZone{
behaviour:ZoneBehaviour pub mode_id:u32,
pub behaviour:ZoneBehaviour,
} }
// enum TrapCondition{ // enum TrapCondition{
// FasterThan(i64), // FasterThan(i64),
@ -102,36 +118,45 @@ struct GameMechanicZone{
// InRange(i64,i64), // InRange(i64,i64),
// OutsideRange(i64,i64), // OutsideRange(i64,i64),
// } // }
enum StageElementBehaviour{ #[derive(Clone)]
SpawnAt, pub enum StageElementBehaviour{
Trigger, //Spawn,//The behaviour of stepping on a spawn setting the spawnid
Teleport, SpawnAt,
Platform, Trigger,
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition Teleport,
Platform,
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
} }
struct GameMechanicStageElement{ #[derive(Clone)]
mode_id:u32, pub struct GameMechanicStageElement{
stage_id:u32,//which spawn to send to pub mode_id:u32,
force:bool,//allow setting to lower spawn id i.e. 7->3 pub stage_id:u32,//which spawn to send to
behaviour:StageElementBehaviour pub force:bool,//allow setting to lower spawn id i.e. 7->3
pub behaviour:StageElementBehaviour
} }
struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform #[derive(Clone)]
model_id:u32, pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
pub model_id:u32,
} }
struct GameMechanicAttributes{ #[derive(Default,Clone)]
jump_limit:Option<GameMechanicJumpLimit>, pub struct GameMechanicAttributes{
booster:Option<GameMechanicBooster>, pub jump_limit:Option<GameMechanicJumpLimit>,
zone:Option<GameMechanicZone>, pub booster:Option<GameMechanicBooster>,
stage_element:Option<GameMechanicStageElement>, pub zone:Option<GameMechanicZone>,
wormhole:Option<GameMechanicWormhole>, pub stage_element:Option<GameMechanicStageElement>,
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
} }
struct ContactingAttributes{ #[derive(Default,Clone)]
surf:Option<ContactingSurf>, pub struct ContactingAttributes{
ladder:Option<ContactingLadder>, pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
//friction?
pub surf:Option<ContactingSurf>,
pub ladder:Option<ContactingLadder>,
} }
struct IntersectingAttibutes{ #[derive(Default,Clone)]
water:Option<IntersectingWater>, pub struct IntersectingAttributes{
accelerator:Option<IntersectingAccelerator>, pub water:Option<IntersectingWater>,
pub accelerator:Option<IntersectingAccelerator>,
} }
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes //Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{ pub enum CollisionAttributes{
@ -141,7 +166,7 @@ pub enum CollisionAttributes{
general:GameMechanicAttributes, general:GameMechanicAttributes,
}, },
Intersect{//track whether you are intersecting the object Intersect{//track whether you are intersecting the object
intersecting:IntersectingAttibutes, intersecting:IntersectingAttributes,
general:GameMechanicAttributes, general:GameMechanicAttributes,
}, },
} }