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

View File

@ -261,29 +261,20 @@ pub struct GameMechanicsState{
pub spawn_id:u32,
//jump_counts:HashMap<u32,u32>,
}
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
impl std::default::Default for GameMechanicsState{
fn default() -> Self {
Self{
spawn_id:0,
}
}
}
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 WorldState{}
pub struct StyleModifiers{
pub keys_mask:u32,//keys which are unable to be activated
pub keys_held:u32,//keys which must be active to be able to strafe
pub constrols_mask:u32,//constrols which are unable to be activated
pub constrols_held:u32,//constrols which must be active to be able to strafe
pub mv:f32,
pub walk:WalkState,
pub walkspeed:f32,
pub friction:f32,
pub walk_accel:f32,
@ -292,11 +283,27 @@ pub struct StyleModifiers{
pub strafe_tick_den:TIME,
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 time:TIME,
pub body:Body,
pub world:WorldState,
pub world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState,
pub style:StyleModifiers,
pub contacts:std::collections::HashSet::<RelativeCollision>,
@ -305,7 +312,15 @@ pub struct PhysicsState{
pub camera:Camera,
pub mouse_interpolation:MouseInterpolationState,
pub controls:u32,
pub walk:WalkState,
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)]
@ -417,11 +432,22 @@ impl Aabb {
type TreyMeshFace = AabbFace;
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 {
//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.
mesh: TreyMesh,
attributes:crate::model::CollisionAttributes,
attributes:PhysicsCollisionAttributes,
}
impl ModelPhysics {
@ -550,7 +576,7 @@ impl PhysicsState {
}
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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
instruction:PhysicsInstruction::StrafeTick
});
@ -600,7 +626,7 @@ impl PhysicsState {
self.body.acceleration=a;
self.walk.state=WalkEnum::Reached;
}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 mut a=target_diff/time_delta;
self.contact_constrain_acceleration(&mut a);
@ -629,7 +655,7 @@ impl PhysicsState {
fn mesh(&self) -> TreyMesh {
let mut aabb=Aabb::new();
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
}
@ -973,7 +999,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
},
PhysicsInstruction::CollisionEnd(c) => {
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.body.acceleration=a;
//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 control_dir=camera_mat*get_control_dir(self.controls);
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
let mut v=self.body.velocity+(self.mv-d)*control_dir;
if d<self.style.mv {
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
self.contact_constrain_velocity(&mut v);
self.body.velocity=v;
}
@ -1036,7 +1062,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.body.velocity=glam::Vec3::ZERO;
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.body.acceleration=self.gravity;
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
refresh_walk_target=false;
@ -1048,7 +1074,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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 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();
}

View File

@ -503,22 +503,16 @@ impl framework::Example for GraphicsData {
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)),
time: 0,
tick: 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,
style:body::StyleModifiers::default(),
grounded: false,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(),
models: Vec::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)),
mouse_interpolation: body::MouseInterpolationState::new(),
controls: 0,
world:body::WorldState{},
game:body::GameMechanicsState::default(),
};
//load textures

View File

@ -65,36 +65,52 @@ pub struct IndexedModelInstances{
//object_index for spawns, triggers etc?
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
struct ContactingSurf{}
struct ContactingLadder{
sticky:bool
#[derive(Clone)]
pub struct ContactingSurf{}
#[derive(Clone)]
pub struct ContactingLadder{
pub sticky:bool
}
//you have this effect while intersecting
struct IntersectingWater{
viscosity:i64,
density:i64,
#[derive(Clone)]
pub struct IntersectingWater{
pub viscosity:i64,
pub density:i64,
pub current:glam::Vec3,
}
struct IntersectingAccelerator{
acceleration:glam::I64Vec3
#[derive(Clone)]
pub struct IntersectingAccelerator{
pub acceleration:glam::Vec3
}
//All models can be given these attributes
struct GameMechanicJumpLimit{
count:u32,
#[derive(Clone)]
pub struct GameMechanicJumpLimit{
pub count:u32,
}
struct GameMechanicBooster{
velocity:glam::I64Vec3,
#[derive(Clone)]
pub struct GameMechanicBooster{
pub velocity:glam::Vec3,
}
enum ZoneBehaviour{
#[derive(Clone)]
pub enum ZoneBehaviour{
//Start is indexed
//Checkpoints are indexed
Finish,
Anitcheat,
}
struct GameMechanicZone{
mode_id:u32,
behaviour:ZoneBehaviour
#[derive(Clone)]
pub struct GameMechanicZone{
pub mode_id:u32,
pub behaviour:ZoneBehaviour,
}
// enum TrapCondition{
// FasterThan(i64),
@ -102,36 +118,45 @@ struct GameMechanicZone{
// InRange(i64,i64),
// OutsideRange(i64,i64),
// }
enum StageElementBehaviour{
#[derive(Clone)]
pub enum StageElementBehaviour{
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
SpawnAt,
Trigger,
Teleport,
Platform,
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
struct GameMechanicStageElement{
mode_id:u32,
stage_id:u32,//which spawn to send to
force:bool,//allow setting to lower spawn id i.e. 7->3
behaviour:StageElementBehaviour
#[derive(Clone)]
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
}
struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
model_id:u32,
#[derive(Clone)]
pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
pub model_id:u32,
}
struct GameMechanicAttributes{
jump_limit:Option<GameMechanicJumpLimit>,
booster:Option<GameMechanicBooster>,
zone:Option<GameMechanicZone>,
stage_element:Option<GameMechanicStageElement>,
wormhole:Option<GameMechanicWormhole>,
#[derive(Default,Clone)]
pub struct GameMechanicAttributes{
pub jump_limit:Option<GameMechanicJumpLimit>,
pub booster:Option<GameMechanicBooster>,
pub zone:Option<GameMechanicZone>,
pub stage_element:Option<GameMechanicStageElement>,
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
}
struct ContactingAttributes{
surf:Option<ContactingSurf>,
ladder:Option<ContactingLadder>,
#[derive(Default,Clone)]
pub struct ContactingAttributes{
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{
water:Option<IntersectingWater>,
accelerator:Option<IntersectingAccelerator>,
#[derive(Default,Clone)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
pub accelerator:Option<IntersectingAccelerator>,
}
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{
@ -141,7 +166,7 @@ pub enum CollisionAttributes{
general:GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:IntersectingAttibutes,
intersecting:IntersectingAttributes,
general:GameMechanicAttributes,
},
}