forked from StrafesNET/strafe-client
wip 2
This commit is contained in:
parent
b727736152
commit
6c99e493c6
173
src/body.rs
173
src/body.rs
@ -6,7 +6,6 @@ pub enum PhysicsInstruction {
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CollisionEnd(RelativeCollision),
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StrafeTick,
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Jump,
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RefreshWalkTarget,//this could be a helper function instead of an instruction
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ReachWalkTargetVelocity,
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// Water,
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// Spawn(
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@ -15,8 +14,20 @@ pub enum PhysicsInstruction {
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// bool,//true = Force
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// )
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//Both of these conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(InputInstruction),
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}
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#[derive(Debug)]
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pub enum InputInstruction {
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MoveMouse(glam::IVec2),
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SetControls(u32,u32),//can activate Jump
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MoveForward(bool),
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MoveLeft(bool),
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MoveBack(bool),
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MoveRight(bool),
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MoveUp(bool),
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MoveDown(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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}
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pub struct Body {
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@ -90,6 +101,15 @@ pub struct MouseInterpolationState {
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}
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impl MouseInterpolationState {
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pub fn new() -> Self {
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Self {
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interpolation:MouseInterpolation::Lerp,
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time0:0,
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time1:1,//ONE NANOSECOND!!!! avoid divide by zero
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mouse0:glam::IVec2::ZERO,
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mouse1:glam::IVec2::ZERO,
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}
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}
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pub fn move_mouse(&mut self,time:TIME,pos:glam::IVec2){
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self.time0=self.time1;
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self.mouse0=self.mouse1;
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@ -115,7 +135,6 @@ impl MouseInterpolationState {
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pub enum WalkEnum{
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Reached,
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Transient,
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Invalid,
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}
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pub struct WalkState {
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pub target_velocity: glam::Vec3,
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@ -127,7 +146,7 @@ impl WalkState {
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Self{
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target_velocity:glam::Vec3::ZERO,
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target_time:0,
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state:WalkEnum::Invalid,
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state:WalkEnum::Reached,
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}
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}
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}
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@ -135,22 +154,63 @@ impl WalkState {
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// Note: we use the Y=up coordinate space in this example.
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pub struct Camera {
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offset: glam::Vec3,
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angles: glam::Vec3,
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angles: glam::DVec2,//YAW AND THEN PITCH
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//punch: glam::Vec3,
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//punch_velocity: glam::Vec3,
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fov: glam::Vec2,//slope
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sensitivity: glam::Vec2,
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sensitivity: glam::DVec2,
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time: TIME,
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}
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#[inline]
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fn mat3_from_rotation_y_f64(angle: f64) -> glam::Mat3 {
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let (sina, cosa) = angle.sin_cos();
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glam::Mat3::from_cols(
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glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
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glam::Vec3::Y,
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glam::Vec3::new(sina as f32, 0.0, cosa as f32),
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)
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}
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#[inline]
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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impl Camera {
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fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
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pub fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
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Self{
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offset,
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angles: glam::Vec3::ZERO,
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angles: glam::DVec2::ZERO,
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fov: glam::vec2(aspect,1.0),
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sensitivity: glam::vec2(1.0/2048.0,1.0/2048.0),
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sensitivity: glam::dvec2(1.0/2048.0,1.0/2048.0),
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time: 0,
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}
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}
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fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
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let mut a=self.angles-self.sensitivity*delta.as_dvec2();
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a.y=a.y.clamp(-std::f64::consts::PI, std::f64::consts::PI);
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return a
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}
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fn simulate_move_rotation_y(&self, delta_x: i32) -> glam::Mat3 {
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mat3_from_rotation_y_f64(self.angles.x-self.sensitivity.x*(delta_x as f64))
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}
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pub fn proj(&self)->glam::Mat4{
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perspective_rh(self.fov.x, self.fov.y, 0.5, 1000.0)
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}
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pub fn view(&self,pos:glam::Vec3)->glam::Mat4{
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//f32 good enough for view matrix
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glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.angles.y as f32, self.angles.x as f32, 0f32)
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}
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pub fn set_fov_aspect(&mut self,fov:f32,aspect:f32){
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self.fov.x=fov*aspect;
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self.fov.y=fov;
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}
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}
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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@ -441,7 +501,6 @@ impl PhysicsState {
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}
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}
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}
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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@ -481,6 +540,31 @@ impl PhysicsState {
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// });
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// }
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fn refresh_walk_target(&mut self){
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//calculate acceleration yada yada
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if self.grounded{
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let mut v=self.walk.target_velocity;
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self.contact_constrain_velocity(&mut v);
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let mut target_diff=v-self.body.velocity;
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target_diff.y=0f32;
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if target_diff==glam::Vec3::ZERO{
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let mut a=glam::Vec3::ZERO;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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}else{
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let accel=self.walk_accel.min(self.gravity.length()*self.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff/time_delta;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
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self.walk.state=WalkEnum::Transient;
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}
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}else{
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self.walk.state=WalkEnum::Reached;//there is no walk target while not grounded
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}
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}
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//check if you have a valid walk state and create an instruction
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if self.grounded{
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@ -489,10 +573,6 @@ impl PhysicsState {
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time:self.walk.target_time,
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instruction:PhysicsInstruction::ReachWalkTargetVelocity
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}),
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WalkEnum::Invalid=>Some(TimedInstruction{
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time:self.time,
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instruction:PhysicsInstruction::RefreshWalkTarget,
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}),
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WalkEnum::Reached=>None,
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}
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}else{
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@ -808,13 +888,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
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match &ins.instruction {
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PhysicsInstruction::StrafeTick => (),
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PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
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_=>println!("{:?}",ins),
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}
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//selectively update body
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match &ins.instruction {
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PhysicsInstruction::SetWalkTargetVelocity(_)
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|PhysicsInstruction::SetControlDir(_) => self.time=ins.time,//TODO: queue instructions
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PhysicsInstruction::RefreshWalkTarget
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PhysicsInstruction::Input(_)
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|PhysicsInstruction::ReachWalkTargetVelocity
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|PhysicsInstruction::CollisionStart(_)
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|PhysicsInstruction::CollisionEnd(_)
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@ -836,14 +915,13 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let mut v=self.body.velocity;
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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self.walk.state=WalkEnum::Invalid;
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self.refresh_walk_target();
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},
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PhysicsInstruction::CollisionEnd(c) => {
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self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
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let mut a=self.gravity;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Invalid;
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//check ground
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match &c.face {
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AabbFace::Top => {
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@ -851,16 +929,14 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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_ => (),
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}
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},
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PhysicsInstruction::SetControlDir(control_dir)=>{
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self.temp_control_dir=control_dir;
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self.walk.state=WalkEnum::Invalid;
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self.refresh_walk_target();
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},
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PhysicsInstruction::StrafeTick => {
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//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
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let d=self.body.velocity.dot(self.temp_control_dir);
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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let d=self.body.velocity.dot(control_dir);
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if d<self.mv {
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let mut v=self.body.velocity+(self.mv-d)*self.temp_control_dir;
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let mut v=self.body.velocity+(self.mv-d)*control_dir;
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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}
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@ -870,7 +946,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let mut v=self.body.velocity+glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
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self.contact_constrain_velocity(&mut v);
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self.body.velocity=v;
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self.walk.state=WalkEnum::Invalid;
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self.refresh_walk_target();
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},
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PhysicsInstruction::ReachWalkTargetVelocity => {
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//precisely set velocity
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@ -882,32 +958,25 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.velocity=v;
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self.walk.state=WalkEnum::Reached;
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},
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PhysicsInstruction::RefreshWalkTarget => {
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//calculate acceleration yada yada
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if self.grounded{
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let mut v=self.walk.target_velocity;
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self.contact_constrain_velocity(&mut v);
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let mut target_diff=v-self.body.velocity;
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target_diff.y=0f32;
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if target_diff==glam::Vec3::ZERO{
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let mut a=glam::Vec3::ZERO;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.state=WalkEnum::Reached;
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}else{
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let accel=self.walk_accel.min(self.gravity.length()*self.friction);
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let time_delta=target_diff.length()/accel;
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let mut a=target_diff/time_delta;
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self.contact_constrain_acceleration(&mut a);
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self.body.acceleration=a;
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self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
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self.walk.state=WalkEnum::Transient;
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}
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PhysicsInstruction::Input(input_instruction) => {
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match input_instruction{
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InputInstruction::MoveMouse(m) => self.mouse_interpolation.move_mouse(self.time,m),
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InputInstruction::MoveForward(s) => self.controls=if s{self.controls|CONTROL_MOVEFORWARD}else{self.controls&!CONTROL_MOVEFORWARD},
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InputInstruction::MoveLeft(s) => self.controls=if s{self.controls|CONTROL_MOVELEFT}else{self.controls&!CONTROL_MOVELEFT},
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InputInstruction::MoveBack(s) => self.controls=if s{self.controls|CONTROL_MOVEBACK}else{self.controls&!CONTROL_MOVEBACK},
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InputInstruction::MoveRight(s) => self.controls=if s{self.controls|CONTROL_MOVERIGHT}else{self.controls&!CONTROL_MOVERIGHT},
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InputInstruction::MoveUp(s) => self.controls=if s{self.controls|CONTROL_MOVEUP}else{self.controls&!CONTROL_MOVEUP},
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InputInstruction::MoveDown(s) => self.controls=if s{self.controls|CONTROL_MOVEDOWN}else{self.controls&!CONTROL_MOVEDOWN},
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InputInstruction::Jump(s) => self.controls=if s{self.controls|CONTROL_JUMP}else{self.controls&!CONTROL_JUMP},
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InputInstruction::Zoom(s) => self.controls=if s{self.controls|CONTROL_ZOOM}else{self.controls&!CONTROL_ZOOM},
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InputInstruction::Reset => println!("reset"),
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}
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},
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PhysicsInstruction::SetWalkTargetVelocity(v) => {
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self.walk.target_velocity=v;
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self.walk.state=WalkEnum::Invalid;
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//calculate control dir
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let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
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let control_dir=camera_mat*get_control_dir(self.controls);
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//calculate walk target velocity
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self.walk.target_velocity=self.walkspeed*control_dir;
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self.refresh_walk_target();
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},
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}
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}
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92
src/main.rs
92
src/main.rs
@ -1,5 +1,5 @@
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use bytemuck::{Pod, Zeroable};
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use strafe_client::{instruction::{TimedInstruction, self}, body::MouseInterpolationState};
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use strafe_client::{instruction::{TimedInstruction, InstructionConsumer},body::{InputInstruction, PhysicsInstruction}};
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use std::{borrow::Cow, time::Instant};
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use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
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@ -236,22 +236,11 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
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modeldatas
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}
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#[inline]
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32 z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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fn to_uniform_data(camera: &Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
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let proj = perspective_rh(self.fov_x, self.fov_y, 0.5, 1000.0);
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fn to_uniform_data(camera: &strafe_client::body::Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
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let proj=camera.proj();
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let proj_inv = proj.inverse();
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let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.angles.y, self.angles.x, self.angles.z);
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let view=camera.view(pos);
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let view_inv = view.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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@ -475,18 +464,18 @@ impl strafe_client::framework::Example for GraphicsData {
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jump_trying: false,
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walkspeed: 18.0,
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contacts: std::collections::HashSet::new(),
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models: modeldatas.iter().map(|m|
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models: modeldatas.iter().map(|m|
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//make aabb and run vertices to get realistic bounds
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//this needs to be a function generate_model_physics
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m.transforms.iter().map(|t|
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strafe_client::body::ModelPhysics::new(*t)
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)
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).flatten().collect(),
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walk: strafe_client::body::WalkState::new(),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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camera: Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
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mouse_interpolation: strafe_client::body::MouseInterpolationState::new(),
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controls: 0,
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walk: strafe_client::body::WalkState::new(),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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camera: strafe_client::body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
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mouse_interpolation: strafe_client::body::MouseInterpolationState::new(),
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controls: 0,
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};
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//load textures
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@ -675,7 +664,7 @@ impl strafe_client::framework::Example for GraphicsData {
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multiview: None,
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});
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let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
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let camera_uniforms = to_uniform_data(&physics.camera,physics.body.extrapolated_position(0));
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera"),
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contents: bytemuck::cast_slice(&camera_uniforms),
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@ -711,7 +700,7 @@ impl strafe_client::framework::Example for GraphicsData {
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let mut graphics=GraphicsData {
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handy_unit_cube:unit_cube,
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start_time: Instant::now(),
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screen_size,
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screen_size: (config.width,config.height),
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physics,
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pipelines:GraphicsPipelines{
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skybox:sky_pipeline,
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@ -757,58 +746,57 @@ impl strafe_client::framework::Example for GraphicsData {
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fn device_event(&mut self, event: winit::event::DeviceEvent) {
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//there's no way this is the best way get a timestamp.
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let time=self.start_time.elapsed().as_nanos() as i64;
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self.physics.run(time);//call it a day
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match event {
|
||||
winit::event::DeviceEvent::KeyboardInput {
|
||||
input:
|
||||
winit::event::KeyboardInput {
|
||||
state,
|
||||
scancode: keycode,
|
||||
..
|
||||
},
|
||||
} => {
|
||||
winit::event::DeviceEvent::Key(winit::event::KeyboardInput {
|
||||
state,
|
||||
scancode: keycode,
|
||||
..
|
||||
}) => {
|
||||
let s=match state {
|
||||
winit::event::ElementState::Pressed => true,
|
||||
winit::event::ElementState::Released => false,
|
||||
};
|
||||
if let Some(instruction)=match keycode {
|
||||
119 => Some(InputInstruction::MoveForward(s)),//W
|
||||
97 => Some(InputInstruction::MoveLeft(s)),//A
|
||||
115 => Some(InputInstruction::MoveBack(s)),//S
|
||||
100 => Some(InputInstruction::MoveRight(s)),//D
|
||||
101 => Some(InputInstruction::MoveUp(s)),//E
|
||||
113 => Some(InputInstruction::MoveDown(s)),//Q
|
||||
32 => Some(InputInstruction::Jump(s)),//Space
|
||||
122 => Some(InputInstruction::Zoom(s)),//Z
|
||||
114 => if s{Some(InputInstruction::Reset)}else{None},//R
|
||||
if let Some(input_instruction)=match keycode {
|
||||
17 => Some(InputInstruction::MoveForward(s)),//W
|
||||
30 => Some(InputInstruction::MoveLeft(s)),//A
|
||||
31 => Some(InputInstruction::MoveBack(s)),//S
|
||||
32 => Some(InputInstruction::MoveRight(s)),//D
|
||||
18 => Some(InputInstruction::MoveUp(s)),//E
|
||||
16 => Some(InputInstruction::MoveDown(s)),//Q
|
||||
57 => Some(InputInstruction::Jump(s)),//Space
|
||||
44 => Some(InputInstruction::Zoom(s)),//Z
|
||||
19 => if s{Some(InputInstruction::Reset)}else{None},//R
|
||||
_ => None,
|
||||
}
|
||||
{
|
||||
self.physics.queue_input_instruction(TimedInstruction{
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction,
|
||||
instruction:PhysicsInstruction::Input(input_instruction),
|
||||
})
|
||||
}
|
||||
},
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,//these (f64,f64) are integers on my machine
|
||||
} => {
|
||||
self.physics.queue_input_instruction(TimedInstruction{
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction:InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))
|
||||
instruction:PhysicsInstruction::Input(InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))),
|
||||
})
|
||||
},
|
||||
winit::event::DeviceEvent::MouseWheel {
|
||||
delta,//these (f64,f64) are integers on my machine
|
||||
delta,
|
||||
} => {
|
||||
if self.physics.use_scroll{
|
||||
self.physics.queue_input_instruction(TimedInstruction{
|
||||
println!("mousewheel{:?}",delta);
|
||||
if true{//self.physics.use_scroll
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction:InputInstruction::Jump(true)//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
|
||||
instruction:PhysicsInstruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
|
||||
})
|
||||
}
|
||||
}
|
||||
_=>(),
|
||||
}
|
||||
self.physics.queue_input_instruction()
|
||||
}
|
||||
|
||||
fn resize(
|
||||
@ -819,7 +807,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
) {
|
||||
self.depth_view = Self::create_depth_texture(config, device);
|
||||
self.screen_size = (config.width, config.height);
|
||||
self.physics.camera.fov_x=self.physics.camera.fov_y*(config.width as f32)/(config.height as f32);
|
||||
self.physics.camera.set_fov_aspect(1.0,(config.width as f32)/(config.height as f32));
|
||||
}
|
||||
|
||||
fn render(
|
||||
@ -837,7 +825,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = to_uniform_data(self.camera,self.physics.body.extrapolated_position(time));
|
||||
let camera_uniforms = to_uniform_data(&self.physics.camera,self.physics.body.extrapolated_position(time));
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
|
Loading…
Reference in New Issue
Block a user