forked from StrafesNET/strafe-client
wip
This commit is contained in:
parent
9f2c3cd242
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8687c65e80
@ -1,4 +1,6 @@
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use std::borrow::Cow;
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use strafesnet_common::map;
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use strafesnet_common::model;
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use strafesnet_common::integer;
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use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model_graphics::{GraphicsVertex,GraphicsModelColor4,GraphicsModelInstance,GraphicsModelSingleTexture,IndexedGraphicsModelSingleTexture,IndexedGroupFixedTexture};
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@ -145,14 +147,14 @@ impl GraphicsState{
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
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}
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:map::Map){
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//generate texture view per texture
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//idk how to do this gooder lol
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let mut double_map=std::collections::HashMap::<u32,u32>::new();
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let mut texture_loading_threads=Vec::new();
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let num_textures=indexed_models.textures.len();
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for (i,texture_id) in indexed_models.textures.into_iter().enumerate(){
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let num_textures=map.textures.len();
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for (i,texture_id) in map.textures.into_iter().enumerate(){
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let path=std::path::PathBuf::from(format!("textures/{}.dds",texture_id));
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if let Ok(mut file) = std::fs::File::open(path.clone()){
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double_map.insert(i as u32, texture_loading_threads.len() as u32);
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@ -216,9 +218,9 @@ impl GraphicsState{
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//split groups with different textures into separate models
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//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
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let indexed_models_len=indexed_models.models.len();
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let indexed_models_len=map.models.len();
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let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
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for model in indexed_models.models.into_iter(){
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for model in map.models.into_iter(){
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//convert ModelInstance into GraphicsModelInstance
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let instances:Vec<GraphicsModelInstance>=model.instances.into_iter().filter_map(|instance|{
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if instance.color.w==0.0{
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@ -379,7 +381,7 @@ impl GraphicsState{
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//map the indexed vertices onto new indices
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//creating the vertex map is slightly different because the vertices are directly hashable
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let map_vertex_id:Vec<u32>=model.unique_vertices.iter().map(|unmapped_vertex|{
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let vertex=crate::model::IndexedVertex{
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let vertex=model::IndexedVertex{
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pos:map_pos_id[unmapped_vertex.pos as usize],
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tex:map_tex_id[unmapped_vertex.tex as usize],
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normal:map_normal_id[unmapped_vertex.normal as usize],
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@ -396,7 +398,7 @@ impl GraphicsState{
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}).collect();
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for group in &model.groups{
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for poly in &group.polys{
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polys.push(crate::model::IndexedPolygon{vertices:poly.vertices.iter().map(|&vertex_id|map_vertex_id[vertex_id as usize]).collect()});
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polys.push(model::IndexedPolygon{vertices:poly.vertices.iter().map(|&vertex_id|map_vertex_id[vertex_id as usize]).collect()});
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}
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}
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}
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@ -4,7 +4,7 @@ pub enum Instruction{
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Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
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//UpdateModel(crate::graphics::GraphicsModelUpdate),
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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GenerateModels(crate::model::IndexedModelInstances),
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GenerateModels(strafesnet_common::map::Map),
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ClearModels,
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}
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@ -1,24 +1,24 @@
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use bytemuck::{Pod, Zeroable};
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use crate::model::{IndexedVertex,IndexedPolygon};
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#[derive(Clone, Copy, Pod, Zeroable)]
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use strafesnet_common::model::{IndexedVertex,IndexedPolygon};
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#[derive(Clone,Copy,Pod,Zeroable)]
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#[repr(C)]
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pub struct GraphicsVertex {
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pub pos: [f32; 3],
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pub tex: [f32; 2],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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pub struct GraphicsVertex{
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pub pos:[f32;3],
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pub tex:[f32;2],
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pub normal:[f32;3],
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pub color:[f32;4],
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}
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pub struct IndexedGroupFixedTexture{
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pub polys:Vec<IndexedPolygon>,
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}
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pub struct IndexedGraphicsModelSingleTexture{
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pub unique_pos:Vec<[f32; 3]>,
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pub unique_tex:Vec<[f32; 2]>,
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pub unique_normal:Vec<[f32; 3]>,
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pub unique_color:Vec<[f32; 4]>,
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pub unique_pos:Vec<[f32;3]>,
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pub unique_tex:Vec<[f32;2]>,
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pub unique_normal:Vec<[f32;3]>,
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pub unique_color:Vec<[f32;4]>,
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pub unique_vertices:Vec<IndexedVertex>,
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pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
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pub groups: Vec<IndexedGroupFixedTexture>,
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pub groups:Vec<IndexedGroupFixedTexture>,
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pub instances:Vec<GraphicsModelInstance>,
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}
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pub enum Entities{
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@ -1,4 +1,5 @@
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use std::borrow::{Borrow,Cow};
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use strafesnet_common::model;
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use strafesnet_common::zeroes;
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use strafesnet_common::integer::{self,Planar64,Planar64Vec3};
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@ -134,8 +135,8 @@ impl EdgePool{
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(&mut unsafe{self.edge_guys.get_unchecked_mut(edge_id)}.1,EdgeId(edge_id))
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}
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}
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impl From<&crate::model::IndexedModel> for PhysicsMesh{
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fn from(indexed_model:&crate::model::IndexedModel)->Self{
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impl From<&model::IndexedModel> for PhysicsMesh{
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fn from(indexed_model:&model::IndexedModel)->Self{
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assert!(indexed_model.unique_pos.len()!=0,"Mesh cannot have 0 vertices");
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let verts=indexed_model.unique_pos.iter().map(|v|Vert(v.clone())).collect();
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let mut vert_ref_guys=vec![VertRefGuy::default();indexed_model.unique_pos.len()];
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@ -8,7 +8,7 @@ use strafesnet_common::gameplay_attributes;
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use strafesnet_common::gameplay_modes;
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use strafesnet_common::map;
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use strafesnet_common::model;
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use strafesnet_common::gameplay_style::{self,StyleModifiers,StrafeSettings};
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use strafesnet_common::gameplay_style::{self,StyleModifiers};
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use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction};
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use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
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use strafesnet_common::model::ModelId;
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@ -346,10 +346,10 @@ impl StyleHelper for StyleModifiers{
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//fn get_jump_energy(&self)->Planar64
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fn get_jump_deltav(&self)->Planar64{
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match &self.jump_impulse{
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&JumpImpulse::FromTime(time)=>self.gravity.length()*(time/2),
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&JumpImpulse::FromHeight(height)=>(self.gravity.length()*height*2).sqrt(),
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&JumpImpulse::FromDeltaV(deltav)=>deltav,
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&JumpImpulse::FromEnergy(energy)=>(energy*2/self.mass).sqrt(),
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&gameplay_style::JumpImpulse::FromTime(time)=>self.gravity.length()*(time/2),
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&gameplay_style::JumpImpulse::FromHeight(height)=>(self.gravity.length()*height*2).sqrt(),
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&gameplay_style::JumpImpulse::FromDeltaV(deltav)=>deltav,
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&gameplay_style::JumpImpulse::FromEnergy(energy)=>(energy*2/self.mass).sqrt(),
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}
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}
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@ -423,23 +423,6 @@ enum MoveState{
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Ladder(WalkState),
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}
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pub struct PhysicsState{
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time:Time,
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body:Body,
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world:WorldState,//currently there is only one state the world can be in
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mode_state:ModeState,
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style:StyleModifiers,//mode style with custom style updates applied
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touching:TouchingState,
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//camera must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,//TODO this should be a struct
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move_state:MoveState,
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//does not belong here
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//bvh:bvh::BvhNode,
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//models:PhysicsModels,
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//modes:gameplay_modes::Modes,
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}
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#[derive(Clone,Default)]
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pub struct PhysicsOutputState{
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body:Body,
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@ -483,15 +466,18 @@ enum PhysicsAttributesId{
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Intersect(IntersectAttributesId)
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}
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//id assigned to deindexed IndexedPhysicsGroup
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struct PhysicsModelId(u32);
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struct PhysicsGroupId(u32);
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//unique physics meshes indexed by this
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struct MeshId{
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model_id:ModelId,
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group_id:GroupId,
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struct ConvexMeshId{
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model_id:PhysicsModelId,// = IndexedModelId
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group_id:PhysicsGroupId,// group in model
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}
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pub struct PhysicsModel{
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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mesh_id:MeshId,
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mesh_id:ConvexMeshId,
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//put these up on the Model (data normalization)
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general_attributes:GeneralAttributesId,
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collision_attributes:PhysicsAttributesId,
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@ -501,7 +487,7 @@ pub struct PhysicsModel{
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}
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impl PhysicsModel{
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pub fn new(mesh_id:MeshId,attr_id:PhysicsAttributesId,transform:integer::Planar64Affine3)->Self{
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pub fn new(mesh_id:ConvexMeshId,attr_id:PhysicsAttributesId,transform:integer::Planar64Affine3)->Self{
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Self{
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mesh_id,
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attr_id,
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@ -626,7 +612,7 @@ impl TouchingState{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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let normal=contact_normal(models,&style_mesh,contact);
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match &contacting.contact_behaviour{
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Some(model::ContactingBehaviour::Ladder(_))=>{
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Some(gameplay_attributes::ContactingBehaviour::Ladder(_))=>{
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//ladder walkstate
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let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time,&normal);
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self.constrain_velocity(models,&style_mesh,&mut target_velocity);
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@ -779,23 +765,39 @@ impl VirtualBody<'_>{
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}
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}
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pub struct PhysicsState{
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time:Time,
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body:Body,
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world:WorldState,//currently there is only one state the world can be in
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mode_state:ModeState,
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style:StyleModifiers,//mode style with custom style updates applied
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touching:TouchingState,
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//camera must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,//TODO this should be a struct
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move_state:MoveState,
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//does not belong here
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//bvh:bvh::BvhNode,
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//models:PhysicsModels,
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//modes:gameplay_modes::Modes,
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}
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impl Default for PhysicsState{
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fn default()->Self{
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Self{
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spawn_point:Planar64Vec3::int(0,50,0),
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body:Body::new(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0),Time::ZERO),
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time:Time::ZERO,
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style:StyleModifiers::default(),
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touching:TouchingState::default(),
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models:PhysicsModels::default(),
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bvh:bvh::BvhNode::default(),
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move_state: MoveState::Air,
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camera:PhysicsCamera::default(),
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next_mouse:MouseState::default(),
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controls:0,
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world:WorldState{},
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mode_state:ModeState::default(),
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modes:Modes::default(),
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//modes:Modes::default(),
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//bvh:bvh::BvhNode::default(),
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//models:PhysicsModels::default(),
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}
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}
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}
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@ -1072,7 +1074,7 @@ fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,sty
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set_acceleration(body,touching,models,&style.mesh(),style.gravity);
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MoveState::Air
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}
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:StageId)->Option<MoveState>{
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
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let model=models.model(mode.get_spawn_model_id(stage_id)?);
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let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
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Some(teleport(body,touching,models,style,point))
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@ -1082,20 +1084,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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//TODO: jump count and checkpoints are always reset on teleport.
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//Map makers are expected to use tools to prevent
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//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
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mode.get_element(model_id).map(|stage_element|{
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let stage_element=mode.get_element(model_id)?;
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{
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if stage_element.force||game.stage_id<stage_element.stage_id{
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//TODO: check if all checkpoints are complete up to destination stage id, otherwise set to checkpoint completion stage it
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game.stage_id=stage_element.stage_id;
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}
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match &stage_element.behaviour{
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model::StageElementBehaviour::SpawnAt=>None,
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model::StageElementBehaviour::Trigger
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|model::StageElementBehaviour::Teleport=>{
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gameplay_modes::StageElementBehaviour::SpawnAt=>None,
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gameplay_modes::StageElementBehaviour::Trigger
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|gameplay_modes::StageElementBehaviour::Teleport=>{
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//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
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teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
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teleport_to_spawn(body,touching,style,mode,models,game.stage_id)
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},
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model::StageElementBehaviour::Platform=>None,
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&model::StageElementBehaviour::Checkpoint=>{
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gameplay_modes::StageElementBehaviour::Platform=>None,
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&gameplay_modes::StageElementBehaviour::Checkpoint=>{
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// let mode=modes.get_mode(stage_element.mode_id)?;
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// if mode.ordered_checkpoint_id.map_or(true,|id|id<game.next_ordered_checkpoint_id)
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// &&mode.unordered_checkpoint_count<=game.unordered_checkpoints.len() as u32{
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@ -1106,7 +1109,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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// teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
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// }
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},
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&model::StageElementBehaviour::Ordered{checkpoint_id}=>{
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&gameplay_modes::StageElementBehaviour::Ordered{checkpoint_id}=>{
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if checkpoint_id<game.next_ordered_checkpoint_id{
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//if you hit a checkpoint you already hit, nothing happens
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None
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@ -1117,21 +1120,21 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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None
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}else{
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//If you hit an ordered checkpoint after missing a previous one
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teleport_to_spawn(body,touching,style,modes.get_mode(stage_element.mode_id)?,models,game.stage_id)
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teleport_to_spawn(body,touching,style,mode,models,game.stage_id)
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}
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},
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model::StageElementBehaviour::Unordered=>{
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gameplay_modes::StageElementBehaviour::Unordered=>{
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//count model id in accumulated unordered checkpoints
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game.unordered_checkpoints.insert(model_id);
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None
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},
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&model::StageElementBehaviour::JumpLimit(jump_limit)=>{
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&gameplay_modes::StageElementBehaviour::JumpLimit(jump_limit)=>{
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//let count=game.jump_counts.get(&model.id);
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//TODO
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None
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},
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}
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}).or_else(||
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}.or_else(||
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match wormhole{
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Some(gameplay_attributes::Wormhole{destination_model})=>{
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let origin_model=models.model(model_id);
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@ -1140,7 +1143,8 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
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Some(teleport(body,touching,models,style,body.position-origin_model.transform.translation+destination_model.transform.translation))
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}
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None=>None,
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})
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}
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)
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}
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impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
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@ -18,7 +18,7 @@ pub enum Instruction{
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Input(InputInstruction),
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Render,
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Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
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GenerateModels(crate::model::IndexedModelInstances),
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GenerateModels(strafesnet_common::map::Map),
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ClearModels,
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//Graphics(crate::graphics_worker::Instruction),
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}
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