forked from StrafesNET/strafe-client
introduce render_thread to manage physics and graphics
This commit is contained in:
parent
d1b491b6e7
commit
b5febfad14
@ -16,6 +16,7 @@ mod framework;
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mod primitives;
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mod primitives;
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mod instruction;
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mod instruction;
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mod load_roblox;
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mod load_roblox;
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mod render_thread;
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pub struct GlobalState{
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pub struct GlobalState{
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106
src/physics.rs
106
src/physics.rs
@ -32,23 +32,7 @@ pub enum PhysicsInputInstruction {
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Reset,
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Reset,
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Idle,
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Idle,
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}
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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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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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#[derive(Clone,Hash)]
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#[derive(Clone,Hash)]
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pub struct Body {
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pub struct Body {
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position: Planar64Vec3,//I64 where 2^32 = 1 u
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position: Planar64Vec3,//I64 where 2^32 = 1 u
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@ -531,7 +515,7 @@ pub struct PhysicsState{
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touching:TouchingState,
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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 must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
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camera:PhysicsCamera,
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next_mouse:MouseState,//Where is the mouse headed next
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pub next_mouse:MouseState,//Where is the mouse headed next
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controls:u32,
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controls:u32,
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move_state:MoveState,
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move_state:MoveState,
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//all models
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//all models
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@ -736,92 +720,6 @@ impl PhysicsState {
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self.touching.clear();
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self.touching.clear();
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}
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}
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pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=self.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
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if if let Some(phys_input)=match ins.instruction{
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InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:self.next_mouse.pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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mouse_blocking=true;
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}
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last_mouse_time=ins.time;
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None
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},
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InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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InputInstruction::Idle=>Some(PhysicsInputInstruction::Idle),
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}{
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//non-mouse event
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timeline.push_back(TimedInstruction{
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time:ins.time,
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instruction:phys_input,
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});
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if mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-self.next_mouse.time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.next_mouse.pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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}else{
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false
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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}{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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self.run(instruction.time);
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self.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:PhysicsInstruction::Input(instruction.instruction),
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});
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}
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}
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})
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}
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pub fn output(&self)->PhysicsOutputState{
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pub fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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PhysicsOutputState{
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body:self.body.clone(),
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body:self.body.clone(),
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117
src/render_thread.rs
Normal file
117
src/render_thread.rs
Normal file
@ -0,0 +1,117 @@
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use crate::integer::Time;
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use crate::physics::{MouseState,PhysicsInputInstruction};
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use crate::instruction::{TimedInstruction,InstructionConsumer};
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#[derive(Debug)]
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pub enum InputInstruction {
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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Render,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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pub struct RenderState{
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physics:crate::physics::PhysicsState,
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graphics:crate::graphics::GraphicsState,
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}
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impl RenderState{
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pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=self.physics.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
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let mut render=false;
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if if let Some(phys_input)=match ins.instruction{
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InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:self.physics.next_mouse.pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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mouse_blocking=true;
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}
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last_mouse_time=ins.time;
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None
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},
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InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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InputInstruction::Render=>{render=true;Some(PhysicsInputInstruction::Idle)},
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}{
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//non-mouse event
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timeline.push_back(TimedInstruction{
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time:ins.time,
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instruction:phys_input,
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});
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if mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if Time::from_millis(10)<ins.time-self.physics.next_mouse.time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.physics.next_mouse.pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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}else{
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false
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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}{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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self.physics.run(instruction.time);
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self.physics.process_instruction(TimedInstruction{
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time:instruction.time,
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instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
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});
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}
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}
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if render{
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self.graphics.render();
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}
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})
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}
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}
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