forked from StrafesNET/strafe-client
wip
This commit is contained in:
parent
1878528a4f
commit
c139ff1a13
106
src/body.rs
106
src/body.rs
@ -4,11 +4,9 @@ use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruct
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
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SetControlDir(glam::Vec3),
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StrafeTick,
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Jump,
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SetWalkTargetVelocity(glam::Vec3),
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RefreshWalkTarget,
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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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@ -16,6 +14,9 @@ pub enum PhysicsInstruction {
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// bool,//true = Trigger; false = teleport
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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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MoveMouse(glam::IVec2),
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SetControls(u32,u32),//can activate Jump
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}
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pub struct Body {
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@ -51,34 +52,35 @@ pub enum MoveRestriction {
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Ladder,//multiple ladders how
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}
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enum MouseInterpolation {
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First,//just checks the last value
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Lerp,//lerps between
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}
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/*
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enum InputInstruction {
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MoveMouse(glam::IVec2),
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Jump(bool),
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}
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struct InputState {
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controls: u32,
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mouse_interpolation: MouseInterpolation,
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time: TIME,
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}
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impl InputState {
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pub fn get_control(&self,control:u32) -> bool {
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self.controls&control!=0
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}
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pub fn process_instruction(&mut self,ins:InputInstruction){
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match ins {
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InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"),
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InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"),
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}
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impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
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fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
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//this is polled by PhysicsState for actions like Jump
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//no, it has to be the other way around. physics is run up until the jump instruction, and then the jump instruction is pushed.
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self.queue.get(0)
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}
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}
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impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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fn process_instruction(&mut self,ins:TimedInstruction<InputInstruction>){
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//add to queue
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self.queue.push(ins);
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}
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}
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*/
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enum MouseInterpolation {
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First,//just checks the last value
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Lerp,//lerps between
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}
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pub struct MouseInterpolationState {
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interpolation: MouseInterpolation,
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time0: TIME,
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@ -130,6 +132,64 @@ impl WalkState {
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}
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}
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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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//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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}
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impl Camera {
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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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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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}
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}
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}
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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const CONTROL_JUMP:u32 = 0b01000000;
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const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
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const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
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const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
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fn get_control_dir(controls: u32) -> glam::Vec3{
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//don't get fancy just do it
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let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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}
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if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
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control_dir+=-FORWARD_DIR;
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}
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if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
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control_dir+=-RIGHT_DIR;
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}
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if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
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control_dir+=RIGHT_DIR;
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}
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if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
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control_dir+=UP_DIR;
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}
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if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
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control_dir+=-UP_DIR;
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}
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return control_dir
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}
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pub struct PhysicsState {
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pub body: Body,
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pub hitbox_halfsize: glam::Vec3,
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@ -137,10 +197,10 @@ pub struct PhysicsState {
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//pub intersections: Vec<ModelId>,
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//temp
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pub models_cringe_clone: Vec<Model>,
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pub temp_control_dir: glam::Vec3,
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//camera must exist in state because wormholes modify the camera, also camera punch
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//pub camera: Camera,
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//pub mouse_interpolation: MouseInterpolationState,
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pub camera: Camera,
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pub mouse_interpolation: MouseInterpolationState,
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pub controls: u32,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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@ -353,8 +413,6 @@ impl PhysicsState {
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pub fn run(&mut self, time_limit:TIME){
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//prepare is ommitted - everything is done via instructions.
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while let Some(instruction) = self.next_instruction(time_limit) {//collect
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//advance
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//self.advance_time(instruction.time);
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//process
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self.process_instruction(instruction);
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//write hash lol
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@ -1,12 +1,10 @@
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use std::future::Future;
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#[cfg(target_arch = "wasm32")]
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use std::str::FromStr;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::Instant;
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#[cfg(target_arch = "wasm32")]
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use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
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use winit::{
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event::{self, WindowEvent},
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event::{self, WindowEvent, DeviceEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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@ -54,7 +52,7 @@ pub trait Example: 'static + Sized {
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queue: &wgpu::Queue,
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);
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fn update(&mut self, event: WindowEvent);
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fn move_mouse(&mut self, delta: (f64,f64));
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fn device_event(&mut self, event: DeviceEvent);
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fn render(
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&mut self,
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view: &wgpu::TextureView,
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@ -350,13 +348,10 @@ fn start<E: Example>(
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}
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},
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event::Event::DeviceEvent {
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event:
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winit::event::DeviceEvent::MouseMotion {
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delta,
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},
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event,
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..
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} => {
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example.move_mouse(delta);
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example.device_event(event);
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},
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event::Event::RedrawRequested(_) => {
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247
src/main.rs
247
src/main.rs
@ -1,4 +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 std::{borrow::Cow, time::Instant};
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use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
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@ -31,88 +32,6 @@ struct ModelGraphics {
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bind_group: wgpu::BindGroup,
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model_buf: wgpu::Buffer,
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}
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// Note: we use the Y=up coordinate space in this example.
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struct Camera {
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screen_size: (u32, u32),
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offset: glam::Vec3,
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fov: f32,
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yaw: f32,
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pitch: f32,
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controls: u32,
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}
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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const CONTROL_JUMP:u32 = 0b01000000;
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const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
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const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
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const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
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fn get_control_dir(controls: u32) -> glam::Vec3{
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//don't get fancy just do it
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let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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}
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if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
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control_dir+=-FORWARD_DIR;
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}
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if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
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control_dir+=-RIGHT_DIR;
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}
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if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
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control_dir+=RIGHT_DIR;
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}
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if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
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control_dir+=UP_DIR;
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}
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if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
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control_dir+=-UP_DIR;
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}
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return control_dir
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}
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#[inline]
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fn perspective_rh(fov_y_slope: f32, aspect_ratio: 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_y_slope * aspect_ratio), 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 to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let fov = if self.controls&CONTROL_ZOOM==0 {
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self.fov
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}else{
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self.fov/5.0
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};
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let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
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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.yaw, self.pitch, 0f32);
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let view_inv = view.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
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raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
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raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
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raw
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}
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}
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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@ -125,7 +44,7 @@ pub struct GraphicsPipelines {
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pub struct GraphicsData {
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start_time: std::time::Instant,
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camera: Camera,
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screen_size: (u32, u32),
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physics: strafe_client::body::PhysicsState,
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pipelines: GraphicsPipelines,
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bind_groups: GraphicsBindGroups,
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@ -220,6 +139,32 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,data:obj::ObjDat
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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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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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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_inv = view.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
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raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
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raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
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raw
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}
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impl strafe_client::framework::Example for GraphicsData {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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@ -362,14 +307,6 @@ impl strafe_client::framework::Example for GraphicsData {
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let camera = Camera {
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screen_size: (config.width, config.height),
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offset: glam::Vec3::new(0.0,4.5-2.5,0.0),
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fov: 1.0, //fov_slope = tan(fov_y/2)
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pitch: 0.0,
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yaw: 0.0,
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controls:0,
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};
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let physics = strafe_client::body::PhysicsState {
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body: strafe_client::body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
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time: 0,
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@ -382,12 +319,14 @@ impl strafe_client::framework::Example for GraphicsData {
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mv: 2.7,
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grounded: false,
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jump_trying: false,
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temp_control_dir: glam::Vec3::ZERO,
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walkspeed: 18.0,
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contacts: std::collections::HashSet::new(),
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models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).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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};
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//load textures
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@ -648,7 +587,7 @@ impl strafe_client::framework::Example for GraphicsData {
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GraphicsData {
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start_time: Instant::now(),
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camera,
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screen_size,
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physics,
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pipelines:GraphicsPipelines{
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skybox:sky_pipeline,
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@ -667,59 +606,64 @@ impl strafe_client::framework::Example for GraphicsData {
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#[allow(clippy::single_match)]
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fn update(&mut self, event: winit::event::WindowEvent) {
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//nothing atm
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}
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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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match event {
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winit::event::WindowEvent::KeyboardInput {
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winit::event::DeviceEvent::KeyboardInput {
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input:
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winit::event::KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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scancode: keycode,
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..
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},
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..
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} => {
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match (state,keycode) {
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(k,winit::event::VirtualKeyCode::W) => match k {
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winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEFORWARD,
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winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEFORWARD,
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let s=match state {
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winit::event::ElementState::Pressed => true,
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winit::event::ElementState::Released => false,
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};
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if let Some(instruction)=match keycode {
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119 => Some(InputInstruction::MoveForward(s)),//W
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97 => Some(InputInstruction::MoveLeft(s)),//A
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115 => Some(InputInstruction::MoveBack(s)),//S
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||||
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
|
||||
_ => None,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::A) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVELEFT,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVELEFT,
|
||||
{
|
||||
self.physics.queue_input_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction,
|
||||
})
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::S) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEBACK,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEBACK,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::D) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVERIGHT,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVERIGHT,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::E) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEUP,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEUP,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::Q) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEDOWN,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEDOWN,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::Space) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_JUMP,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_JUMP,
|
||||
}
|
||||
(k,winit::event::VirtualKeyCode::Z) => match k {
|
||||
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_ZOOM,
|
||||
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_ZOOM,
|
||||
}
|
||||
_ => (),
|
||||
},
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,//these (f64,f64) are integers on my machine
|
||||
} => {
|
||||
self.physics.queue_input_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction: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
|
||||
} => {
|
||||
if self.physics.use_scroll{
|
||||
self.physics.queue_input_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
|
||||
})
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn move_mouse(&mut self, delta: (f64,f64)) {
|
||||
self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32;
|
||||
self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32;
|
||||
self.physics.queue_input_instruction()
|
||||
}
|
||||
|
||||
fn resize(
|
||||
@ -729,7 +673,8 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
_queue: &wgpu::Queue,
|
||||
) {
|
||||
self.depth_view = Self::create_depth_texture(config, device);
|
||||
self.camera.screen_size = (config.width, config.height);
|
||||
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);
|
||||
}
|
||||
|
||||
fn render(
|
||||
@ -739,45 +684,15 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &strafe_client::framework::Spawner,
|
||||
) {
|
||||
let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw);
|
||||
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
|
||||
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
|
||||
self.physics.run(time);
|
||||
|
||||
//ALL OF THIS IS TOTALLY WRONG!!!
|
||||
let walk_target_velocity=self.physics.walkspeed*control_dir;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
|
||||
});
|
||||
}
|
||||
|
||||
if control_dir!=self.physics.temp_control_dir {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetControlDir(control_dir)
|
||||
});
|
||||
}
|
||||
|
||||
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&self.physics.jump_trying {
|
||||
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::Jump
|
||||
});
|
||||
}
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
|
||||
let camera_uniforms = to_uniform_data(self.camera,self.physics.body.extrapolated_position(time));
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
|
Loading…
Reference in New Issue
Block a user