diff --git a/src/physics.rs b/src/physics.rs index 9326d78..804ebe5 100644 --- a/src/physics.rs +++ b/src/physics.rs @@ -128,37 +128,37 @@ struct WalkState{ state:WalkEnum, } impl WalkEnum{ - //so many args bruh - fn with_target_velocity(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){ - physics.touching.constrain_velocity(&physics.models,&mut velocity); - let mut target_diff=velocity-physics.body.velocity; + //args going crazy + //(walk_enum,body.acceleration)=with_target_velocity(); + fn with_target_velocity(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(WalkEnum,Planar64Vec3){ + touching.constrain_velocity(models,&mut velocity); + let mut target_diff=velocity-body.velocity; //remove normal component target_diff-=normal.clone()*(normal.dot(target_diff)/normal.dot(normal.clone())); if target_diff==Planar64Vec3::ZERO{ let mut a=Planar64Vec3::ZERO; - physics.touching.constrain_acceleration(&physics.models,&mut a); + touching.constrain_acceleration(models,&mut a); (WalkEnum::Reached,a) }else{ //normal friction acceleration is clippedAcceleration.dot(normal)*friction - let accel=physics.style.walk_accel.min(physics.style.gravity.dot(Planar64Vec3::NEG_Y)*physics.style.friction); + let accel=style.walk_accel.min(style.gravity.dot(Planar64Vec3::NEG_Y)*style.friction); let time_delta=target_diff.length()/accel; let mut a=target_diff.with_length(accel); - physics.touching.constrain_acceleration(&physics.models,&mut a); - (WalkEnum::Transient(WalkTarget{velocity,time:physics.body.time+Time::from(time_delta)}),a) + touching.constrain_acceleration(models,&mut a); + (WalkEnum::Transient(WalkTarget{velocity,time:body.time+Time::from(time_delta)}),a) } } - //(walk_enum,body.acceleration)=with_target_velocity(); } impl WalkState{ - fn ground(physics:&PhysicsState,mut velocity:Planar64Vec3)->(Self,Planar64Vec3){ - let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,&Planar64Vec3::Y); + fn ground(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec,mut velocity:Planar64Vec3)->(Self,Planar64Vec3){ + let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,&Planar64Vec3::Y); (Self{ state:walk_enum, normal:Planar64Vec3::Y, },a) } - fn ladder(physics:&PhysicsState,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){ - let (walk_enum,a)=WalkEnum::with_target_velocity(physics,velocity,normal); + fn ladder(touching:&TouchingState,body:&Body,style:&StyleModifiers,models:&Vec,mut velocity:Planar64Vec3,normal:&Planar64Vec3)->(Self,Planar64Vec3){ + let (walk_enum,a)=WalkEnum::with_target_velocity(touching,body,style,models,velocity,normal); (Self{ state:walk_enum, normal:normal.clone(), @@ -321,6 +321,17 @@ impl StyleModifiers{ fn get_jump_power(&self)->Planar64{ Planar64::int(715588)/(2*1000000/100) } + + fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{ + let camera_mat=camera.simulate_move_rotation_y(camera.mouse.lerp(&next_mouse,time).x); + let control_dir=camera_mat*self.get_control_dir(controls); + control_dir*self.walkspeed + } + fn get_propulsion_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{ + let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time)); + let control_dir=camera_mat*self.get_control_dir(controls); + control_dir*self.walkspeed + } } enum MoveState{ @@ -793,39 +804,24 @@ impl PhysicsState { // } fn refresh_walk_target(&mut self){ - //calculate acceleration yada yada match &mut self.move_state{ - MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{ - let mut v=walk_state.target_velocity; - self.touching.constrain_velocity(&self.models,&mut v); - let mut target_diff=v-self.body.velocity; - //remove normal component - target_diff-=walk_state.normal*(walk_state.normal.dot(target_diff)/walk_state.normal.dot(walk_state.normal)); - if target_diff==Planar64Vec3::ZERO{ - let mut a=Planar64Vec3::ZERO; - self.touching.constrain_acceleration(&self.models,&mut a); - self.body.acceleration=a; - walk_state.state=WalkEnum::Reached; - }else{ - //normal friction acceleration is clippedAcceleration.dot(normal)*friction - let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction); - let time_delta=target_diff.length()/accel; - let mut a=target_diff.with_length(accel); - self.touching.constrain_acceleration(&self.models,&mut a); - self.body.acceleration=a; - walk_state.target_time=self.body.time+Time::from(time_delta); - walk_state.state=WalkEnum::Transient; - } - }, MoveState::Air|MoveState::Water=>(), + MoveState::Walk(WalkState{normal,state})=>{ + let n=normal; + (*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n); + }, + MoveState::Ladder(WalkState{normal,state})=>{ + let n=normal; + (*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_propulsion_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n); + }, } } fn next_move_instruction(&self)->Option>{ //check if you have a valid walk state and create an instruction match &self.move_state{ MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{ - WalkEnum::Transient=>Some(TimedInstruction{ - time:walk_state.target_time, + WalkEnum::Transient(walk_target)=>Some(TimedInstruction{ + time:walk_target.time, instruction:PhysicsInstruction::ReachWalkTargetVelocity }), WalkEnum::Reached=>None, @@ -1167,10 +1163,20 @@ impl crate::instruction::InstructionConsumer for PhysicsStat PhysicsCollisionAttributes::Contact{contacting,general}=>{ match &contacting.contact_behaviour{ Some(crate::model::ContactingBehaviour::Surf)=>println!("I'm surfing!"), + Some(crate::model::ContactingBehaviour::Ladder(contacting_ladder))=>{ + if contacting_ladder.sticky{ + //kill v + self.body.velocity=Planar64Vec3::ZERO;//model.velocity + } + //ladder walkstate + let (walk_state,a)=WalkState::ladder(&self.touching,&self.body,&self.style,&self.models,self.style.get_propulsion_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&c.normal(&self.models)); + self.move_state=MoveState::Ladder(walk_state); + self.body.acceleration=a; + } None=>match &c.face { TreyMeshFace::Top => { //ground - let (walk_state,a)=WalkState::ground(&self,self.get_walk_target()); + let (walk_state,a)=WalkState::ground(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time)); self.move_state=MoveState::Walk(walk_state); self.body.acceleration=a; }, @@ -1272,11 +1278,11 @@ impl crate::instruction::InstructionConsumer for PhysicsStat //check ground match &c.face { TreyMeshFace::Top => { + //TODO: make this more advanced checking contacts self.move_state=MoveState::Air; }, - _ => (), + _=>self.refresh_walk_target(), } - self.refresh_walk_target(); }, PhysicsCollisionAttributes::Intersect{intersecting,general}=>{ self.touching.remove_intersect(c.model); @@ -1297,20 +1303,24 @@ impl crate::instruction::InstructionConsumer for PhysicsStat match &mut self.move_state{ MoveState::Air|MoveState::Water=>(), MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{ - //precisely set velocity - let mut a=self.style.gravity; - self.touching.constrain_acceleration(&self.models,&mut a); - self.body.acceleration=a; - let mut v=walk_state.target_velocity; - self.touching.constrain_velocity(&self.models,&mut v); - self.body.velocity=v; - walk_state.state=WalkEnum::Reached; + match &mut walk_state.state{ + WalkEnum::Reached=>(), + WalkEnum::Transient(walk_target)=>{ + //precisely set velocity + let mut a=self.style.gravity; + self.touching.constrain_acceleration(&self.models,&mut a); + self.body.acceleration=a; + let mut v=walk_target.velocity; + self.touching.constrain_velocity(&self.models,&mut v); + self.body.velocity=v; + walk_state.state=WalkEnum::Reached; + }, + } } } }, PhysicsInstruction::Input(input_instruction) => { let mut refresh_walk_target=true; - let mut refresh_walk_target_velocity=true; match input_instruction{ PhysicsInputInstruction::SetNextMouse(m) => { self.camera.move_mouse(self.next_mouse.pos); @@ -1329,7 +1339,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat PhysicsInputInstruction::SetJump(s) => { self.set_control(StyleModifiers::CONTROL_JUMP,s); self.jump(); - refresh_walk_target_velocity=false; + refresh_walk_target=false; }, PhysicsInputInstruction::SetZoom(s) => { self.set_control(StyleModifiers::CONTROL_ZOOM,s); @@ -1348,25 +1358,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle! } if refresh_walk_target{ - //calculate walk target velocity - if refresh_walk_target_velocity{ - match &mut self.move_state{ - MoveState::Walk(walk_state)=>{ - let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x); - let control_dir=camera_mat*self.style.get_control_dir(self.controls); - walk_state.target_velocity=control_dir*self.style.walkspeed; - self.refresh_walk_target(); - }, - MoveState::Ladder(walk_state)=>{ - let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time)); - let control_dir=camera_mat*self.style.get_control_dir(self.controls); - walk_state.target_velocity=control_dir*self.style.walkspeed; - self.refresh_walk_target(); - }, - MoveState::Water=>(), - MoveState::Air=>(), - } - } + self.refresh_walk_target(); } }, }