wip: ladders

This commit is contained in:
Quaternions 2023-10-17 15:13:41 -07:00
parent 2d2f0099ab
commit c5ecf6b34a

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@ -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<ModelPhysics>,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<ModelPhysics>,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<ModelPhysics>,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<TimedInstruction<PhysicsInstruction>>{
//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<PhysicsInstruction> 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<PhysicsInstruction> 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<PhysicsInstruction> 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<PhysicsInstruction> 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<PhysicsInstruction> 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();
}
},
}