This commit is contained in:
Quaternions 2024-02-05 19:49:36 -08:00
parent 0f0da179a2
commit d52701e94c
3 changed files with 319 additions and 235 deletions

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@ -90,6 +90,15 @@ pub struct PhysicsMesh{
edge_topology:Vec<EdgeRefs>, edge_topology:Vec<EdgeRefs>,
vert_topology:Vec<VertRefs>, vert_topology:Vec<VertRefs>,
} }
impl PhysicsMesh{
pub fn unit_cube()->Self{
//go go gadget debug print
PhysicsMesh { faces: vec![Face { normal: Planar64Vec3::raw(4294967296, 0, 0), dot: Planar64::raw(4294967296) }, Face { normal: Planar64Vec3::raw(0, 4294967296, 0), dot: Planar64::raw(4294967296) }, Face { normal: Planar64Vec3::raw(0, 0, 4294967296), dot: Planar64::raw(4294967296) }, Face { normal: Planar64Vec3::raw(-4294967296, 0, 0), dot: Planar64::raw(4294967296) }, Face { normal: Planar64Vec3::raw(0, -4294967296, 0), dot: Planar64::raw(4294967296) }, Face { normal: Planar64Vec3::raw(0, 0, -4294967296), dot: Planar64::raw(4294967296) }], verts: vec![Vert(Planar64Vec3::raw(4294967296, -4294967296, -4294967296)), Vert(Planar64Vec3::raw(4294967296, 4294967296, -4294967296)), Vert(Planar64Vec3::raw(4294967296, 4294967296, 4294967296)), Vert(Planar64Vec3::raw(4294967296, -4294967296, 4294967296)), Vert(Planar64Vec3::raw(-4294967296, 4294967296, -4294967296)), Vert(Planar64Vec3::raw(-4294967296, 4294967296, 4294967296)), Vert(Planar64Vec3::raw(-4294967296, -4294967296, 4294967296)), Vert(Planar64Vec3::raw(-4294967296, -4294967296, -4294967296))], face_topology: vec![FaceRefs { edges: vec![DirectedEdgeId(9223372036854775808), DirectedEdgeId(9223372036854775809), DirectedEdgeId(9223372036854775810), DirectedEdgeId(3)] }, FaceRefs { edges: vec![DirectedEdgeId(9223372036854775812), DirectedEdgeId(9223372036854775813), DirectedEdgeId(6), DirectedEdgeId(1)] }, FaceRefs { edges: vec![DirectedEdgeId(7), DirectedEdgeId(2), DirectedEdgeId(9223372036854775814), DirectedEdgeId(9223372036854775816)] }, FaceRefs { edges: vec![DirectedEdgeId(8), DirectedEdgeId(5), DirectedEdgeId(9223372036854775817), DirectedEdgeId(10)] }, FaceRefs { edges: vec![DirectedEdgeId(9223372036854775815), DirectedEdgeId(9223372036854775818), DirectedEdgeId(11), DirectedEdgeId(9223372036854775811)] }, FaceRefs { edges: vec![DirectedEdgeId(4), DirectedEdgeId(0), DirectedEdgeId(9223372036854775819), DirectedEdgeId(9)] }], edge_topology: vec![EdgeRefs { faces: [FaceId(0), FaceId(5)], verts: [VertId(0), VertId(1)] }, EdgeRefs { faces: [FaceId(0), FaceId(1)], verts: [VertId(1), VertId(2)] }, EdgeRefs { faces: [FaceId(0), FaceId(2)], verts: [VertId(2), VertId(3)] }, EdgeRefs { faces: [FaceId(4), FaceId(0)], verts: [VertId(0), VertId(3)] }, EdgeRefs { faces: [FaceId(1), FaceId(5)], verts: [VertId(1), VertId(4)] }, EdgeRefs { faces: [FaceId(1), FaceId(3)], verts: [VertId(4), VertId(5)] }, EdgeRefs { faces: [FaceId(2), FaceId(1)], verts: [VertId(2), VertId(5)] }, EdgeRefs { faces: [FaceId(4), FaceId(2)], verts: [VertId(3), VertId(6)] }, EdgeRefs { faces: [FaceId(2), FaceId(3)], verts: [VertId(5), VertId(6)] }, EdgeRefs { faces: [FaceId(3), FaceId(5)], verts: [VertId(4), VertId(7)] }, EdgeRefs { faces: [FaceId(4), FaceId(3)], verts: [VertId(6), VertId(7)] }, EdgeRefs { faces: [FaceId(5), FaceId(4)], verts: [VertId(0), VertId(7)] }], vert_topology: vec![VertRefs { faces: vec![FaceId(0), FaceId(4), FaceId(5)], edges: vec![DirectedEdgeId(9223372036854775811), DirectedEdgeId(9223372036854775819), DirectedEdgeId(9223372036854775808)] }, VertRefs { faces: vec![FaceId(0), FaceId(5), FaceId(1)], edges: vec![DirectedEdgeId(9223372036854775812), DirectedEdgeId(0), DirectedEdgeId(9223372036854775809)] }, VertRefs { faces: vec![FaceId(0), FaceId(2), FaceId(1)], edges: vec![DirectedEdgeId(1), DirectedEdgeId(9223372036854775810), DirectedEdgeId(9223372036854775814)] }, VertRefs { faces: vec![FaceId(0), FaceId(2), FaceId(4)], edges: vec![DirectedEdgeId(2), DirectedEdgeId(3), DirectedEdgeId(9223372036854775815)] }, VertRefs { faces: vec![FaceId(3), FaceId(5), FaceId(1)], edges: vec![DirectedEdgeId(4), DirectedEdgeId(9223372036854775817), DirectedEdgeId(9223372036854775813)] }, VertRefs { faces: vec![FaceId(2), FaceId(3), FaceId(1)], edges: vec![DirectedEdgeId(5), DirectedEdgeId(6), DirectedEdgeId(9223372036854775816)] }, VertRefs { faces: vec![FaceId(2), FaceId(3), FaceId(4)], edges: vec![DirectedEdgeId(7), DirectedEdgeId(8), DirectedEdgeId(9223372036854775818)] }, VertRefs { faces: vec![FaceId(4), FaceId(3), FaceId(5)], edges: vec![DirectedEdgeId(10), DirectedEdgeId(11), DirectedEdgeId(9)] }] }
}
pub fn unit_cylinder()->Self{
Self::unit_cube()
}
}
#[derive(Default,Clone)] #[derive(Default,Clone)]
struct VertRefGuy{ struct VertRefGuy{

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@ -3,15 +3,14 @@ use std::collections::HashSet;
use crate::model_physics::{self,PhysicsMesh,TransformedMesh,MeshQuery}; use crate::model_physics::{self,PhysicsMesh,TransformedMesh,MeshQuery};
use strafesnet_common::bvh; use strafesnet_common::bvh;
use strafesnet_common::aabb;
use strafesnet_common::gameplay_attributes;
use strafesnet_common::gameplay_modes;
use strafesnet_common::map; use strafesnet_common::map;
use strafesnet_common::model; use strafesnet_common::aabb;
use strafesnet_common::gameplay_modes;
use strafesnet_common::gameplay_attributes;
use strafesnet_common::model::ModelId;
use strafesnet_common::gameplay_style::{self,StyleModifiers}; use strafesnet_common::gameplay_style::{self,StyleModifiers};
use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction}; use strafesnet_common::instruction::{self,InstructionEmitter,InstructionConsumer,TimedInstruction};
use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2}; use strafesnet_common::integer::{self,Time,Planar64,Planar64Vec3,Planar64Mat3,Angle32,Ratio64Vec2};
use strafesnet_common::model::ModelId;
#[derive(Debug)] #[derive(Debug)]
pub enum PhysicsInstruction { pub enum PhysicsInstruction {
@ -170,32 +169,32 @@ impl PhysicsModels{
} }
//TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references. //TODO: "statically" verify the maps don't refer to any nonexistant data, if they do delete the references.
//then I can make these getter functions unchecked. //then I can make these getter functions unchecked.
fn mesh(&self,model_id:ModelId)->TransformedMesh{ fn mesh(&self,model_id:PhysicsModelId)->TransformedMesh{
let idx=model_id.get() as usize; let idx=model_id.get() as usize;
let mesh_id=self.models[idx].mesh_id; let convex_mesh_id=self.models[idx].convex_mesh_id;
TransformedMesh::new( TransformedMesh::new(
&self.meshes[mesh_id.model_id.get() as usize].groups[mesh_id.group_id.get() as usize], &self.meshes[convex_mesh_id.mesh_id.get() as usize].groups[convex_mesh_id.group_id.get() as usize],
&self.models[idx].transform, &self.models[idx].transform,
&self.models[idx].normal_transform, &self.models[idx].normal_transform,
self.models[idx].transform_det, self.models[idx].transform_det,
) )
} }
fn model(&self,model_id:ModelId)->&PhysicsModel{ fn model(&self,model_id:PhysicsModelId)->&PhysicsModel{
&self.models[model_id] &self.models[model_id.get() as usize]
} }
fn attr(&self,model_id:ModelId)->&PhysicsCollisionAttributes{ fn attr(&self,model_id:PhysicsModelId)->&PhysicsCollisionAttributes{
&self.attributes[self.models[model_id].attr_id] &self.attributes[self.models[model_id.get() as usize].attr_id.get() as usize]
} }
fn push_mesh(&mut self,mesh:PhysicsMesh){ fn push_mesh(&mut self,mesh:PhysicsMesh){
self.meshes.push(mesh); self.meshes.push(mesh);
} }
fn push_model(&mut self,model:PhysicsModel)->ModelId{ fn push_model(&mut self,model:PhysicsModel)->PhysicsModelId{
let model_id=self.models.len(); let model_id=PhysicsModelId::id(self.models.len() as u32);
self.models.push(model); self.models.push(model);
model_id model_id
} }
fn push_attr(&mut self,attr:PhysicsCollisionAttributes)->PhysicsAttributesId{ fn push_attr(&mut self,attr:PhysicsCollisionAttributes)->PhysicsAttributesId{
let attr_id=self.attributes.len(); let attr_id=PhysicsAttributesId::id(self.attributes.len() as u32);
self.attributes.push(attr); self.attributes.push(attr);
attr_id attr_id
} }
@ -263,6 +262,7 @@ impl std::default::Default for PhysicsCamera{
} }
pub struct ModeState{ pub struct ModeState{
mode_id:gameplay_modes::ModeId,
stage_id:gameplay_modes::StageId, stage_id:gameplay_modes::StageId,
jump_counts:HashMap<ModelId,u32>,//model_id -> jump count jump_counts:HashMap<ModelId,u32>,//model_id -> jump count
next_ordered_checkpoint_id:gameplay_modes::CheckpointId,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0) next_ordered_checkpoint_id:gameplay_modes::CheckpointId,//which OrderedCheckpoint model_id you must pass next (if 0 you haven't passed OrderedCheckpoint0)
@ -271,6 +271,7 @@ pub struct ModeState{
impl std::default::Default for ModeState{ impl std::default::Default for ModeState{
fn default()->Self{ fn default()->Self{
Self{ Self{
mode_id:gameplay_modes::ModeId::id(0),
stage_id:gameplay_modes::StageId::id(0), stage_id:gameplay_modes::StageId::id(0),
next_ordered_checkpoint_id:gameplay_modes::CheckpointId::id(0), next_ordered_checkpoint_id:gameplay_modes::CheckpointId::id(0),
unordered_checkpoints:HashSet::new(), unordered_checkpoints:HashSet::new(),
@ -281,16 +282,31 @@ impl std::default::Default for ModeState{
struct WorldState{} struct WorldState{}
trait HitboxMeshPresets{ struct HitboxMesh{
fn roblox()->Self; halfsize:Planar64Vec3,
fn source()->Self; mesh:PhysicsMesh,
transform:integer::Planar64Affine3,
normal_transform:Planar64Mat3,
transform_det:Planar64,
} }
impl HitboxMeshPresets for gameplay_style::Hitbox{ impl HitboxMesh{
fn roblox()->Self{ fn new(mesh:PhysicsMesh,transform:integer::Planar64Affine3)->Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cylinder()),Planar64Vec3::int(2,5,2)/2) //calculate extents
let mut aabb=aabb::Aabb::default();
for vert in mesh.verts(){
aabb.grow(transform.transform_point3(vert));
} }
fn source()->Self{ Self{
Self::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cube()),Planar64Vec3::raw(33<<28,73<<28,33<<28)/2) halfsize:aabb.size()/2,
mesh,
transform,
normal_transform:transform.matrix3.inverse_times_det().transpose(),
transform_det:transform.matrix3.determinant(),
}
}
#[inline]
fn transformed_mesh(&self)->TransformedMesh{
TransformedMesh::new(&self.mesh,&self.transform,&self.normal_transform,self.transform_det)
} }
} }
@ -305,7 +321,7 @@ trait StyleHelper{
fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3; fn get_walk_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3; fn get_ladder_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time,normal:&Planar64Vec3)->Planar64Vec3;
fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3; fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3;
fn mesh(&self)->TransformedMesh; fn calculate_mesh(&self)->HitboxMesh;
} }
impl StyleHelper for StyleModifiers{ impl StyleHelper for StyleModifiers{
fn get_control(&self,control:u32,controls:u32)->bool{ fn get_control(&self,control:u32,controls:u32)->bool{
@ -412,9 +428,13 @@ impl StyleHelper for StyleModifiers{
let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time)); let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
camera_mat*self.get_control_dir(controls) camera_mat*self.get_control_dir(controls)
} }
#[inline] fn calculate_mesh(&self)->HitboxMesh{
fn mesh(&self)->TransformedMesh{ let mesh=match self.hitbox.mesh{
self.hitbox.transformed_mesh() gameplay_style::HitboxMesh::Box=>PhysicsMesh::unit_cube(),
gameplay_style::HitboxMesh::Cylinder=>PhysicsMesh::unit_cylinder(),
};
let transform=integer::Planar64Affine3::new(Planar64Mat3::from_diagonal(self.hitbox.halfsize),Planar64Vec3::ZERO);
HitboxMesh::new(mesh,transform)
} }
} }
@ -460,38 +480,78 @@ impl TryFrom<&gameplay_attributes::CollisionAttributes> for PhysicsCollisionAttr
} }
} }
struct GeneralAttributesId(u32); struct PhysicsAttributesId(u32);
struct ContactAttributesId(u32); impl PhysicsAttributesId{
struct IntersectAttributesId(u32); #[inline]
enum PhysicsAttributesId{ pub const fn id(id:u32)->Self{
Contact(ContactAttributesId), Self(id)
Intersect(IntersectAttributesId) }
#[inline]
pub const fn get(self)->u32{
self.0
}
} }
//id assigned to deindexed IndexedPhysicsGroup //id assigned to deindexed IndexedPhysicsGroup
struct PhysicsModelId(u32); struct PhysicsMeshId(u32);
impl PhysicsMeshId{
#[inline]
pub const fn id(id:u32)->Self{
Self(id)
}
#[inline]
pub const fn get(self)->u32{
self.0
}
}
struct PhysicsGroupId(u32); struct PhysicsGroupId(u32);
impl PhysicsGroupId{
#[inline]
pub const fn id(id:u32)->Self{
Self(id)
}
#[inline]
pub const fn get(self)->u32{
self.0
}
}
//unique physics meshes indexed by this //unique physics meshes indexed by this
struct ConvexMeshId{ struct ConvexMeshId{
model_id:PhysicsModelId,// = IndexedModelId mesh_id:PhysicsMeshId,// 1:1 with IndexedModelId
group_id:PhysicsGroupId,// group in model group_id:PhysicsGroupId,// group in model
} }
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
struct PhysicsModelId(u32);
impl PhysicsModelId{
#[inline]
pub const fn id(id:u32)->Self{
Self(id)
}
#[inline]
pub const fn get(self)->u32{
self.0
}
}
impl From<ModelId> for PhysicsModelId{
fn from(value:ModelId)->Self{
Self::id(value.get())
}
}
pub struct PhysicsModel{ pub struct PhysicsModel{
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es //A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
//in this iteration, all it needs is extents. //in this iteration, all it needs is extents.
mesh_id:ConvexMeshId, convex_mesh_id:ConvexMeshId,
//put these up on the Model (data normalization) //put these up on the Model (data normalization)
general_attributes:GeneralAttributesId, attr_id:PhysicsAttributesId,
collision_attributes:PhysicsAttributesId,
transform:integer::Planar64Affine3, transform:integer::Planar64Affine3,
normal_transform:integer::Planar64Mat3, normal_transform:integer::Planar64Mat3,
transform_det:Planar64, transform_det:Planar64,
} }
impl PhysicsModel{ impl PhysicsModel{
pub fn new(mesh_id:ConvexMeshId,attr_id:PhysicsAttributesId,transform:integer::Planar64Affine3)->Self{ pub fn new(convex_mesh_id:ConvexMeshId,attr_id:PhysicsAttributesId,transform:integer::Planar64Affine3)->Self{
Self{ Self{
mesh_id, convex_mesh_id,
attr_id, attr_id,
transform, transform,
normal_transform:transform.matrix3.inverse_times_det().transpose(), normal_transform:transform.matrix3.inverse_times_det().transpose(),
@ -503,11 +563,11 @@ impl PhysicsModel{
#[derive(Debug,Clone,Eq,Hash,PartialEq)] #[derive(Debug,Clone,Eq,Hash,PartialEq)]
struct ContactCollision{ struct ContactCollision{
face_id:model_physics::MinkowskiFace, face_id:model_physics::MinkowskiFace,
model_id:ModelId,//using id to avoid lifetimes model_id:PhysicsModelId,//using id to avoid lifetimes
} }
#[derive(Debug,Clone,Eq,Hash,PartialEq)] #[derive(Debug,Clone,Eq,Hash,PartialEq)]
struct IntersectCollision{ struct IntersectCollision{
model_id:ModelId, model_id:PhysicsModelId,
} }
#[derive(Debug,Clone,Eq,Hash,PartialEq)] #[derive(Debug,Clone,Eq,Hash,PartialEq)]
enum Collision{ enum Collision{
@ -515,7 +575,7 @@ enum Collision{
Intersect(IntersectCollision), Intersect(IntersectCollision),
} }
impl Collision{ impl Collision{
fn model_id(&self)->ModelId{ fn model_id(&self)->PhysicsModelId{
match self{ match self{
&Collision::Contact(ContactCollision{model_id,face_id:_}) &Collision::Contact(ContactCollision{model_id,face_id:_})
|&Collision::Intersect(IntersectCollision{model_id})=>model_id, |&Collision::Intersect(IntersectCollision{model_id})=>model_id,
@ -601,35 +661,34 @@ impl TouchingState{
} }
} }
} }
fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){ fn get_move_state(&self,body:&Body,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&TransformedMesh,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->(MoveState,Planar64Vec3){
//check current move conditions and use heuristics to determine //check current move conditions and use heuristics to determine
//which ladder to climb on, which ground to walk on, etc //which ladder to climb on, which ground to walk on, etc
//collect move state affecting objects from contacts (accelerator,water,ladder,ground) //collect move state affecting objects from contacts (accelerator,water,ladder,ground)
let style_mesh=style.mesh();
let gravity=self.base_acceleration(models,style,camera,controls,next_mouse,time); let gravity=self.base_acceleration(models,style,camera,controls,next_mouse,time);
let mut move_state=MoveState::Air; let mut move_state=MoveState::Air;
let mut a=gravity; let mut a=gravity;
for contact in &self.contacts{ for contact in &self.contacts{
match models.attr(contact.model_id){ match models.attr(contact.model_id){
PhysicsCollisionAttributes::Contact{contacting,general}=>{ PhysicsCollisionAttributes::Contact{contacting,general}=>{
let normal=contact_normal(models,&style_mesh,contact); let normal=contact_normal(models,hitbox_mesh,contact);
match &contacting.contact_behaviour{ match &contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Ladder(_))=>{ Some(gameplay_attributes::ContactingBehaviour::Ladder(_))=>{
//ladder walkstate //ladder walkstate
let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time,&normal); let mut target_velocity=style.get_ladder_target_velocity(camera,controls,next_mouse,time,&normal);
self.constrain_velocity(models,&style_mesh,&mut target_velocity); self.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
let (walk_state,mut acceleration)=WalkState::ladder(body,style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,mut acceleration)=WalkState::ladder(body,style,gravity,target_velocity,contact.clone(),&normal);
move_state=MoveState::Ladder(walk_state); move_state=MoveState::Ladder(walk_state);
self.constrain_acceleration(models,&style_mesh,&mut acceleration); self.constrain_acceleration(models,hitbox_mesh,&mut acceleration);
a=acceleration; a=acceleration;
}, },
None=>if style.surf_slope.map_or(true,|s|normal.walkable(s,Planar64Vec3::Y)){ None=>if style.surf_slope.map_or(true,|s|normal.walkable(s,Planar64Vec3::Y)){
//check ground //check ground
let mut target_velocity=style.get_walk_target_velocity(camera,controls,next_mouse,time,&normal); let mut target_velocity=style.get_walk_target_velocity(camera,controls,next_mouse,time,&normal);
self.constrain_velocity(models,&style_mesh,&mut target_velocity); self.constrain_velocity(models,hitbox_mesh,&mut target_velocity);
let (walk_state,mut acceleration)=WalkState::ground(body,style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,mut acceleration)=WalkState::ground(body,style,gravity,target_velocity,contact.clone(),&normal);
move_state=MoveState::Walk(walk_state); move_state=MoveState::Walk(walk_state);
self.constrain_acceleration(models,&style_mesh,&mut acceleration); self.constrain_acceleration(models,hitbox_mesh,&mut acceleration);
a=acceleration; a=acceleration;
}, },
_=>(), _=>(),
@ -641,15 +700,15 @@ impl TouchingState{
for intersect in &self.intersects{ for intersect in &self.intersects{
//water //water
} }
self.constrain_acceleration(models,&style_mesh,&mut a); self.constrain_acceleration(models,hitbox_mesh,&mut a);
(move_state,a) (move_state,a)
} }
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,style_mesh:&TransformedMesh,body:&Body,time:Time){ fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInstruction>,models:&PhysicsModels,hitbox_mesh:&TransformedMesh,body:&Body,time:Time){
let relative_body=VirtualBody::relative(&Body::default(),body).body(time); let relative_body=VirtualBody::relative(&Body::default(),body).body(time);
for contact in &self.contacts{ for contact in &self.contacts{
//detect face slide off //detect face slide off
let model_mesh=models.mesh(contact.model_id); let model_mesh=models.mesh(contact.model_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh); let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,hitbox_mesh);
collector.collect(minkowski.predict_collision_face_out(&relative_body,collector.time(),contact.face_id).map(|(face,time)|{ collector.collect(minkowski.predict_collision_face_out(&relative_body,collector.time(),contact.face_id).map(|(face,time)|{
TimedInstruction{ TimedInstruction{
time, time,
@ -662,7 +721,7 @@ impl TouchingState{
for intersect in &self.intersects{ for intersect in &self.intersects{
//detect model collision in reverse //detect model collision in reverse
let model_mesh=models.mesh(intersect.model_id); let model_mesh=models.mesh(intersect.model_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh); let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,hitbox_mesh);
collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(face,time)|{ collector.collect(minkowski.predict_collision_out(&relative_body,collector.time()).map(|(face,time)|{
TimedInstruction{ TimedInstruction{
time, time,
@ -779,10 +838,16 @@ pub struct PhysicsState{
pub next_mouse:MouseState,//Where is the mouse headed next pub next_mouse:MouseState,//Where is the mouse headed next
controls:u32,//TODO this should be a struct controls:u32,//TODO this should be a struct
move_state:MoveState, move_state:MoveState,
//does not belong here }
bvh:bvh::BvhNode, //random collection of contextual data that doesn't belong in PhysicsState
models:PhysicsModels, pub struct PhysicsData{
//permanent map data
bvh:bvh::BvhNode<PhysicsModelId>,
modes:gameplay_modes::Modes, modes:gameplay_modes::Modes,
//transient map/environment data (open world may load/unload)
models:PhysicsModels,
//cached calculations
hitbox_mesh:HitboxMesh,
} }
impl Default for PhysicsState{ impl Default for PhysicsState{
fn default()->Self{ fn default()->Self{
@ -797,9 +862,6 @@ impl Default for PhysicsState{
controls:0, controls:0,
world:WorldState{}, world:WorldState{},
mode_state:ModeState::default(), mode_state:ModeState::default(),
modes:Modes::default(),
bvh:bvh::BvhNode::default(),
models:PhysicsModels::default(),
} }
} }
} }
@ -817,57 +879,10 @@ impl PhysicsState {
} }
} }
pub fn spawn(&mut self){
self.mode_state.stage_id=gameplay_modes::StageId::id(0);
self.process_instruction(instruction::TimedInstruction{
time:self.time,
instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
});
}
pub fn generate_models(&mut self,map:&map::Map){
let mut starts=Vec::new();
let mut spawns=Vec::new();
let mut attr_hash=HashMap::new();
for model in &map.models{
let mesh_id=self.models.meshes.len();
let mut make_mesh=false;
for model_instance in &model.instances{
if let Ok(physics_attributes)=PhysicsCollisionAttributes::try_from(&model_instance.attributes){
let attr_id=if let Some(&attr_id)=attr_hash.get(&physics_attributes){
attr_id
}else{
let attr_id=self.models.push_attr(physics_attributes.clone());
attr_hash.insert(physics_attributes,attr_id);
attr_id
};
let model_physics=PhysicsModel::new(mesh_id,attr_id,model_instance.transform);
make_mesh=true;
self.models.push_model(model_physics);
}
}
if make_mesh{
self.models.push_mesh(PhysicsMesh::from(model));
}
}
self.bvh=bvh::generate_bvh(self.models.aabb_list());
println!("Physics Objects: {}",self.models.models.len());
}
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){ pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.sensitivity=user_settings.calculate_sensitivity(); self.camera.sensitivity=user_settings.calculate_sensitivity();
} }
//tickless gaming
pub fn run(&mut self, time_limit:Time){
//prepare is ommitted - everything is done via instructions.
while let Some(instruction) = self.next_instruction(time_limit) {//collect
//process
self.process_instruction(instruction);
//write hash lol
}
}
pub fn advance_time(&mut self, time: Time){ pub fn advance_time(&mut self, time: Time){
self.body.advance_time(time); self.body.advance_time(time);
self.time=time; self.time=time;
@ -918,32 +933,6 @@ impl PhysicsState {
// }); // });
// } // }
fn refresh_walk_target(&mut self)->Planar64Vec3{
match &mut self.move_state{
MoveState::Air|MoveState::Water=>self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time),
MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.style.mesh();
let n=contact_normal(&self.models,&style_mesh,contact);
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut a;
let mut v=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
let normal_accel=-n.dot(gravity)/n.length();
(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.walk_speed,normal_accel);
a
},
MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.style.mesh();
let n=contact_normal(&self.models,&style_mesh,contact);
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time);
let mut a;
let mut v=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&n);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v);
(*state,a)=WalkEnum::with_target_velocity(&self.body,&self.style,v,&n,self.style.ladder_speed,self.style.ladder_accel);
a
},
}
}
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{ fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
//check if you have a valid walk state and create an instruction //check if you have a valid walk state and create an instruction
match &self.move_state{ match &self.move_state{
@ -959,33 +948,122 @@ impl PhysicsState {
} }
} }
} }
pub struct PhysicsContext{
impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState{ pub state:PhysicsState,//this captures the entire state of the physics.
data:PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
}
impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
fn process_instruction(&mut self,ins:TimedInstruction<PhysicsInstruction>){
atomic_state_update(&mut self.state,&self.data,ins)
}
}
impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsContext{
//this little next instruction function can cache its return value and invalidate the cached value by watching the State. //this little next instruction function can cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{ fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
literally_next_instruction_but_with_context(&self.state,&self.data,time_limit)
}
}
impl PhysicsContext{
pub fn spawn(&mut self){
self.state.mode_state.stage_id=gameplay_modes::StageId::id(0);
self.process_instruction(instruction::TimedInstruction{
time:self.state.time,
instruction: PhysicsInstruction::Input(PhysicsInputInstruction::Reset),
});
}
pub fn generate_models(&mut self,map:&map::Map){
let mut starts=Vec::new();
let mut spawns=Vec::new();
let mut attr_hash=HashMap::new();
for model in &map.models{
let mesh_id=self.models.meshes.len();
let mut make_mesh=false;
for model_instance in &model.instances{
if let Ok(physics_attributes)=PhysicsCollisionAttributes::try_from(&model_instance.attributes){
let attr_id=if let Some(&attr_id)=attr_hash.get(&physics_attributes){
attr_id
}else{
let attr_id=self.models.push_attr(physics_attributes.clone());
attr_hash.insert(physics_attributes,attr_id);
attr_id
};
let model_physics=PhysicsModel::new(mesh_id,attr_id,model_instance.transform);
make_mesh=true;
self.models.push_model(model_physics);
}
}
if make_mesh{
self.models.push_mesh(PhysicsMesh::from(model));
}
}
self.bvh=bvh::generate_bvh(self.models.aabb_list(),|i|PhysicsModelId::id(i as u32));
println!("Physics Objects: {}",self.models.models.len());
}
//tickless gaming
pub fn run(&mut self, time_limit:Time){
//prepare is ommitted - everything is done via instructions.
while let Some(instruction) = self.next_instruction(time_limit) {//collect
//process
self.process_instruction(instruction);
//write hash lol
}
}
//TODO get rid of this trash
fn refresh_walk_target(&mut self)->Planar64Vec3{
match &mut self.state.move_state{
MoveState::Air|MoveState::Water=>self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time),
MoveState::Walk(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.data.hitbox_mesh.transformed_mesh();
let n=contact_normal(&self.data.models,&style_mesh,contact);
let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
let mut a;
let mut v=self.state.style.get_walk_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
let normal_accel=-n.dot(gravity)/n.length();
(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.walk_speed,normal_accel);
a
},
MoveState::Ladder(WalkState{state,contact,jump_direction:_})=>{
let style_mesh=self.data.hitbox_mesh.transformed_mesh();
let n=contact_normal(&self.data.models,&style_mesh,contact);
let gravity=self.state.touching.base_acceleration(&self.data.models,&self.state.style,&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time);
let mut a;
let mut v=self.state.style.get_ladder_target_velocity(&self.state.camera,self.state.controls,&self.state.next_mouse,self.state.time,&n);
self.state.touching.constrain_velocity(&self.data.models,&style_mesh,&mut v);
(*state,a)=WalkEnum::with_target_velocity(&self.state.body,&self.state.style,v,&n,self.state.style.ladder_speed,self.state.style.ladder_accel);
a
},
}
}
}
fn literally_next_instruction_but_with_context(state:&PhysicsState,data:&PhysicsData,time_limit:Time)->Option<TimedInstruction<PhysicsInstruction>>{
//JUST POLLING!!! NO MUTATION //JUST POLLING!!! NO MUTATION
let mut collector = instruction::InstructionCollector::new(time_limit); let mut collector = instruction::InstructionCollector::new(time_limit);
collector.collect(self.next_move_instruction()); collector.collect(state.next_move_instruction());
let style_mesh=self.style.mesh(); let style_mesh=data.hitbox_mesh.transformed_mesh();
//check for collision ends //check for collision ends
self.touching.predict_collision_end(&mut collector,&self.models,&style_mesh,&self.body,self.time); state.touching.predict_collision_end(&mut collector,&data.models,&style_mesh,&state.body,state.time);
//check for collision starts //check for collision starts
let mut aabb=aabb::Aabb::default(); let mut aabb=aabb::Aabb::default();
self.body.grow_aabb(&mut aabb,self.time,collector.time()); state.body.grow_aabb(&mut aabb,state.time,collector.time());
aabb.inflate(self.style.hitbox.halfsize); aabb.inflate(state.style.hitbox.halfsize);
//common body //common body
let relative_body=VirtualBody::relative(&Body::default(),&self.body).body(self.time); let relative_body=VirtualBody::relative(&Body::default(),&state.body).body(state.time);
self.bvh.the_tester(&aabb,&mut |id|{ data.bvh.the_tester(&aabb,&mut |id|{
//no checks are needed because of the time limits. //no checks are needed because of the time limits.
let model_mesh=self.models.mesh(id); let model_mesh=data.models.mesh(id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh); let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&model_mesh,&style_mesh);
collector.collect(minkowski.predict_collision_in(&relative_body,collector.time()) collector.collect(minkowski.predict_collision_in(&relative_body,collector.time())
//temp (?) code to avoid collision loops //temp (?) code to avoid collision loops
.map_or(None,|(face,time)|if time==self.time{None}else{Some((face,time))}) .map_or(None,|(face,time)|if time==state.time{None}else{Some((face,time))})
.map(|(face,time)|{ .map(|(face,time)|{
TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match self.models.attr(id){ TimedInstruction{time,instruction:PhysicsInstruction::CollisionStart(match data.models.attr(id){
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{model_id:id,face_id:face}), PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>Collision::Contact(ContactCollision{model_id:id,face_id:face}),
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{model_id:id}), PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>Collision::Intersect(IntersectCollision{model_id:id}),
})} })}
@ -993,7 +1071,6 @@ impl instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState{
}); });
collector.instruction() collector.instruction()
} }
}
fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
match move_state{ match move_state{
@ -1002,9 +1079,9 @@ fn get_walk_state(move_state:&MoveState)->Option<&WalkState>{
} }
} }
fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,walk_state:&WalkState,v:&mut Planar64Vec3){ fn jumped_velocity(models:&PhysicsModels,style:&StyleModifiers,style_mesh:&TransformedMesh,walk_state:&WalkState,v:&mut Planar64Vec3){
let jump_dir=match &walk_state.jump_direction{ let jump_dir=match &walk_state.jump_direction{
JumpDirection::FromContactNormal=>contact_normal(models,&style.mesh(),&walk_state.contact), JumpDirection::FromContactNormal=>contact_normal(models,style_mesh,&walk_state.contact),
&JumpDirection::Exactly(dir)=>dir, &JumpDirection::Exactly(dir)=>dir,
}; };
*v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length()); *v=*v+jump_dir*(style.get_jump_deltav()/jump_dir.length());
@ -1073,7 +1150,7 @@ fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,sty
MoveState::Air MoveState::Air
} }
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>{ 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>{
let model=models.model(mode.get_spawn_model_id(stage_id)?); let model=models.model(mode.get_spawn_model_id(stage_id)?.into());
let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16); let point=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,point)) Some(teleport(body,touching,models,style,point))
} }
@ -1131,8 +1208,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,game:&
} }
} }
impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState { fn atomic_state_update(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInstruction>){
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
match &ins.instruction{ match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle) PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_)) |PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
@ -1142,21 +1218,21 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
} }
//selectively update body //selectively update body
match &ins.instruction{ match &ins.instruction{
PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>self.time=ins.time,//idle simply updates time PhysicsInstruction::Input(PhysicsInputInstruction::Idle)=>state.time=ins.time,//idle simply updates time
PhysicsInstruction::Input(_) PhysicsInstruction::Input(_)
|PhysicsInstruction::ReachWalkTargetVelocity |PhysicsInstruction::ReachWalkTargetVelocity
|PhysicsInstruction::CollisionStart(_) |PhysicsInstruction::CollisionStart(_)
|PhysicsInstruction::CollisionEnd(_) |PhysicsInstruction::CollisionEnd(_)
|PhysicsInstruction::StrafeTick=>self.advance_time(ins.time), |PhysicsInstruction::StrafeTick=>state.advance_time(ins.time),
} }
match ins.instruction{ match ins.instruction{
PhysicsInstruction::CollisionStart(c)=>{ PhysicsInstruction::CollisionStart(c)=>{
let style_mesh=self.style.mesh(); let style_mesh=data.hitbox_mesh.transformed_mesh();
let model_id=c.model_id(); let model_id=c.model_id();
match (self.models.attr(model_id),&c){ match (data.models.attr(model_id),&c){
(PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{ (PhysicsCollisionAttributes::Contact{contacting,general},Collision::Contact(contact))=>{
let mut v=self.body.velocity; let mut v=state.body.velocity;
let normal=contact_normal(&self.models,&style_mesh,contact); let normal=contact_normal(&data.models,&style_mesh,contact);
match &contacting.contact_behaviour{ match &contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"), Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"), Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
@ -1172,29 +1248,29 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
v=Planar64Vec3::ZERO;//model.velocity v=Planar64Vec3::ZERO;//model.velocity
} }
//ladder walkstate //ladder walkstate
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
let mut target_velocity=self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal); let mut target_velocity=state.style.get_ladder_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity); state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ladder(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,a)=WalkState::ladder(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
self.move_state=MoveState::Ladder(walk_state); state.move_state=MoveState::Ladder(walk_state);
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a); set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
} }
None=>if self.style.surf_slope.map_or(true,|s|contact_normal(&self.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){ None=>if state.style.surf_slope.map_or(true,|s|contact_normal(&data.models,&style_mesh,contact).walkable(s,Planar64Vec3::Y)){
//ground //ground
let gravity=self.touching.base_acceleration(&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); let gravity=state.touching.base_acceleration(&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
let mut target_velocity=self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time,&normal); let mut target_velocity=state.style.get_walk_target_velocity(&state.camera,state.controls,&state.next_mouse,state.time,&normal);
self.touching.constrain_velocity(&self.models,&style_mesh,&mut target_velocity); state.touching.constrain_velocity(&data.models,&style_mesh,&mut target_velocity);
let (walk_state,a)=WalkState::ground(&self.body,&self.style,gravity,target_velocity,contact.clone(),&normal); let (walk_state,a)=WalkState::ground(&state.body,&state.style,gravity,target_velocity,contact.clone(),&normal);
self.move_state=MoveState::Walk(walk_state); state.move_state=MoveState::Walk(walk_state);
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a); set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
}, },
} }
//check ground //check ground
self.touching.insert(c); state.touching.insert(c);
//I love making functions with 10 arguments to dodge the borrow checker //I love making functions with 10 arguments to dodge the borrow checker
run_teleport_behaviour(&general.wormhole,&mut self.mode_state,&self.models,&self.modes.get_mode(self.mode).unwrap(),&self.style,&mut self.touching,&mut self.body,model_id); run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&data.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
//flatten v //flatten v
self.touching.constrain_velocity(&self.models,&style_mesh,&mut v); state.touching.constrain_velocity(&data.models,&style_mesh,&mut v);
match &general.booster{ match &general.booster{
Some(booster)=>{ Some(booster)=>{
//DELETE THIS when boosters get converted to height machines //DELETE THIS when boosters get converted to height machines
@ -1206,10 +1282,10 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
}, },
None=>(), None=>(),
} }
let calc_move=if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){ let calc_move=if state.style.get_control(StyleModifiers::CONTROL_JUMP,state.controls){
if let Some(walk_state)=get_walk_state(&self.move_state){ if let Some(walk_state)=get_walk_state(&state.move_state){
jumped_velocity(&self.models,&self.style,walk_state,&mut v); jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&style_mesh,v) set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&style_mesh,v)
}else{false} }else{false}
}else{false}; }else{false};
match &general.trajectory{ match &general.trajectory{
@ -1225,64 +1301,64 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
}, },
None=>(), None=>(),
} }
set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v); set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
//not sure if or is correct here //not sure if or is correct here
if calc_move||Planar64::ZERO<normal.dot(v){ if calc_move||Planar64::ZERO<normal.dot(v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
} }
let a=self.refresh_walk_target(); let a=state.refresh_walk_target();
set_acceleration(&mut self.body,&self.touching,&self.models,&self.style.mesh(),a); set_acceleration(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a);
}, },
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{ (PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop //I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.touching.insert(c); state.touching.insert(c);
run_teleport_behaviour(&general.wormhole,&mut self.mode_state,&self.models,&self.modes.get_mode(self.mode).unwrap(),&self.style,&mut self.touching,&mut self.body,model_id); run_teleport_behaviour(&general.wormhole,&mut state.mode_state,&data.models,&state.modes.get_mode(state.mode).unwrap(),&state.style,&mut state.touching,&mut state.body,model_id);
}, },
_=>panic!("invalid pair"), _=>panic!("invalid pair"),
} }
}, },
PhysicsInstruction::CollisionEnd(c) => { PhysicsInstruction::CollisionEnd(c) => {
match self.models.attr(c.model_id()){ match data.models.attr(c.model_id()){
PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{ PhysicsCollisionAttributes::Contact{contacting:_,general:_}=>{
self.touching.remove(&c);//remove contact before calling contact_constrain_acceleration state.touching.remove(&c);//remove contact before calling contact_constrain_acceleration
//check ground //check ground
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
}, },
PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{ PhysicsCollisionAttributes::Intersect{intersecting:_,general:_}=>{
self.touching.remove(&c); state.touching.remove(&c);
}, },
} }
}, },
PhysicsInstruction::StrafeTick => { PhysicsInstruction::StrafeTick => {
let control_dir=self.style.get_control_dir(self.controls); let control_dir=state.style.get_control_dir(state.controls);
if control_dir!=Planar64Vec3::ZERO{ if control_dir!=Planar64Vec3::ZERO{
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x); let camera_mat=state.camera.simulate_move_rotation_y(state.camera.mouse.lerp(&state.next_mouse,state.time).x);
let control_dir=camera_mat*control_dir; let control_dir=camera_mat*control_dir;
//normalize but careful for zero //normalize but careful for zero
let d=self.body.velocity.dot(control_dir); let d=state.body.velocity.dot(control_dir);
if d<self.style.mv { if d<state.style.mv {
let v=self.body.velocity+control_dir*(self.style.mv-d); let v=state.body.velocity+control_dir*(state.style.mv-d);
//this is wrong but will work ig //this is wrong but will work ig
//need to note which push planes activate in push solve and keep those //need to note which push planes activate in push solve and keep those
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){ if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
} }
} }
} }
} }
PhysicsInstruction::ReachWalkTargetVelocity => { PhysicsInstruction::ReachWalkTargetVelocity => {
match &mut self.move_state{ match &mut state.move_state{
MoveState::Air|MoveState::Water=>(), MoveState::Air|MoveState::Water=>(),
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{ MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
match &mut walk_state.state{ match &mut walk_state.state{
WalkEnum::Reached=>(), WalkEnum::Reached=>(),
WalkEnum::Transient(walk_target)=>{ WalkEnum::Transient(walk_target)=>{
let style_mesh=self.style.mesh(); let style_mesh=data.hitbox_mesh.transformed_mesh();
//precisely set velocity //precisely set velocity
let a=Planar64Vec3::ZERO;//ignore gravity for now. let a=Planar64Vec3::ZERO;//ignore gravity for now.
set_acceleration(&mut self.body,&self.touching,&self.models,&style_mesh,a); set_acceleration(&mut state.body,&state.touching,&data.models,&style_mesh,a);
let v=walk_target.velocity; let v=walk_target.velocity;
set_velocity(&mut self.body,&self.touching,&self.models,&style_mesh,v); set_velocity(&mut state.body,&state.touching,&data.models,&style_mesh,v);
walk_state.state=WalkEnum::Reached; walk_state.state=WalkEnum::Reached;
}, },
} }
@ -1293,63 +1369,62 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
let mut refresh_walk_target=true; let mut refresh_walk_target=true;
match input_instruction{ match input_instruction{
PhysicsInputInstruction::SetNextMouse(m) => { PhysicsInputInstruction::SetNextMouse(m) => {
self.camera.move_mouse(self.next_mouse.pos); state.camera.move_mouse(state.next_mouse.pos);
(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m); (state.camera.mouse,state.next_mouse)=(state.next_mouse.clone(),m);
}, },
PhysicsInputInstruction::ReplaceMouse(m0,m1) => { PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
self.camera.move_mouse(m0.pos); state.camera.move_mouse(m0.pos);
(self.camera.mouse,self.next_mouse)=(m0,m1); (state.camera.mouse,state.next_mouse)=(m0,m1);
}, },
PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s), PhysicsInputInstruction::SetMoveForward(s) => state.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s), PhysicsInputInstruction::SetMoveLeft(s) => state.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s), PhysicsInputInstruction::SetMoveBack(s) => state.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s), PhysicsInputInstruction::SetMoveRight(s) => state.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s), PhysicsInputInstruction::SetMoveUp(s) => state.set_control(StyleModifiers::CONTROL_MOVEUP,s),
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s), PhysicsInputInstruction::SetMoveDown(s) => state.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
PhysicsInputInstruction::SetJump(s) => { PhysicsInputInstruction::SetJump(s) => {
self.set_control(StyleModifiers::CONTROL_JUMP,s); state.set_control(StyleModifiers::CONTROL_JUMP,s);
if let Some(walk_state)=get_walk_state(&self.move_state){ if let Some(walk_state)=get_walk_state(&state.move_state){
let mut v=self.body.velocity; let mut v=state.body.velocity;
jumped_velocity(&self.models,&self.style,walk_state,&mut v); jumped_velocity(&data.models,&state.style,&data.hitbox_mesh.transformed_mesh(),walk_state,&mut v);
if set_velocity_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),v){ if set_velocity_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),v){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
} }
} }
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::SetZoom(s) => { PhysicsInputInstruction::SetZoom(s) => {
self.set_control(StyleModifiers::CONTROL_ZOOM,s); state.set_control(StyleModifiers::CONTROL_ZOOM,s);
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::Reset => { PhysicsInputInstruction::Reset => {
//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet //it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
let spawn_point={ let spawn_point={
let mode=self.modes.get_mode(self.mode).unwrap(); let mode=data.modes.get_mode(state.mode).unwrap();
let stage=mode.get_stage(gameplay_modes::StageId::FIRST).unwrap(); let stage=mode.get_stage(gameplay_modes::StageId::FIRST).unwrap();
self.models.model(stage.spawn()).transform.translation data.models.model(stage.spawn().into()).transform.translation
}; };
set_position(&mut self.body,&mut self.touching,spawn_point); set_position(&mut state.body,&mut state.touching,spawn_point);
set_velocity(&mut self.body,&self.touching,&self.models,&self.style.mesh(),Planar64Vec3::ZERO); set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),Planar64Vec3::ZERO);
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
refresh_walk_target=false; refresh_walk_target=false;
}, },
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle! PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
} }
if refresh_walk_target{ if refresh_walk_target{
let a=self.refresh_walk_target(); let a=state.refresh_walk_target();
if set_acceleration_cull(&mut self.body,&mut self.touching,&self.models,&self.style.mesh(),a){ if set_acceleration_cull(&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh.transformed_mesh(),a){
(self.move_state,self.body.acceleration)=self.touching.get_move_state(&self.body,&self.models,&self.style,&self.camera,self.controls,&self.next_mouse,self.time); (state.move_state,state.body.acceleration)=state.touching.get_move_state(&state.body,&data.models,&state.style,&state.camera,state.controls,&state.next_mouse,state.time);
} }
} }
}, },
} }
} }
}
#[allow(dead_code)] #[allow(dead_code)]
fn test_collision_axis_aligned(relative_body:Body,expected_collision_time:Option<Time>){ fn test_collision_axis_aligned(relative_body:Body,expected_collision_time:Option<Time>){
let h0=gameplay_style::Hitbox::from_mesh_scale(PhysicsMesh::from(&crate::primitives::unit_cube()),Planar64Vec3::int(5,1,5)/2); let h0=HitboxMesh::from_mesh_scale(PhysicsMesh::unit_cube(),Planar64Vec3::int(5,1,5)/2);
let h1=gameplay_style::Hitbox::roblox(); let h1=HitboxMesh::roblox();
let hitbox_mesh=h1.transformed_mesh(); let hitbox_mesh=h1.transformed_mesh();
let platform_mesh=h0.transformed_mesh(); let platform_mesh=h0.transformed_mesh();
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&platform_mesh,&hitbox_mesh); let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&platform_mesh,&hitbox_mesh);
@ -1358,7 +1433,7 @@ fn test_collision_axis_aligned(relative_body:Body,expected_collision_time:Option
} }
#[allow(dead_code)] #[allow(dead_code)]
fn test_collision_rotated(relative_body:Body,expected_collision_time:Option<Time>){ fn test_collision_rotated(relative_body:Body,expected_collision_time:Option<Time>){
let h0=gameplay_style::Hitbox::new(PhysicsMesh::from(&crate::primitives::unit_cube()), let h0=HitboxMesh::new(PhysicsMesh::unit_cube(),
integer::Planar64Affine3::new( integer::Planar64Affine3::new(
integer::Planar64Mat3::from_cols( integer::Planar64Mat3::from_cols(
Planar64Vec3::int(5,0,1)/2, Planar64Vec3::int(5,0,1)/2,
@ -1368,7 +1443,7 @@ fn test_collision_rotated(relative_body:Body,expected_collision_time:Option<Time
Planar64Vec3::ZERO, Planar64Vec3::ZERO,
) )
); );
let h1=gameplay_style::Hitbox::roblox(); let h1=HitboxMesh::roblox();
let hitbox_mesh=h1.transformed_mesh(); let hitbox_mesh=h1.transformed_mesh();
let platform_mesh=h0.transformed_mesh(); let platform_mesh=h0.transformed_mesh();
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&platform_mesh,&hitbox_mesh); let minkowski=model_physics::MinkowskiMesh::minkowski_sum(&platform_mesh,&hitbox_mesh);

View File

@ -23,9 +23,9 @@ pub enum Instruction{
//Graphics(crate::graphics_worker::Instruction), //Graphics(crate::graphics_worker::Instruction),
} }
pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{ pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
let mut mouse_blocking=true; let mut mouse_blocking=true;
let mut last_mouse_time=physics.next_mouse.time; let mut last_mouse_time=physics.state.next_mouse.time;
let mut timeline=std::collections::VecDeque::new(); let mut timeline=std::collections::VecDeque::new();
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{ crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{ if if let Some(phys_input)=match &ins.instruction{
@ -43,7 +43,7 @@ pub enum Instruction{
timeline.push_front(TimedInstruction{ timeline.push_front(TimedInstruction{
time:last_mouse_time, time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse( instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.next_mouse.pos}, MouseState{time:last_mouse_time,pos:physics.state.next_mouse.pos},
MouseState{time:ins.time,pos:m} MouseState{time:ins.time,pos:m}
), ),
}); });
@ -79,11 +79,11 @@ pub enum Instruction{
//shitty mice are 125Hz which is 8ms so this should cover that. //shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate, //setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :( //so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.next_mouse.time{ if Time::from_millis(10)<ins.time-physics.state.next_mouse.time{
//push an event to extrapolate no movement from //push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{ timeline.push_front(TimedInstruction{
time:last_mouse_time, time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}), instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.state.next_mouse.pos}),
}); });
last_mouse_time=ins.time; last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets. //stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
@ -113,7 +113,7 @@ pub enum Instruction{
} }
match ins.instruction{ match ins.instruction{
Instruction::Render=>{ Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap(); graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.state.output(),ins.time,physics.state.next_mouse.pos)).unwrap();
}, },
Instruction::Resize(size,user_settings)=>{ Instruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap(); graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
@ -124,7 +124,7 @@ pub enum Instruction{
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap(); graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
}, },
Instruction::ClearModels=>{ Instruction::ClearModels=>{
physics.clear(); physics.state.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap(); graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
}, },
_=>(), _=>(),