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176 Commits

Author SHA1 Message Date
da8492d559 success 2024-08-19 17:50:25 -07:00
46db92acd0 tweak teleport_to_spawn 2024-08-19 16:41:23 -07:00
35076f5c17 erm what the rust 2024-08-19 16:35:14 -07:00
63395d3928 yep 2024-08-09 16:09:51 -07:00
ce47f01375 borrow check fixups 2024-08-09 15:12:51 -07:00
fb14e023df wip 2024-08-09 15:00:26 -07:00
d3f84c2dbd physics: refactor models and attributes with type safety
make invalid states unrepresentable!!!
2024-08-09 14:47:04 -07:00
5e45753756 update deps 2024-08-09 14:46:54 -07:00
cfee6f119f pull out collision handlers into functions 2024-08-08 15:54:23 -07:00
b9e34f53c3 do not set time on idle 2024-08-08 13:18:28 -07:00
394f1f1dc2 v0.10.3 physics updates + pause game + fix boosters 2024-08-07 19:48:09 -07:00
05ec7ea5d8 physics: rework jumping and boosters 2024-08-07 18:48:57 -07:00
7996df532e remove a source of non-determinism 2024-08-06 14:15:57 -07:00
b4b85b7da4 refactor physics_worker 2024-08-06 11:26:27 -07:00
3a98eaff7c move physics instruction to common 2024-08-06 11:10:43 -07:00
4b5b7dc2fb update deps 2024-08-06 11:02:49 -07:00
8a13640c55 time travel warning 2024-08-02 10:42:10 -07:00
85ba12ff92 pause on focus 2024-08-02 10:42:10 -07:00
4f492d73b0 update deps 2024-08-02 10:42:10 -07:00
a8d54fdd7c minor tweak to loading map from arg 2024-08-02 09:20:34 -07:00
34ac541260 ignore ReachWalkTargetVelocity 2024-08-02 08:03:16 -07:00
099788b746 this is wrong, even when velocity is zero 2024-08-02 08:03:16 -07:00
305017c6c8 iso shortcut 2024-08-02 08:03:16 -07:00
e47d152af2 make a distinction between restart and spawning 2024-08-02 08:03:16 -07:00
755adeaefd refactor physics instruction processing
This is an important engine upgrade: idle events do not donate their timestamp to engine objects and pollute the timeline with unnecessary game ticks that can be represented as analytic continuations of previous game ticks.  This means that all "render" tick updates can be dropped from bot timelines.  In other words, progressing the physics simulation is invariant to differing subdivisions of an overall time advancement with no external input.
2024-08-02 08:03:16 -07:00
e04e754abb v0.10.2 run timer 2024-08-01 09:39:16 -07:00
5c1f69628d update deps 2024-08-01 09:36:11 -07:00
44031c8b83 simple run timer 2024-08-01 09:29:13 -07:00
d6470ee81b denormalize zone data on load 2024-08-01 09:29:09 -07:00
a7c7088c1f model is supposed to be guaranteed to exist 2024-07-31 12:08:57 -07:00
dd6acbfc2f use mem::replace where it is needed 2024-07-31 12:08:57 -07:00
3fea6ec5a2 put imports together 2024-07-30 13:34:34 -07:00
38df41e043 mouse interpolator abstraction 2024-07-30 13:01:42 -07:00
171cd8f2e4 cross compile with all features 2024-07-30 12:02:28 -07:00
914b5da897 switch over tooling to snfm 2024-07-30 12:02:28 -07:00
52e92bfa5a no more textures 2024-07-30 11:37:26 -07:00
938500e39b update deps (don't panic on corrupted files) 2024-07-29 18:24:57 -07:00
d82dfc2bc2 build smaller 2024-07-29 17:41:46 -07:00
c59f40892a snf optional as well because why not 2024-07-29 17:41:46 -07:00
4863605af7 source and roblox map loading feature flags 2024-07-29 17:11:40 -07:00
685e74575a v0.10.1 snf 2024-07-29 16:53:04 -07:00
d1aca4519b change textures path on my pc 2024-07-29 16:51:36 -07:00
4a4ede36ed read snf map 2024-07-29 16:51:36 -07:00
33cc2e1a45 update common 2024-07-25 13:53:45 -07:00
9982a52af5 update deps 2024-07-22 13:52:27 -07:00
34939db8ef v0.10.0 style redesign + mesh loader 2024-07-22 13:23:19 -07:00
b61088195a update deps (aggressive) 2024-07-22 13:21:47 -07:00
19ab098be0 wgpu 22.0.0 2024-07-22 13:21:47 -07:00
bf1fad9fc4 use strafesnet registry 2024-07-22 13:21:47 -07:00
62b5ba2b33 pretty polygon fanning from vbsp code 2024-07-22 13:21:47 -07:00
f2a7b44884 print texture load error 2024-07-22 13:21:47 -07:00
c054b6aab3 update deps 2024-07-22 13:21:47 -07:00
7caec210ce include meshes symbolic link 2024-07-22 13:21:47 -07:00
5fdcf9047c implement roblox mesh loading 2024-07-22 13:21:47 -07:00
3756af9638 update strafesnet deps 2024-07-22 13:21:47 -07:00
8424fea634 redesign style data structures + fly 2024-07-22 13:21:47 -07:00
46c73b80c6 fix missing bsp_loader commit 2024-03-15 19:24:52 -07:00
0ac1c1aa6b adjust clipping planes 2024-02-18 00:23:27 -08:00
0a75e78c90 update deferred_loader 2024-02-17 22:08:06 -08:00
ecc8d2395b update bsp_loader 2024-02-17 20:32:03 -08:00
e2bd8b4038 v0.9.5 fix graphical bug 2024-02-16 20:03:15 -08:00
4a53040011 use .entry().or_insert_with() pattern everywhere 2024-02-16 06:04:24 -08:00
b1d860edf1 fix invisible walls 2024-02-16 04:11:42 -08:00
db6e1e43c1 file is probably gonna be here a long time 2024-02-16 00:18:16 -08:00
03970edeb8 update bsp_loader 2024-02-15 01:47:18 -08:00
e2da41ec99 update rbx_loader 2024-02-15 00:59:37 -08:00
ae4d539ab1 too much spam 2024-02-15 00:22:11 -08:00
9de60a8e19 v0.9.4 valve mesh loading 2024-02-15 00:22:11 -08:00
df8189b874 implement valve mesh loading 2024-02-15 00:22:11 -08:00
b25bcc627d asref path 2024-02-14 23:33:10 -08:00
977069c4eb v0.9.3 bsp legacy texture loader 2024-02-14 23:33:10 -08:00
63655ef931 enable source_legacy style texture loading 2024-02-14 23:33:10 -08:00
39924db94d change PhysicsMesh::from to PhysicsMesh::try_from 2024-02-14 23:33:10 -08:00
3b3ccefebb fix panic when no modes 2024-02-13 23:16:11 -08:00
ae6e4ee6aa v0.9.2 bsp_loader (no props or textures) 2024-02-13 22:36:12 -08:00
746d3eb7ee bsp_loader 2024-02-13 22:34:13 -08:00
7be93d2114 refactor loaders + file loading 2024-02-13 22:14:26 -08:00
e7f01eff80 print instead of panic 2024-02-13 06:08:03 -08:00
f58a17adba v0.9.1 data structure rewrite 2024-02-13 06:08:03 -08:00
3be9730b52 allow texture loading failure 2024-02-13 06:08:03 -08:00
93eeb3354f rewrite data structures, implement texture_loader 2024-02-13 06:08:03 -08:00
69bab269db stop clone 2024-02-13 00:07:30 -08:00
3bad427f61 shrink code 2024-02-07 21:11:50 -08:00
90cca51e6e patch arcane 2024-02-07 19:50:03 -08:00
480cd0e3be commonize 2024-01-29 22:37:48 -08:00
515ca20fb5 this is now a multi year project 2024-01-29 16:19:57 -08:00
6dff6a2c33 update dependencies 2024-01-29 16:19:57 -08:00
ae9fc15320 update wgpu and slap lifetimes on everything until it works 2024-01-19 20:11:58 -08:00
6ae058d834 make room for missing texture print 2024-01-18 13:05:54 -08:00
517c4914ac load_bsp module 2024-01-18 13:05:26 -08:00
6ce057ac64 add vbsp dep 2024-01-18 13:00:08 -08:00
c86824bdc1 skip objects with zero determinant 2023-12-30 10:36:03 -08:00
a7f7edef00 update deps 2023-12-24 13:10:12 -08:00
5b8e5c8899 we're not using floats anymore 2023-12-12 15:47:31 -08:00
14000c016e multiply and check instead of doing bithacks 2023-12-12 15:30:09 -08:00
1c4191cfc9 convert recursion to stack 2023-12-12 14:47:20 -08:00
b2f067e0b4 stop erroring on subnormals, it's not really an issue 2023-12-04 08:55:21 -08:00
aec82358ee comment about conceptual failure case 2023-12-02 03:06:13 -08:00
5da5006027 attempt to fix the bug 2023-12-02 03:06:13 -08:00
97a1b57b65 TODO: relative d value 2023-12-02 02:02:51 -08:00
a359650ff8 use relative position to avoid overflow 2023-12-02 01:58:18 -08:00
1790390055 don't mess with casts, wtf 2023-12-02 01:31:47 -08:00
49e077996d overflow detect 2023-12-02 01:31:47 -08:00
9bfcf0b083 use det to make numbers smaller 2023-12-01 20:59:04 -08:00
82b3201b0a optimize face_nd: precalculate det 2023-12-01 20:50:38 -08:00
513414d4bd fix a near overflow bug 2023-12-01 18:28:05 -08:00
5c4bd4c3c7 wrong air accel limit 2023-12-01 05:01:13 -08:00
92ec137f33 v0.9.0 Face Crawler + Integer Physics + Threading Rewrite + Config File 2023-12-01 05:01:13 -08:00
5cedf91709 Face Crawler™ 2023-12-01 04:41:28 -08:00
c201a1a626 improve zeroes precision 2023-12-01 04:41:11 -08:00
fbae4d9f80 delete sweep 2023-12-01 04:41:11 -08:00
9374e93801 face crawler prerequisites 2023-12-01 04:41:11 -08:00
0585cfe6f1 fix test 2023-11-30 01:45:55 -08:00
3d96517213 update deps 2023-11-30 01:45:54 -08:00
eeb1561c3d utopia preset 2023-11-10 19:12:19 -08:00
19e602544a anisotropic filtering 2023-11-10 19:08:33 -08:00
444c3cbad9 remove cybertruck model from default map 2023-11-09 19:21:04 -08:00
2006f81804 surf maps link 2023-11-08 19:41:26 -08:00
de7b7ba7be defer resize to next frame render 2023-11-08 18:20:19 -08:00
008c66e052 TrussPart 2023-11-07 20:54:49 -08:00
ba250277bd textures for spheres and cylinders 2023-11-07 20:45:05 -08:00
085d4e7912 use cubes instead of teapots and monkeys 2023-11-07 16:54:44 -08:00
dd6b5bed24 implement primitive FaceDescriptions with fixed size arrays instead of hashmaps 2023-11-07 13:26:24 -08:00
9d4cadda30 demo zipping script 2023-11-06 00:32:31 -08:00
242b4ab470 style modifiers in mode 2023-11-01 16:06:48 -07:00
eaef3d3fd5 dedicated arcane loader 2023-10-31 16:14:21 -07:00
9d726c5419 StrafeSettings 2023-10-31 14:32:54 -07:00
9592f82c4e move camera_offset to StyleModifiers & PhysicsOutputState 2023-10-30 22:29:01 -07:00
873c6ab935 panic when u32::MAX verts 2023-10-30 22:12:17 -07:00
7ba94c1b30 enable compat_worker interop with real workers 2023-10-30 19:42:02 -07:00
8fc6a7fb8f comment on intersection test location 2023-10-30 19:16:48 -07:00
a3340143db use enum for bvh node content + wrap every model in aabb 2023-10-30 18:59:51 -07:00
9fc7884270 rename Model{Graphics|Physics} for consistency 2023-10-30 18:27:52 -07:00
953b17bc69 change model index_format based on number of vertices 2023-10-30 17:58:21 -07:00
8fcb4e5c6c as works here 2023-10-30 16:40:56 -07:00
073a076fe8 already u32 2023-10-30 16:23:58 -07:00
9848d66001 tabs 2023-10-30 16:13:57 -07:00
6474ddcbd1 update winit 2023-10-28 23:08:09 -07:00
c4cd73e914 toc script 2023-10-28 17:30:37 -07:00
bbb1857377 attributes: checkpoints, jump count 2023-10-28 17:04:30 -07:00
883be0bc01 disable vsync for funsies 2023-10-28 17:04:30 -07:00
5885036f8f put build/run tools in git because I just lost them 2023-10-28 17:04:30 -07:00
076dab23cf delete some dead code 2023-10-27 00:24:11 -07:00
c1001d6f37 update wgpu to 0.18.0 2023-10-26 23:58:27 -07:00
08d4e7d997 back face culling 2023-10-26 19:07:44 -07:00
e1f4f6e535 update everything except wgpu because it crashes 2023-10-25 16:30:02 -07:00
3a4c4ef9fe silence many compiler warnings 2023-10-25 16:07:12 -07:00
41dd155c50 styling 2023-10-25 15:58:10 -07:00
5fd6ca219b roblox_rocket style 2023-10-25 15:45:25 -07:00
1c22f4a3c3 implement rocket_force 2023-10-25 15:45:25 -07:00
1e6c489750 optional strafing + optional rocket force 2023-10-25 15:45:25 -07:00
9f62f5f2fd graphics thread + refactor everything + drop deps + update winit 2023-10-25 15:41:35 -07:00
7be7d2c0df literally into_worker 2023-10-18 18:21:11 -07:00
cb6b0acd44 TODO: need real functions 2023-10-18 18:21:11 -07:00
cbcf047c3f basic wormholes (no velocity or camera transformation) 2023-10-18 18:21:11 -07:00
6e5de4aa46 overhaul TempIndexedAttributes + add Wormhole indexing 2023-10-18 18:21:11 -07:00
cc776e7cb4 model_id is usize + PhysicsModels struct 2023-10-18 18:21:11 -07:00
5a66ac46b9 functionate that damn code block 2023-10-18 18:21:11 -07:00
38f6e1df3f overhaul attributes 2023-10-18 18:21:11 -07:00
849dcf98f7 overhaul StyleModifiers 2023-10-18 18:21:11 -07:00
d04d1be27e overhaul WalkState + implement ladders 2023-10-18 18:21:11 -07:00
35bfd1d366 implement simulate_move_rotation 2023-10-18 18:21:11 -07:00
586bf8ce89 unpub a bunch of physics stuff 2023-10-18 18:21:11 -07:00
127b205401 implement MoveState + TouchingState 2023-10-18 18:21:11 -07:00
4f596ca5d7 unneeded mut 2023-10-18 16:30:02 -07:00
87f781a656 drop models with 0 visible instances 2023-10-16 19:38:24 -07:00
cd9cf164e9 into_iter collect deindex models 2023-10-16 19:38:24 -07:00
497ca93071 unneeded copy 2023-10-16 19:38:24 -07:00
747f628f04 deduplicate models 2023-10-16 19:38:24 -07:00
7e1cf7041a GameMechanics: make invalid states unrepresentable 2023-10-14 18:14:27 -07:00
50543ffcea implement additional attribute populating 2023-10-14 18:14:27 -07:00
54498f20f9 improve constant names 2023-10-14 16:20:57 -07:00
2240b80656 sqrt + test 2023-10-14 16:20:57 -07:00
d18f2168e4 fix tests 2023-10-14 16:20:57 -07:00
381b7b3c2f put jump in style 2023-10-14 14:51:13 -07:00
0d6741a81c integer physics 2023-10-14 12:34:20 -07:00
39 changed files with 6741 additions and 5251 deletions

2
.cargo/config.toml Normal file

@ -0,0 +1,2 @@
[registries.strafesnet]
index = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"

1
.gitignore vendored

@ -1,2 +1 @@
/target
/textures

2180
Cargo.lock generated

File diff suppressed because it is too large Load Diff

@ -1,30 +1,36 @@
[package]
name = "strafe-client"
version = "0.8.0"
version = "0.10.3"
edition = "2021"
repository = "https://git.itzana.me/StrafesNET/strafe-client"
license = "Custom"
description = "StrafesNET game client for bhop and surf."
authors = ["Rhys Lloyd <krakow20@gmail.com>"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[features]
default = ["snf"]
snf = ["dep:strafesnet_snf"]
source = ["dep:strafesnet_deferred_loader", "dep:strafesnet_bsp_loader"]
roblox = ["dep:strafesnet_deferred_loader", "dep:strafesnet_rbx_loader"]
[dependencies]
async-executor = "1.5.1"
bytemuck = { version = "1.13.1", features = ["derive"] }
configparser = "3.0.2"
ddsfile = "0.5.1"
env_logger = "0.10.0"
glam = "0.24.1"
lazy-regex = "3.0.2"
log = "0.4.20"
obj = "0.10.2"
glam = "0.28.0"
id = { version = "0.1.0", registry = "strafesnet" }
parking_lot = "0.12.1"
pollster = "0.3.0"
rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"
rbx_reflection_database = "0.2.7"
rbx_xml = "0.13.1"
wgpu = "0.17.0"
winit = "0.28.6"
strafesnet_bsp_loader = { version = "0.1.3", registry = "strafesnet", optional = true }
strafesnet_common = { version = "0.4.0", registry = "strafesnet" }
strafesnet_deferred_loader = { version = "0.3.1", features = ["legacy"], registry = "strafesnet", optional = true }
strafesnet_rbx_loader = { version = "0.3.2", registry = "strafesnet", optional = true }
strafesnet_snf = { version = "0.1.2", registry = "strafesnet", optional = true }
wgpu = "22.0.0"
winit = "0.30.4"
#[profile.release]
[profile.release]
#lto = true
#strip = true
#codegen-units = 1
strip = true
codegen-units = 1

@ -1,5 +1,5 @@
/*******************************************************
* Copyright (C) 2023 Rhys Lloyd <krakow20@gmail.com>
* Copyright (C) 2023-2024 Rhys Lloyd <krakow20@gmail.com>
*
* This file is part of the StrafesNET bhop/surf client.
*

@ -1,91 +0,0 @@
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
pub enum AabbFace{
Right,//+X
Top,
Back,
Left,
Bottom,
Front,
}
#[derive(Clone)]
pub struct Aabb {
pub min: glam::Vec3,
pub max: glam::Vec3,
}
impl Default for Aabb {
fn default() -> Self {
Aabb::new()
}
}
impl Aabb {
const VERTEX_DATA: [glam::Vec3; 8] = [
glam::vec3(1., -1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., 1., 1.),
glam::vec3(1., -1., 1.),
glam::vec3(-1., -1., 1.),
glam::vec3(-1., 1., 1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., -1., -1.),
];
pub fn new() -> Self {
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
}
pub fn grow(&mut self, point:glam::Vec3){
self.min=self.min.min(point);
self.max=self.max.max(point);
}
pub fn join(&mut self, aabb:&Aabb){
self.min=self.min.min(aabb.min);
self.max=self.max.max(aabb.max);
}
pub fn inflate(&mut self, hs:glam::Vec3){
self.min-=hs;
self.max+=hs;
}
pub fn intersects(&self,aabb:&Aabb)->bool{
(self.min.cmplt(aabb.max)&aabb.min.cmplt(self.max)).all()
}
pub fn normal(face:AabbFace) -> glam::Vec3 {
match face {
AabbFace::Right => glam::vec3(1.,0.,0.),
AabbFace::Top => glam::vec3(0.,1.,0.),
AabbFace::Back => glam::vec3(0.,0.,1.),
AabbFace::Left => glam::vec3(-1.,0.,0.),
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
AabbFace::Front => glam::vec3(0.,0.,-1.),
}
}
pub fn unit_vertices() -> [glam::Vec3;8] {
return Self::VERTEX_DATA;
}
pub fn face(&self,face:AabbFace) -> Aabb {
let mut aabb=self.clone();
//in this implementation face = worldspace aabb face
match face {
AabbFace::Right => aabb.min.x=aabb.max.x,
AabbFace::Top => aabb.min.y=aabb.max.y,
AabbFace::Back => aabb.min.z=aabb.max.z,
AabbFace::Left => aabb.max.x=aabb.min.x,
AabbFace::Bottom => aabb.max.y=aabb.min.y,
AabbFace::Front => aabb.max.z=aabb.min.z,
}
return aabb;
}
pub fn center(&self)->glam::Vec3{
return (self.min+self.max)/2.0
}
//probably use floats for area & volume because we don't care about precision
pub fn area_weight(&self)->f32{
let d=self.max-self.min;
d.x*d.y+d.y*d.z+d.z*d.x
}
pub fn volume(&self)->f32{
let d=self.max-self.min;
d.x*d.y*d.z
}
}

@ -1,107 +0,0 @@
use crate::aabb::Aabb;
//da algaritum
//lista boxens
//sort by {minx,maxx,miny,maxy,minz,maxz} (6 lists)
//find the sets that minimizes the sum of surface areas
//splitting is done when the minimum split sum of surface areas is larger than the node's own surface area
//start with bisection into octrees because a bad bvh is still 1000x better than no bvh
//sort the centerpoints on each axis (3 lists)
//bv is put into octant based on whether it is upper or lower in each list
#[derive(Default)]
pub struct BvhNode{
children:Vec<Self>,
models:Vec<u32>,
aabb:Aabb,
}
impl BvhNode{
pub fn the_tester<F:FnMut(u32)>(&self,aabb:&Aabb,f:&mut F){
for &model in &self.models{
f(model);
}
for child in &self.children{
if aabb.intersects(&child.aabb){
child.the_tester(aabb,f);
}
}
}
}
pub fn generate_bvh(boxen:Vec<Aabb>)->BvhNode{
generate_bvh_node(boxen.into_iter().enumerate().collect())
}
fn generate_bvh_node(boxen:Vec<(usize,Aabb)>)->BvhNode{
let n=boxen.len();
if n<20{
let mut aabb=Aabb::new();
let models=boxen.into_iter().map(|b|{aabb.join(&b.1);b.0 as u32}).collect();
BvhNode{
children:Vec::new(),
models,
aabb,
}
}else{
let mut octant=std::collections::HashMap::with_capacity(n);//this ids which octant the boxen is put in
let mut sort_x=Vec::with_capacity(n);
let mut sort_y=Vec::with_capacity(n);
let mut sort_z=Vec::with_capacity(n);
for (i,aabb) in boxen.iter(){
let center=aabb.center();
octant.insert(*i,0);
sort_x.push((*i,center.x));
sort_y.push((*i,center.y));
sort_z.push((*i,center.z));
}
sort_x.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
sort_y.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
sort_z.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
let h=n/2;
let median_x=sort_x[h].1;
let median_y=sort_y[h].1;
let median_z=sort_z[h].1;
for (i,c) in sort_x{
if median_x<c{
octant.insert(i,octant[&i]+1<<0);
}
}
for (i,c) in sort_y{
if median_y<c{
octant.insert(i,octant[&i]+1<<1);
}
}
for (i,c) in sort_z{
if median_z<c{
octant.insert(i,octant[&i]+1<<2);
}
}
//generate lists for unique octant values
let mut list_list=Vec::with_capacity(8);
let mut octant_list=Vec::with_capacity(8);
for (i,aabb) in boxen.into_iter(){
let octant_id=octant[&i];
let list_id=if let Some(list_id)=octant_list.iter().position(|&id|id==octant_id){
list_id
}else{
let list_id=list_list.len();
octant_list.push(octant_id);
list_list.push(Vec::new());
list_id
};
list_list[list_id].push((i,aabb));
}
let mut aabb=Aabb::new();
let children=list_list.into_iter().map(|b|{
let node=generate_bvh_node(b);
aabb.join(&node.aabb);
node
}).collect();
BvhNode{
children,
models:Vec::new(),
aabb,
}
}
}

21
src/compat_worker.rs Normal file

@ -0,0 +1,21 @@
pub type QNWorker<'a,Task>=CompatNWorker<'a,Task>;
pub type INWorker<'a,Task>=CompatNWorker<'a,Task>;
pub struct CompatNWorker<'a,Task>{
data:std::marker::PhantomData<Task>,
f:Box<dyn FnMut(Task)+Send+'a>,
}
impl<'a,Task> CompatNWorker<'a,Task>{
pub fn new(f:impl FnMut(Task)+Send+'a)->CompatNWorker<'a,Task>{
Self{
data:std::marker::PhantomData,
f:Box::new(f),
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
(self.f)(task);
Ok(())
}
}

119
src/face_crawler.rs Normal file

@ -0,0 +1,119 @@
use crate::physics::Body;
use crate::model_physics::{FEV,MeshQuery,DirectedEdge};
use strafesnet_common::integer::{Time,Planar64};
use strafesnet_common::zeroes::zeroes2;
enum Transition<F,E:DirectedEdge,V>{
Miss,
Next(FEV<F,E,V>,Time),
Hit(F,Time),
}
fn next_transition<F:Copy,E:Copy+DirectedEdge,V:Copy>(fev:&FEV<F,E,V>,time:Time,mesh:&impl MeshQuery<F,E,V>,body:&Body,time_limit:Time)->Transition<F,E,V>{
//conflicting derivative means it crosses in the wrong direction.
//if the transition time is equal to an already tested transition, do not replace the current best.
let mut best_time=time_limit;
let mut best_transtition=Transition::Miss;
match fev{
&FEV::<F,E,V>::Face(face_id)=>{
//test own face collision time, ignoring roots with zero or conflicting derivative
//n=face.normal d=face.dot
//n.a t^2+n.v t+n.p-d==0
let (n,d)=mesh.face_nd(face_id);
//TODO: use higher precision d value?
//use the mesh transform translation instead of baking it into the d value.
for t in zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if time<=t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Hit(face_id,t);
break;
}
}
//test each edge collision time, ignoring roots with zero or conflicting derivative
for &directed_edge_id in mesh.face_edges(face_id).iter(){
let edge_n=mesh.directed_edge_n(directed_edge_id);
let n=n.cross(edge_n);
let verts=mesh.edge_verts(directed_edge_id.as_undirected());
//WARNING: d is moved out of the *2 block because of adding two vertices!
for t in zeroes2(n.dot(body.position*2-(mesh.vert(verts[0])+mesh.vert(verts[1]))),n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if time<=t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Next(FEV::<F,E,V>::Edge(directed_edge_id.as_undirected()),t);
break;
}
}
}
//if none:
},
&FEV::<F,E,V>::Edge(edge_id)=>{
//test each face collision time, ignoring roots with zero or conflicting derivative
let edge_n=mesh.edge_n(edge_id);
let edge_verts=mesh.edge_verts(edge_id);
let delta_pos=body.position*2-(mesh.vert(edge_verts[0])+mesh.vert(edge_verts[1]));
for (i,&edge_face_id) in mesh.edge_faces(edge_id).iter().enumerate(){
let face_n=mesh.face_nd(edge_face_id).0;
//edge_n gets parity from the order of edge_faces
let n=face_n.cross(edge_n)*((i as i64)*2-1);
//WARNING yada yada d *2
for t in zeroes2(n.dot(delta_pos),n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if time<=t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Next(FEV::<F,E,V>::Face(edge_face_id),t);
break;
}
}
}
//test each vertex collision time, ignoring roots with zero or conflicting derivative
for (i,&vert_id) in edge_verts.iter().enumerate(){
//vertex normal gets parity from vert index
let n=edge_n*(1-2*(i as i64));
for t in zeroes2((n.dot(body.position-mesh.vert(vert_id)))*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if time<=t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Next(FEV::<F,E,V>::Vert(vert_id),t);
break;
}
}
}
//if none:
},
&FEV::<F,E,V>::Vert(vert_id)=>{
//test each edge collision time, ignoring roots with zero or conflicting derivative
for &directed_edge_id in mesh.vert_edges(vert_id).iter(){
//edge is directed away from vertex, but we want the dot product to turn out negative
let n=-mesh.directed_edge_n(directed_edge_id);
for t in zeroes2((n.dot(body.position-mesh.vert(vert_id)))*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
let t=body.time+Time::from(t);
if time<=t&&t<best_time&&n.dot(body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_transtition=Transition::Next(FEV::<F,E,V>::Edge(directed_edge_id.as_undirected()),t);
break;
}
}
}
//if none:
},
}
best_transtition
}
pub enum CrawlResult<F,E:DirectedEdge,V>{
Miss(FEV<F,E,V>),
Hit(F,Time),
}
pub fn crawl_fev<F:Copy,E:Copy+DirectedEdge,V:Copy>(mut fev:FEV<F,E,V>,mesh:&impl MeshQuery<F,E,V>,relative_body:&Body,start_time:Time,time_limit:Time)->CrawlResult<F,E,V>{
let mut time=start_time;
for _ in 0..20{
match next_transition(&fev,time,mesh,relative_body,time_limit){
Transition::Miss=>return CrawlResult::Miss(fev),
Transition::Next(next_fev,next_time)=>(fev,time)=(next_fev,next_time),
Transition::Hit(face,time)=>return CrawlResult::Hit(face,time),
}
}
//TODO: fix all bugs
//println!("Too many iterations! Using default behaviour instead of crashing...");
CrawlResult::Miss(fev)
}

141
src/file.rs Normal file

@ -0,0 +1,141 @@
use std::io::Read;
#[derive(Debug)]
pub enum ReadError{
#[cfg(feature="roblox")]
Roblox(strafesnet_rbx_loader::ReadError),
#[cfg(feature="source")]
Source(strafesnet_bsp_loader::ReadError),
#[cfg(feature="snf")]
StrafesNET(strafesnet_snf::Error),
#[cfg(feature="snf")]
StrafesNETMap(strafesnet_snf::map::Error),
Io(std::io::Error),
UnknownFileFormat,
}
impl std::fmt::Display for ReadError{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for ReadError{}
pub enum DataStructure{
#[cfg(feature="roblox")]
Roblox(strafesnet_rbx_loader::Dom),
#[cfg(feature="source")]
Source(strafesnet_bsp_loader::Bsp),
#[cfg(feature="snf")]
StrafesNET(strafesnet_common::map::CompleteMap),
}
pub fn read<R:Read+std::io::Seek>(input:R)->Result<DataStructure,ReadError>{
let mut buf=std::io::BufReader::new(input);
let peek=std::io::BufRead::fill_buf(&mut buf).map_err(ReadError::Io)?;
match &peek[0..4]{
#[cfg(feature="roblox")]
b"<rob"=>Ok(DataStructure::Roblox(strafesnet_rbx_loader::read(buf).map_err(ReadError::Roblox)?)),
#[cfg(feature="source")]
b"VBSP"=>Ok(DataStructure::Source(strafesnet_bsp_loader::read(buf).map_err(ReadError::Source)?)),
#[cfg(feature="snf")]
b"SNFM"=>Ok(DataStructure::StrafesNET(
strafesnet_snf::read_map(buf).map_err(ReadError::StrafesNET)?
.into_complete_map().map_err(ReadError::StrafesNETMap)?
)),
_=>Err(ReadError::UnknownFileFormat),
}
}
#[derive(Debug)]
pub enum LoadError{
ReadError(ReadError),
File(std::io::Error),
Io(std::io::Error),
}
impl std::fmt::Display for LoadError{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for LoadError{}
pub fn load<P:AsRef<std::path::Path>>(path:P)->Result<strafesnet_common::map::CompleteMap,LoadError>{
//blocking because it's simpler...
let file=std::fs::File::open(path).map_err(LoadError::File)?;
match read(file).map_err(LoadError::ReadError)?{
#[cfg(feature="snf")]
DataStructure::StrafesNET(map)=>Ok(map),
#[cfg(feature="roblox")]
DataStructure::Roblox(dom)=>{
let mut loader=strafesnet_deferred_loader::roblox_legacy();
let (texture_loader,mesh_loader)=loader.get_inner_mut();
let map_step1=strafesnet_rbx_loader::convert(
&dom,
|name|texture_loader.acquire_render_config_id(name),
|name|mesh_loader.acquire_mesh_id(name),
);
let meshpart_meshes=mesh_loader.load_meshes().map_err(LoadError::Io)?;
let map_step2=map_step1.add_meshpart_meshes_and_calculate_attributes(
meshpart_meshes.into_iter().map(|(mesh_id,loader_model)|
(mesh_id,strafesnet_rbx_loader::data::RobloxMeshBytes::new(loader_model.get()))
)
);
let (textures,render_configs)=loader.into_render_configs().map_err(LoadError::Io)?.consume();
let map=map_step2.add_render_configs_and_textures(
render_configs.into_iter(),
textures.into_iter().map(|(texture_id,texture)|
(texture_id,match texture{
strafesnet_deferred_loader::texture::Texture::ImageDDS(data)=>data,
})
)
);
Ok(map)
},
#[cfg(feature="source")]
DataStructure::Source(bsp)=>{
let mut loader=strafesnet_deferred_loader::source_legacy();
let (texture_loader,mesh_loader)=loader.get_inner_mut();
let map_step1=strafesnet_bsp_loader::convert(
&bsp,
|name|texture_loader.acquire_render_config_id(name),
|name|mesh_loader.acquire_mesh_id(name),
);
let prop_meshes=mesh_loader.load_meshes(&bsp.as_ref());
let map_step2=map_step1.add_prop_meshes(
//the type conflagulator 9000
prop_meshes.into_iter().map(|(mesh_id,loader_model)|
(mesh_id,strafesnet_bsp_loader::data::ModelData{
mdl:strafesnet_bsp_loader::data::MdlData::new(loader_model.mdl.get()),
vtx:strafesnet_bsp_loader::data::VtxData::new(loader_model.vtx.get()),
vvd:strafesnet_bsp_loader::data::VvdData::new(loader_model.vvd.get()),
})
),
|name|texture_loader.acquire_render_config_id(name),
);
let (textures,render_configs)=loader.into_render_configs().map_err(LoadError::Io)?.consume();
let map=map_step2.add_render_configs_and_textures(
render_configs.into_iter(),
textures.into_iter().map(|(texture_id,texture)|
(texture_id,match texture{
strafesnet_deferred_loader::texture::Texture::ImageDDS(data)=>data,
})
),
);
Ok(map)
},
}
}

@ -1,516 +0,0 @@
use std::future::Future;
#[cfg(target_arch = "wasm32")]
use std::str::FromStr;
#[cfg(target_arch = "wasm32")]
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
use winit::{
event::{self, WindowEvent, DeviceEvent},
event_loop::{ControlFlow, EventLoop},
};
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::{mem::size_of, slice::from_raw_parts};
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
#[allow(dead_code)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub trait Example: 'static + Sized {
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
}
fn init(
config: &wgpu::SurfaceConfiguration,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self;
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue,
);
fn update(&mut self, window: &winit::window::Window, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
fn device_event(&mut self, window: &winit::window::Window, event: DeviceEvent);
fn load_file(&mut self, path:std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue);
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &Spawner,
);
}
struct Setup {
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup: Option<OffscreenCanvasSetup>,
}
#[cfg(target_arch = "wasm32")]
struct OffscreenCanvasSetup {
offscreen_canvas: OffscreenCanvas,
bitmap_renderer: ImageBitmapRenderingContext,
}
async fn setup<E: Example>(title: &str) -> Setup {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
};
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
#[cfg(target_arch = "wasm32")]
{
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
let level: log::Level = parse_url_query_string(&query_string, "RUST_LOG")
.and_then(|x| x.parse().ok())
.unwrap_or(log::Level::Error);
console_log::init_with_level(level).expect("could not initialize logger");
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
// On wasm, append the canvas to the document body
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.body())
.and_then(|body| {
body.append_child(&web_sys::Element::from(window.canvas()))
.ok()
})
.expect("couldn't append canvas to document body");
}
#[cfg(target_arch = "wasm32")]
let mut offscreen_canvas_setup: Option<OffscreenCanvasSetup> = None;
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
if let Some(offscreen_canvas_param) =
parse_url_query_string(&query_string, "offscreen_canvas")
{
if FromStr::from_str(offscreen_canvas_param) == Ok(true) {
log::info!("Creating OffscreenCanvasSetup");
let offscreen_canvas =
OffscreenCanvas::new(1024, 768).expect("couldn't create OffscreenCanvas");
let bitmap_renderer = window
.canvas()
.get_context("bitmaprenderer")
.expect("couldn't create ImageBitmapRenderingContext (Result)")
.expect("couldn't create ImageBitmapRenderingContext (Option)")
.dyn_into::<ImageBitmapRenderingContext>()
.expect("couldn't convert into ImageBitmapRenderingContext");
offscreen_canvas_setup = Some(OffscreenCanvasSetup {
offscreen_canvas,
bitmap_renderer,
})
}
}
};
log::info!("Initializing the surface...");
let backends = wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler,
});
let (size, surface) = unsafe {
let size = window.inner_size();
#[cfg(any(not(target_arch = "wasm32"), target_os = "emscripten"))]
let surface = instance.create_surface(&window).unwrap();
#[cfg(all(target_arch = "wasm32", not(target_os = "emscripten")))]
let surface = {
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
log::info!("Creating surface from OffscreenCanvas");
instance.create_surface_from_offscreen_canvas(
offscreen_canvas_setup.offscreen_canvas.clone(),
)
} else {
instance.create_surface(&window)
}
}
.unwrap();
(size, surface)
};
let adapter;
let optional_features = E::optional_features();
let required_features = E::required_features();
//no helper function smh gotta write it myself
let adapters = instance.enumerate_adapters(backends);
let mut chosen_adapter = None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features = adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter) = chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
#[cfg(not(target_arch = "wasm32"))]
{
let adapter_info = adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
}
let required_downlevel_capabilities = E::required_downlevel_capabilities();
let downlevel_capabilities = adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits = E::required_limits().using_resolution(adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: (optional_features & adapter.features()) | required_features,
limits: needed_limits,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
)
.await
.expect("Unable to find a suitable GPU adapter!");
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup,
}
}
fn start<E: Example>(
#[cfg(not(target_arch = "wasm32"))] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}: Setup,
#[cfg(target_arch = "wasm32")] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
offscreen_canvas_setup,
}: Setup,
) {
let spawner = Spawner::new();
let mut config = surface
.get_default_config(&adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format = config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
surface.configure(&device, &config);
log::info!("Initializing the example...");
let mut example = E::init(&config, &adapter, &device, &queue);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
#[cfg(not(target_arch = "wasm32"))]
spawner.run_until_stalled();
window.request_redraw();
}
event::Event::WindowEvent {
event:
WindowEvent::Resized(size)
| WindowEvent::ScaleFactorChanged {
new_inner_size: &mut size,
..
},
..
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
log::warn!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
log::info!("Resizing to {:?}", size);
config.width = size.width.max(1);
config.height = size.height.max(1);
example.resize(&config, &device, &queue);
surface.configure(&device, &config);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
#[cfg(not(target_arch = "wasm32"))]
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
state: event::ElementState::Pressed,
..
},
..
} => {
println!("{:#?}", instance.generate_report());
}
_ => {
example.update(&window,&device,&queue,event);
}
},
event::Event::DeviceEvent {
event,
..
} => {
example.device_event(&window,event);
},
event::Event::RedrawRequested(_) => {
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(_) => {
surface.configure(&device, &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor {
format: Some(surface_view_format),
..wgpu::TextureViewDescriptor::default()
});
example.render(&view, &device, &queue, &spawner);
frame.present();
#[cfg(target_arch = "wasm32")]
{
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
let image_bitmap = offscreen_canvas_setup
.offscreen_canvas
.transfer_to_image_bitmap()
.expect("couldn't transfer offscreen canvas to image bitmap.");
offscreen_canvas_setup
.bitmap_renderer
.transfer_from_image_bitmap(&image_bitmap);
log::info!("Transferring OffscreenCanvas to ImageBitmapRenderer");
}
}
}
_ => {}
}
});
}
#[cfg(not(target_arch = "wasm32"))]
pub struct Spawner<'a> {
executor: async_executor::LocalExecutor<'a>,
}
#[cfg(not(target_arch = "wasm32"))]
impl<'a> Spawner<'a> {
fn new() -> Self {
Self {
executor: async_executor::LocalExecutor::new(),
}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'a) {
self.executor.spawn(future).detach();
}
fn run_until_stalled(&self) {
while self.executor.try_tick() {}
}
}
#[cfg(target_arch = "wasm32")]
pub struct Spawner {}
#[cfg(target_arch = "wasm32")]
impl Spawner {
fn new() -> Self {
Self {}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'static) {
wasm_bindgen_futures::spawn_local(future);
}
}
#[cfg(not(target_arch = "wasm32"))]
pub fn run<E: Example>(title: &str) {
let setup = pollster::block_on(setup::<E>(title));
start::<E>(setup);
}
#[cfg(target_arch = "wasm32")]
pub fn run<E: Example>(title: &str) {
use wasm_bindgen::prelude::*;
let title = title.to_owned();
wasm_bindgen_futures::spawn_local(async move {
let setup = setup::<E>(&title).await;
let start_closure = Closure::once_into_js(move || start::<E>(setup));
// make sure to handle JS exceptions thrown inside start.
// Otherwise wasm_bindgen_futures Queue would break and never handle any tasks again.
// This is required, because winit uses JS exception for control flow to escape from `run`.
if let Err(error) = call_catch(&start_closure) {
let is_control_flow_exception = error.dyn_ref::<js_sys::Error>().map_or(false, |e| {
e.message().includes("Using exceptions for control flow", 0)
});
if !is_control_flow_exception {
web_sys::console::error_1(&error);
}
}
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(catch, js_namespace = Function, js_name = "prototype.call.call")]
fn call_catch(this: &JsValue) -> Result<(), JsValue>;
}
});
}
#[cfg(target_arch = "wasm32")]
/// Parse the query string as returned by `web_sys::window()?.location().search()?` and get a
/// specific key out of it.
pub fn parse_url_query_string<'a>(query: &'a str, search_key: &str) -> Option<&'a str> {
let query_string = query.strip_prefix('?')?;
for pair in query_string.split('&') {
let mut pair = pair.split('=');
let key = pair.next()?;
let value = pair.next()?;
if key == search_key {
return Some(value);
}
}
None
}
// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}

990
src/graphics.rs Normal file

@ -0,0 +1,990 @@
use std::borrow::Cow;
use std::collections::{HashSet,HashMap};
use strafesnet_common::map;
use strafesnet_common::integer;
use strafesnet_common::model::{self, ColorId, NormalId, PolygonIter, PositionId, RenderConfigId, TextureCoordinateId, VertexId};
use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
use crate::model_graphics::{self,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
#[derive(Clone)]
pub struct GraphicsModelUpdate{
transform:Option<glam::Mat4>,
color:Option<glam::Vec4>,
}
struct Indices{
count:u32,
buf:wgpu::Buffer,
format:wgpu::IndexFormat,
}
impl Indices{
fn new<T:bytemuck::Pod>(device:&wgpu::Device,indices:&Vec<T>,format:wgpu::IndexFormat)->Self{
Self{
buf:device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Index"),
contents:bytemuck::cast_slice(indices),
usage:wgpu::BufferUsages::INDEX,
}),
count:indices.len() as u32,
format,
}
}
}
struct GraphicsModel{
indices:Indices,
model_buf:wgpu::Buffer,
vertex_buf:wgpu::Buffer,
bind_group:wgpu::BindGroup,
instance_count:u32,
}
struct GraphicsSamplers{
repeat:wgpu::Sampler,
}
struct GraphicsBindGroupLayouts{
model:wgpu::BindGroupLayout,
}
struct GraphicsBindGroups{
camera:wgpu::BindGroup,
skybox_texture:wgpu::BindGroup,
}
struct GraphicsPipelines{
skybox:wgpu::RenderPipeline,
model:wgpu::RenderPipeline,
}
struct GraphicsCamera{
screen_size:glam::UVec2,
fov:glam::Vec2,//slope
//camera angles and such are extrapolated and passed in every time
}
#[inline]
fn perspective_rh(fov_x_slope:f32,fov_y_slope:f32,z_near:f32,z_far:f32)->glam::Mat4{
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r=z_far / (z_near-z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/fov_x_slope,0.0,0.0,0.0),
glam::Vec4::new(0.0,1.0/fov_y_slope,0.0,0.0),
glam::Vec4::new(0.0,0.0,r,-1.0),
glam::Vec4::new(0.0,0.0,r * z_near,0.0),
)
}
impl GraphicsCamera{
pub fn proj(&self)->glam::Mat4{
perspective_rh(self.fov.x,self.fov.y,0.4,4000.0)
}
pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
//f32 good enough for view matrix
glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
}
pub fn to_uniform_data(&self,(pos,angles):(glam::Vec3,glam::Vec2))->[f32; 16 * 4]{
let proj=self.proj();
let proj_inv=proj.inverse();
let view_inv=self.world(pos,angles);
let view=view_inv.inverse();
let mut raw=[0f32; 16 * 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
raw[48..64].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw
}
}
impl std::default::Default for GraphicsCamera{
fn default()->Self{
Self{
screen_size:glam::UVec2::ONE,
fov:glam::Vec2::ONE,
}
}
}
pub struct GraphicsState{
pipelines:GraphicsPipelines,
bind_groups:GraphicsBindGroups,
bind_group_layouts:GraphicsBindGroupLayouts,
samplers:GraphicsSamplers,
camera:GraphicsCamera,
camera_buf:wgpu::Buffer,
temp_squid_texture_view:wgpu::TextureView,
models:Vec<GraphicsModel>,
depth_view:wgpu::TextureView,
staging_belt:wgpu::util::StagingBelt,
}
impl GraphicsState{
const DEPTH_FORMAT:wgpu::TextureFormat=wgpu::TextureFormat::Depth24Plus;
fn create_depth_texture(
config:&wgpu::SurfaceConfiguration,
device:&wgpu::Device,
)->wgpu::TextureView{
let depth_texture=device.create_texture(&wgpu::TextureDescriptor{
size:wgpu::Extent3d{
width:config.width,
height:config.height,
depth_or_array_layers:1,
},
mip_level_count:1,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format:Self::DEPTH_FORMAT,
usage:wgpu::TextureUsages::RENDER_ATTACHMENT,
label:None,
view_formats:&[],
});
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
}
pub fn clear(&mut self){
self.models.clear();
}
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
}
pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:&map::CompleteMap){
//generate texture view per texture
let texture_views:HashMap<strafesnet_common::model::TextureId,wgpu::TextureView>=map.textures.iter().enumerate().filter_map(|(texture_id,texture_data)|{
let texture_id=model::TextureId::new(texture_id as u32);
let image=match ddsfile::Dds::read(std::io::Cursor::new(texture_data)){
Ok(image)=>image,
Err(e)=>{
println!("Error loading texture: {e}");
return None;
},
};
let (mut width,mut height)=(image.get_width(),image.get_height());
let format=match image.header10.unwrap().dxgi_format{
ddsfile::DxgiFormat::R8G8B8A8_UNorm_sRGB=>wgpu::TextureFormat::Rgba8UnormSrgb,
ddsfile::DxgiFormat::BC7_UNorm_sRGB =>{
//floor(w,4),should be ceil(w,4)
width=width/4*4;
height=height/4*4;
wgpu::TextureFormat::Bc7RgbaUnormSrgb
},
other=>{
println!("unsupported texture format{:?}",other);
return None;
},
};
let size=wgpu::Extent3d{
width,
height,
depth_or_array_layers:1,
};
let layer_size=wgpu::Extent3d{
depth_or_array_layers:1,
..size
};
let max_mips=layer_size.max_mips(wgpu::TextureDimension::D2);
let texture=device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor{
size,
mip_level_count:max_mips,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format,
usage:wgpu::TextureUsages::TEXTURE_BINDING|wgpu::TextureUsages::COPY_DST,
label:Some(format!("Texture{}",texture_id.get()).as_str()),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&image.data,
);
Some((texture_id,texture.create_view(&wgpu::TextureViewDescriptor{
label:Some(format!("Texture{} View",texture_id.get()).as_str()),
dimension:Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
})))
}).collect();
let num_textures=texture_views.len();
//split groups with different textures into separate models
//the models received here are supposed to be tightly packed,i.e. no code needs to check if two models are using the same groups.
let indexed_models_len=map.models.len();
//models split into graphics_group.RenderConfigId
let mut owned_mesh_id_from_mesh_id_render_config_id:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
let mut unique_render_config_models:Vec<IndexedGraphicsMeshOwnedRenderConfig>=Vec::with_capacity(indexed_models_len);
for model in &map.models{
//wow
let instance=GraphicsModelOwned{
transform:model.transform.into(),
normal_transform:Into::<glam::Mat3>::into(model.transform.matrix3).inverse().transpose(),
color:GraphicsModelColor4::new(model.color),
};
//get or create owned mesh map
let owned_mesh_map=owned_mesh_id_from_mesh_id_render_config_id
.entry(model.mesh).or_insert_with(||{
let mut owned_mesh_map=HashMap::new();
//add mesh if renderid never before seen for this model
//add instance
//convert Model into GraphicsModelOwned
//check each group, if it's using a new render config then make a new clone of the model
if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
for graphics_group in mesh.graphics_groups.iter(){
//get or create owned mesh
let owned_mesh_id=owned_mesh_map
.entry(graphics_group.render).or_insert_with(||{
//create
let owned_mesh_id=IndexedGraphicsMeshOwnedRenderConfigId::new(unique_render_config_models.len() as u32);
unique_render_config_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos:mesh.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
unique_normal:mesh.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
unique_color:mesh.unique_color.iter().map(|v|*v.as_ref()).collect(),
unique_vertices:mesh.unique_vertices.clone(),
render_config:graphics_group.render,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(Vec::new())),
instances:Vec::new(),
});
owned_mesh_id
});
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
match &mut owned_mesh.polys{
model::PolygonGroup::PolygonList(polygon_list)=>polygon_list.extend(
graphics_group.groups.iter().flat_map(|polygon_group_id|{
mesh.polygon_groups[polygon_group_id.get() as usize].polys()
})
.map(|vertex_id_slice|
vertex_id_slice.to_vec()
)
),
}
}
}
owned_mesh_map
});
for owned_mesh_id in owned_mesh_map.values(){
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
let render_config=&map.render_configs[owned_mesh.render_config.get() as usize];
if model.color.w==0.0&&render_config.texture.is_none(){
continue;
}
owned_mesh.instances.push(instance.clone());
}
}
//check every model to see if it's using the same (texture,color) but has few instances,if it is combine it into one model
//1. collect unique instances of texture and color,note model id
//2. for each model id,check if removing it from the pool decreases both the model count and instance count by more than one
//3. transpose all models that stay in the set
//best plan:benchmark set_bind_group,set_vertex_buffer,set_index_buffer and draw_indexed
//check if the estimated render performance is better by transposing multiple model instances into one model instance
//for now:just deduplicate single models...
let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
let mut unique_texture_color=HashMap::new();//texture->color->vec![(model_id,instance_id)]
for (model_id,model) in unique_render_config_models.iter().enumerate(){
//for now:filter out models with more than one instance
if 1<model.instances.len(){
continue;
}
//populate hashmap
let unique_color=unique_texture_color
.entry(model.render_config)
.or_insert_with(||HashMap::new());
//separate instances by color
for (instance_id,instance) in model.instances.iter().enumerate(){
let model_instance_list=unique_color
.entry(instance.color)
.or_insert_with(||Vec::new());
//add model instance to list
model_instance_list.push((model_id,instance_id));
}
}
//populate a hashset of models selected for transposition
//construct transposed models
let mut selected_model_instances=HashSet::new();
for (render_config,unique_color) in unique_texture_color.into_iter(){
for (color,model_instance_list) in unique_color.into_iter(){
//world transforming one model does not meet the definition of deduplicaiton
if 1<model_instance_list.len(){
//create model
let mut unique_pos=Vec::new();
let mut pos_id_from=HashMap::new();
let mut unique_tex=Vec::new();
let mut tex_id_from=HashMap::new();
let mut unique_normal=Vec::new();
let mut normal_id_from=HashMap::new();
let mut unique_color=Vec::new();
let mut color_id_from=HashMap::new();
let mut unique_vertices=Vec::new();
let mut vertex_id_from=HashMap::new();
let mut polys=Vec::new();
//transform instance vertices
for (model_id,instance_id) in model_instance_list.into_iter(){
//populate hashset to prevent these models from being copied
selected_model_instances.insert(model_id);
//there is only one instance per model
let model=&unique_render_config_models[model_id];
let instance=&model.instances[instance_id];
//just hash word slices LOL
let map_pos_id:Vec<PositionId>=model.unique_pos.iter().map(|untransformed_pos|{
let pos=instance.transform.transform_point3(glam::Vec3::from_array(untransformed_pos.clone())).to_array();
let h=bytemuck::cast::<[f32;3],[u32;3]>(pos);
PositionId::new(*pos_id_from.entry(h).or_insert_with(||{
let pos_id=unique_pos.len();
unique_pos.push(pos);
pos_id
}) as u32)
}).collect();
let map_tex_id:Vec<TextureCoordinateId>=model.unique_tex.iter().map(|&tex|{
let h=bytemuck::cast::<[f32;2],[u32;2]>(tex);
TextureCoordinateId::new(*tex_id_from.entry(h).or_insert_with(||{
let tex_id=unique_tex.len();
unique_tex.push(tex);
tex_id
}) as u32)
}).collect();
let map_normal_id:Vec<NormalId>=model.unique_normal.iter().map(|untransformed_normal|{
let normal=(instance.normal_transform*glam::Vec3::from_array(untransformed_normal.clone())).to_array();
let h=bytemuck::cast::<[f32;3],[u32;3]>(normal);
NormalId::new(*normal_id_from.entry(h).or_insert_with(||{
let normal_id=unique_normal.len();
unique_normal.push(normal);
normal_id
}) as u32)
}).collect();
let map_color_id:Vec<ColorId>=model.unique_color.iter().map(|&color|{
let h=bytemuck::cast::<[f32;4],[u32;4]>(color);
ColorId::new(*color_id_from.entry(h).or_insert_with(||{
let color_id=unique_color.len();
unique_color.push(color);
color_id
}) as u32)
}).collect();
//map the indexed vertices onto new indices
//creating the vertex map is slightly different because the vertices are directly hashable
let map_vertex_id:Vec<VertexId>=model.unique_vertices.iter().map(|unmapped_vertex|{
let vertex=model::IndexedVertex{
pos:map_pos_id[unmapped_vertex.pos.get() as usize],
tex:map_tex_id[unmapped_vertex.tex.get() as usize],
normal:map_normal_id[unmapped_vertex.normal.get() as usize],
color:map_color_id[unmapped_vertex.color.get() as usize],
};
VertexId::new(*vertex_id_from.entry(vertex.clone()).or_insert_with(||{
let vertex_id=unique_vertices.len();
unique_vertices.push(vertex);
vertex_id
}) as u32)
}).collect();
polys.extend(model.polys.polys().map(|poly|
poly.iter().map(|vertex_id|
map_vertex_id[vertex_id.get() as usize]
).collect()
));
}
//push model into dedup
deduplicated_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos,
unique_tex,
unique_normal,
unique_color,
unique_vertices,
render_config,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(polys)),
instances:vec![GraphicsModelOwned{
transform:glam::Mat4::IDENTITY,
normal_transform:glam::Mat3::IDENTITY,
color
}],
});
}
}
}
//fill untouched models
for (model_id,model) in unique_render_config_models.into_iter().enumerate(){
if !selected_model_instances.contains(&model_id){
deduplicated_models.push(model);
}
}
//de-index models
let deduplicated_models_len=deduplicated_models.len();
let models:Vec<GraphicsMeshOwnedRenderConfig>=deduplicated_models.into_iter().map(|model|{
let mut vertices=Vec::new();
let mut index_from_vertex=HashMap::new();//::<IndexedVertex,usize>
//this mut be combined in a more complex way if the models use different render patterns per group
let mut indices=Vec::new();
for poly in model.polys.polys(){
let mut poly_vertices=poly.iter()
.map(|&vertex_index|*index_from_vertex.entry(vertex_index).or_insert_with(||{
let i=vertices.len();
let vertex=&model.unique_vertices[vertex_index.get() as usize];
vertices.push(GraphicsVertex{
pos:model.unique_pos[vertex.pos.get() as usize],
tex:model.unique_tex[vertex.tex.get() as usize],
normal:model.unique_normal[vertex.normal.get() as usize],
color:model.unique_color[vertex.color.get() as usize],
});
i
}));
let a=poly_vertices.next().unwrap();
let mut b=poly_vertices.next().unwrap();
poly_vertices.for_each(|c|{
indices.extend([a,b,c]);
b=c;
});
}
GraphicsMeshOwnedRenderConfig{
instances:model.instances,
indices:if (u32::MAX as usize)<vertices.len(){
panic!("Model has too many vertices!")
}else if (u16::MAX as usize)<vertices.len(){
model_graphics::Indices::U32(indices.into_iter().map(|vertex_idx|vertex_idx as u32).collect())
}else{
model_graphics::Indices::U16(indices.into_iter().map(|vertex_idx|vertex_idx as u16).collect())
},
vertices,
render_config:model.render_config,
}
}).collect();
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
let mut model_count=0;
let mut instance_count=0;
let uniform_buffer_binding_size=crate::setup::required_limits().max_uniform_buffer_binding_size as usize;
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
self.models.reserve(models.len());
for model in models.into_iter(){
instance_count+=model.instances.len();
for instances_chunk in model.instances.rchunks(chunk_size){
model_count+=1;
let mut model_uniforms=get_instances_buffer_data(instances_chunk);
//TEMP: fill with zeroes to pass validation
model_uniforms.resize(MODEL_BUFFER_SIZE*512,0.0f32);
let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some(format!("Model{} Buf",model_count).as_str()),
contents:bytemuck::cast_slice(&model_uniforms),
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
});
let render_config=&map.render_configs[model.render_config.get() as usize];
let texture_view=render_config.texture.and_then(|texture_id|
texture_views.get(&texture_id)
).unwrap_or(&self.temp_squid_texture_view);
let bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&self.bind_group_layouts.model,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:model_buf.as_entire_binding(),
},
wgpu::BindGroupEntry{
binding:1,
resource:wgpu::BindingResource::TextureView(texture_view),
},
wgpu::BindGroupEntry{
binding:2,
resource:wgpu::BindingResource::Sampler(&self.samplers.repeat),
},
],
label:Some(format!("Model{} Bind Group",model_count).as_str()),
});
let vertex_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Vertex"),
contents:bytemuck::cast_slice(&model.vertices),
usage:wgpu::BufferUsages::VERTEX,
});
//all of these are being moved here
self.models.push(GraphicsModel{
instance_count:instances_chunk.len() as u32,
vertex_buf,
indices:match &model.indices{
model_graphics::Indices::U32(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint32),
model_graphics::Indices::U16(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint16),
},
bind_group,
model_buf,
});
}
}
println!("Texture References={}",num_textures);
println!("Textures Loaded={}",texture_views.len());
println!("Indexed Models={}",indexed_models_len);
println!("Deduplicated Models={}",deduplicated_models_len);
println!("Graphics Objects:{}",self.models.len());
println!("Graphics Instances:{}",instance_count);
}
pub fn new(
device:&wgpu::Device,
queue:&wgpu::Queue,
config:&wgpu::SurfaceConfiguration,
)->Self{
let camera_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:None,
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::VERTEX,
ty:wgpu::BindingType::Buffer{
ty:wgpu::BufferBindingType::Uniform,
has_dynamic_offset:false,
min_binding_size:None,
},
count:None,
},
],
});
let skybox_texture_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:Some("Skybox Texture Bind Group Layout"),
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Texture{
sample_type:wgpu::TextureSampleType::Float{filterable:true},
multisampled:false,
view_dimension:wgpu::TextureViewDimension::Cube,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:1,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count:None,
},
],
});
let model_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:Some("Model Bind Group Layout"),
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::VERTEX,
ty:wgpu::BindingType::Buffer{
ty:wgpu::BufferBindingType::Uniform,
has_dynamic_offset:false,
min_binding_size:None,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:1,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Texture{
sample_type:wgpu::TextureSampleType::Float{filterable:true},
multisampled:false,
view_dimension:wgpu::TextureViewDimension::D2,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:2,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count:None,
},
],
});
let clamp_sampler=device.create_sampler(&wgpu::SamplerDescriptor{
label:Some("Clamp Sampler"),
address_mode_u:wgpu::AddressMode::ClampToEdge,
address_mode_v:wgpu::AddressMode::ClampToEdge,
address_mode_w:wgpu::AddressMode::ClampToEdge,
mag_filter:wgpu::FilterMode::Linear,
min_filter:wgpu::FilterMode::Linear,
mipmap_filter:wgpu::FilterMode::Linear,
..Default::default()
});
let repeat_sampler=device.create_sampler(&wgpu::SamplerDescriptor{
label:Some("Repeat Sampler"),
address_mode_u:wgpu::AddressMode::Repeat,
address_mode_v:wgpu::AddressMode::Repeat,
address_mode_w:wgpu::AddressMode::Repeat,
mag_filter:wgpu::FilterMode::Linear,
min_filter:wgpu::FilterMode::Linear,
mipmap_filter:wgpu::FilterMode::Linear,
anisotropy_clamp:16,
..Default::default()
});
// Create the render pipeline
let shader=device.create_shader_module(wgpu::ShaderModuleDescriptor{
label:None,
source:wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
//load textures
let device_features=device.features();
let skybox_texture_view={
let skybox_format=if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC){
println!("Using ASTC");
wgpu::TextureFormat::Astc{
block:AstcBlock::B4x4,
channel:AstcChannel::UnormSrgb,
}
}else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2){
println!("Using ETC2");
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
}else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC){
println!("Using BC");
wgpu::TextureFormat::Bc1RgbaUnormSrgb
}else{
println!("Using plain");
wgpu::TextureFormat::Bgra8UnormSrgb
};
let bytes=match skybox_format{
wgpu::TextureFormat::Astc{
block:AstcBlock::B4x4,
channel:AstcChannel::UnormSrgb,
}=>&include_bytes!("../images/astc.dds")[..],
wgpu::TextureFormat::Etc2Rgb8UnormSrgb=>&include_bytes!("../images/etc2.dds")[..],
wgpu::TextureFormat::Bc1RgbaUnormSrgb=>&include_bytes!("../images/bc1.dds")[..],
wgpu::TextureFormat::Bgra8UnormSrgb=>&include_bytes!("../images/bgra.dds")[..],
_=>unreachable!(),
};
let skybox_image=ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
let size=wgpu::Extent3d{
width:skybox_image.get_width(),
height:skybox_image.get_height(),
depth_or_array_layers:6,
};
let layer_size=wgpu::Extent3d{
depth_or_array_layers:1,
..size
};
let max_mips=layer_size.max_mips(wgpu::TextureDimension::D2);
let skybox_texture=device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor{
size,
mip_level_count:max_mips,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format:skybox_format,
usage:wgpu::TextureUsages::TEXTURE_BINDING|wgpu::TextureUsages::COPY_DST,
label:Some("Skybox Texture"),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&skybox_image.data,
);
skybox_texture.create_view(&wgpu::TextureViewDescriptor{
label:Some("Skybox Texture View"),
dimension:Some(wgpu::TextureViewDimension::Cube),
..wgpu::TextureViewDescriptor::default()
})
};
//squid
let squid_texture_view={
let bytes=include_bytes!("../images/squid.dds");
let image=ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
let size=wgpu::Extent3d{
width:image.get_width(),
height:image.get_height(),
depth_or_array_layers:1,
};
let layer_size=wgpu::Extent3d{
depth_or_array_layers:1,
..size
};
let max_mips=layer_size.max_mips(wgpu::TextureDimension::D2);
let texture=device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor{
size,
mip_level_count:max_mips,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format:wgpu::TextureFormat::Bc7RgbaUnorm,
usage:wgpu::TextureUsages::TEXTURE_BINDING|wgpu::TextureUsages::COPY_DST,
label:Some("Squid Texture"),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&image.data,
);
texture.create_view(&wgpu::TextureViewDescriptor{
label:Some("Squid Texture View"),
dimension:Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
})
};
let model_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
label:None,
bind_group_layouts:&[
&camera_bind_group_layout,
&skybox_texture_bind_group_layout,
&model_bind_group_layout,
],
push_constant_ranges:&[],
});
let sky_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
label:None,
bind_group_layouts:&[
&camera_bind_group_layout,
&skybox_texture_bind_group_layout,
],
push_constant_ranges:&[],
});
// Create the render pipelines
let sky_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
label:Some("Sky Pipeline"),
layout:Some(&sky_pipeline_layout),
vertex:wgpu::VertexState{
module:&shader,
entry_point:"vs_sky",
buffers:&[],
compilation_options:wgpu::PipelineCompilationOptions::default(),
},
fragment:Some(wgpu::FragmentState{
module:&shader,
entry_point:"fs_sky",
targets:&[Some(config.view_formats[0].into())],
compilation_options:wgpu::PipelineCompilationOptions::default(),
}),
primitive:wgpu::PrimitiveState{
front_face:wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil:Some(wgpu::DepthStencilState{
format:Self::DEPTH_FORMAT,
depth_write_enabled:false,
depth_compare:wgpu::CompareFunction::LessEqual,
stencil:wgpu::StencilState::default(),
bias:wgpu::DepthBiasState::default(),
}),
multisample:wgpu::MultisampleState::default(),
multiview:None,
cache:None,
});
let model_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
label:Some("Model Pipeline"),
layout:Some(&model_pipeline_layout),
vertex:wgpu::VertexState{
module:&shader,
entry_point:"vs_entity_texture",
buffers:&[wgpu::VertexBufferLayout{
array_stride:std::mem::size_of::<GraphicsVertex>() as wgpu::BufferAddress,
step_mode:wgpu::VertexStepMode::Vertex,
attributes:&wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Float32x3,3=>Float32x4],
}],
compilation_options:wgpu::PipelineCompilationOptions::default(),
},
fragment:Some(wgpu::FragmentState{
module:&shader,
entry_point:"fs_entity_texture",
targets:&[Some(config.view_formats[0].into())],
compilation_options:wgpu::PipelineCompilationOptions::default(),
}),
primitive:wgpu::PrimitiveState{
front_face:wgpu::FrontFace::Cw,
cull_mode:Some(wgpu::Face::Front),
..Default::default()
},
depth_stencil:Some(wgpu::DepthStencilState{
format:Self::DEPTH_FORMAT,
depth_write_enabled:true,
depth_compare:wgpu::CompareFunction::LessEqual,
stencil:wgpu::StencilState::default(),
bias:wgpu::DepthBiasState::default(),
}),
multisample:wgpu::MultisampleState::default(),
multiview:None,
cache:None,
});
let camera=GraphicsCamera::default();
let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(strafesnet_common::mouse::MouseState::default()));
let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Camera"),
contents:bytemuck::cast_slice(&camera_uniforms),
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&camera_bind_group_layout,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:camera_buf.as_entire_binding(),
},
],
label:Some("Camera"),
});
let skybox_texture_bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&skybox_texture_bind_group_layout,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:wgpu::BindingResource::TextureView(&skybox_texture_view),
},
wgpu::BindGroupEntry{
binding:1,
resource:wgpu::BindingResource::Sampler(&clamp_sampler),
},
],
label:Some("Sky Texture"),
});
let depth_view=Self::create_depth_texture(config,device);
Self{
pipelines:GraphicsPipelines{
skybox:sky_pipeline,
model:model_pipeline
},
bind_groups:GraphicsBindGroups{
camera:camera_bind_group,
skybox_texture:skybox_texture_bind_group,
},
camera,
camera_buf,
models:Vec::new(),
depth_view,
staging_belt:wgpu::util::StagingBelt::new(0x100),
bind_group_layouts:GraphicsBindGroupLayouts{model:model_bind_group_layout},
samplers:GraphicsSamplers{repeat:repeat_sampler},
temp_squid_texture_view:squid_texture_view,
}
}
pub fn resize(
&mut self,
device:&wgpu::Device,
config:&wgpu::SurfaceConfiguration,
user_settings:&crate::settings::UserSettings,
){
self.depth_view=Self::create_depth_texture(config,device);
self.camera.screen_size=glam::uvec2(config.width,config.height);
self.load_user_settings(user_settings);
}
pub fn render(
&mut self,
view:&wgpu::TextureView,
device:&wgpu::Device,
queue:&wgpu::Queue,
physics_output:crate::physics::PhysicsOutputState,
predicted_time:integer::Time,
mouse_pos:glam::IVec2,
){
//TODO:use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
// update rotation
let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(strafesnet_common::mouse::MouseState{pos:mouse_pos,time:predicted_time}));
self.staging_belt
.write_buffer(
&mut encoder,
&self.camera_buf,
0,
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
/*
for model in self.models.iter(){
let model_uniforms=get_instances_buffer_data(&model.instances);
self.staging_belt
.write_buffer(
&mut encoder,
&model.model_buf,//description of where data will be written when command is executed
0,//offset in staging belt?
wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
*/
self.staging_belt.finish();
{
let mut rpass=encoder.begin_render_pass(&wgpu::RenderPassDescriptor{
label:None,
color_attachments:&[Some(wgpu::RenderPassColorAttachment{
view,
resolve_target:None,
ops:wgpu::Operations{
load:wgpu::LoadOp::Clear(wgpu::Color{
r:0.1,
g:0.2,
b:0.3,
a:1.0,
}),
store:wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment:Some(wgpu::RenderPassDepthStencilAttachment{
view:&self.depth_view,
depth_ops:Some(wgpu::Operations{
load:wgpu::LoadOp::Clear(1.0),
store:wgpu::StoreOp::Discard,
}),
stencil_ops:None,
}),
timestamp_writes:Default::default(),
occlusion_query_set:Default::default(),
});
rpass.set_bind_group(0,&self.bind_groups.camera,&[]);
rpass.set_bind_group(1,&self.bind_groups.skybox_texture,&[]);
rpass.set_pipeline(&self.pipelines.model);
for model in &self.models{
rpass.set_bind_group(2,&model.bind_group,&[]);
rpass.set_vertex_buffer(0,model.vertex_buf.slice(..));
rpass.set_index_buffer(model.indices.buf.slice(..),model.indices.format);
//TODO: loop over triangle strips
rpass.draw_indexed(0..model.indices.count,0,0..model.instance_count);
}
rpass.set_pipeline(&self.pipelines.skybox);
rpass.draw(0..3,0..1);
}
queue.submit(std::iter::once(encoder.finish()));
self.staging_belt.recall();
}
}
const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[GraphicsModelOwned])->Vec<f32>{
let mut raw=Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
for mi in instances{
//model transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
//normal transform
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
raw.extend_from_slice(&[0.0]);
//color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
}
raw
}

69
src/graphics_worker.rs Normal file

@ -0,0 +1,69 @@
use strafesnet_common::integer;
pub enum Instruction{
Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
ChangeMap(strafesnet_common::map::CompleteMap),
}
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
pub fn new<'a>(
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface<'a>,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::ChangeMap(map)=>{
graphics.clear();
graphics.generate_models(&device,&queue,&map);
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
if let Some((size,user_settings))=&resize{
println!("Resizing to {:?}",size);
let t0=std::time::Instant::now();
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,user_settings);
println!("Resize took {:?}",t0.elapsed());
}
//clear every time w/e
resize=None;
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
surface.configure(&device,&config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
frame.present();
}
}
})
}

@ -1,48 +0,0 @@
#[derive(Debug)]
pub struct TimedInstruction<I> {
pub time: crate::physics::TIME,
pub instruction: I,
}
pub trait InstructionEmitter<I> {
fn next_instruction(&self, time_limit:crate::physics::TIME) -> Option<TimedInstruction<I>>;
}
pub trait InstructionConsumer<I> {
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
}
//PROPER PRIVATE FIELDS!!!
pub struct InstructionCollector<I> {
time: crate::physics::TIME,
instruction: Option<I>,
}
impl<I> InstructionCollector<I> {
pub fn new(time:crate::physics::TIME) -> Self {
Self{
time,
instruction:None
}
}
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
match instruction {
Some(unwrap_instruction) => {
if unwrap_instruction.time<self.time {
self.time=unwrap_instruction.time;
self.instruction=Some(unwrap_instruction.instruction);
}
},
None => (),
}
}
pub fn instruction(self) -> Option<TimedInstruction<I>> {
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
match self.instruction {
Some(instruction)=>Some(TimedInstruction{
time:self.time,
instruction
}),
None => None,
}
}
}

@ -1,478 +0,0 @@
use crate::primitives;
fn class_is_a(class: &str, superclass: &str) -> bool {
if class==superclass {
return true
}
let class_descriptor=rbx_reflection_database::get().classes.get(class);
if let Some(descriptor) = &class_descriptor {
if let Some(class_super) = &descriptor.superclass {
return class_is_a(&class_super, superclass)
}
}
return false
}
fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types::Ref>,dom: &rbx_dom_weak::WeakDom, instance: &rbx_dom_weak::Instance, superclass: &str){
for &referent in instance.children() {
if let Some(c) = dom.get_by_ref(referent) {
if class_is_a(c.class.as_str(), superclass) {
objects.push(c.referent());//copy ref
}
recursive_collect_superclass(objects,dom,c,superclass);
}
}
}
fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
let mut objects = std::vec::Vec::new();
recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
//get ids
//clear vec
//next class
objects
}
fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3,force_intersecting:bool)->crate::model::CollisionAttributes{
let mut general=crate::model::GameMechanicAttributes::default();
let mut intersecting=crate::model::IntersectingAttributes::default();
let mut contacting=crate::model::ContactingAttributes::default();
let mut force_can_collide=can_collide;
match name{
//"Water"=>intersecting.water=Some(crate::model::IntersectingWater{density:1.0,drag:1.0}),
"Accelerator"=>{force_can_collide=false;intersecting.accelerator=Some(crate::model::IntersectingAccelerator{acceleration:velocity})},
"MapFinish"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Finish})},
"MapAnticheat"=>{force_can_collide=false;general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Anitcheat})},
"Platform"=>general.stage_element=Some(crate::model::GameMechanicStageElement{
mode_id:0,
stage_id:0,
force:false,
behaviour:crate::model::StageElementBehaviour::Platform,
}),
other=>{
if let Some(captures)=lazy_regex::regex!(r"^(Force)?(Spawn|SpawnAt|Trigger|Teleport|Platform)(\d+)$")
.captures(other){
general.stage_element=Some(crate::model::GameMechanicStageElement{
mode_id:0,
stage_id:captures[3].parse::<u32>().unwrap(),
force:match captures.get(1){
Some(m)=>m.as_str()=="Force",
None=>false,
},
behaviour:match &captures[2]{
"Spawn"|"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
"Trigger"=>{force_can_collide=false;crate::model::StageElementBehaviour::Trigger},
"Teleport"=>{force_can_collide=false;crate::model::StageElementBehaviour::Teleport},
"Platform"=>crate::model::StageElementBehaviour::Platform,
_=>panic!("regex1[2] messed up bad"),
}
})
}else if let Some(captures)=lazy_regex::regex!(r"^Bonus(Finish|Anticheat)(\d+)$")
.captures(other){
force_can_collide=false;
match &captures[1]{
"Finish"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Finish}),
"Anticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Anitcheat}),
_=>panic!("regex2[1] messed up bad"),
}
}
}
}
//need some way to skip this
if velocity!=glam::Vec3::ZERO{
general.booster=Some(crate::model::GameMechanicBooster{velocity});
}
match force_can_collide{
true=>{
match name{
//"Bounce"=>(),
"Surf"=>contacting.surf=Some(crate::model::ContactingSurf{}),
"Ladder"=>contacting.ladder=Some(crate::model::ContactingLadder{sticky:true}),
other=>{
//REGEX!!!!
//Jump#
//WormholeIn#
}
}
crate::model::CollisionAttributes::Contact{contacting,general}
},
false=>if force_intersecting
||general.jump_limit.is_some()
||general.booster.is_some()
||general.zone.is_some()
||general.stage_element.is_some()
||general.wormhole.is_some()
||intersecting.water.is_some()
||intersecting.accelerator.is_some()
{
crate::model::CollisionAttributes::Intersect{intersecting,general}
}else{
crate::model::CollisionAttributes::Decoration
},
}
}
struct RobloxAssetId(u64);
struct RobloxAssetIdParseErr;
impl std::str::FromStr for RobloxAssetId {
type Err=RobloxAssetIdParseErr;
fn from_str(s: &str) -> Result<Self, Self::Err>{
let regman=lazy_regex::regex!(r"(\d+)$");
if let Some(captures) = regman.captures(s) {
if captures.len()==2{//captures[0] is all captures concatenated, and then each individual capture
if let Ok(id) = captures[0].parse::<u64>() {
return Ok(Self(id));
}
}
}
Err(RobloxAssetIdParseErr)
}
}
#[derive(Clone,Copy,PartialEq)]
struct RobloxTextureTransform{
offset_u:f32,
offset_v:f32,
scale_u:f32,
scale_v:f32,
}
impl std::cmp::Eq for RobloxTextureTransform{}//????
impl std::default::Default for RobloxTextureTransform{
fn default() -> Self {
Self{offset_u:0.0,offset_v:0.0,scale_u:1.0,scale_v:1.0}
}
}
impl std::hash::Hash for RobloxTextureTransform {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.offset_u.to_ne_bytes().hash(state);
self.offset_v.to_ne_bytes().hash(state);
self.scale_u.to_ne_bytes().hash(state);
self.scale_v.to_ne_bytes().hash(state);
}
}
#[derive(Clone,PartialEq)]
struct RobloxFaceTextureDescription{
texture:u32,
color:glam::Vec4,
transform:RobloxTextureTransform,
}
impl std::cmp::Eq for RobloxFaceTextureDescription{}//????
impl std::hash::Hash for RobloxFaceTextureDescription {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.texture.hash(state);
self.transform.hash(state);
for &el in self.color.as_ref().iter() {
el.to_ne_bytes().hash(state);
}
}
}
impl RobloxFaceTextureDescription{
fn to_face_description(&self)->primitives::FaceDescription{
primitives::FaceDescription{
texture:Some(self.texture),
transform:glam::Affine2::from_translation(
glam::vec2(self.transform.offset_u,self.transform.offset_v)
)
*glam::Affine2::from_scale(
glam::vec2(self.transform.scale_u,self.transform.scale_v)
),
color:self.color,
}
}
}
type RobloxPartDescription=[Option<RobloxFaceTextureDescription>;6];
type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere,
Part(RobloxPartDescription),
Cylinder,
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
}
pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::IndexedModelInstances{
//IndexedModelInstances includes textures
let mut spawn_point=glam::Vec3::ZERO;
let mut indexed_models=Vec::new();
let mut model_id_from_description=std::collections::HashMap::<RobloxBasePartDescription,usize>::new();
let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new();
let mut asset_id_from_texture_id=Vec::new();
let mut object_refs=Vec::new();
let mut temp_objects=Vec::new();
recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart");
for object_ref in object_refs {
if let Some(object)=dom.get_by_ref(object_ref){
if let (
Some(rbx_dom_weak::types::Variant::CFrame(cf)),
Some(rbx_dom_weak::types::Variant::Vector3(size)),
Some(rbx_dom_weak::types::Variant::Vector3(velocity)),
Some(rbx_dom_weak::types::Variant::Float32(transparency)),
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
Some(rbx_dom_weak::types::Variant::Bool(can_collide)),
) = (
object.properties.get("CFrame"),
object.properties.get("Size"),
object.properties.get("Velocity"),
object.properties.get("Transparency"),
object.properties.get("Color"),
object.properties.get("CanCollide"),
)
{
let model_transform=glam::Affine3A::from_translation(
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
)
* glam::Affine3A::from_mat3(
glam::Mat3::from_cols(
glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
),
)
* glam::Affine3A::from_scale(
glam::Vec3::new(size.x,size.y,size.z)/2.0
);
//push TempIndexedAttributes
let mut force_intersecting=false;
let mut temp_indexing_attributes=Vec::new();
if let Some(attr)=match &object.name[..]{
"MapStart"=>{
spawn_point=model_transform.transform_point3(glam::Vec3::ZERO)+glam::vec3(0.0,2.5,0.0);
Some(crate::model::TempIndexedAttributes::Start{mode_id:0})
},
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id:0}),
other=>{
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint)(\d+)$");
if let Some(captures) = regman.captures(other) {
match &captures[1]{
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start{mode_id:captures[2].parse::<u32>().unwrap()}),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>None,
}
}else{
None
}
}
}{
force_intersecting=true;
temp_indexing_attributes.push(attr);
}
//TODO: also detect "CylinderMesh" etc here
let shape=match &object.class[..]{
"Part"=>{
if let Some(rbx_dom_weak::types::Variant::Enum(shape))=object.properties.get("Shape"){
match shape.to_u32(){
0=>primitives::Primitives::Sphere,
1=>primitives::Primitives::Cube,
2=>primitives::Primitives::Cylinder,
3=>primitives::Primitives::Wedge,
4=>primitives::Primitives::CornerWedge,
_=>panic!("Funky roblox PartType={};",shape.to_u32()),
}
}else{
panic!("Part has no Shape!");
}
},
"WedgePart"=>primitives::Primitives::Wedge,
"CornerWedgePart"=>primitives::Primitives::CornerWedge,
_=>{
println!("Unsupported BasePart ClassName={}; defaulting to cube",object.class);
primitives::Primitives::Cube
}
};
//use the biggest one and cut it down later...
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
temp_objects.clear();
recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
for &decal_ref in &temp_objects{
if let Some(decal)=dom.get_by_ref(decal_ref){
if let (
Some(rbx_dom_weak::types::Variant::Content(content)),
Some(rbx_dom_weak::types::Variant::Enum(normalid)),
Some(rbx_dom_weak::types::Variant::Color3(decal_color3)),
Some(rbx_dom_weak::types::Variant::Float32(decal_transparency)),
) = (
decal.properties.get("Texture"),
decal.properties.get("Face"),
decal.properties.get("Color3"),
decal.properties.get("Transparency"),
) {
if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
let texture_id=if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
texture_id
}else{
let texture_id=asset_id_from_texture_id.len() as u32;
texture_id_from_asset_id.insert(asset_id.0,texture_id);
asset_id_from_texture_id.push(asset_id.0);
texture_id
};
let normal_id=normalid.to_u32();
if normal_id<6{
let (roblox_texture_color,roblox_texture_transform)=if decal.class=="Texture"{
//generate tranform
if let (
Some(rbx_dom_weak::types::Variant::Float32(ox)),
Some(rbx_dom_weak::types::Variant::Float32(oy)),
Some(rbx_dom_weak::types::Variant::Float32(sx)),
Some(rbx_dom_weak::types::Variant::Float32(sy)),
) = (
decal.properties.get("OffsetStudsU"),
decal.properties.get("OffsetStudsV"),
decal.properties.get("StudsPerTileU"),
decal.properties.get("StudsPerTileV"),
)
{
let (size_u,size_v)=match normal_id{
0=>(size.z,size.y),//right
1=>(size.x,size.z),//top
2=>(size.x,size.y),//back
3=>(size.z,size.y),//left
4=>(size.x,size.z),//bottom
5=>(size.x,size.y),//front
_=>panic!("unreachable"),
};
(
glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency),
RobloxTextureTransform{
offset_u:*ox/(*sx),offset_v:*oy/(*sy),
scale_u:size_u/(*sx),scale_v:size_v/(*sy),
}
)
}else{
(glam::Vec4::ONE,RobloxTextureTransform::default())
}
}else{
(glam::Vec4::ONE,RobloxTextureTransform::default())
};
part_texture_description[normal_id as usize]=Some(RobloxFaceTextureDescription{
texture:texture_id,
color:roblox_texture_color,
transform:roblox_texture_transform,
});
}else{
println!("NormalId={} unsupported for shape={:?}",normal_id,shape);
}
}
}
}
}
//obscure rust syntax "slice pattern"
let [
f0,//Cube::Right
f1,//Cube::Top
f2,//Cube::Back
f3,//Cube::Left
f4,//Cube::Bottom
f5,//Cube::Front
]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//use front face texture first and use top face texture as a fallback
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
f0,//Cube::Right->Wedge::Right
if f5.is_some(){f5}else{f1},//Cube::Front|Cube::Top->Wedge::TopFront
f2,//Cube::Back->Wedge::Back
f3,//Cube::Left->Wedge::Left
f4,//Cube::Bottom->Wedge::Bottom
]),
//TODO: fix Left+Back texture coordinates to match roblox when not overwridden by Top
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([
f0,//Cube::Right->CornerWedge::Right
if f2.is_some(){f2}else{f1.clone()},//Cube::Back|Cube::Top->CornerWedge::TopBack
if f3.is_some(){f3}else{f1},//Cube::Left|Cube::Top->CornerWedge::TopLeft
f4,//Cube::Bottom->CornerWedge::Bottom
f5,//Cube::Front->CornerWedge::Front
]),
};
//make new model if unit cube has not been created before
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
//push to existing texture model
model_id
}else{
let model_id=indexed_models.len();
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
indexed_models.push(match basepart_texture_description{
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::new();
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
cube_face_description.insert(
match face_id{
0=>primitives::CubeFace::Right,
1=>primitives::CubeFace::Top,
2=>primitives::CubeFace::Back,
3=>primitives::CubeFace::Left,
4=>primitives::CubeFace::Bottom,
5=>primitives::CubeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cube(cube_face_description)
},
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
wedge_face_description.insert(
match face_id{
0=>primitives::WedgeFace::Right,
1=>primitives::WedgeFace::TopFront,
2=>primitives::WedgeFace::Back,
3=>primitives::WedgeFace::Left,
4=>primitives::WedgeFace::Bottom,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_wedge(wedge_face_description)
},
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
cornerwedge_face_description.insert(
match face_id{
0=>primitives::CornerWedgeFace::Right,
1=>primitives::CornerWedgeFace::TopBack,
2=>primitives::CornerWedgeFace::TopLeft,
3=>primitives::CornerWedgeFace::Bottom,
4=>primitives::CornerWedgeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cornerwedge(cornerwedge_face_description)
},
});
model_id
};
indexed_models[model_id].instances.push(crate::model::ModelInstance {
transform:model_transform,
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z),force_intersecting),
temp_indexing:temp_indexing_attributes,
});
}
}
}
crate::model::IndexedModelInstances{
textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
models:indexed_models,
spawn_point,
modes:Vec::new(),
}
}

File diff suppressed because it is too large Load Diff

@ -1,269 +0,0 @@
use bytemuck::{Pod, Zeroable};
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: [f32; 3],
pub tex: [f32; 2],
pub normal: [f32; 3],
pub color: [f32; 4],
}
#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
pub pos:u32,
pub tex:u32,
pub normal:u32,
pub color:u32,
}
pub struct IndexedPolygon{
pub vertices:Vec<u32>,
}
pub struct IndexedGroup{
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModel{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub groups: Vec<IndexedGroup>,
pub instances:Vec<ModelInstance>,
}
pub struct IndexedGroupFixedTexture{
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModelSingleTexture{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<ModelGraphicsInstance>,
}
pub struct ModelSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
pub vertices: Vec<Vertex>,
pub entities: Vec<Vec<u16>>,
pub texture: Option<u32>,
}
#[derive(Clone)]
pub struct ModelGraphicsInstance{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:glam::Vec4,
}
pub struct ModelInstance{
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
pub transform:glam::Affine3A,
pub color:glam::Vec4,//transparency is in here
pub attributes:CollisionAttributes,
pub temp_indexing:Vec<TempIndexedAttributes>,
}
impl std::default::Default for ModelInstance{
fn default() -> Self {
Self{
color:glam::Vec4::ONE,
transform:Default::default(),
attributes:Default::default(),
temp_indexing:Default::default(),
}
}
}
pub struct IndexedModelInstances{
pub textures:Vec<String>,//RenderPattern
pub models:Vec<IndexedModel>,
//may make this into an object later.
pub modes:Vec<ModeDescription>,
pub spawn_point:glam::Vec3,
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
pub start:u32,//start=model_id
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
impl ModeDescription{
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&u32>{
if let Some(&spawn)=self.spawn_from_stage_id.get(&stage_id){
self.spawns.get(spawn)
}else{
None
}
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&u32>{
if let Some(&checkpoint)=self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id){
self.ordered_checkpoints.get(checkpoint)
}else{
None
}
}
}
pub enum TempIndexedAttributes{
Start{
mode_id:u32,
},
Spawn{
mode_id:u32,
stage_id:u32,
},
OrderedCheckpoint{
mode_id:u32,
checkpoint_id:u32,
},
UnorderedCheckpoint{
mode_id:u32,
},
}
//you have this effect while in contact
#[derive(Clone)]
pub struct ContactingSurf{}
#[derive(Clone)]
pub struct ContactingLadder{
pub sticky:bool
}
//you have this effect while intersecting
#[derive(Clone)]
pub struct IntersectingWater{
pub viscosity:i64,
pub density:i64,
pub current:glam::Vec3,
}
#[derive(Clone)]
pub struct IntersectingAccelerator{
pub acceleration:glam::Vec3
}
//All models can be given these attributes
#[derive(Clone)]
pub struct GameMechanicJumpLimit{
pub count:u32,
}
#[derive(Clone)]
pub struct GameMechanicBooster{
pub velocity:glam::Vec3,
}
#[derive(Clone)]
pub enum ZoneBehaviour{
//Start is indexed
//Checkpoints are indexed
Finish,
Anitcheat,
}
#[derive(Clone)]
pub struct GameMechanicZone{
pub mode_id:u32,
pub behaviour:ZoneBehaviour,
}
// enum TrapCondition{
// FasterThan(i64),
// SlowerThan(i64),
// InRange(i64,i64),
// OutsideRange(i64,i64),
// }
#[derive(Clone)]
pub enum StageElementBehaviour{
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
SpawnAt,
Trigger,
Teleport,
Platform,
//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
}
#[derive(Clone)]
pub struct GameMechanicStageElement{
pub mode_id:u32,
pub stage_id:u32,//which spawn to send to
pub force:bool,//allow setting to lower spawn id i.e. 7->3
pub behaviour:StageElementBehaviour
}
#[derive(Clone)]
pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
pub model_id:u32,
}
#[derive(Default,Clone)]
pub struct GameMechanicAttributes{
pub jump_limit:Option<GameMechanicJumpLimit>,
pub booster:Option<GameMechanicBooster>,
pub zone:Option<GameMechanicZone>,
pub stage_element:Option<GameMechanicStageElement>,
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
}
#[derive(Default,Clone)]
pub struct ContactingAttributes{
pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
//friction?
pub surf:Option<ContactingSurf>,
pub ladder:Option<ContactingLadder>,
}
#[derive(Default,Clone)]
pub struct IntersectingAttributes{
pub water:Option<IntersectingWater>,
pub accelerator:Option<IntersectingAccelerator>,
}
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
pub enum CollisionAttributes{
Decoration,//visual only
Contact{//track whether you are contacting the object
contacting:ContactingAttributes,
general:GameMechanicAttributes,
},
Intersect{//track whether you are intersecting the object
intersecting:IntersectingAttributes,
general:GameMechanicAttributes,
},
}
impl std::default::Default for CollisionAttributes{
fn default() -> Self {
Self::Contact{
contacting:ContactingAttributes::default(),
general:GameMechanicAttributes::default()
}
}
}
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
return data.objects.iter().map(|object|{
unique_vertex_index.clear();
let mut unique_vertices = Vec::new();
let groups = object.groups.iter().map(|group|{
IndexedGroup{
texture:None,
polys:group.polys.iter().map(|poly|{
IndexedPolygon{
vertices:poly.0.iter().map(|&tup|{
if let Some(&i)=unique_vertex_index.get(&tup){
i
}else{
let i=unique_vertices.len() as u32;
unique_vertices.push(IndexedVertex{
pos: tup.0 as u32,
tex: tup.1.unwrap() as u32,
normal: tup.2.unwrap() as u32,
color: 0,
});
unique_vertex_index.insert(tup,i);
i
}
}).collect()
}
}).collect()
}
}).collect();
IndexedModel{
unique_pos: data.position.clone(),
unique_tex: data.texture.clone(),
unique_normal: data.normal.clone(),
unique_color: vec![color],
unique_vertices,
groups,
instances:Vec::new(),
}
}).collect()
}

48
src/model_graphics.rs Normal file

@ -0,0 +1,48 @@
use bytemuck::{Pod,Zeroable};
use strafesnet_common::model::{IndexedVertex,PolygonGroup,RenderConfigId};
#[derive(Clone,Copy,Pod,Zeroable)]
#[repr(C)]
pub struct GraphicsVertex{
pub pos:[f32;3],
pub tex:[f32;2],
pub normal:[f32;3],
pub color:[f32;4],
}
#[derive(Clone,Copy,id::Id)]
pub struct IndexedGraphicsMeshOwnedRenderConfigId(u32);
pub struct IndexedGraphicsMeshOwnedRenderConfig{
pub unique_pos:Vec<[f32;3]>,
pub unique_tex:Vec<[f32;2]>,
pub unique_normal:Vec<[f32;3]>,
pub unique_color:Vec<[f32;4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub render_config:RenderConfigId,
pub polys:PolygonGroup,
pub instances:Vec<GraphicsModelOwned>,
}
pub enum Indices{
U32(Vec<u32>),
U16(Vec<u16>),
}
pub struct GraphicsMeshOwnedRenderConfig{
pub vertices:Vec<GraphicsVertex>,
pub indices:Indices,
pub render_config:RenderConfigId,
pub instances:Vec<GraphicsModelOwned>,
}
#[derive(Clone,Copy,PartialEq,id::Id)]
pub struct GraphicsModelColor4(glam::Vec4);
impl std::hash::Hash for GraphicsModelColor4{
fn hash<H:std::hash::Hasher>(&self,state:&mut H) {
for &f in self.0.as_ref(){
bytemuck::cast::<f32,u32>(f).hash(state);
}
}
}
impl Eq for GraphicsModelColor4{}
#[derive(Clone)]
pub struct GraphicsModelOwned{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:GraphicsModelColor4,
}

981
src/model_physics.rs Normal file

@ -0,0 +1,981 @@
use std::borrow::{Borrow,Cow};
use std::collections::{HashSet,HashMap};
use strafesnet_common::model::{self,MeshId,PolygonIter};
use strafesnet_common::zeroes;
use strafesnet_common::integer::{self,Planar64,Planar64Vec3};
pub trait UndirectedEdge{
type DirectedEdge:Copy+DirectedEdge;
fn as_directed(&self,parity:bool)->Self::DirectedEdge;
}
pub trait DirectedEdge{
type UndirectedEdge:Copy+UndirectedEdge;
fn as_undirected(&self)->Self::UndirectedEdge;
fn parity(&self)->bool;
//this is stupid but may work fine
fn reverse(&self)-><<Self as DirectedEdge>::UndirectedEdge as UndirectedEdge>::DirectedEdge{
self.as_undirected().as_directed(!self.parity())
}
}
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct MeshVertId(u32);
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct MeshFaceId(u32);
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct SubmeshVertId(u32);
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct SubmeshEdgeId(u32);
/// DirectedEdgeId refers to an EdgeId when undirected.
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct SubmeshDirectedEdgeId(u32);
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct SubmeshFaceId(u32);
impl UndirectedEdge for SubmeshEdgeId{
type DirectedEdge=SubmeshDirectedEdgeId;
fn as_directed(&self,parity:bool)->SubmeshDirectedEdgeId{
SubmeshDirectedEdgeId(self.0|((parity as u32)<<(u32::BITS-1)))
}
}
impl DirectedEdge for SubmeshDirectedEdgeId{
type UndirectedEdge=SubmeshEdgeId;
fn as_undirected(&self)->SubmeshEdgeId{
SubmeshEdgeId(self.0&!(1<<(u32::BITS-1)))
}
fn parity(&self)->bool{
self.0&(1<<(u32::BITS-1))!=0
}
}
//Vertex <-> Edge <-> Face -> Collide
pub enum FEV<F,E:DirectedEdge,V>{
Face(F),
Edge(E::UndirectedEdge),
Vert(V),
}
//use Unit32 #[repr(C)] for map files
#[derive(Clone,Hash,Eq,PartialEq)]
struct Face{
normal:Planar64Vec3,
dot:Planar64,
}
struct Vert(Planar64Vec3);
pub trait MeshQuery<FACE:Clone,EDGE:Clone+DirectedEdge,VERT:Clone>{
fn edge_n(&self,edge_id:EDGE::UndirectedEdge)->Planar64Vec3{
let verts=self.edge_verts(edge_id);
self.vert(verts[1].clone())-self.vert(verts[0].clone())
}
fn directed_edge_n(&self,directed_edge_id:EDGE)->Planar64Vec3{
let verts=self.edge_verts(directed_edge_id.as_undirected());
(self.vert(verts[1].clone())-self.vert(verts[0].clone()))*((directed_edge_id.parity() as i64)*2-1)
}
fn vert(&self,vert_id:VERT)->Planar64Vec3;
fn face_nd(&self,face_id:FACE)->(Planar64Vec3,Planar64);
fn face_edges(&self,face_id:FACE)->Cow<Vec<EDGE>>;
fn edge_faces(&self,edge_id:EDGE::UndirectedEdge)->Cow<[FACE;2]>;
fn edge_verts(&self,edge_id:EDGE::UndirectedEdge)->Cow<[VERT;2]>;
fn vert_edges(&self,vert_id:VERT)->Cow<Vec<EDGE>>;
fn vert_faces(&self,vert_id:VERT)->Cow<Vec<FACE>>;
}
struct FaceRefs{
edges:Vec<SubmeshDirectedEdgeId>,
//verts:Vec<VertId>,
}
struct EdgeRefs{
faces:[SubmeshFaceId;2],//left, right
verts:[SubmeshVertId;2],//bottom, top
}
struct VertRefs{
faces:Vec<SubmeshFaceId>,
edges:Vec<SubmeshDirectedEdgeId>,
}
pub struct PhysicsMeshData{
//this contains all real and virtual faces used in both the complete mesh and convex submeshes
//faces are sorted such that all faces that belong to the complete mesh appear first, and then
//all remaining faces are virtual to operate internal logic of the face crawler
//and cannot be part of a physics collision
//virtual faces are only used in convex submeshes.
faces:Vec<Face>,//MeshFaceId indexes this list
verts:Vec<Vert>,//MeshVertId indexes this list
}
pub struct PhysicsMeshTopology{
//mapping of local ids to PhysicsMeshData ids
faces:Vec<MeshFaceId>,//SubmeshFaceId indexes this list
verts:Vec<MeshVertId>,//SubmeshVertId indexes this list
//all ids here are local to this object
face_topology:Vec<FaceRefs>,
edge_topology:Vec<EdgeRefs>,
vert_topology:Vec<VertRefs>,
}
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct PhysicsMeshId(u32);
impl Into<MeshId> for PhysicsMeshId{
fn into(self)->MeshId{
MeshId::new(self.0)
}
}
impl From<MeshId> for PhysicsMeshId{
fn from(value:MeshId)->Self{
Self::new(value.get())
}
}
#[derive(Debug,Default,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct PhysicsSubmeshId(u32);
pub struct PhysicsMesh{
data:PhysicsMeshData,
complete_mesh:PhysicsMeshTopology,
//Most objects in roblox maps are already convex, so the list length is 0
//as soon as the mesh is divided into 2 submeshes, the list length jumps to 2.
//length 1 is unnecessary since the complete mesh would be a duplicate of the only submesh, but would still function properly
submeshes:Vec<PhysicsMeshTopology>,
}
impl PhysicsMesh{
pub fn unit_cube()->Self{
//go go gadget debug print mesh
let data=PhysicsMeshData{
faces:vec![
Face{normal:Planar64Vec3::raw_xyz( 4294967296, 0, 0),dot:Planar64::raw(4294967296)},
Face{normal:Planar64Vec3::raw_xyz( 0, 4294967296, 0),dot:Planar64::raw(4294967296)},
Face{normal:Planar64Vec3::raw_xyz( 0, 0, 4294967296),dot:Planar64::raw(4294967296)},
Face{normal:Planar64Vec3::raw_xyz(-4294967296, 0, 0),dot:Planar64::raw(4294967296)},
Face{normal:Planar64Vec3::raw_xyz( 0,-4294967296, 0),dot:Planar64::raw(4294967296)},
Face{normal:Planar64Vec3::raw_xyz( 0, 0,-4294967296),dot:Planar64::raw(4294967296)}
],
verts:vec![
Vert(Planar64Vec3::raw_xyz( 4294967296,-4294967296,-4294967296)),
Vert(Planar64Vec3::raw_xyz( 4294967296, 4294967296,-4294967296)),
Vert(Planar64Vec3::raw_xyz( 4294967296, 4294967296, 4294967296)),
Vert(Planar64Vec3::raw_xyz( 4294967296,-4294967296, 4294967296)),
Vert(Planar64Vec3::raw_xyz(-4294967296, 4294967296,-4294967296)),
Vert(Planar64Vec3::raw_xyz(-4294967296, 4294967296, 4294967296)),
Vert(Planar64Vec3::raw_xyz(-4294967296,-4294967296, 4294967296)),
Vert(Planar64Vec3::raw_xyz(-4294967296,-4294967296,-4294967296))
]
};
let mesh_topology=PhysicsMeshTopology{
faces:(0..data.faces.len() as u32).map(MeshFaceId::new).collect(),
verts:(0..data.verts.len() as u32).map(MeshVertId::new).collect(),
face_topology:vec![
FaceRefs{edges:vec![SubmeshDirectedEdgeId((9223372036854775808u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775809u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775810u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(3)]},
FaceRefs{edges:vec![SubmeshDirectedEdgeId((9223372036854775812u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775813u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(6),SubmeshDirectedEdgeId(1)]},
FaceRefs{edges:vec![SubmeshDirectedEdgeId(7),SubmeshDirectedEdgeId(2),SubmeshDirectedEdgeId((9223372036854775814u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775816u64-(1<<63)+(1<<31)) as u32)]},
FaceRefs{edges:vec![SubmeshDirectedEdgeId(8),SubmeshDirectedEdgeId(5),SubmeshDirectedEdgeId((9223372036854775817u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(10)]},
FaceRefs{edges:vec![SubmeshDirectedEdgeId((9223372036854775815u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775818u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(11),SubmeshDirectedEdgeId((9223372036854775811u64-(1<<63)+(1<<31)) as u32)]},
FaceRefs{edges:vec![SubmeshDirectedEdgeId(4),SubmeshDirectedEdgeId(0),SubmeshDirectedEdgeId((9223372036854775819u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(9)]}
],
edge_topology:vec![
EdgeRefs{faces:[SubmeshFaceId(0),SubmeshFaceId(5)],verts:[SubmeshVertId(0),SubmeshVertId(1)]},
EdgeRefs{faces:[SubmeshFaceId(0),SubmeshFaceId(1)],verts:[SubmeshVertId(1),SubmeshVertId(2)]},
EdgeRefs{faces:[SubmeshFaceId(0),SubmeshFaceId(2)],verts:[SubmeshVertId(2),SubmeshVertId(3)]},
EdgeRefs{faces:[SubmeshFaceId(4),SubmeshFaceId(0)],verts:[SubmeshVertId(0),SubmeshVertId(3)]},
EdgeRefs{faces:[SubmeshFaceId(1),SubmeshFaceId(5)],verts:[SubmeshVertId(1),SubmeshVertId(4)]},
EdgeRefs{faces:[SubmeshFaceId(1),SubmeshFaceId(3)],verts:[SubmeshVertId(4),SubmeshVertId(5)]},
EdgeRefs{faces:[SubmeshFaceId(2),SubmeshFaceId(1)],verts:[SubmeshVertId(2),SubmeshVertId(5)]},
EdgeRefs{faces:[SubmeshFaceId(4),SubmeshFaceId(2)],verts:[SubmeshVertId(3),SubmeshVertId(6)]},
EdgeRefs{faces:[SubmeshFaceId(2),SubmeshFaceId(3)],verts:[SubmeshVertId(5),SubmeshVertId(6)]},
EdgeRefs{faces:[SubmeshFaceId(3),SubmeshFaceId(5)],verts:[SubmeshVertId(4),SubmeshVertId(7)]},
EdgeRefs{faces:[SubmeshFaceId(4),SubmeshFaceId(3)],verts:[SubmeshVertId(6),SubmeshVertId(7)]},
EdgeRefs{faces:[SubmeshFaceId(5),SubmeshFaceId(4)],verts:[SubmeshVertId(0),SubmeshVertId(7)]}
],
vert_topology:vec![
VertRefs{faces:vec![SubmeshFaceId(0),SubmeshFaceId(4),SubmeshFaceId(5)],edges:vec![SubmeshDirectedEdgeId((9223372036854775811u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775819u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775808u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(0),SubmeshFaceId(5),SubmeshFaceId(1)],edges:vec![SubmeshDirectedEdgeId((9223372036854775812u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId(0),SubmeshDirectedEdgeId((9223372036854775809u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(0),SubmeshFaceId(2),SubmeshFaceId(1)],edges:vec![SubmeshDirectedEdgeId(1),SubmeshDirectedEdgeId((9223372036854775810u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775814u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(0),SubmeshFaceId(2),SubmeshFaceId(4)],edges:vec![SubmeshDirectedEdgeId(2),SubmeshDirectedEdgeId(3),SubmeshDirectedEdgeId((9223372036854775815u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(3),SubmeshFaceId(5),SubmeshFaceId(1)],edges:vec![SubmeshDirectedEdgeId(4),SubmeshDirectedEdgeId((9223372036854775817u64-(1<<63)+(1<<31)) as u32),SubmeshDirectedEdgeId((9223372036854775813u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(2),SubmeshFaceId(3),SubmeshFaceId(1)],edges:vec![SubmeshDirectedEdgeId(5),SubmeshDirectedEdgeId(6),SubmeshDirectedEdgeId((9223372036854775816u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(2),SubmeshFaceId(3),SubmeshFaceId(4)],edges:vec![SubmeshDirectedEdgeId(7),SubmeshDirectedEdgeId(8),SubmeshDirectedEdgeId((9223372036854775818u64-(1<<63)+(1<<31)) as u32)]},
VertRefs{faces:vec![SubmeshFaceId(4),SubmeshFaceId(3),SubmeshFaceId(5)],edges:vec![SubmeshDirectedEdgeId(10),SubmeshDirectedEdgeId(11),SubmeshDirectedEdgeId(9)]}
]
};
Self{
data,
complete_mesh:mesh_topology,
submeshes:Vec::new(),
}
}
pub fn unit_cylinder()->Self{
Self::unit_cube()
}
#[inline]
pub const fn complete_mesh(&self)->&PhysicsMeshTopology{
&self.complete_mesh
}
#[inline]
pub const fn complete_mesh_view(&self)->PhysicsMeshView{
PhysicsMeshView{
data:&self.data,
topology:self.complete_mesh(),
}
}
#[inline]
pub fn submeshes(&self)->&[PhysicsMeshTopology]{
//the complete mesh is already a convex mesh when len()==0, len()==1 is invalid but will still work
if self.submeshes.len()==0{
std::slice::from_ref(&self.complete_mesh)
}else{
&self.submeshes.as_slice()
}
}
#[inline]
pub fn submesh_view(&self,submesh_id:PhysicsSubmeshId)->PhysicsMeshView{
PhysicsMeshView{
data:&self.data,
topology:&self.submeshes()[submesh_id.get() as usize],
}
}
pub fn submesh_views(&self)->impl Iterator<Item=PhysicsMeshView>{
self.submeshes().iter().map(|topology|PhysicsMeshView{
data:&self.data,
topology,
})
}
}
//mesh builder code
#[derive(Default,Clone)]
struct VertRefGuy{
edges:HashSet<SubmeshDirectedEdgeId>,
faces:HashSet<SubmeshFaceId>,
}
#[derive(Clone,Hash,Eq,PartialEq)]
struct EdgeRefVerts([SubmeshVertId;2]);
impl EdgeRefVerts{
const fn new(v0:SubmeshVertId,v1:SubmeshVertId)->(Self,bool){
(if v0.0<v1.0{
Self([v0,v1])
}else{
Self([v1,v0])
},v0.0<v1.0)
}
}
struct EdgeRefFaces([SubmeshFaceId;2]);
impl EdgeRefFaces{
const fn new()->Self{
Self([SubmeshFaceId(0);2])
}
fn push(&mut self,i:usize,face_id:SubmeshFaceId){
self.0[i]=face_id;
}
}
struct FaceRefEdges(Vec<SubmeshDirectedEdgeId>);
#[derive(Default)]
struct EdgePool{
edge_guys:Vec<(EdgeRefVerts,EdgeRefFaces)>,
edge_id_from_guy:HashMap<EdgeRefVerts,SubmeshEdgeId>,
}
impl EdgePool{
fn push(&mut self,edge_ref_verts:EdgeRefVerts)->(&mut EdgeRefFaces,SubmeshEdgeId){
let edge_id=if let Some(&edge_id)=self.edge_id_from_guy.get(&edge_ref_verts){
edge_id
}else{
let edge_id=SubmeshEdgeId::new(self.edge_guys.len() as u32);
self.edge_guys.push((edge_ref_verts.clone(),EdgeRefFaces::new()));
self.edge_id_from_guy.insert(edge_ref_verts,edge_id);
edge_id
};
(&mut unsafe{self.edge_guys.get_unchecked_mut(edge_id.get() as usize)}.1,edge_id)
}
}
#[derive(Debug)]
pub enum PhysicsMeshError{
ZeroVertices,
NoPhysicsGroups,
}
impl std::fmt::Display for PhysicsMeshError{
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f,"{self:?}")
}
}
impl std::error::Error for PhysicsMeshError{}
impl TryFrom<&model::Mesh> for PhysicsMesh{
type Error=PhysicsMeshError;
fn try_from(mesh:&model::Mesh)->Result<Self,PhysicsMeshError>{
if mesh.unique_pos.len()==0{
return Err(PhysicsMeshError::ZeroVertices);
}
let verts=mesh.unique_pos.iter().copied().map(Vert).collect();
//TODO: fix submeshes
//flat map mesh.physics_groups[$1].groups.polys()[$2] as face_id
//lower face_id points to upper face_id
//the same face is not allowed to be in multiple polygon groups
let mut faces=Vec::new();
let mut face_id_from_face=HashMap::new();
let mut mesh_topologies:Vec<PhysicsMeshTopology>=mesh.physics_groups.iter().map(|physics_group|{
//construct submesh
let mut submesh_faces=Vec::new();//these contain a map from submeshId->meshId
let mut submesh_verts=Vec::new();
let mut submesh_vert_id_from_mesh_vert_id=HashMap::<MeshVertId,SubmeshVertId>::new();
//lazy closure
let mut get_submesh_vert_id=|vert_id:MeshVertId|{
if let Some(&submesh_vert_id)=submesh_vert_id_from_mesh_vert_id.get(&vert_id){
submesh_vert_id
}else{
let submesh_vert_id=SubmeshVertId::new(submesh_verts.len() as u32);
submesh_verts.push(vert_id);
submesh_vert_id_from_mesh_vert_id.insert(vert_id,submesh_vert_id);
submesh_vert_id
}
};
let mut edge_pool=EdgePool::default();
let mut vert_ref_guys=vec![VertRefGuy::default();mesh.unique_pos.len()];
let mut face_ref_guys=Vec::new();
for polygon_group_id in &physics_group.groups{
let polygon_group=&mesh.polygon_groups[polygon_group_id.get() as usize];
for poly_vertices in polygon_group.polys(){
let submesh_face_id=SubmeshFaceId::new(submesh_faces.len() as u32);
//one face per poly
let mut normal=Planar64Vec3::ZERO;
let len=poly_vertices.len();
let face_edges=poly_vertices.into_iter().enumerate().map(|(i,vert_id)|{
let vert0_id=MeshVertId::new(mesh.unique_vertices[vert_id.get() as usize].pos.get() as u32);
let vert1_id=MeshVertId::new(mesh.unique_vertices[poly_vertices[(i+1)%len].get() as usize].pos.get() as u32);
//index submesh verts
let submesh_vert0_id=get_submesh_vert_id(vert0_id);
let submesh_vert1_id=get_submesh_vert_id(vert1_id);
//https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal (Newell's Method)
let v0=mesh.unique_pos[vert0_id.get() as usize];
let v1=mesh.unique_pos[vert1_id.get() as usize];
normal+=Planar64Vec3::new(
(v0.y()-v1.y())*(v0.z()+v1.z()),
(v0.z()-v1.z())*(v0.x()+v1.x()),
(v0.x()-v1.x())*(v0.y()+v1.y()),
);
//get/create edge and push face into it
let (edge_ref_verts,is_sorted)=EdgeRefVerts::new(submesh_vert0_id,submesh_vert1_id);
let (edge_ref_faces,edge_id)=edge_pool.push(edge_ref_verts);
//polygon vertices as assumed to be listed clockwise
//populate the edge face on the left or right depending on how the edge vertices got sorted
edge_ref_faces.push(!is_sorted as usize,submesh_face_id);
//index edges & face into vertices
{
let vert_ref_guy=unsafe{vert_ref_guys.get_unchecked_mut(submesh_vert0_id.get() as usize)};
vert_ref_guy.edges.insert(edge_id.as_directed(is_sorted));
vert_ref_guy.faces.insert(submesh_face_id);
unsafe{vert_ref_guys.get_unchecked_mut(submesh_vert1_id.get() as usize)}.edges.insert(edge_id.as_directed(!is_sorted));
}
//return directed_edge_id
edge_id.as_directed(is_sorted)
}).collect();
//choose precision loss randomly idk
normal=normal/len as i64;
let mut dot=Planar64::ZERO;
for &v in poly_vertices{
dot+=normal.dot(mesh.unique_pos[mesh.unique_vertices[v.get() as usize].pos.get() as usize]);
}
//assume face hash is stable, and there are no flush faces...
let face=Face{normal,dot:dot/len as i64};
let face_id=match face_id_from_face.get(&face){
Some(&face_id)=>face_id,
None=>{
let face_id=MeshFaceId::new(faces.len() as u32);
face_id_from_face.insert(face.clone(),face_id);
faces.push(face);
face_id
}
};
submesh_faces.push(face_id);
face_ref_guys.push(FaceRefEdges(face_edges));
}
}
PhysicsMeshTopology{
faces:submesh_faces,
verts:submesh_verts,
face_topology:face_ref_guys.into_iter().map(|face_ref_guy|{
FaceRefs{edges:face_ref_guy.0}
}).collect(),
edge_topology:edge_pool.edge_guys.into_iter().map(|(edge_ref_verts,edge_ref_faces)|
EdgeRefs{faces:edge_ref_faces.0,verts:edge_ref_verts.0}
).collect(),
vert_topology:vert_ref_guys.into_iter().map(|vert_ref_guy|
VertRefs{
edges:vert_ref_guy.edges.into_iter().collect(),
faces:vert_ref_guy.faces.into_iter().collect(),
}
).collect(),
}
}).collect();
Ok(Self{
data:PhysicsMeshData{
faces,
verts,
},
complete_mesh:mesh_topologies.pop().ok_or(PhysicsMeshError::NoPhysicsGroups)?,
submeshes:mesh_topologies,
})
}
}
pub struct PhysicsMeshView<'a>{
data:&'a PhysicsMeshData,
topology:&'a PhysicsMeshTopology,
}
impl MeshQuery<SubmeshFaceId,SubmeshDirectedEdgeId,SubmeshVertId> for PhysicsMeshView<'_>{
fn face_nd(&self,face_id:SubmeshFaceId)->(Planar64Vec3,Planar64){
let face_idx=self.topology.faces[face_id.get() as usize].get() as usize;
(self.data.faces[face_idx].normal,self.data.faces[face_idx].dot)
}
//ideally I never calculate the vertex position, but I have to for the graphical meshes...
fn vert(&self,vert_id:SubmeshVertId)->Planar64Vec3{
let vert_idx=self.topology.verts[vert_id.get() as usize].get() as usize;
self.data.verts[vert_idx].0
}
fn face_edges(&self,face_id:SubmeshFaceId)->Cow<Vec<SubmeshDirectedEdgeId>>{
Cow::Borrowed(&self.topology.face_topology[face_id.get() as usize].edges)
}
fn edge_faces(&self,edge_id:SubmeshEdgeId)->Cow<[SubmeshFaceId;2]>{
Cow::Borrowed(&self.topology.edge_topology[edge_id.get() as usize].faces)
}
fn edge_verts(&self,edge_id:SubmeshEdgeId)->Cow<[SubmeshVertId;2]>{
Cow::Borrowed(&self.topology.edge_topology[edge_id.get() as usize].verts)
}
fn vert_edges(&self,vert_id:SubmeshVertId)->Cow<Vec<SubmeshDirectedEdgeId>>{
Cow::Borrowed(&self.topology.vert_topology[vert_id.get() as usize].edges)
}
fn vert_faces(&self,vert_id:SubmeshVertId)->Cow<Vec<SubmeshFaceId>>{
Cow::Borrowed(&self.topology.vert_topology[vert_id.get() as usize].faces)
}
}
pub struct PhysicsMeshTransform{
pub vertex:integer::Planar64Affine3,
pub normal:integer::Planar64Mat3,
pub det:Planar64,
}
impl PhysicsMeshTransform{
pub const fn new(transform:integer::Planar64Affine3)->Self{
Self{
normal:transform.matrix3.inverse_times_det().transpose(),
det:transform.matrix3.determinant(),
vertex:transform,
}
}
}
pub struct TransformedMesh<'a>{
view:PhysicsMeshView<'a>,
transform:&'a PhysicsMeshTransform,
}
impl TransformedMesh<'_>{
pub fn new<'a>(
view:PhysicsMeshView<'a>,
transform:&'a PhysicsMeshTransform,
)->TransformedMesh<'a>{
TransformedMesh{
view,
transform,
}
}
pub fn verts<'a>(&'a self)->impl Iterator<Item=Planar64Vec3>+'a{
self.view.data.verts.iter().map(|&Vert(pos)|self.transform.vertex.transform_point3(pos))
}
fn farthest_vert(&self,dir:Planar64Vec3)->SubmeshVertId{
let mut best_dot=Planar64::MIN;
let mut best_vert=SubmeshVertId(0);
//this happens to be well-defined. there are no virtual virtices
for (i,vert_id) in self.view.topology.verts.iter().enumerate(){
let p=self.transform.vertex.transform_point3(self.view.data.verts[vert_id.get() as usize].0);
let d=dir.dot(p);
if best_dot<d{
best_dot=d;
best_vert=SubmeshVertId::new(i as u32);
}
}
best_vert
}
}
impl MeshQuery<SubmeshFaceId,SubmeshDirectedEdgeId,SubmeshVertId> for TransformedMesh<'_>{
fn face_nd(&self,face_id:SubmeshFaceId)->(Planar64Vec3,Planar64){
let (n,d)=self.view.face_nd(face_id);
let transformed_n=self.transform.normal*n;
let transformed_d=d+transformed_n.dot(self.transform.vertex.translation)/self.transform.det;
(transformed_n/self.transform.det,transformed_d)
}
fn vert(&self,vert_id:SubmeshVertId)->Planar64Vec3{
self.transform.vertex.transform_point3(self.view.vert(vert_id))
}
#[inline]
fn face_edges(&self,face_id:SubmeshFaceId)->Cow<Vec<SubmeshDirectedEdgeId>>{
self.view.face_edges(face_id)
}
#[inline]
fn edge_faces(&self,edge_id:SubmeshEdgeId)->Cow<[SubmeshFaceId;2]>{
self.view.edge_faces(edge_id)
}
#[inline]
fn edge_verts(&self,edge_id:SubmeshEdgeId)->Cow<[SubmeshVertId;2]>{
self.view.edge_verts(edge_id)
}
#[inline]
fn vert_edges(&self,vert_id:SubmeshVertId)->Cow<Vec<SubmeshDirectedEdgeId>>{
self.view.vert_edges(vert_id)
}
#[inline]
fn vert_faces(&self,vert_id:SubmeshVertId)->Cow<Vec<SubmeshFaceId>>{
self.view.vert_faces(vert_id)
}
}
//Note that a face on a minkowski mesh refers to a pair of fevs on the meshes it's summed from
//(face,vertex)
//(edge,edge)
//(vertex,face)
#[derive(Clone,Copy)]
pub enum MinkowskiVert{
VertVert(SubmeshVertId,SubmeshVertId),
}
#[derive(Clone,Copy)]
pub enum MinkowskiEdge{
VertEdge(SubmeshVertId,SubmeshEdgeId),
EdgeVert(SubmeshEdgeId,SubmeshVertId),
//EdgeEdge when edges are parallel
}
impl UndirectedEdge for MinkowskiEdge{
type DirectedEdge=MinkowskiDirectedEdge;
fn as_directed(&self,parity:bool)->Self::DirectedEdge{
match self{
MinkowskiEdge::VertEdge(v0,e1)=>MinkowskiDirectedEdge::VertEdge(*v0,e1.as_directed(parity)),
MinkowskiEdge::EdgeVert(e0,v1)=>MinkowskiDirectedEdge::EdgeVert(e0.as_directed(parity),*v1),
}
}
}
#[derive(Clone,Copy)]
pub enum MinkowskiDirectedEdge{
VertEdge(SubmeshVertId,SubmeshDirectedEdgeId),
EdgeVert(SubmeshDirectedEdgeId,SubmeshVertId),
//EdgeEdge when edges are parallel
}
impl DirectedEdge for MinkowskiDirectedEdge{
type UndirectedEdge=MinkowskiEdge;
fn as_undirected(&self)->Self::UndirectedEdge{
match self{
MinkowskiDirectedEdge::VertEdge(v0,e1)=>MinkowskiEdge::VertEdge(*v0,e1.as_undirected()),
MinkowskiDirectedEdge::EdgeVert(e0,v1)=>MinkowskiEdge::EdgeVert(e0.as_undirected(),*v1),
}
}
fn parity(&self)->bool{
match self{
MinkowskiDirectedEdge::VertEdge(_,e)
|MinkowskiDirectedEdge::EdgeVert(e,_)=>e.parity(),
}
}
}
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
pub enum MinkowskiFace{
VertFace(SubmeshVertId,SubmeshFaceId),
EdgeEdge(SubmeshEdgeId,SubmeshEdgeId,bool),
FaceVert(SubmeshFaceId,SubmeshVertId),
//EdgeFace
//FaceEdge
//FaceFace
}
pub struct MinkowskiMesh<'a>{
mesh0:TransformedMesh<'a>,
mesh1:TransformedMesh<'a>,
}
//infinity fev algorithm state transition
enum Transition{
Done,//found closest vert, no edges are better
Vert(MinkowskiVert),//transition to vert
}
enum EV{
Vert(MinkowskiVert),
Edge(MinkowskiEdge),
}
impl MinkowskiMesh<'_>{
pub fn minkowski_sum<'a>(mesh0:TransformedMesh<'a>,mesh1:TransformedMesh<'a>)->MinkowskiMesh<'a>{
MinkowskiMesh{
mesh0,
mesh1,
}
}
fn farthest_vert(&self,dir:Planar64Vec3)->MinkowskiVert{
MinkowskiVert::VertVert(self.mesh0.farthest_vert(dir),self.mesh1.farthest_vert(-dir))
}
fn next_transition_vert(&self,vert_id:MinkowskiVert,best_distance_squared:&mut Planar64,infinity_dir:Planar64Vec3,point:Planar64Vec3)->Transition{
let mut best_transition=Transition::Done;
for &directed_edge_id in self.vert_edges(vert_id).iter(){
let edge_n=self.directed_edge_n(directed_edge_id);
//is boundary uncrossable by a crawl from infinity
let edge_verts=self.edge_verts(directed_edge_id.as_undirected());
//select opposite vertex
let test_vert_id=edge_verts[directed_edge_id.parity() as usize];
//test if it's closer
let diff=point-self.vert(test_vert_id);
if zeroes::zeroes1(edge_n.dot(diff),edge_n.dot(infinity_dir)).len()==0{
let distance_squared=diff.dot(diff);
if distance_squared<*best_distance_squared{
best_transition=Transition::Vert(test_vert_id);
*best_distance_squared=distance_squared;
}
}
}
best_transition
}
fn final_ev(&self,vert_id:MinkowskiVert,best_distance_squared:&mut Planar64,infinity_dir:Planar64Vec3,point:Planar64Vec3)->EV{
let mut best_transition=EV::Vert(vert_id);
let diff=point-self.vert(vert_id);
for &directed_edge_id in self.vert_edges(vert_id).iter(){
let edge_n=self.directed_edge_n(directed_edge_id);
//is boundary uncrossable by a crawl from infinity
//check if time of collision is outside Time::MIN..Time::MAX
let d=edge_n.dot(diff);
if zeroes::zeroes1(d,edge_n.dot(infinity_dir)).len()==0{
//test the edge
let edge_nn=edge_n.dot(edge_n);
if Planar64::ZERO<=d&&d<=edge_nn{
let distance_squared={
let c=diff.cross(edge_n);
c.dot(c)/edge_nn
};
if distance_squared<=*best_distance_squared{
best_transition=EV::Edge(directed_edge_id.as_undirected());
*best_distance_squared=distance_squared;
}
}
}
}
best_transition
}
fn crawl_boundaries(&self,mut vert_id:MinkowskiVert,infinity_dir:Planar64Vec3,point:Planar64Vec3)->EV{
let mut best_distance_squared={
let diff=point-self.vert(vert_id);
diff.dot(diff)
};
loop{
match self.next_transition_vert(vert_id,&mut best_distance_squared,infinity_dir,point){
Transition::Done=>return self.final_ev(vert_id,&mut best_distance_squared,infinity_dir,point),
Transition::Vert(new_vert_id)=>vert_id=new_vert_id,
}
}
}
/// This function drops a vertex down to an edge or a face if the path from infinity did not cross any vertex-edge boundaries but the point is supposed to have already crossed a boundary down from a vertex
fn infinity_fev(&self,infinity_dir:Planar64Vec3,point:Planar64Vec3)->FEV::<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>{
//start on any vertex
//cross uncrossable vertex-edge boundaries until you find the closest vertex or edge
//cross edge-face boundary if it's uncrossable
match self.crawl_boundaries(self.farthest_vert(infinity_dir),infinity_dir,point){
//if a vert is returned, it is the closest point to the infinity point
EV::Vert(vert_id)=>FEV::<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>::Vert(vert_id),
EV::Edge(edge_id)=>{
//cross to face if the boundary is not crossable and we are on the wrong side
let edge_n=self.edge_n(edge_id);
// point is multiplied by two because vert_sum sums two vertices.
let delta_pos=point*2-{
let &[v0,v1]=self.edge_verts(edge_id).borrow();
self.vert(v0)+self.vert(v1)
};
for (i,&face_id) in self.edge_faces(edge_id).iter().enumerate(){
let face_n=self.face_nd(face_id).0;
//edge-face boundary nd, n facing out of the face towards the edge
let boundary_n=face_n.cross(edge_n)*(i as i64*2-1);
let boundary_d=boundary_n.dot(delta_pos);
//check if time of collision is outside Time::MIN..Time::MAX
//infinity_dir can always be treated as a velocity
if (boundary_d)<=Planar64::ZERO&&zeroes::zeroes1(boundary_d,boundary_n.dot(infinity_dir)*2).len()==0{
//both faces cannot pass this condition, return early if one does.
return FEV::<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>::Face(face_id);
}
}
FEV::<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>::Edge(edge_id)
},
}
}
fn closest_fev_not_inside(&self,mut infinity_body:crate::physics::Body)->Option<FEV::<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>>{
infinity_body.infinity_dir().map_or(None,|dir|{
let infinity_fev=self.infinity_fev(-dir,infinity_body.position);
//a line is simpler to solve than a parabola
infinity_body.velocity=dir;
infinity_body.acceleration=Planar64Vec3::ZERO;
//crawl in from negative infinity along a tangent line to get the closest fev
match crate::face_crawler::crawl_fev(infinity_fev,self,&infinity_body,integer::Time::MIN,infinity_body.time){
crate::face_crawler::CrawlResult::Miss(fev)=>Some(fev),
crate::face_crawler::CrawlResult::Hit(_,_)=>None,
}
})
}
pub fn predict_collision_in(&self,relative_body:&crate::physics::Body,time_limit:integer::Time)->Option<(MinkowskiFace,integer::Time)>{
self.closest_fev_not_inside(relative_body.clone()).map_or(None,|fev|{
//continue forwards along the body parabola
match crate::face_crawler::crawl_fev(fev,self,relative_body,relative_body.time,time_limit){
crate::face_crawler::CrawlResult::Miss(_)=>None,
crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,time)),
}
})
}
pub fn predict_collision_out(&self,relative_body:&crate::physics::Body,time_limit:integer::Time)->Option<(MinkowskiFace,integer::Time)>{
//create an extrapolated body at time_limit
let infinity_body=crate::physics::Body::new(
relative_body.extrapolated_position(time_limit),
-relative_body.extrapolated_velocity(time_limit),
relative_body.acceleration,
-time_limit,
);
self.closest_fev_not_inside(infinity_body).map_or(None,|fev|{
//continue backwards along the body parabola
match crate::face_crawler::crawl_fev(fev,self,&-relative_body.clone(),-time_limit,-relative_body.time){
crate::face_crawler::CrawlResult::Miss(_)=>None,
crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,-time)),//no need to test -time<time_limit because of the first step
}
})
}
pub fn predict_collision_face_out(&self,relative_body:&crate::physics::Body,time_limit:integer::Time,contact_face_id:MinkowskiFace)->Option<(MinkowskiEdge,integer::Time)>{
//no algorithm needed, there is only one state and two cases (Edge,None)
//determine when it passes an edge ("sliding off" case)
let mut best_time=time_limit;
let mut best_edge=None;
let face_n=self.face_nd(contact_face_id).0;
for &directed_edge_id in self.face_edges(contact_face_id).iter(){
let edge_n=self.directed_edge_n(directed_edge_id);
//f x e points in
let n=face_n.cross(edge_n);
let verts=self.edge_verts(directed_edge_id.as_undirected());
let d=n.dot(self.vert(verts[0])+self.vert(verts[1]));
//WARNING! d outside of *2
for t in zeroes::zeroes2((n.dot(relative_body.position))*2-d,n.dot(relative_body.velocity)*2,n.dot(relative_body.acceleration)){
let t=relative_body.time+integer::Time::from(t);
if relative_body.time<t&&t<best_time&&n.dot(relative_body.extrapolated_velocity(t))<Planar64::ZERO{
best_time=t;
best_edge=Some(directed_edge_id);
break;
}
}
}
best_edge.map(|e|(e.as_undirected(),best_time))
}
fn infinity_in(&self,infinity_body:crate::physics::Body)->Option<(MinkowskiFace,integer::Time)>{
let infinity_fev=self.infinity_fev(-infinity_body.velocity,infinity_body.position);
match crate::face_crawler::crawl_fev(infinity_fev,self,&infinity_body,integer::Time::MIN,infinity_body.time){
crate::face_crawler::CrawlResult::Miss(_)=>None,
crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,time)),
}
}
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
let infinity_body=crate::physics::Body::new(point,Planar64Vec3::Y,Planar64Vec3::ZERO,integer::Time::ZERO);
//movement must escape the mesh forwards and backwards in time,
//otherwise the point is not inside the mesh
self.infinity_in(infinity_body)
.is_some_and(|_|
self.infinity_in(-infinity_body)
.is_some()
)
}
}
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){
match face_id{
MinkowskiFace::VertFace(v0,f1)=>{
let (n,d)=self.mesh1.face_nd(f1);
(-n,d-n.dot(self.mesh0.vert(v0)))
},
MinkowskiFace::EdgeEdge(e0,e1,parity)=>{
let edge0_n=self.mesh0.edge_n(e0);
let edge1_n=self.mesh1.edge_n(e1);
let &[e0v0,e0v1]=self.mesh0.edge_verts(e0).borrow();
let &[e1v0,e1v1]=self.mesh1.edge_verts(e1).borrow();
let n=edge0_n.cross(edge1_n);
let e0d=n.dot(self.mesh0.vert(e0v0)+self.mesh0.vert(e0v1));
let e1d=n.dot(self.mesh1.vert(e1v0)+self.mesh1.vert(e1v1));
(n*(parity as i64*4-2),(e0d-e1d)*(parity as i64*2-1))
},
MinkowskiFace::FaceVert(f0,v1)=>{
let (n,d)=self.mesh0.face_nd(f0);
(n,d-n.dot(self.mesh1.vert(v1)))
},
}
}
fn vert(&self,vert_id:MinkowskiVert)->Planar64Vec3{
match vert_id{
MinkowskiVert::VertVert(v0,v1)=>{
self.mesh0.vert(v0)-self.mesh1.vert(v1)
},
}
}
fn face_edges(&self,face_id:MinkowskiFace)->Cow<Vec<MinkowskiDirectedEdge>>{
match face_id{
MinkowskiFace::VertFace(v0,f1)=>{
Cow::Owned(self.mesh1.face_edges(f1).iter().map(|&edge_id1|{
MinkowskiDirectedEdge::VertEdge(v0,edge_id1.reverse())
}).collect())
},
MinkowskiFace::EdgeEdge(e0,e1,parity)=>{
let e0v=self.mesh0.edge_verts(e0);
let e1v=self.mesh1.edge_verts(e1);
//could sort this if ordered edges are needed
//probably just need to reverse this list according to parity
Cow::Owned(vec![
MinkowskiDirectedEdge::VertEdge(e0v[0],e1.as_directed(parity)),
MinkowskiDirectedEdge::EdgeVert(e0.as_directed(!parity),e1v[0]),
MinkowskiDirectedEdge::VertEdge(e0v[1],e1.as_directed(!parity)),
MinkowskiDirectedEdge::EdgeVert(e0.as_directed(parity),e1v[1]),
])
},
MinkowskiFace::FaceVert(f0,v1)=>{
Cow::Owned(self.mesh0.face_edges(f0).iter().map(|&edge_id0|{
MinkowskiDirectedEdge::EdgeVert(edge_id0,v1)
}).collect())
},
}
}
fn edge_faces(&self,edge_id:MinkowskiEdge)->Cow<[MinkowskiFace;2]>{
match edge_id{
MinkowskiEdge::VertEdge(v0,e1)=>{
//faces are listed backwards from the minkowski mesh
let v0e=self.mesh0.vert_edges(v0);
let &[e1f0,e1f1]=self.mesh1.edge_faces(e1).borrow();
Cow::Owned([(e1f1,false),(e1f0,true)].map(|(edge_face_id1,face_parity)|{
let mut best_edge=None;
let mut best_d=Planar64::ZERO;
let edge_face1_n=self.mesh1.face_nd(edge_face_id1).0;
let edge_face1_nn=edge_face1_n.dot(edge_face1_n);
for &directed_edge_id0 in v0e.iter(){
let edge0_n=self.mesh0.directed_edge_n(directed_edge_id0);
//must be behind other face.
let d=edge_face1_n.dot(edge0_n);
if d<Planar64::ZERO{
let edge0_nn=edge0_n.dot(edge0_n);
//divide by zero???
let dd=d*d/(edge_face1_nn*edge0_nn);
if best_d<dd{
best_d=dd;
best_edge=Some(directed_edge_id0);
}
}
}
best_edge.map_or(
MinkowskiFace::VertFace(v0,edge_face_id1),
|directed_edge_id0|MinkowskiFace::EdgeEdge(directed_edge_id0.as_undirected(),e1,directed_edge_id0.parity()^face_parity)
)
}))
},
MinkowskiEdge::EdgeVert(e0,v1)=>{
//tracking index with an external variable because .enumerate() is not available
let v1e=self.mesh1.vert_edges(v1);
let &[e0f0,e0f1]=self.mesh0.edge_faces(e0).borrow();
Cow::Owned([(e0f0,true),(e0f1,false)].map(|(edge_face_id0,face_parity)|{
let mut best_edge=None;
let mut best_d=Planar64::ZERO;
let edge_face0_n=self.mesh0.face_nd(edge_face_id0).0;
let edge_face0_nn=edge_face0_n.dot(edge_face0_n);
for &directed_edge_id1 in v1e.iter(){
let edge1_n=self.mesh1.directed_edge_n(directed_edge_id1);
let d=edge_face0_n.dot(edge1_n);
if d<Planar64::ZERO{
let edge1_nn=edge1_n.dot(edge1_n);
let dd=d*d/(edge_face0_nn*edge1_nn);
if best_d<dd{
best_d=dd;
best_edge=Some(directed_edge_id1);
}
}
}
best_edge.map_or(
MinkowskiFace::FaceVert(edge_face_id0,v1),
|directed_edge_id1|MinkowskiFace::EdgeEdge(e0,directed_edge_id1.as_undirected(),directed_edge_id1.parity()^face_parity)
)
}))
},
}
}
fn edge_verts(&self,edge_id:MinkowskiEdge)->Cow<[MinkowskiVert;2]>{
match edge_id{
MinkowskiEdge::VertEdge(v0,e1)=>{
Cow::Owned(self.mesh1.edge_verts(e1).map(|vert_id1|{
MinkowskiVert::VertVert(v0,vert_id1)
}))
},
MinkowskiEdge::EdgeVert(e0,v1)=>{
Cow::Owned(self.mesh0.edge_verts(e0).map(|vert_id0|{
MinkowskiVert::VertVert(vert_id0,v1)
}))
},
}
}
fn vert_edges(&self,vert_id:MinkowskiVert)->Cow<Vec<MinkowskiDirectedEdge>>{
match vert_id{
MinkowskiVert::VertVert(v0,v1)=>{
let mut edges=Vec::new();
//detect shared volume when the other mesh is mirrored along a test edge dir
let v0f=self.mesh0.vert_faces(v0);
let v1f=self.mesh1.vert_faces(v1);
let v0f_n:Vec<Planar64Vec3>=v0f.iter().map(|&face_id|self.mesh0.face_nd(face_id).0).collect();
let v1f_n:Vec<Planar64Vec3>=v1f.iter().map(|&face_id|self.mesh1.face_nd(face_id).0).collect();
let the_len=v0f.len()+v1f.len();
for &directed_edge_id in self.mesh0.vert_edges(v0).iter(){
let n=self.mesh0.directed_edge_n(directed_edge_id);
let nn=n.dot(n);
//make a set of faces
let mut face_normals=Vec::with_capacity(the_len);
//add mesh0 faces as-is
face_normals.clone_from(&v0f_n);
for face_n in &v1f_n{
//add reflected mesh1 faces
face_normals.push(*face_n-n*(face_n.dot(n)*2/nn));
}
if is_empty_volume(face_normals){
edges.push(MinkowskiDirectedEdge::EdgeVert(directed_edge_id,v1));
}
}
for &directed_edge_id in self.mesh1.vert_edges(v1).iter(){
let n=self.mesh1.directed_edge_n(directed_edge_id);
let nn=n.dot(n);
let mut face_normals=Vec::with_capacity(the_len);
face_normals.clone_from(&v1f_n);
for face_n in &v0f_n{
face_normals.push(*face_n-n*(face_n.dot(n)*2/nn));
}
if is_empty_volume(face_normals){
edges.push(MinkowskiDirectedEdge::VertEdge(v0,directed_edge_id));
}
}
Cow::Owned(edges)
},
}
}
fn vert_faces(&self,_vert_id:MinkowskiVert)->Cow<Vec<MinkowskiFace>>{
unimplemented!()
}
}
fn is_empty_volume(normals:Vec<Planar64Vec3>)->bool{
let len=normals.len();
for i in 0..len-1{
for j in i+1..len{
let n=normals[i].cross(normals[j]);
let mut d_comp=None;
for k in 0..len{
if k!=i&&k!=j{
let d=n.dot(normals[k]);
if let Some(comp)=&d_comp{
if *comp*d<Planar64::ZERO{
return true;
}
}else{
d_comp=Some(d);
}
}
}
}
}
return false;
}
#[test]
fn test_is_empty_volume(){
assert!(!is_empty_volume([Planar64Vec3::X,Planar64Vec3::Y,Planar64Vec3::Z].to_vec()));
assert!(is_empty_volume([Planar64Vec3::X,Planar64Vec3::Y,Planar64Vec3::Z,Planar64Vec3::NEG_X].to_vec()));
}
#[test]
fn build_me_a_cube(){
let mesh=PhysicsMesh::unit_cube();
//println!("mesh={:?}",mesh);
}

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238
src/physics_worker.rs Normal file

@ -0,0 +1,238 @@
use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::timer::{Scaled,Timer,TimerState};
use mouse_interpolator::MouseInterpolator;
#[derive(Debug)]
pub enum InputInstruction{
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
ResetAndRestart,
ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
PracticeFly,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>),
ChangeMap(strafesnet_common::map::CompleteMap),
//SetPaused is not an InputInstruction: the physics doesn't know that it's paused.
SetPaused(bool),
//Graphics(crate::graphics_worker::Instruction),
}
mod mouse_interpolator{
use super::*;
//TODO: move this or tab
pub struct MouseInterpolator{
//"PlayerController"
user_settings:crate::settings::UserSettings,
//"MouseInterpolator"
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
//"Simulation"
timer:Timer<Scaled>,
physics:crate::physics::PhysicsContext,
}
impl MouseInterpolator{
pub fn new(
physics:crate::physics::PhysicsContext,
user_settings:crate::settings::UserSettings,
)->MouseInterpolator{
MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
physics,
user_settings,
}
}
fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
if self.mouse_blocking{
//tell the game state which is living in the past about its future
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
MouseState{time:self.timer.time(ins.time),pos:m}
),
});
//delay physics execution until we have an interpolation target
self.mouse_blocking=true;
}
self.last_mouse_time=self.timer.time(ins.time);
}
fn push(&mut self,time:Time,phys_input:PhysicsInputInstruction){
//This is always a non-mouse event
self.timeline.push_back(TimedInstruction{
time:self.timer.time(time),
instruction:phys_input,
});
}
/// returns should_empty_queue
/// may or may not mutate internal state XD!
fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->bool{
let mut update_mouse_blocking=true;
match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if !self.timer.is_paused(){
self.push_mouse_instruction(ins,m);
}
update_mouse_blocking=false;
},
&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
self.push(ins.time,PhysicsInputInstruction::Reset);
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
},
InputInstruction::ResetAndRestart=>{
self.push(ins.time,PhysicsInputInstruction::Reset);
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
self.push(ins.time,PhysicsInputInstruction::Restart);
},
InputInstruction::PracticeFly=>self.push(ins.time,PhysicsInputInstruction::PracticeFly),
},
//do these really need to idle the physics?
//sending None dumps the instruction queue
Instruction::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
Instruction::Render=>self.push(ins.time,PhysicsInputInstruction::Idle),
&Instruction::SetPaused(paused)=>{
if let Err(e)=self.timer.set_paused(ins.time,paused){
println!("Cannot pause: {e}");
}
self.push(ins.time,PhysicsInputInstruction::Idle);
},
}
if update_mouse_blocking{
//this returns the bool for us
self.update_mouse_blocking(ins.time)
}else{
//do flush that queue
true
}
}
/// must check if self.mouse_blocking==true before calling!
fn unblock_mouse(&mut self,time:Time){
//push an event to extrapolate no movement from
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(time),pos:self.physics.get_next_mouse().pos}),
});
self.last_mouse_time=self.timer.time(time);
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
self.mouse_blocking=false;
}
fn update_mouse_blocking(&mut self,time:Time)->bool{
if self.mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//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,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
self.unblock_mouse(time);
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
self.last_mouse_time=self.timer.time(time);
true
}
}
fn empty_queue(&mut self){
while let Some(instruction)=self.timeline.pop_front(){
self.physics.run_input_instruction(instruction);
}
}
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
let should_empty_queue=self.map_instruction(ins);
if should_empty_queue{
self.empty_queue();
}
}
pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
}
pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
//dump any pending interpolation state
if self.mouse_blocking{
self.unblock_mouse(time);
}
self.empty_queue();
//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
self.physics.generate_models(&map);
//use the standard input interface so the instructions are written out to bots
self.handle_instruction(&TimedInstruction{
time:self.timer.time(time),
instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
strafesnet_common::gameplay_modes::ModeId::MAIN,
strafesnet_common::gameplay_modes::StageId::FIRST,
)),
});
}
pub const fn user_settings(&self)->&crate::settings::UserSettings{
&self.user_settings
}
}
}
pub fn new<'a>(
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
user_settings:crate::settings::UserSettings,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
let physics=crate::physics::PhysicsContext::default();
let mut interpolator=MouseInterpolator::new(
physics,
user_settings
);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&ins);
match ins.instruction{
Instruction::Render=>{
let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
},
Instruction::Resize(size)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();
},
Instruction::ChangeMap(map)=>{
interpolator.change_map(ins.time,&map);
graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
},
Instruction::Input(_)=>(),
Instruction::SetPaused(_)=>(),
}
})
}

@ -1,506 +0,0 @@
use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex};
#[derive(Debug)]
pub enum Primitives{
Sphere,
Cube,
Cylinder,
Wedge,
CornerWedge,
}
#[derive(Hash,PartialEq,Eq)]
pub enum CubeFace{
Right,
Top,
Back,
Left,
Bottom,
Front,
}
const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]];
const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
[-1.,-1., 1.],//0 left bottom back
[ 1.,-1., 1.],//1 right bottom back
[ 1., 1., 1.],//2 right top back
[-1., 1., 1.],//3 left top back
[-1., 1.,-1.],//4 left top front
[ 1., 1.,-1.],//5 right top front
[ 1.,-1.,-1.],//6 right bottom front
[-1.,-1.,-1.],//7 left bottom front
];
const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
[ 1., 0., 0.],//CubeFace::Right
[ 0., 1., 0.],//CubeFace::Top
[ 0., 0., 1.],//CubeFace::Back
[-1., 0., 0.],//CubeFace::Left
[ 0.,-1., 0.],//CubeFace::Bottom
[ 0., 0.,-1.],//CubeFace::Front
];
const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
// right (1, 0, 0)
[
[6,2,0],//[vertex,tex,norm]
[5,1,0],
[2,0,0],
[1,3,0],
],
// top (0, 1, 0)
[
[5,3,1],
[4,2,1],
[3,1,1],
[2,0,1],
],
// back (0, 0, 1)
[
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
[
[0,2,3],
[3,1,3],
[4,0,3],
[7,3,3],
],
// bottom (0,-1, 0)
[
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
// front (0, 0,-1)
[
[4,1,5],
[5,0,5],
[6,3,5],
[7,2,5],
],
];
#[derive(Hash,PartialEq,Eq)]
pub enum WedgeFace{
Right,
TopFront,
Back,
Left,
Bottom,
}
const WEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
[ 1., 0., 0.],//Wedge::Right
[ 0., 1.,-1.],//Wedge::TopFront
[ 0., 0., 1.],//Wedge::Back
[-1., 0., 0.],//Wedge::Left
[ 0.,-1., 0.],//Wedge::Bottom
];
/*
local cornerWedgeVerticies = {
Vector3.new(-1/2,-1/2,-1/2),7
Vector3.new(-1/2,-1/2, 1/2),0
Vector3.new( 1/2,-1/2,-1/2),6
Vector3.new( 1/2,-1/2, 1/2),1
Vector3.new( 1/2, 1/2,-1/2),5
}
*/
#[derive(Hash,PartialEq,Eq)]
pub enum CornerWedgeFace{
Right,
TopBack,
TopLeft,
Bottom,
Front,
}
const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
[ 1., 0., 0.],//CornerWedge::Right
[ 0., 1., 1.],//CornerWedge::BackTop
[-1., 1., 0.],//CornerWedge::LeftTop
[ 0.,-1., 0.],//CornerWedge::Bottom
[ 0., 0.,-1.],//CornerWedge::Front
];
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
pub fn unit_sphere()->crate::model::IndexedModel{
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
pos[0]=pos[0]*0.5;
pos[1]=pos[1]*0.5;
pos[2]=pos[2]*0.5;
}
indexed_model
}
pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
pub fn unit_cube()->crate::model::IndexedModel{
let mut t=CubeFaceDescription::new();
t.insert(CubeFace::Right,FaceDescription::default());
t.insert(CubeFace::Top,FaceDescription::default());
t.insert(CubeFace::Back,FaceDescription::default());
t.insert(CubeFace::Left,FaceDescription::default());
t.insert(CubeFace::Bottom,FaceDescription::default());
t.insert(CubeFace::Front,FaceDescription::default());
generate_partial_unit_cube(t)
}
const TEAPOT_TRANSFORM:glam::Mat3=glam::mat3(glam::vec3(0.0,0.1,0.0),glam::vec3(-0.1,0.0,0.0),glam::vec3(0.0,0.0,0.1));
pub fn unit_cylinder()->crate::model::IndexedModel{
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
[pos[0],pos[1],pos[2]]=*(TEAPOT_TRANSFORM*glam::Vec3::from_array(*pos)).as_ref();
}
indexed_model
}
pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
pub fn unit_wedge()->crate::model::IndexedModel{
let mut t=WedgeFaceDescription::new();
t.insert(WedgeFace::Right,FaceDescription::default());
t.insert(WedgeFace::TopFront,FaceDescription::default());
t.insert(WedgeFace::Back,FaceDescription::default());
t.insert(WedgeFace::Left,FaceDescription::default());
t.insert(WedgeFace::Bottom,FaceDescription::default());
generate_partial_unit_wedge(t)
}
pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
pub fn unit_cornerwedge()->crate::model::IndexedModel{
let mut t=CornerWedgeFaceDescription::new();
t.insert(CornerWedgeFace::Right,FaceDescription::default());
t.insert(CornerWedgeFace::TopBack,FaceDescription::default());
t.insert(CornerWedgeFace::TopLeft,FaceDescription::default());
t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
t.insert(CornerWedgeFace::Front,FaceDescription::default());
generate_partial_unit_cornerwedge(t)
}
#[derive(Copy,Clone)]
pub struct FaceDescription{
pub texture:Option<u32>,
pub transform:glam::Affine2,
pub color:glam::Vec4,
}
impl std::default::Default for FaceDescription{
fn default()->Self {
Self{
texture:None,
transform:glam::Affine2::IDENTITY,
color:glam::vec4(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
}
}
}
impl FaceDescription{
pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{
Self{texture:Some(texture),transform,color}
}
pub fn from_texture(texture:u32)->Self{
Self{
texture:Some(texture),
transform:glam::Affine2::IDENTITY,
color:glam::Vec4::ONE,
}
}
}
//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
CubeFace::Right => 0,
CubeFace::Top => 1,
CubeFace::Back => 2,
CubeFace::Left => 3,
CubeFace::Bottom => 4,
CubeFace::Front => 5,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).to_vec(),
}],
});
}
IndexedModel{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
}
}
//don't think too hard about the copy paste because this is all going into the map tool eventually...
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
let wedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[2,0,0],
[1,3,0],
],
// FrontTop (0, 1, -1)
vec![
[3,1,1],
[2,0,1],
[6,3,1],
[7,2,1],
],
// back (0, 0, 1)
vec![
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
vec![
[0,2,3],
[3,1,3],
[7,3,3],
],
// bottom (0,-1, 0)
vec![
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
];
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
WedgeFace::Right => 0,
WedgeFace::TopFront => 1,
WedgeFace::Back => 2,
WedgeFace::Left => 3,
WedgeFace::Bottom => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:wedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
});
}
IndexedModel{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
}
}
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
let cornerwedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[5,1,0],
[1,3,0],
],
// BackTop (0, 1, 1)
vec![
[5,3,1],
[0,1,1],
[1,0,1],
],
// LeftTop (-1, 1, 0)
vec![
[5,3,2],
[7,2,2],
[0,1,2],
],
// bottom (0,-1, 0)
vec![
[1,1,3],
[0,0,3],
[7,3,3],
[6,2,3],
],
// front (0, 0,-1)
vec![
[5,0,4],
[6,3,4],
[7,2,4],
],
];
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.into_iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
CornerWedgeFace::Right => 0,
CornerWedgeFace::TopBack => 1,
CornerWedgeFace::TopLeft => 2,
CornerWedgeFace::Bottom => 3,
CornerWedgeFace::Front => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
});
}
IndexedModel{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
}
}

@ -1,33 +1,41 @@
use strafesnet_common::integer::{Ratio64,Ratio64Vec2};
#[derive(Clone)]
struct Ratio{
ratio:f64,
}
#[derive(Clone)]
enum DerivedFov{
FromScreenAspect,
FromAspect(Ratio),
}
#[derive(Clone)]
enum Fov{
Exactly{x:f64,y:f64},
DeriveX{x:DerivedFov,y:f64},
DeriveY{x:f64,y:DerivedFov},
SpecifyXDeriveY{x:f64,y:DerivedFov},
SpecifyYDeriveX{x:DerivedFov,y:f64},
}
impl Default for Fov{
fn default() -> Self {
Fov::DeriveX{x:DerivedFov::FromScreenAspect,y:1.0}
fn default()->Self{
Fov::SpecifyYDeriveX{x:DerivedFov::FromScreenAspect,y:1.0}
}
}
#[derive(Clone)]
enum DerivedSensitivity{
FromRatio(Ratio64),
}
#[derive(Clone)]
enum Sensitivity{
Exactly{x:f64,y:f64},
DeriveX{x:Ratio,y:f64},
DeriveY{x:f64,y:Ratio},
Exactly{x:Ratio64,y:Ratio64},
SpecifyXDeriveY{x:Ratio64,y:DerivedSensitivity},
SpecifyYDeriveX{x:DerivedSensitivity,y:Ratio64},
}
impl Default for Sensitivity{
fn default() -> Self {
Sensitivity::DeriveY{x:0.001,y:Ratio{ratio:1.0}}
fn default()->Self{
Sensitivity::SpecifyXDeriveY{x:Ratio64::ONE*524288,y:DerivedSensitivity::FromRatio(Ratio64::ONE)}
}
}
#[derive(Default)]
#[derive(Default,Clone)]
pub struct UserSettings{
fov:Fov,
sensitivity:Sensitivity,
@ -36,21 +44,25 @@ impl UserSettings{
pub fn calculate_fov(&self,zoom:f64,screen_size:&glam::UVec2)->glam::DVec2{
zoom*match &self.fov{
&Fov::Exactly{x,y}=>glam::dvec2(x,y),
Fov::DeriveX{x,y}=>match x{
DerivedFov::FromScreenAspect=>glam::dvec2(y*(screen_size.x as f64/screen_size.y as f64),*y),
DerivedFov::FromAspect(ratio)=>glam::dvec2(y*ratio.ratio,*y),
},
Fov::DeriveY{x,y}=>match y{
Fov::SpecifyXDeriveY{x,y}=>match y{
DerivedFov::FromScreenAspect=>glam::dvec2(*x,x*(screen_size.y as f64/screen_size.x as f64)),
DerivedFov::FromAspect(ratio)=>glam::dvec2(*x,x*ratio.ratio),
},
Fov::SpecifyYDeriveX{x,y}=>match x{
DerivedFov::FromScreenAspect=>glam::dvec2(y*(screen_size.x as f64/screen_size.y as f64),*y),
DerivedFov::FromAspect(ratio)=>glam::dvec2(y*ratio.ratio,*y),
},
}
}
pub fn calculate_sensitivity(&self)->glam::DVec2{
pub fn calculate_sensitivity(&self)->Ratio64Vec2{
match &self.sensitivity{
&Sensitivity::Exactly{x,y}=>glam::dvec2(x,y),
Sensitivity::DeriveX{x,y}=>glam::dvec2(y*x.ratio,*y),
Sensitivity::DeriveY{x,y}=>glam::dvec2(*x,x*y.ratio),
Sensitivity::Exactly{x,y}=>Ratio64Vec2::new(x.clone(),y.clone()),
Sensitivity::SpecifyXDeriveY{x,y}=>match y{
DerivedSensitivity::FromRatio(ratio)=>Ratio64Vec2::new(x.clone(),x.mul_ref(ratio)),
}
Sensitivity::SpecifyYDeriveX{x,y}=>match x{
DerivedSensitivity::FromRatio(ratio)=>Ratio64Vec2::new(y.mul_ref(ratio),y.clone()),
}
}
}
}
@ -71,7 +83,7 @@ pub fn read_user_settings()->UserSettings{
x:fov_x,
y:fov_y
},
(Ok(Some(fov_x)),Ok(None))=>Fov::DeriveY{
(Ok(Some(fov_x)),Ok(None))=>Fov::SpecifyXDeriveY{
x:fov_x,
y:if let Ok(Some(fov_y_from_x_ratio))=cfg.getfloat("camera","fov_y_from_x_ratio"){
DerivedFov::FromAspect(Ratio{ratio:fov_y_from_x_ratio})
@ -79,7 +91,7 @@ pub fn read_user_settings()->UserSettings{
DerivedFov::FromScreenAspect
}
},
(Ok(None),Ok(Some(fov_y)))=>Fov::DeriveX{
(Ok(None),Ok(Some(fov_y)))=>Fov::SpecifyYDeriveX{
x:if let Ok(Some(fov_x_from_y_ratio))=cfg.getfloat("camera","fov_x_from_y_ratio"){
DerivedFov::FromAspect(Ratio{ratio:fov_x_from_y_ratio})
}else{
@ -94,20 +106,24 @@ pub fn read_user_settings()->UserSettings{
let (cfg_sensitivity_x,cfg_sensitivity_y)=(cfg.getfloat("camera","sensitivity_x"),cfg.getfloat("camera","sensitivity_y"));
let sensitivity=match(cfg_sensitivity_x,cfg_sensitivity_y){
(Ok(Some(sensitivity_x)),Ok(Some(sensitivity_y)))=>Sensitivity::Exactly {
x:sensitivity_x,
y:sensitivity_y
x:Ratio64::try_from(sensitivity_x).unwrap(),
y:Ratio64::try_from(sensitivity_y).unwrap(),
},
(Ok(Some(sensitivity_x)),Ok(None))=>Sensitivity::DeriveY{
x:sensitivity_x,
y:Ratio{
ratio:if let Ok(Some(sensitivity_y_from_x_ratio))=cfg.getfloat("camera","sensitivity_y_from_x_ratio"){sensitivity_y_from_x_ratio}else{1.0}
}
},
(Ok(None),Ok(Some(sensitivity_y)))=>Sensitivity::DeriveX{
x:Ratio{
ratio:if let Ok(Some(sensitivity_x_from_y_ratio))=cfg.getfloat("camera","sensitivity_x_from_y_ratio"){sensitivity_x_from_y_ratio}else{1.0}
(Ok(Some(sensitivity_x)),Ok(None))=>Sensitivity::SpecifyXDeriveY{
x:Ratio64::try_from(sensitivity_x).unwrap(),
y:if let Ok(Some(sensitivity_y_from_x_ratio))=cfg.getfloat("camera","sensitivity_y_from_x_ratio"){
DerivedSensitivity::FromRatio(Ratio64::try_from(sensitivity_y_from_x_ratio).unwrap())
}else{
DerivedSensitivity::FromRatio(Ratio64::ONE)
},
y:sensitivity_y,
},
(Ok(None),Ok(Some(sensitivity_y)))=>Sensitivity::SpecifyYDeriveX{
x:if let Ok(Some(sensitivity_x_from_y_ratio))=cfg.getfloat("camera","sensitivity_x_from_y_ratio"){
DerivedSensitivity::FromRatio(Ratio64::try_from(sensitivity_x_from_y_ratio).unwrap())
}else{
DerivedSensitivity::FromRatio(Ratio64::ONE)
},
y:Ratio64::try_from(sensitivity_y).unwrap(),
},
_=>{
Sensitivity::default()

292
src/setup.rs Normal file

@ -0,0 +1,292 @@
use crate::window::WindowInstruction;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::integer;
fn optional_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
}
fn required_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
wgpu::DownlevelCapabilities{
flags:wgpu::DownlevelFlags::empty(),
shader_model:wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
pub fn required_limits()->wgpu::Limits{
wgpu::Limits::default()
}
struct SetupContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut attr=winit::window::WindowAttributes::default();
attr=attr.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder=builder.with_no_redirection_bitmap(true);
}
event_loop.create_window(attr)
}
fn create_instance()->SetupContextPartial1{
let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
SetupContextPartial1{
backends,
instance:wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
dx12_shader_compiler,
..Default::default()
}),
}
}
impl SetupContextPartial1{
fn create_surface<'a>(self,window:&'a winit::window::Window)->Result<SetupContextPartial2<'a>,wgpu::CreateSurfaceError>{
Ok(SetupContextPartial2{
backends:self.backends,
surface:self.instance.create_surface(window)?,
instance:self.instance,
})
}
}
struct SetupContextPartial2<'a>{
backends:wgpu::Backends,
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
}
impl<'a> SetupContextPartial2<'a>{
fn pick_adapter(self)->SetupContextPartial3<'a>{
let adapter;
//TODO: prefer adapter that implements optional features
//let optional_features=optional_features();
let required_features=required_features();
//no helper function smh gotta write it myself
let adapters=self.instance.enumerate_adapters(self.backends);
let mut chosen_adapter=None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&self.surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features=adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter)=chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
let adapter_info=adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
let required_downlevel_capabilities=required_downlevel_capabilities();
let downlevel_capabilities=adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
SetupContextPartial3{
instance:self.instance,
surface:self.surface,
adapter,
}
}
}
struct SetupContextPartial3<'a>{
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
adapter:wgpu::Adapter,
}
impl<'a> SetupContextPartial3<'a>{
fn request_device(self)->SetupContextPartial4<'a>{
let optional_features=optional_features();
let required_features=required_features();
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits=required_limits().using_resolution(self.adapter.limits());
let trace_dir=std::env::var("WGPU_TRACE");
let (device, queue)=pollster::block_on(self.adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: (optional_features & self.adapter.features()) | required_features,
required_limits: needed_limits,
memory_hints:wgpu::MemoryHints::Performance,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
))
.expect("Unable to find a suitable GPU adapter!");
SetupContextPartial4{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
device,
queue,
}
}
}
struct SetupContextPartial4<'a>{
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
adapter:wgpu::Adapter,
device:wgpu::Device,
queue:wgpu::Queue,
}
impl<'a> SetupContextPartial4<'a>{
fn configure_surface(self,size:&'a winit::dpi::PhysicalSize<u32>)->SetupContext<'a>{
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format=config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
config.present_mode=wgpu::PresentMode::AutoNoVsync;
self.surface.configure(&self.device, &config);
SetupContext{
instance:self.instance,
surface:self.surface,
device:self.device,
queue:self.queue,
config,
}
}
}
pub struct SetupContext<'a>{
pub instance:wgpu::Instance,
pub surface:wgpu::Surface<'a>,
pub device:wgpu::Device,
pub queue:wgpu::Queue,
pub config:wgpu::SurfaceConfiguration,
}
pub fn setup_and_start(title:String){
let event_loop=winit::event_loop::EventLoop::new().unwrap();
println!("Initializing the surface...");
let partial_1=create_instance();
let window=create_window(title.as_str(),&event_loop).unwrap();
let partial_2=partial_1.create_surface(&window).unwrap();
let partial_3=partial_2.pick_adapter();
let partial_4=partial_3.request_device();
let size=window.inner_size();
let setup_context=partial_4.configure_surface(&size);
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
//the thread that spawns the physics thread
let mut window_thread=crate::window::worker(
&window,
setup_context,
);
if let Some(arg)=std::env::args().nth(1){
let path=std::path::PathBuf::from(arg);
window_thread.send(TimedInstruction{
time:integer::Time::ZERO,
instruction:WindowInstruction::WindowEvent(winit::event::WindowEvent::DroppedFile(path)),
}).unwrap();
};
println!("Entering event loop...");
let root_time=std::time::Instant::now();
run_event_loop(event_loop,window_thread,root_time).unwrap();
}
fn run_event_loop(
event_loop:winit::event_loop::EventLoop<()>,
mut window_thread:crate::compat_worker::QNWorker<TimedInstruction<WindowInstruction>>,
root_time:std::time::Instant
)->Result<(),winit::error::EventLoopError>{
event_loop.run(move |event,elwt|{
let time=integer::Time::from_nanos(root_time.elapsed().as_nanos() as i64);
// *control_flow=if cfg!(feature="metal-auto-capture"){
// winit::event_loop::ControlFlow::Exit
// }else{
// winit::event_loop::ControlFlow::Poll
// };
match event{
winit::event::Event::AboutToWait=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::RequestRedraw}).unwrap();
}
winit::event::Event::WindowEvent {
event:
// WindowEvent::Resized(size)
// | WindowEvent::ScaleFactorChanged {
// new_inner_size: &mut size,
// ..
// },
winit::event::WindowEvent::Resized(size),//ignoring scale factor changed for now because mutex bruh
window_id:_,
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Resize(size)}).unwrap();
}
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
event:
winit::event::KeyEvent {
logical_key: winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
|winit::event::WindowEvent::CloseRequested=>{
elwt.exit();
}
winit::event::WindowEvent::RedrawRequested=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Render}).unwrap();
}
_=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::WindowEvent(event)}).unwrap();
}
},
winit::event::Event::DeviceEvent{
event,
..
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::DeviceEvent(event)}).unwrap();
},
_=>{}
}
})
}

@ -48,7 +48,7 @@ struct ModelInstance{
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
//the texture transform then maps the texture coordinates to the location of the specific texture
//group 1 is the model
const MAX_MODEL_INSTANCES=4096;
const MAX_MODEL_INSTANCES=512;
@group(2)
@binding(0)
var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;

@ -1,8 +0,0 @@
//something that implements body + hitbox + transform can predict collision
impl crate::sweep::PredictCollision for Model {
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
//math!
None
}
}

223
src/window.rs Normal file

@ -0,0 +1,223 @@
use crate::physics_worker::InputInstruction;
use strafesnet_common::integer;
use strafesnet_common::instruction::TimedInstruction;
pub enum WindowInstruction{
Resize(winit::dpi::PhysicalSize<u32>),
WindowEvent(winit::event::WindowEvent),
DeviceEvent(winit::event::DeviceEvent),
RequestRedraw,
Render,
}
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:strafesnet_common::mouse::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
window:&'a winit::window::Window,
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
}
impl WindowContext<'_>{
fn get_middle_of_screen(&self)->winit::dpi::PhysicalPosition<f32>{
winit::dpi::PhysicalPosition::new(self.screen_size.x as f32/2.0,self.screen_size.y as f32/2.0)
}
fn window_event(&mut self,time:integer::Time,event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
match crate::file::load(path.as_path()){
Ok(map)=>self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ChangeMap(map)}).unwrap(),
Err(e)=>println!("Failed to load map: {e}"),
}
},
winit::event::WindowEvent::Focused(state)=>{
//pause unpause
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::SetPaused(!state),
}).unwrap();
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput{
event:winit::event::KeyEvent{state,logical_key,repeat:false,..},
..
}=>{
let s=match state{
winit::event::ElementState::Pressed=>true,
winit::event::ElementState::Released=>false,
};
match logical_key{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Tab)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
}else{
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
Ok(())=>(),
Err(_)=>{
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
Ok(())=>(),
Err(e)=>{
self.manual_mouse_lock=true;
println!("Could not confine cursor: {:?}",e)
},
}
}
}
}
self.window.set_cursor_visible(s);
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::F11)=>{
if s{
if self.window.fullscreen().is_some(){
self.window.set_fullscreen(None);
}else{
self.window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
}
}
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
self.window.set_cursor_visible(true);
}
},
keycode=>{
if let Some(input_instruction)=match keycode{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)=>Some(InputInstruction::Jump(s)),
winit::keyboard::Key::Character(key)=>match key.as_str(){
"w"=>Some(InputInstruction::MoveForward(s)),
"a"=>Some(InputInstruction::MoveLeft(s)),
"s"=>Some(InputInstruction::MoveBack(s)),
"d"=>Some(InputInstruction::MoveRight(s)),
"e"=>Some(InputInstruction::MoveUp(s)),
"q"=>Some(InputInstruction::MoveDown(s)),
"z"=>Some(InputInstruction::Zoom(s)),
"r"=>if s{
//mouse needs to be reset since the position is absolute
self.mouse=strafesnet_common::mouse::MouseState::default();
Some(InputInstruction::ResetAndRestart)
}else{None},
"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
_=>None,
},
_=>None,
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
}).unwrap();
}
},
}
},
_=>(),
}
}
fn device_event(&mut self,time:integer::Time,event: winit::event::DeviceEvent) {
match event {
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
}
//do not step the physics because the mouse polling rate is higher than the physics can run.
//essentially the previous input will be overwritten until a true step runs
//which is fine because they run all the time.
let delta=glam::ivec2(delta.0 as i32,delta.1 as i32);
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
delta,
} => {
println!("mousewheel {:?}",delta);
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
}
}
}
pub fn worker<'a>(
window:&'a winit::window::Window,
setup_context:crate::setup::SetupContext<'a>,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
// WindowContextSetup::new
let user_settings=crate::settings::read_user_settings();
let mut graphics=crate::graphics::GraphicsState::new(&setup_context.device,&setup_context.queue,&setup_context.config);
graphics.load_user_settings(&user_settings);
//WindowContextSetup::into_context
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
let mut window_context=WindowContext{
manual_mouse_lock:false,
mouse:strafesnet_common::mouse::MouseState::default(),
//make sure to update this!!!!!
screen_size,
window,
physics_thread:crate::physics_worker::new(
graphics_thread,
user_settings,
),
};
//WindowContextSetup::into_worker
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
window_context.window.request_redraw();
}
WindowInstruction::WindowEvent(window_event)=>{
window_context.window_event(ins.time,window_event);
},
WindowInstruction::DeviceEvent(device_event)=>{
window_context.device_event(ins.time,device_event);
},
WindowInstruction::Resize(size)=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size)
}
).unwrap();
}
WindowInstruction::Render=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
}
).unwrap();
}
}
})
}

@ -2,16 +2,68 @@ use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::Mutex;
//WorkerPool
struct Pool(u32);
enum PoolOrdering{
Single,//single thread cannot get out of order
Ordered(u32),//order matters and should be buffered/dropped according to ControlFlow
Unordered(u32),//order does not matter
}
//WorkerInput
enum Input{
//no input, workers have everything needed at creation
None,
//Immediate input to any available worker, dropped if they are overflowing (all workers are busy)
Immediate,
//Queued input is ordered, but serial jobs that mutate state (such as running physics) can only be done with a single worker
Queued,//"Fifo"
//Query a function to get next input when a thread becomes available
//worker stops querying when Query function returns None and dies after all threads complete
//lifetimes sound crazy on this one
Query,
//Queue of length one, the input is replaced if it is submitted twice before the current work finishes
Mailbox,
}
//WorkerOutput
enum Output{
None(Pool),
Realtime(PoolOrdering),//outputs are dropped if they are out of order and order is demanded
Buffered(PoolOrdering),//outputs are held back internally if they are out of order and order is demanded
}
//It would be possible to implement all variants
//with a query input function and callback output function but I'm not sure if that's worth it.
//Immediate = Condvar
//Queued = receiver.recv()
//a callback function would need to use an async runtime!
//realtime output is an arc mutex of the output value that is assigned every time a worker completes a job
//buffered output produces a receiver object that can be passed to the creation of another worker
//when ordering is requested, output is ordered by the order each thread is run
//which is the same as the order that the input data is processed except for Input::None which has no input data
//WorkerDescription
struct Description{
input:Input,
output:Output,
}
//The goal here is to have a worker thread that parks itself when it runs out of work.
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
//Previous values do not matter as soon as a new value is produced, which is why it's called "Realtime"
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
pub struct Worker<Task:Send,Value:Clone> {
/*
QR = WorkerDescription{
input:Queued,
output:Realtime(Single),
}
*/
pub struct QRWorker<Task:Send,Value:Clone>{
sender: mpsc::Sender<Task>,
value:Arc<Mutex<Value>>,
}
impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
impl<Task:Send+'static,Value:Clone+Send+'static> QRWorker<Task,Value>{
pub fn new<F:FnMut(Task)->Value+Send+'static>(value:Value,mut f:F) -> Self {
let (sender, receiver) = mpsc::channel::<Task>();
let ret=Self {
@ -45,63 +97,120 @@ impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
}
}
pub struct CompatWorker<Task,Value:Clone,F>{
data:std::marker::PhantomData<Task>,
f:F,
value:Value,
/*
QN = WorkerDescription{
input:Queued,
output:None(Single),
}
*/
//None Output Worker does all its work internally from the perspective of the work submitter
pub struct QNWorker<'a,Task:Send>{
sender: mpsc::Sender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<Task,Value:Clone,F:FnMut(Task)->Value> CompatWorker<Task,Value,F> {
pub fn new(value:Value,f:F) -> Self {
Self {
f,
value,
data:std::marker::PhantomData,
impl<'a,Task:Send+'a> QNWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->QNWorker<'a,Task>{
let (sender,receiver)=mpsc::channel::<Task>();
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
self.value=(self.f)(task);
Ok(())
}
pub fn grab_clone(&self)->Value{
self.value.clone()
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
self.sender.send(task)
}
}
#[test]//How to run this test with printing: cargo test --release -- --nocapture
fn test_worker() {
println!("hiiiii");
// Create the worker thread
let worker = Worker::new(crate::physics::Body::with_pva(glam::Vec3::ZERO,glam::Vec3::ZERO,glam::Vec3::ZERO),
|_|crate::physics::Body::with_pva(glam::Vec3::ONE,glam::Vec3::ONE,glam::Vec3::ONE)
);
/*
IN = WorkerDescription{
input:Immediate,
output:None(Single),
}
*/
//Inputs are dropped if the worker is busy
pub struct INWorker<'a,Task:Send>{
sender: mpsc::SyncSender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
// Send tasks to the worker
for _ in 0..5 {
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::physics::PhysicsInstruction::StrafeTick,
impl<'a,Task:Send+'a> INWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->INWorker<'a,Task>{
let (sender,receiver)=mpsc::sync_channel::<Task>(1);
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
}
}
//blocking!
pub fn blocking_send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn send(&self,task:Task)->Result<(), mpsc::TrySendError<Task>>{
self.sender.try_send(task)
}
}
#[cfg(test)]
mod test{
use super::{thread,QRWorker};
use crate::physics;
use strafesnet_common::{integer,instruction};
#[test]//How to run this test with printing: cargo test --release -- --nocapture
fn test_worker() {
// Create the worker thread
let test_body=physics::Body::new(integer::Planar64Vec3::ONE,integer::Planar64Vec3::ONE,integer::Planar64Vec3::ONE,integer::Time::ZERO);
let worker=QRWorker::new(physics::Body::default(),
|_|physics::Body::new(integer::Planar64Vec3::ONE,integer::Planar64Vec3::ONE,integer::Planar64Vec3::ONE,integer::Time::ZERO)
);
// Send tasks to the worker
for _ in 0..5 {
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();
}
// Optional: Signal the worker to stop (in a real-world scenario)
// sender.send("STOP".to_string()).unwrap();
// Sleep to allow the worker thread to finish processing
thread::sleep(std::time::Duration::from_millis(10));
// Send a new task
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();
//assert_eq!(test_body,worker.grab_clone());
// wait long enough to see print from final task
thread::sleep(std::time::Duration::from_millis(10));
}
// Optional: Signal the worker to stop (in a real-world scenario)
// sender.send("STOP".to_string()).unwrap();
// Sleep to allow the worker thread to finish processing
thread::sleep(std::time::Duration::from_secs(2));
// Send a new task
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::physics::PhysicsInstruction::StrafeTick,
};
worker.send(task).unwrap();
println!("value={:?}",worker.grab_clone());
// wait long enough to see print from final task
thread::sleep(std::time::Duration::from_secs(1));
}

@ -1,28 +0,0 @@
//find roots of polynomials
#[inline]
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
if a2==0f32{
return zeroes1(a0, a1);
}
let mut radicand=a1*a1-4f32*a2*a0;
if 0f32<radicand {
radicand=radicand.sqrt();
if 0f32<a2 {
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
} else {
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
}
} else if radicand==0f32 {
return vec![-a1/(2f32*a2)];
} else {
return vec![];
}
}
#[inline]
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
if a1==0f32{
return vec![];
} else {
return vec![-a0/a1];
}
}

1
tools/arcane Executable file

@ -0,0 +1 @@
mangohud ../target/release/strafe-client bhop_maps/5692113331.snfm

1
tools/bhop_maps Symbolic link

@ -0,0 +1 @@
/run/media/quat/Files/Documents/map-files/verify-scripts/maps/bhop_snfm

1
tools/cross-compile.sh Executable file

@ -0,0 +1 @@
cargo build --release --target x86_64-pc-windows-gnu --all-features

1
tools/iso Executable file

@ -0,0 +1 @@
mangohud ../target/release/strafe-client bhop_maps/5692124338.snfm

4
tools/make-demo.sh Executable file

@ -0,0 +1,4 @@
mkdir -p ../target/demo
mv ../target/x86_64-pc-windows-gnu/release/strafe-client.exe ../target/demo/strafe-client.exe
rm ../target/demo.7z
7z a -t7z -mx=9 -mfb=273 -ms -md=31 -myx=9 -mtm=- -mmt -mmtf -md=1536m -mmf=bt3 -mmc=10000 -mpb=0 -mlc=0 ../target/demo.7z ../target/demo

1
tools/run Executable file

@ -0,0 +1 @@
mangohud ../target/release/strafe-client "$1"

4
tools/settings.conf Normal file

@ -0,0 +1,4 @@
[camera]
sensitivity_x=98384
fov_y=1.0
#fov_x_from_y_ratio=1.33333333333333333333333333333333

1
tools/surf_maps Symbolic link

@ -0,0 +1 @@
/run/media/quat/Files/Documents/map-files/verify-scripts/maps/surf_snfm

1
tools/toc Executable file

@ -0,0 +1 @@
mangohud ../target/release/strafe-client bhop_maps/5692152916.snfm

1
tools/utopia Executable file

@ -0,0 +1 @@
mangohud ../target/release/strafe-client surf_maps/5692145408.snfm