use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Affine3}; pub type TextureCoordinate=glam::Vec2; pub type Color4=glam::Vec4; #[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, } pub struct IndexedGroup{ pub texture:Option,//RenderPattern? material/texture/shader/flat color pub polys:Vec, } pub struct IndexedModel{ pub unique_pos:Vec, pub unique_normal:Vec, pub unique_tex:Vec, pub unique_color:Vec, pub unique_vertices:Vec, pub groups: Vec, pub instances:Vec, } pub struct ModelInstance{ //pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated pub transform:Planar64Affine3, pub color:Color4,//transparency is in here pub attributes:CollisionAttributes, pub temp_indexing:Vec, } impl std::default::Default for ModelInstance{ fn default() -> Self { Self{ color:Color4::ONE, transform:Default::default(), attributes:Default::default(), temp_indexing:Default::default(), } } } pub struct IndexedModelInstances{ pub textures:Vec,//RenderPattern pub models:Vec, //may make this into an object later. pub modes:Vec, pub spawn_point:Planar64Vec3, } //stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic. pub struct ModeDescription{ //TODO: put "default" style modifiers in mode //pub style:StyleModifiers, pub start:usize,//start=model_id pub spawns:Vec,//spawns[spawn_id]=model_id pub spawn_from_stage_id:std::collections::HashMap::, pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::, } impl ModeDescription{ pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&usize>{ self.spawns.get(*self.spawn_from_stage_id.get(&stage_id)?) } } //I don't want this code to exist! #[derive(Clone)] pub struct TempAttrStart{ pub mode_id:u32, } #[derive(Clone)] pub struct TempAttrSpawn{ pub mode_id:u32, pub stage_id:u32, } #[derive(Clone)] pub struct TempAttrWormhole{ pub wormhole_id:u32, } pub enum TempIndexedAttributes{ Start(TempAttrStart), Spawn(TempAttrSpawn), Wormhole(TempAttrWormhole), } //you have this effect while in contact #[derive(Clone)] pub struct ContactingLadder{ pub sticky:bool } #[derive(Clone)] pub enum ContactingBehaviour{ Surf, Ladder(ContactingLadder), Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32 } //you have this effect while intersecting #[derive(Clone)] pub struct IntersectingWater{ pub viscosity:Planar64, pub density:Planar64, pub current:Planar64Vec3, } //All models can be given these attributes #[derive(Clone)] pub struct GameMechanicAccelerator{ pub acceleration:Planar64Vec3 } #[derive(Clone)] pub enum GameMechanicBooster{ Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction } #[derive(Clone)] pub enum GameMechanicCheckpoint{ Ordered{ mode_id:u32, checkpoint_id:u32, }, Unordered{ mode_id:u32, }, } #[derive(Clone)] pub enum TrajectoryChoice{ HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time } #[derive(Clone)] pub enum GameMechanicSetTrajectory{ AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time target_point:Planar64Vec3, time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way }, TrajectoryTargetPoint{//launch at a fixed speed and land at a target point target_point:Planar64Vec3, speed:Planar64,//if speed is too low this will fail to reach the target. The closest-passing trajectory will be chosen instead trajectory_choice:TrajectoryChoice, }, Velocity(Planar64Vec3),//SetVelocity DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions } #[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(Planar64), // SlowerThan(Planar64), // InRange(Planar64,Planar64), // OutsideRange(Planar64,Planar64), // } #[derive(Clone)] pub enum StageElementBehaviour{ //Spawn,//The behaviour of stepping on a spawn setting the spawnid SpawnAt, Trigger, Teleport, Platform, //Acts like a trigger if you haven't hit all the checkpoints. Checkpoint{ //if this is 2 you must have hit OrderedCheckpoint(0) OrderedCheckpoint(1) OrderedCheckpoint(2) to pass ordered_checkpoint_id:Option, //if this is 2 you must have hit at least 2 UnorderedCheckpoints to pass unordered_checkpoint_count:u32, }, JumpLimit(u32), //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{ //destination does not need to be another wormhole //this defines a one way portal to a destination model transform //two of these can create a two way wormhole pub destination_model_id:u32, //(position,angles)*=origin.transform.inverse()*destination.transform } #[derive(Clone)] pub enum TeleportBehaviour{ StageElement(GameMechanicStageElement), Wormhole(GameMechanicWormhole), } //attributes listed in order of handling #[derive(Default,Clone)] pub struct GameMechanicAttributes{ pub zone:Option, pub booster:Option, pub checkpoint:Option, pub trajectory:Option, pub teleport_behaviour:Option, pub accelerator:Option, } impl GameMechanicAttributes{ pub fn any(&self)->bool{ self.zone.is_some() ||self.booster.is_some() ||self.checkpoint.is_some() ||self.trajectory.is_some() ||self.teleport_behaviour.is_some() ||self.accelerator.is_some() } } #[derive(Default,Clone)] pub struct ContactingAttributes{ //friction? pub contact_behaviour:Option, } impl ContactingAttributes{ pub fn any(&self)->bool{ self.contact_behaviour.is_some() } } #[derive(Default,Clone)] pub struct IntersectingAttributes{ pub water:Option, } impl IntersectingAttributes{ pub fn any(&self)->bool{ self.water.is_some() } } //Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes //TODO: deduplicate attributes 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:Color4)->Vec{ let mut unique_vertex_index = std::collections::HashMap::::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.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(), unique_tex: data.texture.iter().map(|&v|TextureCoordinate::from_array(v)).collect(), unique_normal: data.normal.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(), unique_color: vec![color], unique_vertices, groups, instances:Vec::new(), } }).collect() }