forked from StrafesNET/strafe-client
295 lines
8.9 KiB
Rust
295 lines
8.9 KiB
Rust
use crate::integer::{Time,Planar64,Planar64Vec3,Planar64Affine3};
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pub type TextureCoordinate=glam::Vec2;
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pub type Color4=glam::Vec4;
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#[derive(Clone,Hash,PartialEq,Eq)]
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pub struct IndexedVertex{
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pub pos:u32,
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pub tex:u32,
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pub normal:u32,
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pub color:u32,
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}
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pub struct IndexedPolygon{
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pub vertices:Vec<u32>,
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}
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pub struct IndexedGroup{
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pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
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pub polys:Vec<IndexedPolygon>,
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}
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pub struct IndexedModel{
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pub unique_pos:Vec<Planar64Vec3>,
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pub unique_normal:Vec<Planar64Vec3>,
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pub unique_tex:Vec<TextureCoordinate>,
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pub unique_color:Vec<Color4>,
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pub unique_vertices:Vec<IndexedVertex>,
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pub groups: Vec<IndexedGroup>,
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pub instances:Vec<ModelInstance>,
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}
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pub struct ModelInstance{
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//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
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pub transform:Planar64Affine3,
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pub color:Color4,//transparency is in here
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pub attributes:CollisionAttributes,
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pub temp_indexing:Vec<TempIndexedAttributes>,
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}
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impl std::default::Default for ModelInstance{
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fn default() -> Self {
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Self{
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color:Color4::ONE,
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transform:Default::default(),
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attributes:Default::default(),
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temp_indexing:Default::default(),
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}
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}
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}
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pub struct IndexedModelInstances{
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pub textures:Vec<String>,//RenderPattern
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pub models:Vec<IndexedModel>,
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//may make this into an object later.
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pub modes:Vec<ModeDescription>,
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pub spawn_point:Planar64Vec3,
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}
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//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
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pub struct ModeDescription{
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pub start:usize,//start=model_id
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pub spawns:Vec<usize>,//spawns[spawn_id]=model_id
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pub ordered_checkpoints:Vec<usize>,//ordered_checkpoints[checkpoint_id]=model_id
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pub unordered_checkpoints:Vec<usize>,//unordered_checkpoints[checkpoint_id]=model_id
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pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
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pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
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}
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impl ModeDescription{
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pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&usize>{
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self.spawns.get(*self.spawn_from_stage_id.get(&stage_id)?)
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}
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pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&usize>{
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self.ordered_checkpoints.get(*self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id)?)
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}
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}
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//I don't want this code to exist!
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#[derive(Clone)]
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pub struct TempAttrStart{
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pub mode_id:u32,
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}
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#[derive(Clone)]
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pub struct TempAttrSpawn{
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pub mode_id:u32,
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pub stage_id:u32,
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}
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#[derive(Clone)]
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pub struct TempAttrOrderedCheckpoint{
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pub mode_id:u32,
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pub checkpoint_id:u32,
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}
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#[derive(Clone)]
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pub struct TempAttrUnorderedCheckpoint{
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pub mode_id:u32,
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}
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#[derive(Clone)]
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pub struct TempAttrWormhole{
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pub wormhole_id:u32,
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}
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pub enum TempIndexedAttributes{
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Start(TempAttrStart),
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Spawn(TempAttrSpawn),
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OrderedCheckpoint(TempAttrOrderedCheckpoint),
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UnorderedCheckpoint(TempAttrUnorderedCheckpoint),
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Wormhole(TempAttrWormhole),
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}
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//you have this effect while in contact
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#[derive(Clone)]
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pub struct ContactingLadder{
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pub sticky:bool
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}
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#[derive(Clone)]
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pub enum ContactingBehaviour{
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Surf,
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Ladder(ContactingLadder),
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Elastic(u32),//[1/2^32,1] 0=None (elasticity+1)/2^32
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}
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//you have this effect while intersecting
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#[derive(Clone)]
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pub struct IntersectingWater{
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pub viscosity:Planar64,
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pub density:Planar64,
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pub current:Planar64Vec3,
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}
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//All models can be given these attributes
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#[derive(Clone)]
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pub struct GameMechanicAccelerator{
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pub acceleration:Planar64Vec3
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}
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#[derive(Clone)]
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pub enum GameMechanicBooster{
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Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
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}
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#[derive(Clone)]
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pub enum TrajectoryChoice{
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HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
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LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
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}
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#[derive(Clone)]
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pub enum GameMechanicSetTrajectory{
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AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
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Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
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TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
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target_point:Planar64Vec3,
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time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
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},
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TrajectoryTargetPoint{//launch at a fixed speed and land at a target point
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target_point:Planar64Vec3,
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speed:Planar64,//if speed is too low this will fail to reach the target. The closest-passing trajectory will be chosen instead
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trajectory_choice:TrajectoryChoice,
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},
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Velocity(Planar64Vec3),//SetVelocity
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DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
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}
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#[derive(Clone)]
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pub enum ZoneBehaviour{
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//Start is indexed
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//Checkpoints are indexed
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Finish,
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Anitcheat,
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}
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#[derive(Clone)]
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pub struct GameMechanicZone{
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pub mode_id:u32,
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pub behaviour:ZoneBehaviour,
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}
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// enum TrapCondition{
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// FasterThan(Planar64),
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// SlowerThan(Planar64),
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// InRange(Planar64,Planar64),
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// OutsideRange(Planar64,Planar64),
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// }
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#[derive(Clone)]
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pub enum StageElementBehaviour{
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//Spawn,//The behaviour of stepping on a spawn setting the spawnid
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SpawnAt,
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Trigger,
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Teleport,
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Platform,
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JumpLimit(u32),
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//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
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}
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#[derive(Clone)]
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pub struct GameMechanicStageElement{
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pub mode_id:u32,
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pub stage_id:u32,//which spawn to send to
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pub force:bool,//allow setting to lower spawn id i.e. 7->3
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pub behaviour:StageElementBehaviour
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}
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#[derive(Clone)]
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pub struct GameMechanicWormhole{
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//destination does not need to be another wormhole
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//this defines a one way portal to a destination model transform
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//two of these can create a two way wormhole
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pub destination_model_id:u32,
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//(position,angles)*=origin.transform.inverse()*destination.transform
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}
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#[derive(Clone)]
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pub enum TeleportBehaviour{
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StageElement(GameMechanicStageElement),
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Wormhole(GameMechanicWormhole),
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}
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//attributes listed in order of handling
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#[derive(Default,Clone)]
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pub struct GameMechanicAttributes{
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pub zone:Option<GameMechanicZone>,
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pub booster:Option<GameMechanicBooster>,
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pub trajectory:Option<GameMechanicSetTrajectory>,
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pub teleport_behaviour:Option<TeleportBehaviour>,
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pub accelerator:Option<GameMechanicAccelerator>,
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}
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impl GameMechanicAttributes{
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pub fn any(&self)->bool{
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self.booster.is_some()
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||self.trajectory.is_some()
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||self.zone.is_some()
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||self.teleport_behaviour.is_some()
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||self.accelerator.is_some()
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}
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}
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#[derive(Default,Clone)]
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pub struct ContactingAttributes{
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//friction?
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pub contact_behaviour:Option<ContactingBehaviour>,
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}
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impl ContactingAttributes{
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pub fn any(&self)->bool{
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self.contact_behaviour.is_some()
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}
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}
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#[derive(Default,Clone)]
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pub struct IntersectingAttributes{
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pub water:Option<IntersectingWater>,
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}
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impl IntersectingAttributes{
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pub fn any(&self)->bool{
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self.water.is_some()
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}
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}
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//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
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pub enum CollisionAttributes{
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Decoration,//visual only
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Contact{//track whether you are contacting the object
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contacting:ContactingAttributes,
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general:GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:IntersectingAttributes,
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general:GameMechanicAttributes,
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},
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}
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impl std::default::Default for CollisionAttributes{
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fn default() -> Self {
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Self::Contact{
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contacting:ContactingAttributes::default(),
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general:GameMechanicAttributes::default()
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}
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}
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}
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pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:Color4)->Vec<IndexedModel>{
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let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
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return data.objects.iter().map(|object|{
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unique_vertex_index.clear();
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let mut unique_vertices = Vec::new();
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let groups = object.groups.iter().map(|group|{
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IndexedGroup{
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texture:None,
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polys:group.polys.iter().map(|poly|{
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IndexedPolygon{
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vertices:poly.0.iter().map(|&tup|{
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if let Some(&i)=unique_vertex_index.get(&tup){
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i
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}else{
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let i=unique_vertices.len() as u32;
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unique_vertices.push(IndexedVertex{
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pos: tup.0 as u32,
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tex: tup.1.unwrap() as u32,
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normal: tup.2.unwrap() as u32,
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color: 0,
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});
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unique_vertex_index.insert(tup,i);
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i
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}
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}).collect()
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}
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}).collect()
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}
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}).collect();
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IndexedModel{
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unique_pos: data.position.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
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unique_tex: data.texture.iter().map(|&v|TextureCoordinate::from_array(v)).collect(),
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unique_normal: data.normal.iter().map(|&v|Planar64Vec3::try_from(v).unwrap()).collect(),
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unique_color: vec![color],
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unique_vertices,
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groups,
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instances:Vec::new(),
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}
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}).collect()
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}
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