implement MoveState + TouchingState

This commit is contained in:
Quaternions 2023-10-12 19:44:46 -07:00
parent 4f596ca5d7
commit 127b205401

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@ -57,12 +57,6 @@ pub struct Body {
time:Time,//nanoseconds x xxxxD!
}
pub enum MoveRestriction {
Air,
Water,
Ground,
Ladder,//multiple ladders how
}
/*
enum InputInstruction {
@ -283,21 +277,25 @@ impl StyleModifiers{
}
}
enum MoveState{
Air,
Walk(WalkState),
Water,
Ladder(WalkState),
}
pub struct PhysicsState{
pub time:Time,
pub body:Body,
pub world:WorldState,//currently there is only one state the world can be in
pub game:GameMechanicsState,
pub style:StyleModifiers,
pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
//pub intersections: Vec<ModelId>,
touching:TouchingState,
//camera must exist in state because wormholes modify the camera, also camera punch
pub camera:PhysicsCamera,
pub next_mouse:MouseState,//Where is the mouse headed next
pub controls:u32,
pub walk:WalkState,
pub grounded:bool,
pub move_state:MoveState,
//all models
pub models:Vec<ModelPhysics>,
pub bvh:crate::bvh::BvhNode,
@ -395,6 +393,55 @@ impl RelativeCollision {
}
}
struct TouchingState{
contacts:std::collections::HashMap::<u32,RelativeCollision>,
intersects:std::collections::HashMap::<u32,RelativeCollision>,
}
impl TouchingState{
fn clear(&mut self){
self.contacts.clear();
self.intersects.clear();
}
fn insert_contact(&mut self,model_id:u32,collision:RelativeCollision)->Option<RelativeCollision>{
self.contacts.insert(model_id,collision)
}
fn remove_contact(&mut self,model_id:u32)->Option<RelativeCollision>{
self.contacts.remove(&model_id)
}
fn insert_intersect(&mut self,model_id:u32,collision:RelativeCollision)->Option<RelativeCollision>{
self.intersects.insert(model_id,collision)
}
fn remove_intersect(&mut self,model_id:u32)->Option<RelativeCollision>{
self.intersects.remove(&model_id)
}
fn constrain_velocity(&self,models:&Vec<ModelPhysics>,velocity:&mut Planar64Vec3){
for (_,contact) in &self.contacts {
let n=contact.normal(models);
let d=velocity.dot(n);
if d<Planar64::ZERO{
(*velocity)-=n*(d/n.dot(n));
}
}
}
fn constrain_acceleration(&self,models:&Vec<ModelPhysics>,acceleration:&mut Planar64Vec3){
for (_,contact) in &self.contacts {
let n=contact.normal(models);
let d=acceleration.dot(n);
if d<Planar64::ZERO{
(*acceleration)-=n*(d/n.dot(n));
}
}
}
}
impl Default for TouchingState{
fn default() -> Self {
Self{
contacts: std::collections::HashMap::new(),
intersects: std::collections::HashMap::new(),
}
}
}
impl Body {
pub fn with_pva(position:Planar64Vec3,velocity:Planar64Vec3,acceleration:Planar64Vec3) -> Self {
Self{
@ -431,12 +478,10 @@ impl Default for PhysicsState{
body: Body::with_pva(Planar64Vec3::int(0,50,0),Planar64Vec3::int(0,0,0),Planar64Vec3::int(0,-100,0)),
time: Time::ZERO,
style:StyleModifiers::default(),
grounded: false,
contacts: std::collections::HashMap::new(),
intersects: std::collections::HashMap::new(),
touching:TouchingState::default(),
models: Vec::new(),
bvh:crate::bvh::BvhNode::default(),
walk: WalkState::new(),
move_state: MoveState::Air,
camera: PhysicsCamera::from_offset(Planar64Vec3::int(0,2,0)),//4.5-2.5=2
next_mouse: MouseState::default(),
controls: 0,
@ -452,8 +497,7 @@ impl PhysicsState {
pub fn clear(&mut self){
self.models.clear();
self.modes.clear();
self.contacts.clear();
self.intersects.clear();
self.touching.clear();
}
pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
@ -653,30 +697,22 @@ impl PhysicsState {
self.controls=if state{self.controls|control}else{self.controls&!control};
}
fn jump(&mut self){
self.grounded=false;//do I need this?
match &self.move_state{
MoveState::Air=>(),
MoveState::Walk(walk_state)=>{
let mut v=self.body.velocity+self.style.get_jump_power();
self.contact_constrain_velocity(&mut v);
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
},
MoveState::Water=>(),
MoveState::Ladder(walk_state)=>{
let mut v=self.body.velocity+self.style.get_jump_power();
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
},
}
}
fn contact_constrain_velocity(&self,velocity:&mut Planar64Vec3){
for (_,contact) in &self.contacts {
let n=contact.normal(&self.models);
let d=velocity.dot(n);
if d<Planar64::ZERO{
(*velocity)-=n*(d/n.dot(n));
}
}
}
fn contact_constrain_acceleration(&self,acceleration:&mut Planar64Vec3){
for (_,contact) in &self.contacts {
let n=contact.normal(&self.models);
let d=acceleration.dot(n);
if d<Planar64::ZERO{
(*acceleration)-=n*(d/n.dot(n));
}
}
}
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{
time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
@ -718,43 +754,48 @@ impl PhysicsState {
fn refresh_walk_target(&mut self){
//calculate acceleration yada yada
if self.grounded{
let mut v=self.walk.target_velocity;
self.contact_constrain_velocity(&mut v);
match &mut self.move_state{
MoveState::Air=>(),
MoveState::Walk(walk_state)=>{
let mut v=walk_state.target_velocity;
self.touching.constrain_velocity(&self.models,&mut v);
let mut target_diff=v-self.body.velocity;
//remove normal component
target_diff-=Planar64Vec3::Y*target_diff.y();
if target_diff==Planar64Vec3::ZERO{
let mut a=Planar64Vec3::ZERO;
self.contact_constrain_acceleration(&mut a);
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
self.walk.state=WalkEnum::Reached;
walk_state.state=WalkEnum::Reached;
}else{
//normal friction acceleration is clippedAcceleration.dot(normal)*friction
let accel=self.style.walk_accel.min(self.style.gravity.dot(Planar64Vec3::NEG_Y)*self.style.friction);
let time_delta=target_diff.length()/accel;
let mut a=target_diff.with_length(accel);
self.contact_constrain_acceleration(&mut a);
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
self.walk.target_time=self.body.time+Time::from(time_delta);
self.walk.state=WalkEnum::Transient;
walk_state.target_time=self.body.time+Time::from(time_delta);
walk_state.state=WalkEnum::Transient;
}
}else{
self.walk.state=WalkEnum::Reached;//there is no walk target while not grounded
},
MoveState::Water=>(),
MoveState::Ladder(walk_state)=>{
//
},
}
}
fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInstruction>>{
//check if you have a valid walk state and create an instruction
if self.grounded{
match self.walk.state{
match &self.move_state{
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>match &walk_state.state{
WalkEnum::Transient=>Some(TimedInstruction{
time:self.walk.target_time,
time:walk_state.target_time,
instruction:PhysicsInstruction::ReachWalkTargetVelocity
}),
WalkEnum::Reached=>None,
}
}else{
return None;
MoveState::Air=>self.next_strafe_instruction(),
MoveState::Water=>None,//TODO
}
}
fn mesh(&self) -> TreyMesh {
@ -1044,7 +1085,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
//JUST POLLING!!! NO MUTATION
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
//check for collision stop instructions with curent contacts
for (_,collision_data) in &self.contacts {
for (_,collision_data) in &self.touching.contacts {
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
}
// for collision_data in &self.intersects{
@ -1056,17 +1097,11 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
aabb.grow(self.body.extrapolated_position(time_limit));
aabb.inflate(self.style.hitbox_halfsize);
self.bvh.the_tester(&aabb,&mut |id|{
if !(self.contacts.contains_key(&id)||self.intersects.contains_key(&id)){
if !(self.touching.contacts.contains_key(&id)||self.touching.intersects.contains_key(&id)){
collector.collect(self.predict_collision_start(self.time,time_limit,id));
}
});
if self.grounded {
//walk maintenance
collector.collect(self.next_walk_instruction());
}else{
//check to see when the next strafe tick is
collector.collect(self.next_strafe_instruction());
}
collector.collect(self.next_move_instruction());
collector.instruction()
}
}
@ -1099,13 +1134,13 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
None=>match &c.face {
TreyMeshFace::Top => {
//ground
self.grounded=true;
self.move_state=MoveState::Walk(WalkState::new())
},
_ => (),
},
}
//check ground
self.contacts.insert(c.model,c);
self.touching.insert_contact(c.model,c);
match &general.teleport_behaviour{
Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
if stage_element.force||self.game.stage_id<stage_element.stage_id{
@ -1121,11 +1156,9 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if let Some(model)=self.models.get(spawn as usize){
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.intersects.clear();
self.touching.clear();
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
}else{println!("bad1");}
}else{println!("bad2");}
}else{println!("bad3");}
@ -1140,23 +1173,23 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
}
//flatten v
let mut v=self.body.velocity;
self.contact_constrain_velocity(&mut v);
self.touching.constrain_velocity(&self.models,&mut v);
match &general.booster{
Some(booster)=>{
v+=booster.velocity;
self.contact_constrain_velocity(&mut v);
self.touching.constrain_velocity(&self.models,&mut v);
},
None=>(),
}
self.body.velocity=v;
if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
self.jump();
}
self.refresh_walk_target();
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.intersects.insert(c.model,c);
self.touching.insert_intersect(c.model,c);
match &general.teleport_behaviour{
Some(crate::model::TeleportBehaviour::StageElement(stage_element))=>{
if stage_element.force||self.game.stage_id<stage_element.stage_id{
@ -1172,11 +1205,9 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if let Some(model)=self.models.get(spawn as usize){
self.body.position=model.transform.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(self.style.hitbox_halfsize.y()+Planar64::ONE/16);
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.intersects.clear();
self.touching.clear();
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
self.move_state=MoveState::Air;//TODO: calculate contacts and determine the actual state
}else{println!("bad1");}
}else{println!("bad2");}
}else{println!("bad3");}
@ -1196,21 +1227,21 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
let model=c.model(&self.models).unwrap();
match &model.attributes{
PhysicsCollisionAttributes::Contact{contacting,general}=>{
self.contacts.remove(&c.model);//remove contact before calling contact_constrain_acceleration
self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
let mut a=self.style.gravity;
self.contact_constrain_acceleration(&mut a);
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
//check ground
match &c.face {
TreyMeshFace::Top => {
self.grounded=false;
self.move_state=MoveState::Air;
},
_ => (),
}
self.refresh_walk_target();
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
self.intersects.remove(&c.model);
self.touching.remove_intersect(c.model);
},
}
},
@ -1220,19 +1251,24 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
let d=self.body.velocity.dot(control_dir);
if d<self.style.mv {
let mut v=self.body.velocity+control_dir*(self.style.mv-d);
self.contact_constrain_velocity(&mut v);
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
}
}
PhysicsInstruction::ReachWalkTargetVelocity => {
match &mut self.move_state{
MoveState::Air|MoveState::Water=>(),
MoveState::Walk(walk_state)|MoveState::Ladder(walk_state)=>{
//precisely set velocity
let mut a=Planar64Vec3::ZERO;
self.contact_constrain_acceleration(&mut a);
let mut a=self.style.gravity;
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
let mut v=self.walk.target_velocity;
self.contact_constrain_velocity(&mut v);
let mut v=walk_state.target_velocity;
self.touching.constrain_velocity(&self.models,&mut v);
self.body.velocity=v;
self.walk.state=WalkEnum::Reached;
walk_state.state=WalkEnum::Reached;
}
}
},
PhysicsInstruction::Input(input_instruction) => {
let mut refresh_walk_target=true;
@ -1254,9 +1290,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
PhysicsInputInstruction::SetJump(s) => {
self.set_control(StyleModifiers::CONTROL_JUMP,s);
if self.grounded{
self.jump();
}
refresh_walk_target_velocity=false;
},
PhysicsInputInstruction::SetZoom(s) => {
@ -1268,10 +1302,9 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.body.position=self.spawn_point;
self.body.velocity=Planar64Vec3::ZERO;
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
self.contacts.clear();
self.touching.clear();
self.body.acceleration=self.style.gravity;
self.walk.state=WalkEnum::Reached;
self.grounded=false;
self.move_state=MoveState::Air;
refresh_walk_target=false;
},
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
@ -1279,9 +1312,20 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if refresh_walk_target{
//calculate walk target velocity
if refresh_walk_target_velocity{
match &mut self.move_state{
MoveState::Walk(walk_state)=>{
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
self.walk.target_velocity=control_dir*self.style.walkspeed;
walk_state.target_velocity=control_dir*self.style.walkspeed;
},
MoveState::Ladder(walk_state)=>{
// let camera_mat=self.camera.simulate_move_rotation(self.camera.mouse.lerp(&self.next_mouse,self.time));
// let control_dir=camera_mat*self.style.get_control_dir(self.controls);
// walk_state.target_velocity=control_dir*self.style.walkspeed;
},
MoveState::Water=>(),
MoveState::Air=>(),
}
}
self.refresh_walk_target();
}