diff --git a/src/body.rs b/src/body.rs index bc0bda0f..89101dfb 100644 --- a/src/body.rs +++ b/src/body.rs @@ -220,43 +220,6 @@ impl Camera { } } -const CONTROL_MOVEFORWARD:u32 = 0b00000001; -const CONTROL_MOVEBACK:u32 = 0b00000010; -const CONTROL_MOVERIGHT:u32 = 0b00000100; -const CONTROL_MOVELEFT:u32 = 0b00001000; -const CONTROL_MOVEUP:u32 = 0b00010000; -const CONTROL_MOVEDOWN:u32 = 0b00100000; -const CONTROL_JUMP:u32 = 0b01000000; -const CONTROL_ZOOM:u32 = 0b10000000; - -const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0); -const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0); -const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0); - -fn get_control_dir(controls: u32) -> glam::Vec3{ - //don't get fancy just do it - let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0); - if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD { - control_dir+=FORWARD_DIR; - } - if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK { - control_dir+=-FORWARD_DIR; - } - if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT { - control_dir+=-RIGHT_DIR; - } - if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT { - control_dir+=RIGHT_DIR; - } - if controls & CONTROL_MOVEUP == CONTROL_MOVEUP { - control_dir+=UP_DIR; - } - if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN { - control_dir+=-UP_DIR; - } - return control_dir -} - pub struct GameMechanicsState{ pub spawn_id:u32, //jump_counts:HashMap, @@ -286,7 +249,7 @@ pub struct StyleModifiers{ impl std::default::Default for StyleModifiers{ fn default() -> Self { Self{ - controls_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN), + controls_mask: !0&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN), controls_held: 0, strafe_tick_num: 100,//100t strafe_tick_den: 1_000_000_000, @@ -299,6 +262,54 @@ impl std::default::Default for StyleModifiers{ } } } +impl StyleModifiers{ + const CONTROL_MOVEFORWARD:u32 = 0b00000001; + const CONTROL_MOVEBACK:u32 = 0b00000010; + const CONTROL_MOVERIGHT:u32 = 0b00000100; + const CONTROL_MOVELEFT:u32 = 0b00001000; + const CONTROL_MOVEUP:u32 = 0b00010000; + const CONTROL_MOVEDOWN:u32 = 0b00100000; + const CONTROL_JUMP:u32 = 0b01000000; + const CONTROL_ZOOM:u32 = 0b10000000; + + const FORWARD_DIR:glam::Vec3 = glam::Vec3::NEG_Z; + const RIGHT_DIR:glam::Vec3 = glam::Vec3::X; + const UP_DIR:glam::Vec3 = glam::Vec3::Y; + + fn get_control(&self,control:u32,controls:u32)->bool{ + controls&self.controls_mask&control!=0 + } + + fn get_control_dir(&self,controls:u32)->glam::Vec3{ + //don't get fancy just do it + let mut control_dir:glam::Vec3 = glam::Vec3::ZERO; + //Disallow strafing if held controls are not held + if controls&self.controls_held!=self.controls_held{ + return control_dir; + } + //Apply mask after held check so you can require non-allowed keys to be held for some reason + let controls=controls&self.controls_mask; + if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD { + control_dir+=Self::FORWARD_DIR; + } + if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK { + control_dir+=-Self::FORWARD_DIR; + } + if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT { + control_dir+=-Self::RIGHT_DIR; + } + if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT { + control_dir+=Self::RIGHT_DIR; + } + if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP { + control_dir+=Self::UP_DIR; + } + if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN { + control_dir+=-Self::UP_DIR; + } + return control_dir + } +} pub struct PhysicsState{ pub time:TIME, @@ -1000,7 +1011,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat let mut v=self.body.velocity; self.contact_constrain_velocity(&mut v); self.body.velocity=v; - if self.grounded&&self.controls&CONTROL_JUMP!=0{ + if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){ self.jump(); } self.refresh_walk_target(); @@ -1021,7 +1032,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat }, PhysicsInstruction::StrafeTick => { let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x); - let control_dir=camera_mat*get_control_dir(self.controls); + let control_dir=camera_mat*self.style.get_control_dir(self.controls); let d=self.body.velocity.dot(control_dir); if d for PhysicsStat self.camera.angles=self.camera.simulate_move_angles(self.mouse_interpolation.mouse1-self.mouse_interpolation.mouse0); self.mouse_interpolation.move_mouse(self.time,m); }, - InputInstruction::MoveForward(s) => self.set_control(CONTROL_MOVEFORWARD,s), - InputInstruction::MoveLeft(s) => self.set_control(CONTROL_MOVELEFT,s), - InputInstruction::MoveBack(s) => self.set_control(CONTROL_MOVEBACK,s), - InputInstruction::MoveRight(s) => self.set_control(CONTROL_MOVERIGHT,s), - InputInstruction::MoveUp(s) => self.set_control(CONTROL_MOVEUP,s), - InputInstruction::MoveDown(s) => self.set_control(CONTROL_MOVEDOWN,s), + InputInstruction::MoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s), + InputInstruction::MoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s), + InputInstruction::MoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s), + InputInstruction::MoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s), + InputInstruction::MoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s), + InputInstruction::MoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s), InputInstruction::Jump(s) => { - self.set_control(CONTROL_JUMP,s); + self.set_control(StyleModifiers::CONTROL_JUMP,s); if self.grounded{ self.jump(); } refresh_walk_target_velocity=false; }, InputInstruction::Zoom(s) => { - self.set_control(CONTROL_ZOOM,s); + self.set_control(StyleModifiers::CONTROL_ZOOM,s); refresh_walk_target=false; }, InputInstruction::Reset => { @@ -1081,7 +1092,7 @@ impl crate::instruction::InstructionConsumer for PhysicsStat //calculate walk target velocity if refresh_walk_target_velocity{ let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x); - let control_dir=camera_mat*get_control_dir(self.controls); + let control_dir=camera_mat*self.style.get_control_dir(self.controls); self.walk.target_velocity=self.style.walkspeed*control_dir; } self.refresh_walk_target();