put control stuff in StyleModifiers

This commit is contained in:
Quaternions 2023-10-03 16:52:45 -07:00
parent f72acaf2d4
commit 5914db3599

View File

@ -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<u32,u32>,
@ -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<PhysicsInstruction> 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<PhysicsInstruction> 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<self.style.mv {
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
@ -1047,21 +1058,21 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> 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<PhysicsInstruction> 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();