forked from StrafesNET/strafe-client
game mechanics enums
This commit is contained in:
parent
bb8c53aee2
commit
734ce661f2
100
src/body.rs
100
src/body.rs
@ -257,27 +257,69 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
|
||||
return control_dir
|
||||
}
|
||||
|
||||
pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
pub hitbox_halfsize: glam::Vec3,
|
||||
pub contacts: std::collections::HashSet::<RelativeCollision>,
|
||||
//pub intersections: Vec<ModelId>,
|
||||
pub models: Vec<ModelPhysics>,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
pub camera: Camera,
|
||||
pub mouse_interpolation: MouseInterpolationState,
|
||||
pub controls: u32,
|
||||
pub time: TIME,
|
||||
pub strafe_tick_num: TIME,
|
||||
pub strafe_tick_den: TIME,
|
||||
pub tick: u32,
|
||||
pub struct GameMechanicsState{
|
||||
pub spawn_id:u32,
|
||||
//jump_counts:HashMap<u32,u32>,
|
||||
}
|
||||
impl std::default::Default for GameMechanicsState{
|
||||
fn default() -> Self {
|
||||
Self{
|
||||
spawn_id:0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct WorldState{}
|
||||
|
||||
pub struct StyleModifiers{
|
||||
pub controls_mask:u32,//controls which are unable to be activated
|
||||
pub controls_held:u32,//controls which must be active to be able to strafe
|
||||
pub mv:f32,
|
||||
pub walk: WalkState,
|
||||
pub walkspeed:f32,
|
||||
pub friction:f32,
|
||||
pub walk_accel:f32,
|
||||
pub gravity:glam::Vec3,
|
||||
pub strafe_tick_num:TIME,
|
||||
pub strafe_tick_den:TIME,
|
||||
pub hitbox_halfsize:glam::Vec3,
|
||||
}
|
||||
impl std::default::Default for StyleModifiers{
|
||||
fn default() -> Self {
|
||||
Self{
|
||||
controls_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN),
|
||||
controls_held: 0,
|
||||
strafe_tick_num: 100,//100t
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
gravity: glam::vec3(0.0,-100.0,0.0),
|
||||
friction: 1.2,
|
||||
walk_accel: 90.0,
|
||||
mv: 2.7,
|
||||
walkspeed: 18.0,
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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::HashSet::<RelativeCollision>,
|
||||
//pub intersections: Vec<ModelId>,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
pub camera:Camera,
|
||||
pub mouse_interpolation:MouseInterpolationState,
|
||||
pub controls:u32,
|
||||
pub walk:WalkState,
|
||||
pub grounded:bool,
|
||||
//all models
|
||||
pub models:Vec<ModelPhysics>,
|
||||
|
||||
pub stages:Vec<crate::model::StageDescription>,
|
||||
//the spawn point is where you spawn when you load into the map.
|
||||
//This is not the same as Reset which teleports you to Spawn0
|
||||
pub spawn_point:glam::Vec3,
|
||||
}
|
||||
|
||||
@ -390,10 +432,22 @@ impl Aabb {
|
||||
type TreyMeshFace = AabbFace;
|
||||
type TreyMesh = Aabb;
|
||||
|
||||
enum PhysicsCollisionAttributes{
|
||||
Contact{//track whether you are contacting the object
|
||||
contacting:crate::model::ContactingAttributes,
|
||||
general:crate::model::GameMechanicAttributes,
|
||||
},
|
||||
Intersect{//track whether you are intersecting the object
|
||||
intersecting:crate::model::IntersectingAttributes,
|
||||
general:crate::model::GameMechanicAttributes,
|
||||
},
|
||||
}
|
||||
|
||||
pub struct ModelPhysics {
|
||||
//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
|
||||
//in this iteration, all it needs is extents.
|
||||
mesh: TreyMesh,
|
||||
attributes:PhysicsCollisionAttributes,
|
||||
}
|
||||
|
||||
impl ModelPhysics {
|
||||
@ -522,7 +576,7 @@ impl PhysicsState {
|
||||
}
|
||||
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
return Some(TimedInstruction{
|
||||
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
time:(self.time*self.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.strafe_tick_num,
|
||||
//only poll the physics if there is a before and after mouse event
|
||||
instruction:PhysicsInstruction::StrafeTick
|
||||
});
|
||||
@ -572,7 +626,7 @@ impl PhysicsState {
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
}else{
|
||||
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
|
||||
let accel=self.style.walk_accel.min(self.style.gravity.length()*self.style.friction);
|
||||
let time_delta=target_diff.length()/accel;
|
||||
let mut a=target_diff/time_delta;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
@ -601,7 +655,7 @@ impl PhysicsState {
|
||||
fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for vertex in Aabb::unit_vertices(){
|
||||
aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
|
||||
aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
|
||||
}
|
||||
aabb
|
||||
}
|
||||
@ -945,7 +999,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(c) => {
|
||||
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
let mut a=self.gravity;
|
||||
let mut a=self.style.gravity;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
//check ground
|
||||
@ -961,8 +1015,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
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 d=self.body.velocity.dot(control_dir);
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*control_dir;
|
||||
if d<self.style.mv {
|
||||
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
@ -1008,7 +1062,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
self.body.velocity=glam::Vec3::ZERO;
|
||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||
self.contacts.clear();
|
||||
self.body.acceleration=self.gravity;
|
||||
self.body.acceleration=self.style.gravity;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
self.grounded=false;
|
||||
refresh_walk_target=false;
|
||||
@ -1020,7 +1074,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
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);
|
||||
self.walk.target_velocity=self.walkspeed*control_dir;
|
||||
self.walk.target_velocity=self.style.walkspeed*control_dir;
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
}
|
||||
|
12
src/main.rs
12
src/main.rs
@ -503,22 +503,16 @@ impl framework::Example for GraphicsData {
|
||||
spawn_point:glam::vec3(0.0,50.0,0.0),
|
||||
body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
|
||||
time: 0,
|
||||
tick: 0,
|
||||
strafe_tick_num: 100,//100t
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
gravity: glam::vec3(0.0,-100.0,0.0),
|
||||
friction: 1.2,
|
||||
walk_accel: 90.0,
|
||||
mv: 2.7,
|
||||
style:body::StyleModifiers::default(),
|
||||
grounded: false,
|
||||
walkspeed: 18.0,
|
||||
contacts: std::collections::HashSet::new(),
|
||||
models: Vec::new(),
|
||||
walk: body::WalkState::new(),
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
|
||||
mouse_interpolation: body::MouseInterpolationState::new(),
|
||||
controls: 0,
|
||||
world:body::WorldState{},
|
||||
game:body::GameMechanicsState::default(),
|
||||
};
|
||||
|
||||
//load textures
|
||||
|
105
src/model.rs
105
src/model.rs
@ -65,6 +65,111 @@ pub struct IndexedModelInstances{
|
||||
//object_index for spawns, triggers etc?
|
||||
pub spawn_point:glam::Vec3,
|
||||
}
|
||||
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
|
||||
pub struct StageDescription{
|
||||
pub start:u32,//start=model_id
|
||||
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
|
||||
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
|
||||
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
|
||||
}
|
||||
|
||||
//you have this effect while in contact
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingSurf{}
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingLadder{
|
||||
pub sticky:bool
|
||||
}
|
||||
//you have this effect while intersecting
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingWater{
|
||||
pub viscosity:i64,
|
||||
pub density:i64,
|
||||
pub current:glam::Vec3,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingAccelerator{
|
||||
pub acceleration:glam::Vec3
|
||||
}
|
||||
//All models can be given these attributes
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicJumpLimit{
|
||||
pub count:u32,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicBooster{
|
||||
pub velocity:glam::Vec3,
|
||||
}
|
||||
#[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(i64),
|
||||
// SlowerThan(i64),
|
||||
// InRange(i64,i64),
|
||||
// OutsideRange(i64,i64),
|
||||
// }
|
||||
#[derive(Clone)]
|
||||
pub enum StageElementBehaviour{
|
||||
//Spawn,//The behaviour of stepping on a spawn setting the spawnid
|
||||
SpawnAt,
|
||||
Trigger,
|
||||
Teleport,
|
||||
Platform,
|
||||
//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{//(position,angles)*=origin.transform.inverse()*destination.transform
|
||||
pub model_id:u32,
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct GameMechanicAttributes{
|
||||
pub jump_limit:Option<GameMechanicJumpLimit>,
|
||||
pub booster:Option<GameMechanicBooster>,
|
||||
pub zone:Option<GameMechanicZone>,
|
||||
pub stage_element:Option<GameMechanicStageElement>,
|
||||
pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct ContactingAttributes{
|
||||
pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
|
||||
//friction?
|
||||
pub surf:Option<ContactingSurf>,
|
||||
pub ladder:Option<ContactingLadder>,
|
||||
}
|
||||
#[derive(Default,Clone)]
|
||||
pub struct IntersectingAttributes{
|
||||
pub water:Option<IntersectingWater>,
|
||||
pub accelerator:Option<IntersectingAccelerator>,
|
||||
}
|
||||
//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
|
||||
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,
|
||||
},
|
||||
}
|
||||
|
||||
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
|
||||
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
|
||||
|
Loading…
Reference in New Issue
Block a user