rename EventStruct to TimedInstruction

This commit is contained in:
Quaternions 2023-09-08 17:34:26 -07:00
parent a4ed50fc38
commit 949897a558
3 changed files with 44 additions and 44 deletions

View File

@ -1,6 +1,6 @@
use crate::event::EventStruct;
use crate::instruction::TimedInstruction;
pub enum PhysicsEvent {
pub enum PhysicsInstruction {
CollisionStart(RelativeCollision),
CollisionEnd(RelativeCollision),
StrafeTick,
@ -198,7 +198,7 @@ impl PhysicsState {
if applied_friction*applied_friction<diffv.length_squared() {
self.body.velocity+=applied_friction*diffv.normalize();
} else {
//EventEnum::WalkTargetReached
//PhysicsInstruction::WalkTargetReached
self.body.velocity=targetv;
}
}
@ -213,59 +213,59 @@ impl PhysicsState {
self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
}
fn next_strafe_event(&self) -> Option<EventStruct<PhysicsEvent>> {
return Some(EventStruct{
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,
event:PhysicsEvent::StrafeTick
instruction:PhysicsInstruction::StrafeTick
});
}
fn next_walk_event(&self) -> Option<EventStruct<PhysicsEvent>> {
//check if you are accelerating towards a walk target velocity and create an event
fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
//check if you are accelerating towards a walk target velocity and create an instruction
return None;
}
fn predict_collision_end(&self,model:&Model) -> Option<EventStruct<PhysicsEvent>> {
fn predict_collision_end(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
None
}
fn predict_collision_start(&self,model:&Model) -> Option<EventStruct<PhysicsEvent>> {
fn predict_collision_start(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
None
}
}
impl crate::event::EventEmitter<PhysicsEvent> for PhysicsState {
//this little next event function can cache its return value and invalidate the cached value by watching the State.
fn next_event(&self) -> Option<EventStruct<PhysicsEvent>> {
impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState {
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
//JUST POLLING!!! NO MUTATION
let mut best = crate::event::EventCollector::new();
let mut best = crate::instruction::InstructionCollector::new();
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
if self.grounded&&self.jump_trying {
//scroll will be implemented with InputEvent::Jump(true) but it blocks setting self.jump_trying=true
best.collect(Some(EventStruct{
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
best.collect(Some(TimedInstruction{
time:self.time,
event:PhysicsEvent::Jump
instruction:PhysicsInstruction::Jump
}));
}
//check for collision stop events with curent contacts
//check for collision stop instructions with curent contacts
for collision_data in self.contacts.iter() {
best.collect(self.predict_collision_end(self.models_cringe_clone.get(collision_data.model as usize).unwrap()));
}
//check for collision start events (against every part in the game with no optimization!!)
//check for collision start instructions (against every part in the game with no optimization!!)
for model in &self.models_cringe_clone {
best.collect(self.predict_collision_start(model));
}
if self.grounded {
//walk maintenance
best.collect(self.next_walk_event());
best.collect(self.next_walk_instruction());
}else{
//check to see when the next strafe tick is
best.collect(self.next_strafe_event());
best.collect(self.next_strafe_instruction());
}
best.event()
best.instruction()
}
}
impl crate::event::EventConsumer<PhysicsEvent> for PhysicsState {
fn process_event(&mut self, event:EventStruct<PhysicsEvent>) {
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
fn process_instruction(&mut self, instruction:TimedInstruction<PhysicsInstruction>) {
//
}
}

View File

@ -1,37 +1,37 @@
pub struct EventStruct<E> {
pub struct TimedInstruction<I> {
pub time: crate::body::TIME,
pub event: E,
pub instruction: I,
}
pub trait EventEmitter<E> {
fn next_event(&self) -> Option<EventStruct<E>>;
pub trait InstructionEmitter<I> {
fn next_instruction(&self) -> Option<TimedInstruction<I>>;
}
pub trait EventConsumer<E> {
fn process_event(&mut self, event:EventStruct<E>);
pub trait InstructionConsumer<I> {
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
}
//PROPER PRIVATE FIELDS!!!
pub struct EventCollector<E> {
event: Option<EventStruct<E>>,
pub struct InstructionCollector<I> {
instruction: Option<TimedInstruction<I>>,
}
impl<E> EventCollector<E> {
impl<I> InstructionCollector<I> {
pub fn new() -> Self {
Self{event:None}
Self{instruction:None}
}
pub fn collect(&mut self,test_event:Option<EventStruct<E>>){
match &test_event {
Some(unwrap_test_event) => match &self.event {
Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
self.event=test_event;
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
match &instruction {
Some(unwrap_instruction) => match &self.instruction {
Some(unwrap_best_instruction) => if unwrap_instruction.time<unwrap_best_instruction.time {
self.instruction=instruction;
},
None => self.event=test_event,
None => self.instruction=instruction,
},
None => (),
}
}
pub fn event(self) -> Option<EventStruct<E>> {
//STEAL EVENT AND DESTROY EVENTCOLLECTOR
return self.event
pub fn instruction(self) -> Option<TimedInstruction<I>> {
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
return self.instruction
}
}

View File

@ -1,3 +1,3 @@
pub mod framework;
pub mod body;
pub mod event;
pub mod instruction;