forked from StrafesNET/strafe-client
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120
src/body.rs
120
src/body.rs
@ -1,120 +0,0 @@
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pub struct Body {
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pub position: glam::Vec3,//I64 where 2^32 = 1 u
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pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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pub time: TIME,//nanoseconds x xxxxD!
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}
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pub struct PhysicsState {
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pub body: Body,
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//pub contacts: Vec<RelativeCollision>,
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pub time: TIME,
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pub strafe_tick_rate: TIME,
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pub tick: u32,
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pub mv: f32,
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pub walkspeed: f32,
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pub friction: f32,
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pub gravity: glam::Vec3,
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pub grounded: bool,
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pub jump_trying: bool,
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}
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pub type TIME = i64;
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const CONTROL_JUMP:u32 = 0b01000000;//temp
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impl PhysicsState {
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//delete this, we are tickless gamers
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pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
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let target_tick = (time/10_000_000) as u32;//100t
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//the game code can run for 1 month before running out of ticks
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while self.tick<target_tick {
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self.tick += 1;
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let dt=0.01;
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let d=self.body.velocity.dot(control_dir);
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if d<self.mv {
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self.body.velocity+=(self.mv-d)*control_dir;
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}
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self.body.velocity+=self.gravity*dt;
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self.body.position+=self.body.velocity*dt;
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if self.body.position.y<0.0{
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self.body.position.y=0.0;
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self.body.velocity.y=0.0;
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self.grounded=true;
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}
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if self.grounded&&(controls&CONTROL_JUMP)!=0 {
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self.grounded=false;
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self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
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}
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if self.grounded {
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let applied_friction=self.friction*dt;
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let targetv=control_dir*self.walkspeed;
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let diffv=targetv-self.body.velocity;
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if applied_friction*applied_friction<diffv.length_squared() {
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self.body.velocity+=applied_friction*diffv.normalize();
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} else {
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self.body.velocity=targetv;
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}
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}
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}
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self.body.time=target_tick as TIME*10_000_000;
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}
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//delete this
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pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
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let dt=(time-self.body.time) as f64/1_000_000_000f64;
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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}
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fn next_strafe_event(&self) -> Option<crate::event::EventStruct> {
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return Some(crate::event::EventStruct{
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time:self.time/self.strafe_tick_rate*self.strafe_tick_rate,//this is floor(n) I need ceil(n)+1
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event:crate::event::EventEnum::StrafeTick
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});
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}
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}
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impl crate::event::EventTrait for PhysicsState {
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//this little next event function can cache its return value and invalidate the cached value by watching the State.
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fn next_event(&self) -> Option<crate::event::EventStruct> {
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//JUST POLLING!!! NO MUTATION
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let mut best_event: Option<crate::event::EventStruct> = None;
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let collect_event = |test_event:Option<crate::event::EventStruct>|{
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match test_event {
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Some(unwrap_test_event) => match best_event {
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Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
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best_event=test_event;
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},
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None => best_event=test_event,
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},
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None => (),
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}
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};
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//check to see if yee need to jump (this is not the way lol)
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if self.grounded&&self.jump_trying {
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//scroll will be implemented with InputEvent::InstantJump rather than InputEvent::Jump(true)
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collect_event(Some(crate::event::EventStruct{
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time:self.time,
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event:crate::event::EventEnum::Jump
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}));
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}
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//check for collision stop events with curent contacts
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for collision_data in self.contacts.iter() {
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collect_event(self.model.predict_collision(collision_data.model));
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}
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//check for collision start events (against every part in the game with no optimization!!)
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for &model in self.world.models {
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collect_event(self.model.predict_collision(&model));
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}
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//check to see when the next strafe tick is
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collect_event(self.next_strafe_event());
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best_event
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}
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}
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//something that implements body + hitbox can predict collision
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impl crate::sweep::PredictCollision for Model {
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fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
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//math!
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None
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}
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}
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15
src/event.rs
15
src/event.rs
@ -1,15 +0,0 @@
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pub struct EventStruct {
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pub time: crate::body::TIME,
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pub event: EventEnum,
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}
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pub enum EventEnum {
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CollisionStart,//(Collideable),//Body::CollisionStart
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CollisionEnd,//(Collideable),//Body::CollisionEnd
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StrafeTick,
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Jump,
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}
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pub trait EventTrait {
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fn next_event(&self) -> Option<EventStruct>;
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}
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@ -1,3 +1 @@
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pub mod framework;
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pub mod framework;
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pub mod body;
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pub mod event;
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74
src/main.rs
74
src/main.rs
@ -34,12 +34,20 @@ struct Model {
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// Note: we use the Y=up coordinate space in this example.
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// Note: we use the Y=up coordinate space in this example.
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struct Camera {
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struct Camera {
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time: Instant,
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pos: glam::Vec3,
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vel: glam::Vec3,
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gravity: glam::Vec3,
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friction: f32,
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screen_size: (u32, u32),
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screen_size: (u32, u32),
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offset: glam::Vec3,
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offset: glam::Vec3,
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fov: f32,
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fov: f32,
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yaw: f32,
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yaw: f32,
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pitch: f32,
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pitch: f32,
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controls: u32,
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controls: u32,
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mv: f32,
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grounded: bool,
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walkspeed: f32,
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}
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}
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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@ -92,7 +100,7 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
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}
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}
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impl Camera {
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impl Camera {
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fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let fov = if self.controls&CONTROL_ZOOM==0 {
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let fov = if self.controls&CONTROL_ZOOM==0 {
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self.fov
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self.fov
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@ -101,7 +109,7 @@ impl Camera {
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};
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};
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let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
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let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
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let proj_inv = proj.inverse();
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let proj_inv = proj.inverse();
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let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
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let view = glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
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let view_inv = view.inverse();
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let view_inv = view.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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let mut raw = [0f32; 16 * 3 + 4];
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@ -114,9 +122,7 @@ impl Camera {
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}
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}
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pub struct Skybox {
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pub struct Skybox {
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start_time: std::time::Instant,
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camera: Camera,
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camera: Camera,
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physics: strafe_client::body::PhysicsState,
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sky_pipeline: wgpu::RenderPipeline,
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sky_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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ground_pipeline: wgpu::RenderPipeline,
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ground_pipeline: wgpu::RenderPipeline,
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@ -284,30 +290,22 @@ impl strafe_client::framework::Example for Skybox {
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});
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});
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let camera = Camera {
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let camera = Camera {
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time: Instant::now(),
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pos: glam::Vec3::new(5.0,0.0,5.0),
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vel: glam::Vec3::new(0.0,0.0,0.0),
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gravity: glam::Vec3::new(0.0,-100.0,0.0),
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friction: 90.0,
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screen_size: (config.width, config.height),
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screen_size: (config.width, config.height),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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fov: 1.0, //fov_slope = tan(fov_y/2)
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fov: 1.0, //fov_slope = tan(fov_y/2)
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pitch: 0.0,
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pitch: 0.0,
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yaw: 0.0,
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yaw: 0.0,
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controls:0,
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};
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let physics = strafe_client::body::PhysicsState {
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body: strafe_client::body::Body {
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position: glam::Vec3::new(5.0,0.0,5.0),
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velocity: glam::Vec3::new(0.0,0.0,0.0),
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time: 0,
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},
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time: 0,
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tick: 0,
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tick_rate: 100,
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gravity: glam::Vec3::new(0.0,-100.0,0.0),
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friction: 90.0,
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mv: 2.7,
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mv: 2.7,
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controls:0,
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grounded: true,
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grounded: true,
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walkspeed: 18.0,
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walkspeed: 18.0,
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};
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};
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let camera_uniforms = camera.to_uniform_data();
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let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0));
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera"),
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label: Some("Camera"),
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contents: bytemuck::cast_slice(&camera_uniforms),
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contents: bytemuck::cast_slice(&camera_uniforms),
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@ -541,9 +539,7 @@ impl strafe_client::framework::Example for Skybox {
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let depth_view = Self::create_depth_texture(config, device);
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let depth_view = Self::create_depth_texture(config, device);
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Skybox {
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Skybox {
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start_time: Instant::now(),
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camera,
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camera,
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physics,
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sky_pipeline,
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sky_pipeline,
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entity_pipeline,
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entity_pipeline,
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ground_pipeline,
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ground_pipeline,
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@ -629,18 +625,44 @@ impl strafe_client::framework::Example for Skybox {
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queue: &wgpu::Queue,
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queue: &wgpu::Queue,
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_spawner: &strafe_client::framework::Spawner,
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_spawner: &strafe_client::framework::Spawner,
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) {
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) {
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let time = Instant::now();
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//physique
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let dt=(time-self.camera.time).as_secs_f32();
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self.camera.time=time;
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let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
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let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
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let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
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let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
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let d=self.camera.vel.dot(control_dir);
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let time=self.start_time.elapsed().as_nanos() as i64;
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if d<self.camera.mv {
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self.camera.vel+=(self.camera.mv-d)*control_dir;
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self.physics.run(time,control_dir,self.camera.controls);
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}
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self.camera.vel+=self.camera.gravity*dt;
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self.camera.pos+=self.camera.vel*dt;
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if self.camera.pos.y<0.0{
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self.camera.pos.y=0.0;
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self.camera.vel.y=0.0;
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self.camera.grounded=true;
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}
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if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
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self.camera.grounded=false;
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self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
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}
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if self.camera.grounded {
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let applied_friction=self.camera.friction*dt;
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let targetv=control_dir*self.camera.walkspeed;
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let diffv=targetv-self.camera.vel;
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if applied_friction*applied_friction<diffv.length_squared() {
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self.camera.vel+=applied_friction*diffv.normalize();
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} else {
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self.camera.vel=targetv;
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}
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}
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let mut encoder =
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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// update rotation
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// update rotation
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let camera_uniforms = self.camera.to_uniform_data(self.physics.extrapolate_position(time));
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let camera_uniforms = self.camera.to_uniform_data();
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self.staging_belt
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self.staging_belt
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.write_buffer(
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.write_buffer(
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&mut encoder,
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&mut encoder,
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