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2
Cargo.lock
generated
2
Cargo.lock
generated
@ -1405,7 +1405,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
|
||||
|
||||
[[package]]
|
||||
name = "strafe-client"
|
||||
version = "0.2.0"
|
||||
version = "0.3.0"
|
||||
dependencies = [
|
||||
"async-executor",
|
||||
"bytemuck",
|
||||
|
@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "strafe-client"
|
||||
version = "0.2.0"
|
||||
version = "0.3.0"
|
||||
edition = "2021"
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
BIN
images/squid.dds
Normal file
BIN
images/squid.dds
Normal file
Binary file not shown.
857
src/body.rs
Normal file
857
src/body.rs
Normal file
@ -0,0 +1,857 @@
|
||||
use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruction}, zeroes::zeroes2};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum PhysicsInstruction {
|
||||
CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
|
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SetControlDir(glam::Vec3),
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StrafeTick,
|
||||
Jump,
|
||||
SetWalkTargetVelocity(glam::Vec3),
|
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RefreshWalkTarget,
|
||||
ReachWalkTargetVelocity,
|
||||
// Water,
|
||||
// Spawn(
|
||||
// Option<SpawnId>,
|
||||
// bool,//true = Trigger; false = teleport
|
||||
// bool,//true = Force
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// )
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||||
}
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||||
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pub struct Body {
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position: glam::Vec3,//I64 where 2^32 = 1 u
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velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
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time: TIME,//nanoseconds x xxxxD!
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}
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trait MyHash{
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fn hash(&self) -> u64;
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}
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impl MyHash for Body {
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fn hash(&self) -> u64 {
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let mut hasher=std::collections::hash_map::DefaultHasher::new();
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for &el in self.position.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.velocity.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.acceleration.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
|
||||
}
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||||
std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
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return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
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||||
}
|
||||
}
|
||||
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||||
pub enum MoveRestriction {
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Air,
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Water,
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Ground,
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Ladder,//multiple ladders how
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}
|
||||
|
||||
enum MouseInterpolation {
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First,//just checks the last value
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Lerp,//lerps between
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||||
}
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||||
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||||
enum InputInstruction {
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MoveMouse(glam::IVec2),
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Jump(bool),
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}
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struct InputState {
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controls: u32,
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mouse_interpolation: MouseInterpolation,
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time: TIME,
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}
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||||
|
||||
impl InputState {
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pub fn get_control(&self,control:u32) -> bool {
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self.controls&control!=0
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}
|
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pub fn process_instruction(&mut self,ins:InputInstruction){
|
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match ins {
|
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InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"),
|
||||
InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MouseInterpolationState {
|
||||
interpolation: MouseInterpolation,
|
||||
time0: TIME,
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||||
time1: TIME,
|
||||
mouse0: glam::IVec2,
|
||||
mouse1: glam::IVec2,
|
||||
}
|
||||
|
||||
impl MouseInterpolationState {
|
||||
pub fn move_mouse(&mut self,time:TIME,pos:glam::IVec2){
|
||||
self.time0=self.time1;
|
||||
self.mouse0=self.mouse1;
|
||||
self.time1=time;
|
||||
self.mouse1=pos;
|
||||
}
|
||||
pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
|
||||
match self.interpolation {
|
||||
MouseInterpolation::First => self.mouse0,
|
||||
MouseInterpolation::Lerp => {
|
||||
let m0=self.mouse0.as_i64vec2();
|
||||
let m1=self.mouse1.as_i64vec2();
|
||||
//these are deltas
|
||||
let t1t=(self.time1-time) as i64;
|
||||
let tt0=(time-self.time0) as i64;
|
||||
let dt=(self.time1-self.time0) as i64;
|
||||
((m0*t1t+m1*tt0)/dt).as_ivec2()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub enum WalkEnum{
|
||||
Reached,
|
||||
Transient,
|
||||
Invalid,
|
||||
}
|
||||
pub struct WalkState {
|
||||
pub target_velocity: glam::Vec3,
|
||||
pub target_time: TIME,
|
||||
pub state: WalkEnum,
|
||||
}
|
||||
impl WalkState {
|
||||
pub fn new() -> Self {
|
||||
Self{
|
||||
target_velocity:glam::Vec3::ZERO,
|
||||
target_time:0,
|
||||
state:WalkEnum::Invalid,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
pub hitbox_halfsize: glam::Vec3,
|
||||
pub contacts: std::collections::HashSet::<RelativeCollision>,
|
||||
//pub intersections: Vec<ModelId>,
|
||||
//temp
|
||||
pub models_cringe_clone: Vec<Model>,
|
||||
pub temp_control_dir: glam::Vec3,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
//pub camera: Camera,
|
||||
//pub mouse_interpolation: MouseInterpolationState,
|
||||
pub time: TIME,
|
||||
pub strafe_tick_num: TIME,
|
||||
pub strafe_tick_den: TIME,
|
||||
pub tick: u32,
|
||||
pub mv: f32,
|
||||
pub walk: WalkState,
|
||||
pub walkspeed: f32,
|
||||
pub friction: f32,
|
||||
pub walk_accel: f32,
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||||
pub gravity: glam::Vec3,
|
||||
pub grounded: bool,
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||||
pub jump_trying: bool,
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||||
}
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||||
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||||
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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||||
pub enum AabbFace{
|
||||
Right,//+X
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||||
Top,
|
||||
Back,
|
||||
Left,
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||||
Bottom,
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||||
Front,
|
||||
}
|
||||
|
||||
pub struct Aabb {
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||||
min: glam::Vec3,
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||||
max: glam::Vec3,
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||||
}
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||||
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impl Aabb {
|
||||
// const FACE_DATA: [[f32; 3]; 6] = [
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||||
// [0.0f32, 0., 1.],
|
||||
// [0.0f32, 0., -1.],
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||||
// [1.0f32, 0., 0.],
|
||||
// [-1.0f32, 0., 0.],
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||||
// [0.0f32, 1., 0.],
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||||
// [0.0f32, -1., 0.],
|
||||
// ];
|
||||
const VERTEX_DATA: [glam::Vec3; 8] = [
|
||||
glam::vec3(1., -1., -1.),
|
||||
glam::vec3(1., 1., -1.),
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||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., -1., -1.),
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||||
glam::vec3(1., 1., -1.),
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||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(1., -1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
|
||||
glam::vec3(-1., -1., 1.),
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||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(1., 1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
];
|
||||
const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., 1., 1.),
|
||||
glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
|
||||
glam::vec3(1., -1., 1.),
|
||||
glam::vec3(-1., -1., 1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
glam::vec3(1., -1., -1.),
|
||||
];
|
||||
const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
|
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glam::vec3(-1., 1., -1.),
|
||||
glam::vec3(1., 1., -1.),
|
||||
glam::vec3(1., -1., -1.),
|
||||
glam::vec3(-1., -1., -1.),
|
||||
];
|
||||
|
||||
pub fn new() -> Self {
|
||||
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
|
||||
}
|
||||
|
||||
pub fn grow(&mut self, point:glam::Vec3){
|
||||
self.min=self.min.min(point);
|
||||
self.max=self.max.max(point);
|
||||
}
|
||||
|
||||
pub fn normal(face:AabbFace) -> glam::Vec3 {
|
||||
match face {
|
||||
AabbFace::Right => glam::vec3(1.,0.,0.),
|
||||
AabbFace::Top => glam::vec3(0.,1.,0.),
|
||||
AabbFace::Back => glam::vec3(0.,0.,1.),
|
||||
AabbFace::Left => glam::vec3(-1.,0.,0.),
|
||||
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
|
||||
AabbFace::Front => glam::vec3(0.,0.,-1.),
|
||||
}
|
||||
}
|
||||
pub fn unit_vertices() -> [glam::Vec3;8] {
|
||||
return Self::VERTEX_DATA;
|
||||
}
|
||||
pub fn unit_face_vertices(face:AabbFace) -> [glam::Vec3;4] {
|
||||
match face {
|
||||
AabbFace::Right => Self::VERTEX_DATA_RIGHT,
|
||||
AabbFace::Top => Self::VERTEX_DATA_TOP,
|
||||
AabbFace::Back => Self::VERTEX_DATA_BACK,
|
||||
AabbFace::Left => Self::VERTEX_DATA_LEFT,
|
||||
AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
|
||||
AabbFace::Front => Self::VERTEX_DATA_FRONT,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//pretend to be using what we want to eventually do
|
||||
type TreyMeshFace = AabbFace;
|
||||
type TreyMesh = Aabb;
|
||||
|
||||
pub struct Model {
|
||||
//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.
|
||||
transform: glam::Mat4,
|
||||
}
|
||||
|
||||
impl Model {
|
||||
pub fn new(transform:glam::Mat4) -> Self {
|
||||
Self{transform}
|
||||
}
|
||||
pub fn unit_vertices(&self) -> [glam::Vec3;8] {
|
||||
Aabb::unit_vertices()
|
||||
}
|
||||
pub fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for &vertex in self.unit_vertices().iter() {
|
||||
aabb.grow(glam::Vec4Swizzles::xyz(self.transform*vertex.extend(1.0)));
|
||||
}
|
||||
return aabb;
|
||||
}
|
||||
pub fn unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
|
||||
Aabb::unit_face_vertices(face)
|
||||
}
|
||||
pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
|
||||
let mut aabb=self.mesh();
|
||||
//in this implementation face = worldspace aabb face
|
||||
match face {
|
||||
AabbFace::Right => aabb.min.x=aabb.max.x,
|
||||
AabbFace::Top => aabb.min.y=aabb.max.y,
|
||||
AabbFace::Back => aabb.min.z=aabb.max.z,
|
||||
AabbFace::Left => aabb.max.x=aabb.min.x,
|
||||
AabbFace::Bottom => aabb.max.y=aabb.min.y,
|
||||
AabbFace::Front => aabb.max.z=aabb.min.z,
|
||||
}
|
||||
return aabb;
|
||||
}
|
||||
pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
|
||||
glam::Vec4Swizzles::xyz(Aabb::normal(face).extend(0.0))//this is wrong for scale
|
||||
}
|
||||
}
|
||||
|
||||
//need non-face (full model) variant for CanCollide false objects
|
||||
//OR have a separate list from contacts for model intersection
|
||||
#[derive(Debug,Clone,Eq,Hash,PartialEq)]
|
||||
pub struct RelativeCollision {
|
||||
face: TreyMeshFace,//just an id
|
||||
model: u32,//using id to avoid lifetimes
|
||||
}
|
||||
|
||||
impl RelativeCollision {
|
||||
pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
|
||||
return models.get(self.model as usize).unwrap().face_mesh(self.face)
|
||||
}
|
||||
pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
|
||||
return models.get(self.model as usize).unwrap().face_normal(self.face)
|
||||
}
|
||||
}
|
||||
|
||||
pub type TIME = i64;
|
||||
|
||||
impl Body {
|
||||
pub fn with_pva(position:glam::Vec3,velocity:glam::Vec3,acceleration:glam::Vec3) -> Self {
|
||||
Self{
|
||||
position,
|
||||
velocity,
|
||||
acceleration,
|
||||
time: 0,
|
||||
}
|
||||
}
|
||||
pub fn extrapolated_position(&self,time: TIME)->glam::Vec3{
|
||||
let dt=(time-self.time) as f64/1_000_000_000f64;
|
||||
self.position+self.velocity*(dt as f32)+self.acceleration*((0.5*dt*dt) as f32)
|
||||
}
|
||||
pub fn extrapolated_velocity(&self,time: TIME)->glam::Vec3{
|
||||
let dt=(time-self.time) as f64/1_000_000_000f64;
|
||||
self.velocity+self.acceleration*(dt as f32)
|
||||
}
|
||||
pub fn advance_time(&mut self, time: TIME){
|
||||
self.position=self.extrapolated_position(time);
|
||||
self.velocity=self.extrapolated_velocity(time);
|
||||
self.time=time;
|
||||
}
|
||||
}
|
||||
|
||||
impl PhysicsState {
|
||||
//tickless gaming
|
||||
pub fn run(&mut self, time_limit:TIME){
|
||||
//prepare is ommitted - everything is done via instructions.
|
||||
while let Some(instruction) = self.next_instruction(time_limit) {//collect
|
||||
//advance
|
||||
//self.advance_time(instruction.time);
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
//write hash lol
|
||||
}
|
||||
}
|
||||
|
||||
pub fn advance_time(&mut self, time: TIME){
|
||||
self.body.advance_time(time);
|
||||
self.time=time;
|
||||
}
|
||||
|
||||
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=velocity.dot(n);
|
||||
if d<0f32{
|
||||
(*velocity)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=acceleration.dot(n);
|
||||
if d<0f32{
|
||||
(*acceleration)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
//only poll the physics if there is a before and after mouse event
|
||||
instruction:PhysicsInstruction::StrafeTick
|
||||
});
|
||||
}
|
||||
|
||||
//state mutated on collision:
|
||||
//Accelerator
|
||||
//stair step-up
|
||||
|
||||
//state mutated on instruction
|
||||
//change fly acceleration (fly_sustain)
|
||||
//change fly velocity
|
||||
|
||||
//generic event emmiters
|
||||
//PlatformStandTime
|
||||
//walk/swim/air/ladder sounds
|
||||
//VState?
|
||||
|
||||
//falling under the map
|
||||
// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
// if self.body.position<self.world.min_y {
|
||||
// return Some(TimedInstruction{
|
||||
// time:self.time,
|
||||
// instruction:PhysicsInstruction::Trigger(None)
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn next_water_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,
|
||||
// //only poll the physics if there is a before and after mouse event
|
||||
// instruction:PhysicsInstruction::Water
|
||||
// });
|
||||
// }
|
||||
|
||||
fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//check if you have a valid walk state and create an instruction
|
||||
if self.grounded{
|
||||
match self.walk.state{
|
||||
WalkEnum::Transient=>Some(TimedInstruction{
|
||||
time:self.walk.target_time,
|
||||
instruction:PhysicsInstruction::ReachWalkTargetVelocity
|
||||
}),
|
||||
WalkEnum::Invalid=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction:PhysicsInstruction::RefreshWalkTarget,
|
||||
}),
|
||||
WalkEnum::Reached=>None,
|
||||
}
|
||||
}else{
|
||||
return None;
|
||||
}
|
||||
}
|
||||
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
|
||||
}
|
||||
fn predict_collision_end(&self,time:TIME,time_limit:TIME,collision_data:&RelativeCollision) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//must treat cancollide false objects differently: you may not exit through the same face you entered.
|
||||
//RelativeCollsion must reference the full model instead of a particular face
|
||||
//this is Ctrl+C Ctrl+V of predict_collision_start but with v=-v before the calc and t=-t after the calc
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut exit_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(collision_data.model as usize).unwrap().mesh();
|
||||
let (v,a)=(-self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
match collision_data.face {
|
||||
AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Left=>{
|
||||
//generate event if v.x<0||a.x<0
|
||||
if -v.x<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
}
|
||||
},
|
||||
AabbFace::Right=>{
|
||||
//generate event if 0<v.x||0<a.x
|
||||
if 0f32<(-v.x){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect y
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Bottom=>{
|
||||
//generate event if v.y<0||a.y<0
|
||||
if -v.y<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
}
|
||||
},
|
||||
AabbFace::Top=>{
|
||||
//generate event if 0<v.y||0<a.y
|
||||
if 0f32<(-v.y){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect z
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Front=>{
|
||||
//generate event if v.z<0||a.z<0
|
||||
if -v.z<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
}
|
||||
},
|
||||
AabbFace::Back=>{
|
||||
//generate event if 0<v.z||0<a.z
|
||||
if 0f32<(-v.z){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
}
|
||||
},
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = exit_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut best_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
|
||||
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect y
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect z
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = best_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionStart(RelativeCollision {
|
||||
face,
|
||||
model: model_id
|
||||
})
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
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,time_limit:TIME) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//JUST POLLING!!! NO MUTATION
|
||||
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
|
||||
//check for collision stop instructions with curent contacts
|
||||
for collision_data in self.contacts.iter() {
|
||||
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
|
||||
}
|
||||
//check for collision start instructions (against every part in the game with no optimization!!)
|
||||
for i in 0..self.models_cringe_clone.len() {
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
|
||||
}
|
||||
if self.grounded {
|
||||
//walk maintenance
|
||||
collector.collect(self.next_walk_instruction());
|
||||
}else{
|
||||
//check to see when the next strafe tick is
|
||||
collector.collect(self.next_strafe_instruction());
|
||||
}
|
||||
collector.instruction()
|
||||
}
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
_=>println!("{:?}",ins),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::SetWalkTargetVelocity(_)
|
||||
|PhysicsInstruction::SetControlDir(_) => self.time=ins.time,//TODO: queue instructions
|
||||
PhysicsInstruction::RefreshWalkTarget
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick
|
||||
|PhysicsInstruction::Jump => self.advance_time(ins.time),
|
||||
}
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::CollisionStart(c) => {
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.contacts.insert(c);
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(c) => {
|
||||
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
let mut a=self.gravity;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetControlDir(control_dir)=>{
|
||||
self.temp_control_dir=control_dir;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
|
||||
let d=self.body.velocity.dot(self.temp_control_dir);
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*self.temp_control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::Jump => {
|
||||
self.grounded=false;//do I need this?
|
||||
let mut v=self.body.velocity+glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||
//precisely set velocity
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
},
|
||||
PhysicsInstruction::RefreshWalkTarget => {
|
||||
//calculate acceleration yada yada
|
||||
if self.grounded{
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
let mut target_diff=v-self.body.velocity;
|
||||
target_diff.y=0f32;
|
||||
if target_diff==glam::Vec3::ZERO{
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
}else{
|
||||
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
|
||||
let time_delta=target_diff.length()/accel;
|
||||
let mut a=target_diff/time_delta;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
|
||||
self.walk.state=WalkEnum::Transient;
|
||||
}
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetWalkTargetVelocity(v) => {
|
||||
self.walk.target_velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
@ -279,11 +279,6 @@ fn start<E: Example>(
|
||||
log::info!("Initializing the example...");
|
||||
let mut example = E::init(&config, &adapter, &device, &queue);
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let mut last_frame_inst = Instant::now();
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let (mut frame_count, mut accum_time) = (0, 0.0);
|
||||
|
||||
log::info!("Entering render loop...");
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
let _ = (&instance, &adapter); // force ownership by the closure
|
||||
@ -364,20 +359,6 @@ fn start<E: Example>(
|
||||
example.move_mouse(delta);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
accum_time += last_frame_inst.elapsed().as_secs_f32();
|
||||
last_frame_inst = Instant::now();
|
||||
frame_count += 1;
|
||||
if frame_count == 100 {
|
||||
println!(
|
||||
"Avg frame time {}ms",
|
||||
accum_time * 1000.0 / frame_count as f32
|
||||
);
|
||||
accum_time = 0.0;
|
||||
frame_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
let frame = match surface.get_current_texture() {
|
||||
Ok(frame) => frame,
|
||||
|
48
src/instruction.rs
Normal file
48
src/instruction.rs
Normal file
@ -0,0 +1,48 @@
|
||||
#[derive(Debug)]
|
||||
pub struct TimedInstruction<I> {
|
||||
pub time: crate::body::TIME,
|
||||
pub instruction: I,
|
||||
}
|
||||
|
||||
pub trait InstructionEmitter<I> {
|
||||
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
|
||||
}
|
||||
pub trait InstructionConsumer<I> {
|
||||
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
|
||||
}
|
||||
|
||||
//PROPER PRIVATE FIELDS!!!
|
||||
pub struct InstructionCollector<I> {
|
||||
time: crate::body::TIME,
|
||||
instruction: Option<I>,
|
||||
}
|
||||
impl<I> InstructionCollector<I> {
|
||||
pub fn new(time:crate::body::TIME) -> Self {
|
||||
Self{
|
||||
time,
|
||||
instruction:None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
|
||||
match instruction {
|
||||
Some(unwrap_instruction) => {
|
||||
if unwrap_instruction.time<self.time {
|
||||
self.time=unwrap_instruction.time;
|
||||
self.instruction=Some(unwrap_instruction.instruction);
|
||||
}
|
||||
},
|
||||
None => (),
|
||||
}
|
||||
}
|
||||
pub fn instruction(self) -> Option<TimedInstruction<I>> {
|
||||
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
|
||||
match self.instruction {
|
||||
Some(instruction)=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction
|
||||
}),
|
||||
None => None,
|
||||
}
|
||||
}
|
||||
}
|
@ -1 +1,4 @@
|
||||
pub mod framework;
|
||||
pub mod body;
|
||||
pub mod zeroes;
|
||||
pub mod instruction;
|
||||
|
637
src/main.rs
637
src/main.rs
@ -19,13 +19,13 @@ struct Entity {
|
||||
|
||||
//temp?
|
||||
struct ModelData {
|
||||
transform: glam::Mat4,
|
||||
transforms: Vec<glam::Mat4>,
|
||||
vertex_buf: wgpu::Buffer,
|
||||
entities: Vec<Entity>,
|
||||
}
|
||||
|
||||
struct Model {
|
||||
transform: glam::Mat4,
|
||||
struct ModelGraphics {
|
||||
transforms: Vec<glam::Mat4>,
|
||||
vertex_buf: wgpu::Buffer,
|
||||
entities: Vec<Entity>,
|
||||
bind_group: wgpu::BindGroup,
|
||||
@ -34,20 +34,12 @@ struct Model {
|
||||
|
||||
// Note: we use the Y=up coordinate space in this example.
|
||||
struct Camera {
|
||||
time: Instant,
|
||||
pos: glam::Vec3,
|
||||
vel: glam::Vec3,
|
||||
gravity: glam::Vec3,
|
||||
friction: f32,
|
||||
screen_size: (u32, u32),
|
||||
offset: glam::Vec3,
|
||||
fov: f32,
|
||||
yaw: f32,
|
||||
pitch: f32,
|
||||
controls: u32,
|
||||
mv: f32,
|
||||
grounded: bool,
|
||||
walkspeed: f32,
|
||||
}
|
||||
|
||||
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
|
||||
@ -100,7 +92,7 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
|
||||
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
|
||||
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
|
||||
let fov = if self.controls&CONTROL_ZOOM==0 {
|
||||
self.fov
|
||||
@ -109,7 +101,7 @@ impl Camera {
|
||||
};
|
||||
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
|
||||
let proj_inv = proj.inverse();
|
||||
let view = glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
|
||||
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
|
||||
let view_inv = view.inverse();
|
||||
|
||||
let mut raw = [0f32; 16 * 3 + 4];
|
||||
@ -121,19 +113,29 @@ impl Camera {
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Skybox {
|
||||
pub struct GraphicsBindGroups {
|
||||
camera: wgpu::BindGroup,
|
||||
skybox_texture: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
pub struct GraphicsPipelines {
|
||||
skybox: wgpu::RenderPipeline,
|
||||
model: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
pub struct GraphicsData {
|
||||
start_time: std::time::Instant,
|
||||
camera: Camera,
|
||||
sky_pipeline: wgpu::RenderPipeline,
|
||||
entity_pipeline: wgpu::RenderPipeline,
|
||||
ground_pipeline: wgpu::RenderPipeline,
|
||||
main_bind_group: wgpu::BindGroup,
|
||||
physics: strafe_client::body::PhysicsState,
|
||||
pipelines: GraphicsPipelines,
|
||||
bind_groups: GraphicsBindGroups,
|
||||
camera_buf: wgpu::Buffer,
|
||||
models: Vec<Model>,
|
||||
models: Vec<ModelGraphics>,
|
||||
depth_view: wgpu::TextureView,
|
||||
staging_belt: wgpu::util::StagingBelt,
|
||||
}
|
||||
|
||||
impl Skybox {
|
||||
impl GraphicsData {
|
||||
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
|
||||
|
||||
fn create_depth_texture(
|
||||
@ -159,14 +161,17 @@ impl Skybox {
|
||||
}
|
||||
}
|
||||
|
||||
fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
|
||||
let mut raw = [0f32; 4*4];
|
||||
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
|
||||
fn get_transform_uniform_data(transforms:&Vec<glam::Mat4>) -> Vec<f32> {
|
||||
let mut raw = Vec::with_capacity(4*4*transforms.len());
|
||||
for (i,t) in transforms.iter().enumerate(){
|
||||
let mut v = raw.split_off(4*4*i);
|
||||
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(t)[..]);
|
||||
raw.append(&mut v);
|
||||
}
|
||||
raw
|
||||
}
|
||||
|
||||
fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
|
||||
let data = obj::ObjData::load_buf(&source[..]).unwrap();
|
||||
fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,data:obj::ObjData){
|
||||
let mut vertices = Vec::new();
|
||||
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
|
||||
for object in data.objects {
|
||||
@ -178,7 +183,7 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
|
||||
for &index in &[0, end_index - 1, end_index] {
|
||||
let vert = poly.0[index];
|
||||
if let Some(&i)=vertex_index.get(&vert){
|
||||
indices.push(i as u16);
|
||||
indices.push(i);
|
||||
}else{
|
||||
let i=vertices.len() as u16;
|
||||
vertices.push(Vertex {
|
||||
@ -208,14 +213,14 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
modeldatas.push(ModelData {
|
||||
transform: glam::Mat4::default(),
|
||||
transforms: vec![glam::Mat4::default()],
|
||||
vertex_buf,
|
||||
entities,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl strafe_client::framework::Example for Skybox {
|
||||
impl strafe_client::framework::Example for GraphicsData {
|
||||
fn optional_features() -> wgpu::Features {
|
||||
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|
||||
| wgpu::Features::TEXTURE_COMPRESSION_ETC2
|
||||
@ -229,15 +234,77 @@ impl strafe_client::framework::Example for Skybox {
|
||||
queue: &wgpu::Queue,
|
||||
) -> Self {
|
||||
let mut modeldatas = Vec::<ModelData>::new();
|
||||
add_obj(device,& mut modeldatas,include_bytes!("../models/teslacyberv3.0.obj"));
|
||||
add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj"));
|
||||
add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
|
||||
let ground=obj::ObjData{
|
||||
position: vec![[-1.0,0.0,-1.0],[1.0,0.0,-1.0],[1.0,0.0,1.0],[-1.0,0.0,1.0]],
|
||||
texture: vec![[-10.0,-10.0],[10.0,-10.0],[10.0,10.0],[-10.0,10.0]],
|
||||
normal: vec![[0.0,1.0,0.0]],
|
||||
objects: vec![obj::Object{
|
||||
name: "Ground Object".to_owned(),
|
||||
groups: vec![obj::Group{
|
||||
name: "Ground Group".to_owned(),
|
||||
index: 0,
|
||||
material: None,
|
||||
polys: vec![obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(0,Some(0),Some(0)),
|
||||
obj::IndexTuple(1,Some(1),Some(0)),
|
||||
obj::IndexTuple(2,Some(2),Some(0)),
|
||||
obj::IndexTuple(3,Some(3),Some(0)),
|
||||
])]
|
||||
}]
|
||||
}],
|
||||
material_libs: Vec::new(),
|
||||
};
|
||||
add_obj(device,& mut modeldatas,obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap());
|
||||
add_obj(device,& mut modeldatas,obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap());
|
||||
add_obj(device,& mut modeldatas,obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap());
|
||||
add_obj(device,& mut modeldatas,ground);
|
||||
println!("models.len = {:?}", modeldatas.len());
|
||||
modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
|
||||
modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
|
||||
modeldatas[0].transforms[0]=glam::Mat4::from_translation(glam::vec3(10.,0.,-10.));
|
||||
modeldatas[1].transforms[0]=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,10.)));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,20.)));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,20.)));
|
||||
modeldatas[2].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
|
||||
modeldatas[3].transforms[0]=glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0));
|
||||
|
||||
let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Skybox Texture Bind Group Layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::Cube,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Model Bind Group Layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
@ -255,7 +322,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
multisampled: false,
|
||||
view_dimension: wgpu::TextureViewDimension::Cube,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
@ -267,20 +334,26 @@ impl strafe_client::framework::Example for Skybox {
|
||||
},
|
||||
],
|
||||
});
|
||||
let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
|
||||
let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("Clamp Sampler"),
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
});
|
||||
let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("Repeat Sampler"),
|
||||
address_mode_u: wgpu::AddressMode::Repeat,
|
||||
address_mode_v: wgpu::AddressMode::Repeat,
|
||||
address_mode_w: wgpu::AddressMode::Repeat,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
@ -290,37 +363,199 @@ impl strafe_client::framework::Example for Skybox {
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
time: Instant::now(),
|
||||
pos: glam::Vec3::new(5.0,0.0,5.0),
|
||||
vel: glam::Vec3::new(0.0,0.0,0.0),
|
||||
gravity: glam::Vec3::new(0.0,-100.0,0.0),
|
||||
friction: 90.0,
|
||||
screen_size: (config.width, config.height),
|
||||
offset: glam::Vec3::new(0.0,4.5,0.0),
|
||||
offset: glam::Vec3::new(0.0,4.5-2.5,0.0),
|
||||
fov: 1.0, //fov_slope = tan(fov_y/2)
|
||||
pitch: 0.0,
|
||||
yaw: 0.0,
|
||||
mv: 2.7,
|
||||
controls:0,
|
||||
grounded: true,
|
||||
walkspeed: 18.0,
|
||||
};
|
||||
let camera_uniforms = camera.to_uniform_data();
|
||||
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera"),
|
||||
contents: bytemuck::cast_slice(&camera_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let physics = strafe_client::body::PhysicsState {
|
||||
body: strafe_client::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,
|
||||
grounded: false,
|
||||
jump_trying: false,
|
||||
temp_control_dir: glam::Vec3::ZERO,
|
||||
walkspeed: 18.0,
|
||||
contacts: std::collections::HashSet::new(),
|
||||
models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).flatten().collect(),
|
||||
walk: strafe_client::body::WalkState::new(),
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
};
|
||||
|
||||
//load textures
|
||||
let device_features = device.features();
|
||||
|
||||
let skybox_texture_view={
|
||||
let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
|
||||
log::info!("Using ASTC");
|
||||
wgpu::TextureFormat::Astc {
|
||||
block: AstcBlock::B4x4,
|
||||
channel: AstcChannel::UnormSrgb,
|
||||
}
|
||||
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
|
||||
log::info!("Using ETC2");
|
||||
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
|
||||
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
|
||||
log::info!("Using BC");
|
||||
wgpu::TextureFormat::Bc1RgbaUnormSrgb
|
||||
} else {
|
||||
log::info!("Using plain");
|
||||
wgpu::TextureFormat::Bgra8UnormSrgb
|
||||
};
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: IMAGE_SIZE,
|
||||
height: IMAGE_SIZE,
|
||||
depth_or_array_layers: 6,
|
||||
};
|
||||
|
||||
let layer_size = wgpu::Extent3d {
|
||||
depth_or_array_layers: 1,
|
||||
..size
|
||||
};
|
||||
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
||||
|
||||
log::debug!(
|
||||
"Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu",
|
||||
skybox_format,
|
||||
IMAGE_SIZE,
|
||||
IMAGE_SIZE,
|
||||
max_mips,
|
||||
);
|
||||
|
||||
let bytes = match skybox_format {
|
||||
wgpu::TextureFormat::Astc {
|
||||
block: AstcBlock::B4x4,
|
||||
channel: AstcChannel::UnormSrgb,
|
||||
} => &include_bytes!("../images/astc.dds")[..],
|
||||
wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
|
||||
wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
|
||||
wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
|
||||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
let skybox_image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
||||
|
||||
let skybox_texture = device.create_texture_with_data(
|
||||
queue,
|
||||
&wgpu::TextureDescriptor {
|
||||
size,
|
||||
mip_level_count: max_mips,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: skybox_format,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
label: Some("Skybox Texture"),
|
||||
view_formats: &[],
|
||||
},
|
||||
&skybox_image.data,
|
||||
);
|
||||
|
||||
skybox_texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("Skybox Texture View"),
|
||||
dimension: Some(wgpu::TextureViewDimension::Cube),
|
||||
..wgpu::TextureViewDescriptor::default()
|
||||
})
|
||||
};
|
||||
|
||||
//squid
|
||||
let squid_texture_view={
|
||||
let size = wgpu::Extent3d {
|
||||
width: 1076,
|
||||
height: 1076,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
let layer_size = wgpu::Extent3d {
|
||||
depth_or_array_layers: 1,
|
||||
..size
|
||||
};
|
||||
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
||||
|
||||
let bytes = &include_bytes!("../images/squid.dds")[..];
|
||||
|
||||
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
||||
|
||||
let texture = device.create_texture_with_data(
|
||||
queue,
|
||||
&wgpu::TextureDescriptor {
|
||||
size,
|
||||
mip_level_count: max_mips,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Bc7RgbaUnorm,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
label: Some("Squid Texture"),
|
||||
view_formats: &[],
|
||||
},
|
||||
&image.data,
|
||||
);
|
||||
|
||||
texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("Squid Texture View"),
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
..wgpu::TextureViewDescriptor::default()
|
||||
})
|
||||
};
|
||||
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
|
||||
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||
let model_uniforms = get_transform_uniform_data(&modeldata.transforms);
|
||||
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||
contents: bytemuck::cast_slice(&model_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &model_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: model_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&squid_texture_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&repeat_sampler),
|
||||
},
|
||||
],
|
||||
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||
});
|
||||
//all of these are being moved here
|
||||
models.push(ModelGraphics{
|
||||
transforms: modeldata.transforms,
|
||||
vertex_buf:modeldata.vertex_buf,
|
||||
entities: modeldata.entities,
|
||||
bind_group: model_bind_group,
|
||||
model_buf,
|
||||
})
|
||||
}
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
|
||||
bind_group_layouts: &[
|
||||
&camera_bind_group_layout,
|
||||
&model_bind_group_layout,
|
||||
&skybox_texture_bind_group_layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
// Create the render pipelines
|
||||
let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Sky"),
|
||||
label: Some("Sky Pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
@ -346,12 +581,12 @@ impl strafe_client::framework::Example for Skybox {
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Entity"),
|
||||
let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Model Pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_entity",
|
||||
entry_point: "vs_entity_texture",
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
@ -360,34 +595,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_entity",
|
||||
targets: &[Some(config.view_formats[0].into())],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Self::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
let ground_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Ground"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_ground",
|
||||
buffers: &[],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_ground",
|
||||
entry_point: "fs_entity_texture",
|
||||
targets: &[Some(config.view_formats[0].into())],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
@ -405,145 +613,51 @@ impl strafe_client::framework::Example for Skybox {
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: None,
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
|
||||
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera"),
|
||||
contents: bytemuck::cast_slice(&camera_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let device_features = device.features();
|
||||
|
||||
let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
|
||||
log::info!("Using ASTC");
|
||||
wgpu::TextureFormat::Astc {
|
||||
block: AstcBlock::B4x4,
|
||||
channel: AstcChannel::UnormSrgb,
|
||||
}
|
||||
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
|
||||
log::info!("Using ETC2");
|
||||
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
|
||||
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
|
||||
log::info!("Using BC");
|
||||
wgpu::TextureFormat::Bc1RgbaUnormSrgb
|
||||
} else {
|
||||
log::info!("Using plain");
|
||||
wgpu::TextureFormat::Bgra8UnormSrgb
|
||||
};
|
||||
|
||||
let size = wgpu::Extent3d {
|
||||
width: IMAGE_SIZE,
|
||||
height: IMAGE_SIZE,
|
||||
depth_or_array_layers: 6,
|
||||
};
|
||||
|
||||
let layer_size = wgpu::Extent3d {
|
||||
depth_or_array_layers: 1,
|
||||
..size
|
||||
};
|
||||
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
||||
|
||||
log::debug!(
|
||||
"Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu",
|
||||
skybox_format,
|
||||
IMAGE_SIZE,
|
||||
IMAGE_SIZE,
|
||||
max_mips,
|
||||
);
|
||||
|
||||
let bytes = match skybox_format {
|
||||
wgpu::TextureFormat::Astc {
|
||||
block: AstcBlock::B4x4,
|
||||
channel: AstcChannel::UnormSrgb,
|
||||
} => &include_bytes!("../images/astc.dds")[..],
|
||||
wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
|
||||
wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
|
||||
wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
|
||||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
||||
|
||||
let texture = device.create_texture_with_data(
|
||||
queue,
|
||||
&wgpu::TextureDescriptor {
|
||||
size,
|
||||
mip_level_count: max_mips,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: skybox_format,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
label: None,
|
||||
view_formats: &[],
|
||||
},
|
||||
&image.data,
|
||||
);
|
||||
|
||||
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: None,
|
||||
dimension: Some(wgpu::TextureViewDimension::Cube),
|
||||
..wgpu::TextureViewDescriptor::default()
|
||||
});
|
||||
let main_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &main_bind_group_layout,
|
||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
],
|
||||
label: Some("Camera"),
|
||||
});
|
||||
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut models = Vec::<Model>::with_capacity(modeldatas.len());
|
||||
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
|
||||
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(format!("Model{}",i).as_str()),
|
||||
contents: bytemuck::cast_slice(&model_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &model_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: model_buf.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
label: Some(format!("Model{}",i).as_str()),
|
||||
});
|
||||
//all of these are being moved here
|
||||
models.push(Model{
|
||||
transform: modeldata.transform,
|
||||
vertex_buf:modeldata.vertex_buf,
|
||||
entities: modeldata.entities,
|
||||
bind_group: model_bind_group,
|
||||
model_buf,
|
||||
})
|
||||
}
|
||||
let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &skybox_texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&clamp_sampler),
|
||||
},
|
||||
],
|
||||
label: Some("Sky Texture"),
|
||||
});
|
||||
|
||||
let depth_view = Self::create_depth_texture(config, device);
|
||||
|
||||
Skybox {
|
||||
GraphicsData {
|
||||
start_time: Instant::now(),
|
||||
camera,
|
||||
sky_pipeline,
|
||||
entity_pipeline,
|
||||
ground_pipeline,
|
||||
main_bind_group,
|
||||
physics,
|
||||
pipelines:GraphicsPipelines{
|
||||
skybox:sky_pipeline,
|
||||
model:model_pipeline
|
||||
},
|
||||
bind_groups:GraphicsBindGroups{
|
||||
camera:camera_bind_group,
|
||||
skybox_texture:skybox_texture_bind_group,
|
||||
},
|
||||
camera_buf,
|
||||
models,
|
||||
depth_view,
|
||||
@ -625,44 +739,45 @@ impl strafe_client::framework::Example for Skybox {
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &strafe_client::framework::Spawner,
|
||||
) {
|
||||
let time = Instant::now();
|
||||
|
||||
//physique
|
||||
let dt=(time-self.camera.time).as_secs_f32();
|
||||
self.camera.time=time;
|
||||
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
|
||||
let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw);
|
||||
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
|
||||
let d=self.camera.vel.dot(control_dir);
|
||||
if d<self.camera.mv {
|
||||
self.camera.vel+=(self.camera.mv-d)*control_dir;
|
||||
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
|
||||
self.physics.run(time);
|
||||
|
||||
//ALL OF THIS IS TOTALLY WRONG!!!
|
||||
let walk_target_velocity=self.physics.walkspeed*control_dir;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
|
||||
});
|
||||
}
|
||||
self.camera.vel+=self.camera.gravity*dt;
|
||||
self.camera.pos+=self.camera.vel*dt;
|
||||
if self.camera.pos.y<0.0{
|
||||
self.camera.pos.y=0.0;
|
||||
self.camera.vel.y=0.0;
|
||||
self.camera.grounded=true;
|
||||
|
||||
if control_dir!=self.physics.temp_control_dir {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetControlDir(control_dir)
|
||||
});
|
||||
}
|
||||
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
|
||||
self.camera.grounded=false;
|
||||
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
}
|
||||
if self.camera.grounded {
|
||||
let applied_friction=self.camera.friction*dt;
|
||||
let targetv=control_dir*self.camera.walkspeed;
|
||||
let diffv=targetv-self.camera.vel;
|
||||
if applied_friction*applied_friction<diffv.length_squared() {
|
||||
self.camera.vel+=applied_friction*diffv.normalize();
|
||||
} else {
|
||||
self.camera.vel=targetv;
|
||||
}
|
||||
|
||||
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&self.physics.jump_trying {
|
||||
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::Jump
|
||||
});
|
||||
}
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = self.camera.to_uniform_data();
|
||||
let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
@ -674,7 +789,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
|
||||
//This code only needs to run when the uniforms change
|
||||
for model in self.models.iter() {
|
||||
let model_uniforms = get_transform_uniform_data(&model.transform);
|
||||
let model_uniforms = get_transform_uniform_data(&model.transforms);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
@ -713,25 +828,21 @@ impl strafe_client::framework::Example for Skybox {
|
||||
}),
|
||||
});
|
||||
|
||||
rpass.set_bind_group(0, &self.main_bind_group, &[]);
|
||||
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
|
||||
rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
|
||||
|
||||
rpass.set_pipeline(&self.entity_pipeline);
|
||||
rpass.set_pipeline(&self.pipelines.model);
|
||||
for model in self.models.iter() {
|
||||
rpass.set_bind_group(1, &model.bind_group, &[]);
|
||||
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
|
||||
|
||||
for entity in model.entities.iter() {
|
||||
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
|
||||
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
|
||||
rpass.draw_indexed(0..entity.index_count, 0, 0..model.transforms.len() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
rpass.set_pipeline(&self.ground_pipeline);
|
||||
//rpass.set_index_buffer(&[0u16,1,2,1,2,3][..] as wgpu::BufferSlice, wgpu::IndexFormat::Uint16);
|
||||
//rpass.draw_indexed(0..4, 0, 0..1);
|
||||
rpass.draw(0..6, 0..1);
|
||||
|
||||
rpass.set_pipeline(&self.sky_pipeline);
|
||||
rpass.set_pipeline(&self.pipelines.skybox);
|
||||
rpass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
@ -742,7 +853,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
}
|
||||
|
||||
fn main() {
|
||||
strafe_client::framework::run::<Skybox>(
|
||||
strafe_client::framework::run::<GraphicsData>(
|
||||
format!("Strafe Client v{}",
|
||||
env!("CARGO_PKG_VERSION")
|
||||
).as_str()
|
||||
|
120
src/shader.wgsl
120
src/shader.wgsl
@ -1,9 +1,4 @@
|
||||
struct SkyOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) sampledir: vec3<f32>,
|
||||
};
|
||||
|
||||
struct Data {
|
||||
struct Camera {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
// from screen to camera
|
||||
@ -13,9 +8,16 @@ struct Data {
|
||||
// camera position
|
||||
cam_pos: vec4<f32>,
|
||||
};
|
||||
|
||||
//group 0 is the camera
|
||||
@group(0)
|
||||
@binding(0)
|
||||
var<uniform> r_data: Data;
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
struct SkyOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) sampledir: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
@ -30,8 +32,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
);
|
||||
|
||||
// transposition = inversion for this orthonormal matrix
|
||||
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
|
||||
let unprojected = r_data.proj_inv * pos;
|
||||
let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
|
||||
let unprojected = camera.proj_inv * pos;
|
||||
|
||||
var result: SkyOutput;
|
||||
result.sampledir = inv_model_view * unprojected.xyz;
|
||||
@ -39,93 +41,65 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
return result;
|
||||
}
|
||||
|
||||
struct GroundOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(4) pos: vec3<f32>,
|
||||
};
|
||||
const MAX_ENTITY_INSTANCES=1024;
|
||||
//group 1 is the model
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
|
||||
//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
|
||||
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
||||
//the texture transform then maps the texture coordinates to the location of the specific texture
|
||||
//how to do no texture?
|
||||
@group(1)
|
||||
@binding(1)
|
||||
var model_texture: texture_2d<f32>;
|
||||
@group(1)
|
||||
@binding(2)
|
||||
var model_sampler: sampler;
|
||||
|
||||
@vertex
|
||||
fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
|
||||
// hacky way to draw two triangles that make a square
|
||||
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
|
||||
let tmp2 = i32(vertex_index)&1;
|
||||
let pos = vec3<f32>(
|
||||
f32(tmp1) * 2.0 - 1.0,
|
||||
0.0,
|
||||
f32(tmp2) * 2.0 - 1.0
|
||||
) * 160.0;
|
||||
|
||||
var result: GroundOutput;
|
||||
result.pos = pos;
|
||||
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
|
||||
return result;
|
||||
}
|
||||
|
||||
struct EntityOutput {
|
||||
struct EntityOutputTexture {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
};
|
||||
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> r_EntityTransform: mat4x4<f32>;
|
||||
|
||||
@vertex
|
||||
fn vs_entity(
|
||||
fn vs_entity_texture(
|
||||
@builtin(instance_index) instance: u32,
|
||||
@location(0) pos: vec3<f32>,
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
) -> EntityOutput {
|
||||
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutput;
|
||||
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;
|
||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
||||
result.position = r_data.proj * r_data.view * position;
|
||||
) -> EntityOutputTexture {
|
||||
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutputTexture;
|
||||
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
|
||||
result.view = position.xyz - camera.cam_pos.xyz;
|
||||
result.position = camera.proj * camera.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
@group(0)
|
||||
//group 2 is the skybox texture
|
||||
@group(2)
|
||||
@binding(0)
|
||||
var cube_texture: texture_cube<f32>;
|
||||
@group(2)
|
||||
@binding(1)
|
||||
var r_texture: texture_cube<f32>;
|
||||
@group(0)
|
||||
@binding(2)
|
||||
var r_sampler: sampler;
|
||||
var cube_sampler: sampler;
|
||||
|
||||
@fragment
|
||||
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(r_texture, r_sampler, vertex.sampledir);
|
||||
return textureSample(cube_texture, model_sampler, vertex.sampledir);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
|
||||
fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||
let incident = normalize(vertex.view);
|
||||
let normal = normalize(vertex.normal);
|
||||
let d = dot(normal, incident);
|
||||
let reflected = incident - 2.0 * d * normal;
|
||||
|
||||
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
|
||||
let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
|
||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
}
|
||||
|
||||
fn modulo_euclidean (a: f32, b: f32) -> f32 {
|
||||
var m = a % b;
|
||||
if (m < 0.0) {
|
||||
if (b < 0.0) {
|
||||
m -= b;
|
||||
} else {
|
||||
m += b;
|
||||
}
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
|
||||
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
|
||||
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
|
||||
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
|
||||
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
}
|
||||
|
8
src/sweep.rs
Normal file
8
src/sweep.rs
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
//something that implements body + hitbox + transform can predict collision
|
||||
impl crate::sweep::PredictCollision for Model {
|
||||
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
|
||||
//math!
|
||||
None
|
||||
}
|
||||
}
|
27
src/zeroes.rs
Normal file
27
src/zeroes.rs
Normal file
@ -0,0 +1,27 @@
|
||||
//find roots of polynomials
|
||||
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
|
||||
if a2==0f32{
|
||||
return zeroes1(a0, a1);
|
||||
}
|
||||
let mut radicand=a1*a1-4f32*a2*a0;
|
||||
if 0f32<radicand {
|
||||
radicand=radicand.sqrt();
|
||||
if 0f32<a2 {
|
||||
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
|
||||
} else {
|
||||
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
|
||||
}
|
||||
} else if radicand==0f32 {
|
||||
return vec![-a1/(2f32*a2)];
|
||||
} else {
|
||||
return vec![];
|
||||
}
|
||||
}
|
||||
#[inline]
|
||||
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
|
||||
if a1==0f32{
|
||||
return vec![];
|
||||
} else {
|
||||
return vec![-a0/a1];
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user