strafe-client/src/physics_worker.rs
2024-01-29 22:37:48 -08:00

133 lines
5.4 KiB
Rust

use crate::physics::{MouseState,PhysicsInputInstruction};
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
},
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
physics.run(instruction.time);
physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
},
Instruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::GenerateModels(indexed_model_instances)=>{
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
},
Instruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
_=>(),
}
})
}