physics: recalculate touching parts in set_position

This commit is contained in:
Quaternions 2024-08-08 16:54:42 -07:00
parent c616e82c47
commit 93b04f4f1f
2 changed files with 400 additions and 192 deletions

View File

@ -751,6 +751,23 @@ impl MinkowskiMesh<'_>{
}
best_edge.map(|e|(e.as_undirected(),best_time))
}
fn infinity_in(&self,infinity_body:crate::physics::Body)->Option<(MinkowskiFace,integer::Time)>{
let infinity_fev=self.infinity_fev(-infinity_body.velocity,infinity_body.position);
match crate::face_crawler::crawl_fev(infinity_fev,self,&infinity_body,integer::Time::MIN,infinity_body.time){
crate::face_crawler::CrawlResult::Miss(_)=>None,
crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,time)),
}
}
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
let infinity_body=crate::physics::Body::new(point,Planar64Vec3::Y,Planar64Vec3::ZERO,integer::Time::ZERO);
//movement must escape the mesh forwards and backwards in time,
//otherwise the point is not inside the mesh
self.infinity_in(infinity_body)
.is_some_and(|_|
self.infinity_in(-infinity_body)
.is_some()
)
}
}
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){

View File

@ -579,6 +579,38 @@ impl MoveState{
MoveState::Fly=>None,
}
}
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
*self=move_state;
//this function call reads the above state that was just set
self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn cull_velocity(&mut self,velocity:Planar64Vec3,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
//TODO: be more precise about contacts
if set_velocity_cull(body,touching,models,hitbox_mesh,velocity){
//TODO do better
match self.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
},
None=>self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
}
}
}
}
#[derive(Clone,Default)]
@ -956,39 +988,15 @@ impl PhysicsState{
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
self.move_state.next_move_instruction(&self.style.strafe,self.time)
}
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_enum_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
self.move_state=move_state;
//this function call reads the above state that was just set
self.apply_enum_and_body(data);
self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
//TODO: be more precise about contacts
if set_velocity_cull(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,velocity){
//TODO do better
match self.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if !self.touching.contacts.contains(&walk_state.contact){
self.set_move_state(data,MoveState::Air);
},
None=>self.apply_enum_and_body(data),
}
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
//state mutated on collision:
//Accelerator
//stair step-up
@ -1254,14 +1262,80 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
minkowski.face_nd(contact.face_id).0
}
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
fn recalculate_touching(
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
//collision_end all existing contacts
//I would have preferred while let Some(contact)=contacts.pop()
//but there is no such method
while let Some(&contact)=touching.contacts.iter().next(){
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.model_id),contact)
}
while let Some(&intersect)=touching.intersects.iter().next(){
collision_end_intersect(touching,mode,run,models.intersect_attr(intersect.model_id),intersect,time);
}
//find all models in the teleport region
let mut aabb=aabb::Aabb::default();
aabb.grow(body.position);
aabb.inflate(hitbox_mesh.halfsize);
//relative to moving platforms
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
//no checks are needed because of the time limits.
let model_mesh=models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
if minkowski.is_point_in_mesh(body.position){
match convex_mesh_id.model_id{
//being inside of contact objects is an invalid physics state
//but the physics isn't advanced enough to do anything about it yet
//TODO: PushSolve and search for the closest valid position
PhysicsModelId::Contact(_)=>(),
PhysicsModelId::Intersect(model_id)=>
collision_start_intersect(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state,
models.intersect_attr(model_id),
IntersectCollision{
model_id,
submesh_id:convex_mesh_id.submesh_id,
},
time,
),
}
}
});
}
fn set_position(
point:Planar64Vec3,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
)->Planar64Vec3{
//test intersections at new position
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear();
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
//calculate contacts and determine the actual state
recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
point
}
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
@ -1303,31 +1377,71 @@ fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels
body.acceleration=a;
}
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
set_position(body,touching,point);
fn teleport(
point:Planar64Vec3,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
MoveState::Air
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
let transform=models.get_model_transform(mode.get_spawn_model_id(stage_id)?)?;
enum TeleportToSpawnError{
NoModel,
}
fn teleport_to_spawn(
stage:&gameplay_modes::Stage,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:&gameplay_modes::Mode,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
)->Result<(),TeleportToSpawnError>{
let transform=models.get_model_transform(stage.spawn()).ok_or(TeleportToSpawnError::NoModel)?;
let point=transform.vertex.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,hitbox_mesh,point))
teleport(point,move_state,body,touching,run,mode_state,Some(mode),models,hitbox_mesh,bvh,style,camera,input_state,time);
Ok(())
}
fn run_teleport_behaviour(
wormhole:&Option<gameplay_attributes::Wormhole>,
models:&PhysicsModels,
mode:&gameplay_modes::Mode,
style:&StyleModifiers,
hitbox_mesh:&HitboxMesh,
mode_state:&mut ModeState,
touching:&mut TouchingState,
body:&mut Body,
model_id:ModelId,
)->Option<MoveState>{
wormhole:Option<&gameplay_attributes::Wormhole>,
mode:Option<&gameplay_modes::Mode>,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
//TODO: jump count and checkpoints are always reset on teleport.
//Map makers are expected to use tools to prevent
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
if let Some(mode)=mode{
if let Some(stage_element)=mode.get_element(model_id){
if let Some(stage)=mode.get_stage(stage_element.stage_id()){
if mode_state.get_stage_id()<stage_element.stage_id(){
@ -1336,20 +1450,33 @@ fn run_teleport_behaviour(
if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
//do the stage checkpoints have to be reset?
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
let _=teleport_to_spawn(current_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
}
}
//check if all between stages have no checkpoints required to pass them
let mut loop_unbroken=true;
for stage_id in mode_state.get_stage_id().get()+1..stage_element.stage_id().get(){
let stage_id=StageId::new(stage_id);
//check if none of the between stages has checkpoints, if they do teleport back to that stage
if !mode.get_stage(stage_id)?.is_empty(){
mode_state.set_stage_id(stage_id);
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,stage_id);
match mode.get_stage(stage_id){
Some(stage)=>if !stage.is_empty(){
mode_state.set_stage_id(stage_id);
let _=teleport_to_spawn(stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
},
None=>{
//no such stage! set to last existing stage and break loop
mode_state.set_stage_id(StageId::new(stage_id.get()-1));
loop_unbroken=false;
break;
},
}
}
};
//notably you do not get teleported for touching ordered checkpoints in the wrong order within the same stage.
mode_state.set_stage_id(stage_element.stage_id());
if loop_unbroken{
mode_state.set_stage_id(stage_element.stage_id());
}
}else if stage_element.force(){
//forced stage_element will set the stage_id even if the stage has already been passed
mode_state.set_stage_id(stage_element.stage_id());
@ -1357,9 +1484,10 @@ fn run_teleport_behaviour(
match stage_element.behaviour(){
gameplay_modes::StageElementBehaviour::SpawnAt=>(),
gameplay_modes::StageElementBehaviour::Trigger
|gameplay_modes::StageElementBehaviour::Teleport=>{
|gameplay_modes::StageElementBehaviour::Teleport=>if let Some(mode_state_stage)=mode.get_stage(mode_state.get_stage_id()){
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
let _=teleport_to_spawn(mode_state_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
},
gameplay_modes::StageElementBehaviour::Platform=>(),
gameplay_modes::StageElementBehaviour::Check=>(),//this is to run the checkpoint check behaviour without any other side effects
@ -1373,158 +1501,185 @@ fn run_teleport_behaviour(
}
}
}
match wormhole{
&Some(gameplay_attributes::Wormhole{destination_model})=>{
let origin=models.get_model_transform(model_id)?;
let destination=models.get_model_transform(destination_model)?;
//ignore the transform for now
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin.vertex.translation+destination.vertex.translation))
}
if let Some(&gameplay_attributes::Wormhole{destination_model})=wormhole{
if let (Some(origin),Some(destination))=(models.get_model_transform(model_id),models.get_model_transform(destination_model)){
let point=body.position-origin.vertex.translation+destination.vertex.translation;
//TODO: camera angles
teleport(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
}
None=>None,
}
}
fn collision_start_contact(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
mode_state:&mut ModeState,
touching:&mut TouchingState,
run:&mut run::Run,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
time:Time,
){
let incident_velocity=state.body.velocity;
//add to touching
state.touching.insert(Collision::Contact(contact));
//clip v
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
match &attr.contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
let reflected_velocity=state.body.velocity+(state.body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,reflected_velocity);
},
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
if let Some(ladder_settings)=&state.style.ladder{
if contacting_ladder.sticky{
//kill v
//actually you could do this with a booster attribute :thinking:
//it's a little bit different because maybe you want to chain ladders together
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
}
//ladder walkstate
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact);
state.set_move_state(data,MoveState::Ladder(walk_state));
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
None=>if let Some(walk_settings)=&state.style.walk{
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact);
state.set_move_state(data,MoveState::Walk(walk_state));
}
},
}
//I love making functions with 10 arguments to dodge the borrow checker
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,contact.model_id.into());
}
if state.style.get_control(Controls::Jump,state.input_state.controls){
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,attr.general.booster.as_ref());
state.cull_velocity(data,jumped_velocity);
}
}
match &attr.general.trajectory{
Some(trajectory)=>{
match trajectory{
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
state.cull_velocity(data,velocity);
},
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
}
},
None=>(),
}
//doing enum to set the acceleration when surfing
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
state.apply_enum_and_input_and_body(data);
let incident_velocity=body.velocity;
//add to touching
touching.insert(Collision::Contact(contact));
//clip v
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
match &attr.contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
let reflected_velocity=body.velocity+(body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
},
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
if let Some(ladder_settings)=&style.ladder{
if contacting_ladder.sticky{
//kill v
//actually you could do this with a booster attribute :thinking:
//it's a little bit different because maybe you want to chain ladders together
set_velocity(body,touching,models,hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
}
//ladder walkstate
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
let walk_state=ContactMoveState::ladder(ladder_settings,body,gravity,target_velocity,contact);
move_state.set_move_state(MoveState::Ladder(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
None=>if let Some(walk_settings)=&style.walk{
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),Planar64Vec3::Y){
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
let walk_state=ContactMoveState::ground(walk_settings,body,gravity,target_velocity,contact);
move_state.set_move_state(MoveState::Walk(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
}
},
}
//I love making functions with 10 arguments to dodge the borrow checker
run_teleport_behaviour(contact.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
if style.get_control(Controls::Jump,input_state.controls){
if let (Some(jump_settings),Some(walk_state))=(&style.jump,move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(models,hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(style,jump_dir,body.velocity,attr.general.booster.as_ref());
move_state.cull_velocity(jumped_velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
}
}
match &attr.general.trajectory{
Some(trajectory)=>{
match trajectory{
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
},
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
}
},
None=>(),
}
//doing enum to set the acceleration when surfing
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn collision_start_intersect(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
mode_state:&mut ModeState,
touching:&mut TouchingState,
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
attr:&gameplay_attributes::IntersectAttributes,
intersect:IntersectCollision,
time:Time,
){
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
state.touching.insert(Collision::Intersect(intersect));
//insta booster!
if let Some(booster)=&attr.general.booster{
state.cull_velocity(data,booster.boost(state.body.velocity));
}
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
state.run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match state.run.finish(state.time){
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
None=>(),
}
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,intersect.model_id.into());
}
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
touching.insert(Collision::Intersect(intersect));
//insta booster!
if let Some(booster)=&attr.general.booster{
move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
}
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
*run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match run.finish(time){
Ok(())=>println!("@@@@ Finished run time={}",run.time(time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>run.flag(run::FlagReason::Anticheat),
None=>(),
}
}
run_teleport_behaviour(intersect.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
}
fn collision_end_contact(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
_attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
){
state.touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
//this is inner code from state.cull_velocity
match state.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if walk_state.contact==contact{
state.set_move_state(data,MoveState::Air);
},
None=>state.apply_enum_and_body(data),
}
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
//this is inner code from move_state.cull_velocity
match move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if walk_state.contact==contact{
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
},
None=>move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
}
}
fn collision_end_intersect(
state:&mut PhysicsState,
data:&PhysicsData,
touching:&mut TouchingState,
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
_attr:&gameplay_attributes::IntersectAttributes,
intersect:IntersectCollision,
time:Time,
){
state.touching.remove(&Collision::Intersect(intersect));
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match state.run.start(state.time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
touching.remove(&Collision::Intersect(intersect));
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match run.start(time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
state.time=ins.time;
@ -1538,13 +1693,41 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
state.body.advance_time(state.time);
}
match ins.instruction{
PhysicsInternalInstruction::CollisionStart(collision)=>match collision{
Collision::Contact(contact)=>collision_start_contact(state,data,data.models.contact_attr(contact.model_id),contact),
Collision::Intersect(intersect)=>collision_start_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
PhysicsInternalInstruction::CollisionStart(collision)=>{
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
match collision{
Collision::Contact(contact)=>collision_start_contact(
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run,
mode,
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.model_id),
contact,
state.time,
),
Collision::Intersect(intersect)=>collision_start_intersect(
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,
mode,
&mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.intersect_attr(intersect.model_id),
intersect,
state.time,
),
}
},
PhysicsInternalInstruction::CollisionEnd(collision)=>match collision{
Collision::Contact(contact)=>collision_end_contact(state,data,data.models.contact_attr(contact.model_id),contact),
Collision::Intersect(intersect)=>collision_end_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
Collision::Contact(contact)=>collision_end_contact(
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.model_id),
contact
),
Collision::Intersect(intersect)=>collision_end_intersect(
&mut state.touching,
data.modes.get_mode(state.mode_state.get_mode_id()),
&mut state.run,
data.models.intersect_attr(intersect.model_id),
intersect,
state.time
),
},
PhysicsInternalInstruction::StrafeTick=>{
//TODO make this less huge
@ -1667,14 +1850,15 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
},
PhysicsInputInstruction::Restart=>{
//teleport to start zone
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).and_then(|mode|
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
let spawn_point=mode.and_then(|mode|
//TODO: spawn at the bottom of the start zone plus the hitbox size
//TODO: set camera andles to face the same way as the start zone
data.models.get_model_transform(mode.get_start().into()).map(|transform|
transform.vertex.translation
)
).unwrap_or(Planar64Vec3::ZERO);
set_position(&mut state.body,&mut state.touching,spawn_point);
set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
state.set_move_state(data,MoveState::Air);
b_refresh_walk_target=false;
@ -1682,7 +1866,14 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
//spawn at a particular stage
if let Some(mode)=data.modes.get_mode(mode_id){
teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
if let Some(stage)=mode.get_stage(stage_id){
let _=teleport_to_spawn(
stage,
&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
mode,
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
);
}
}
b_refresh_walk_target=false;
},