forked from StrafesNET/strafe-client
1278 lines
43 KiB
Rust
1278 lines
43 KiB
Rust
use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruction}, zeroes::zeroes2};
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#[derive(Debug)]
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
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StrafeTick,
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ReachWalkTargetVelocity,
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// Water,
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// Spawn(
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// Option<SpawnId>,
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
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}
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#[derive(Debug)]
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pub enum PhysicsInputInstruction {
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveRight(bool),
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SetMoveUp(bool),
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SetMoveBack(bool),
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SetMoveLeft(bool),
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SetMoveDown(bool),
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SetMoveForward(bool),
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SetJump(bool),
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SetZoom(bool),
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Reset,
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Idle,
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}
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#[derive(Debug)]
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pub enum InputInstruction {
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MoveMouse(glam::IVec2),
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MoveRight(bool),
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MoveUp(bool),
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MoveBack(bool),
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MoveLeft(bool),
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MoveDown(bool),
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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#[derive(Clone)]
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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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}
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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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}
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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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}
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/*
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enum InputInstruction {
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}
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struct InputState {
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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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}
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impl crate::instruction::InstructionEmitter<InputInstruction> for InputState{
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fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<InputInstruction>> {
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//this is polled by PhysicsState for actions like Jump
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//no, it has to be the other way around. physics is run up until the jump instruction, and then the jump instruction is pushed.
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self.queue.get(0)
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}
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}
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impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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fn process_instruction(&mut self,ins:TimedInstruction<InputInstruction>){
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//add to queue
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self.queue.push(ins);
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}
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}
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*/
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
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pub struct MouseState {
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pub pos: glam::IVec2,
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pub time: TIME,
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}
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impl Default for MouseState{
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fn default() -> Self {
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Self {
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time:0,
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pos:glam::IVec2::ZERO,
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}
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}
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}
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impl MouseState {
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pub fn lerp(&self,target:&MouseState,time:TIME)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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let t1t=(target.time-time) as i64;
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let tt0=(time-self.time) as i64;
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let dt=(target.time-self.time) as i64;
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
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}
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pub enum WalkEnum{
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Reached,
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Transient,
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}
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pub struct WalkState {
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pub target_velocity: glam::Vec3,
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pub target_time: TIME,
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pub state: WalkEnum,
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}
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impl WalkState {
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pub fn new() -> Self {
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Self{
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target_velocity:glam::Vec3::ZERO,
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target_time:0,
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state:WalkEnum::Reached,
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}
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}
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}
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#[derive(Clone)]
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pub struct PhysicsCamera {
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offset: glam::Vec3,
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angles: glam::DVec2,//YAW AND THEN PITCH
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//punch: glam::Vec3,
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//punch_velocity: glam::Vec3,
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sensitivity: glam::DVec2,
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mouse:MouseState,
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}
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#[inline]
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fn mat3_from_rotation_y_f64(angle: f64) -> glam::Mat3 {
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let (sina, cosa) = angle.sin_cos();
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glam::Mat3::from_cols(
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glam::Vec3::new(cosa as f32, 0.0, -sina as f32),
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glam::Vec3::Y,
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glam::Vec3::new(sina as f32, 0.0, cosa as f32),
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)
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}
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impl PhysicsCamera {
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pub fn from_offset(offset:glam::Vec3) -> Self {
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Self{
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offset,
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angles: glam::DVec2::ZERO,
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sensitivity: glam::dvec2(1.0/1024.0,1.0/1024.0),
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mouse:MouseState{pos:glam::IVec2::ZERO,time:-1},//escape initialization hell divide by zero
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}
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}
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pub fn simulate_move_angles(&self, mouse_pos: glam::IVec2) -> glam::DVec2 {
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let mut a=self.angles-self.sensitivity*(mouse_pos-self.mouse.pos).as_dvec2();
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a.y=a.y.clamp(-std::f64::consts::FRAC_PI_2, std::f64::consts::FRAC_PI_2);
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return a
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}
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fn simulate_move_rotation_y(&self, mouse_pos_x: i32) -> glam::Mat3 {
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mat3_from_rotation_y_f64(self.angles.x-self.sensitivity.x*((mouse_pos_x-self.mouse.pos.x) as f64))
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}
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}
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pub struct GameMechanicsState{
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pub stage_id:u32,
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//jump_counts:HashMap<u32,u32>,
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}
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impl std::default::Default for GameMechanicsState{
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fn default() -> Self {
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Self{
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stage_id:0,
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}
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}
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}
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pub struct WorldState{}
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pub struct StyleModifiers{
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pub controls_mask:u32,//controls which are unable to be activated
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pub controls_held:u32,//controls which must be active to be able to strafe
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pub mv:f32,
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pub walkspeed:f32,
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pub friction:f32,
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pub walk_accel:f32,
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pub gravity:glam::Vec3,
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pub strafe_tick_num:TIME,
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pub strafe_tick_den:TIME,
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pub hitbox_halfsize:glam::Vec3,
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}
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impl std::default::Default for StyleModifiers{
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fn default() -> Self {
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Self{
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controls_mask: !0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
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controls_held: 0,
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strafe_tick_num: 100,//100t
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strafe_tick_den: 1_000_000_000,
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gravity: glam::vec3(0.0,-100.0,0.0),
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friction: 1.2,
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walk_accel: 90.0,
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mv: 2.7,
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walkspeed: 18.0,
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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}
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}
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}
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impl StyleModifiers{
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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const CONTROL_JUMP:u32 = 0b01000000;
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const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:glam::Vec3 = glam::Vec3::NEG_Z;
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const RIGHT_DIR:glam::Vec3 = glam::Vec3::X;
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const UP_DIR:glam::Vec3 = glam::Vec3::Y;
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fn get_control(&self,control:u32,controls:u32)->bool{
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controls&self.controls_mask&control==control
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}
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fn get_control_dir(&self,controls:u32)->glam::Vec3{
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//don't get fancy just do it
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let mut control_dir:glam::Vec3 = glam::Vec3::ZERO;
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//Disallow strafing if held controls are not held
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if controls&self.controls_held!=self.controls_held{
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return control_dir;
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}
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//Apply mask after held check so you can require non-allowed keys to be held for some reason
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let controls=controls&self.controls_mask;
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if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
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control_dir+=Self::FORWARD_DIR;
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}
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if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
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control_dir+=-Self::FORWARD_DIR;
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}
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if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
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control_dir+=-Self::RIGHT_DIR;
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}
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if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
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control_dir+=Self::RIGHT_DIR;
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}
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if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
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control_dir+=Self::UP_DIR;
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}
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if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
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control_dir+=-Self::UP_DIR;
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}
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return control_dir
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}
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}
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pub struct PhysicsState{
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pub time:TIME,
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pub body:Body,
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pub world:WorldState,//currently there is only one state the world can be in
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pub game:GameMechanicsState,
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pub style:StyleModifiers,
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pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
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pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera:PhysicsCamera,
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pub next_mouse:MouseState,//Where is the mouse headed next
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pub controls:u32,
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pub walk:WalkState,
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pub grounded:bool,
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//all models
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pub models:Vec<ModelPhysics>,
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pub bvh:crate::bvh::BvhNode,
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pub modes:Vec<crate::model::ModeDescription>,
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pub mode_from_mode_id:std::collections::HashMap::<u32,usize>,
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//the spawn point is where you spawn when you load into the map.
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//This is not the same as Reset which teleports you to Spawn0
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pub spawn_point:glam::Vec3,
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}
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#[derive(Clone)]
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pub struct PhysicsOutputState{
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camera:PhysicsCamera,
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body:Body,
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}
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impl PhysicsOutputState{
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pub fn adjust_mouse(&self,mouse:&MouseState)->(glam::Vec3,glam::Vec2){
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(self.body.extrapolated_position(mouse.time)+self.camera.offset,self.camera.simulate_move_angles(mouse.pos).as_vec2())
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}
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}
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//pretend to be using what we want to eventually do
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type TreyMeshFace = crate::aabb::AabbFace;
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type TreyMesh = crate::aabb::Aabb;
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enum PhysicsCollisionAttributes{
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Contact{//track whether you are contacting the object
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contacting:crate::model::ContactingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:crate::model::IntersectingAttributes,
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general:crate::model::GameMechanicAttributes,
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},
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}
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pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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mesh: TreyMesh,
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transform:glam::Affine3A,
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attributes:PhysicsCollisionAttributes,
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}
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impl ModelPhysics {
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fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
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let mut aabb=TreyMesh::new();
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for indexed_vertex in &model.unique_vertices {
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aabb.grow(transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
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}
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Self{
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mesh:aabb,
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attributes,
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transform:transform.clone(),
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}
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}
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pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
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match &instance.attributes{
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crate::model::CollisionAttributes::Contact{contacting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
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crate::model::CollisionAttributes::Decoration=>None,
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}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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TreyMesh::unit_vertices()
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}
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pub fn mesh(&self) -> &TreyMesh {
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return &self.mesh;
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}
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pub fn face_mesh(&self,face:TreyMeshFace)->TreyMesh{
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self.mesh.face(face)
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}
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pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
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TreyMesh::normal(face)//this is wrong for scale
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}
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}
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//need non-face (full model) variant for CanCollide false objects
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//OR have a separate list from contacts for model intersection
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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pub struct RelativeCollision {
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face: TreyMeshFace,//just an id
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model: u32,//using id to avoid lifetimes
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}
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impl RelativeCollision {
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pub fn model<'a>(&self,models:&'a Vec<ModelPhysics>)->Option<&'a ModelPhysics>{
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models.get(self.model as usize)
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}
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pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
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return self.model(models).unwrap().face_mesh(self.face).clone()
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}
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pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
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return self.model(models).unwrap().face_normal(self.face)
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}
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}
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pub type TIME = i64;
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impl Body {
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pub fn with_pva(position:glam::Vec3,velocity:glam::Vec3,acceleration:glam::Vec3) -> Self {
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Self{
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position,
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velocity,
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acceleration,
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time: 0,
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}
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}
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pub fn extrapolated_position(&self,time: TIME)->glam::Vec3{
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let dt=(time-self.time) as f64/1_000_000_000f64;
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self.position+self.velocity*(dt as f32)+self.acceleration*((0.5*dt*dt) as f32)
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}
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pub fn extrapolated_velocity(&self,time: TIME)->glam::Vec3{
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let dt=(time-self.time) as f64/1_000_000_000f64;
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self.velocity+self.acceleration*(dt as f32)
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}
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pub fn advance_time(&mut self, time: TIME){
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self.position=self.extrapolated_position(time);
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self.velocity=self.extrapolated_velocity(time);
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self.time=time;
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}
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}
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impl Default for PhysicsState{
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fn default() -> Self {
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Self{
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spawn_point:glam::vec3(0.0,50.0,0.0),
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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)),
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time: 0,
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style:StyleModifiers::default(),
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grounded: false,
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contacts: std::collections::HashMap::new(),
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intersects: std::collections::HashMap::new(),
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models: Vec::new(),
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bvh:crate::bvh::BvhNode::default(),
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walk: WalkState::new(),
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camera: PhysicsCamera::from_offset(glam::vec3(0.0,4.5-2.5,0.0)),
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next_mouse: MouseState::default(),
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controls: 0,
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world:WorldState{},
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game:GameMechanicsState::default(),
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modes:Vec::new(),
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mode_from_mode_id:std::collections::HashMap::new(),
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}
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}
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}
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impl PhysicsState {
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pub fn clear(&mut self){
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self.models.clear();
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self.modes.clear();
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self.contacts.clear();
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self.intersects.clear();
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}
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pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=self.next_mouse.time;
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let mut timeline=std::collections::VecDeque::new();
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crate::worker::CompatWorker::new(self.output(),Box::new(move |ins:TimedInstruction<InputInstruction>|{
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if if let Some(phys_input)=match ins.instruction{
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InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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|
time:last_mouse_time,
|
|
instruction:PhysicsInputInstruction::ReplaceMouse(
|
|
MouseState{time:last_mouse_time,pos:self.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),
|
|
InputInstruction::Idle=>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 10_000_000<ins.time-self.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:self.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(){
|
|
self.run(instruction.time);
|
|
self.process_instruction(TimedInstruction{
|
|
time:instruction.time,
|
|
instruction:PhysicsInstruction::Input(instruction.instruction),
|
|
});
|
|
}
|
|
}
|
|
self.output()
|
|
}))
|
|
}
|
|
|
|
pub fn output(&self)->PhysicsOutputState{
|
|
PhysicsOutputState{
|
|
body:self.body.clone(),
|
|
camera:self.camera.clone(),
|
|
}
|
|
}
|
|
|
|
pub fn generate_models(&mut self,indexed_models:&crate::model::IndexedModelInstances){
|
|
let mut starts=Vec::new();
|
|
let mut spawns=Vec::new();
|
|
let mut ordered_checkpoints=Vec::new();
|
|
let mut unordered_checkpoints=Vec::new();
|
|
for model in &indexed_models.models{
|
|
//make aabb and run vertices to get realistic bounds
|
|
for model_instance in &model.instances{
|
|
if let Some(model_physics)=ModelPhysics::from_model(model,model_instance){
|
|
let model_id=self.models.len() as u32;
|
|
self.models.push(model_physics);
|
|
for attr in &model_instance.temp_indexing{
|
|
match attr{
|
|
crate::model::TempIndexedAttributes::Start{mode_id}=>starts.push((*mode_id,model_id)),
|
|
crate::model::TempIndexedAttributes::Spawn{mode_id,stage_id}=>spawns.push((*mode_id,model_id,*stage_id)),
|
|
crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id,checkpoint_id}=>ordered_checkpoints.push((*mode_id,model_id,*checkpoint_id)),
|
|
crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id}=>unordered_checkpoints.push((*mode_id,model_id)),
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
self.bvh=crate::bvh::generate_bvh(self.models.iter().map(|m|m.mesh().clone()).collect());
|
|
//I don't wanna write structs for temporary structures
|
|
//this code builds ModeDescriptions from the unsorted lists at the top of the function
|
|
starts.sort_by_key(|tup|tup.0);
|
|
let mut eshmep=std::collections::HashMap::new();
|
|
let mut modedatas:Vec<(u32,Vec<(u32,u32)>,Vec<(u32,u32)>,Vec<u32>)>=starts.into_iter().enumerate().map(|(i,tup)|{
|
|
eshmep.insert(tup.0,i);
|
|
(tup.1,Vec::new(),Vec::new(),Vec::new())
|
|
}).collect();
|
|
for tup in spawns{
|
|
if let Some(mode_id)=eshmep.get(&tup.0){
|
|
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
|
modedata.1.push((tup.2,tup.1));
|
|
}
|
|
}
|
|
}
|
|
for tup in ordered_checkpoints{
|
|
if let Some(mode_id)=eshmep.get(&tup.0){
|
|
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
|
modedata.2.push((tup.2,tup.1));
|
|
}
|
|
}
|
|
}
|
|
for tup in unordered_checkpoints{
|
|
if let Some(mode_id)=eshmep.get(&tup.0){
|
|
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
|
modedata.3.push(tup.1);
|
|
}
|
|
}
|
|
}
|
|
let num_modes=self.modes.len();
|
|
for (mode_id,mode) in eshmep{
|
|
self.mode_from_mode_id.insert(mode_id,num_modes+mode);
|
|
}
|
|
self.modes.append(&mut modedatas.into_iter().map(|mut tup|{
|
|
tup.1.sort_by_key(|tup|tup.0);
|
|
tup.2.sort_by_key(|tup|tup.0);
|
|
let mut eshmep1=std::collections::HashMap::new();
|
|
let mut eshmep2=std::collections::HashMap::new();
|
|
crate::model::ModeDescription{
|
|
start:tup.0,
|
|
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
|
|
ordered_checkpoints:tup.2.into_iter().enumerate().map(|(i,tup)|{eshmep2.insert(tup.0,i);tup.1}).collect(),
|
|
unordered_checkpoints:tup.3,
|
|
spawn_from_stage_id:eshmep1,
|
|
ordered_checkpoint_from_checkpoint_id:eshmep2,
|
|
}
|
|
}).collect());
|
|
println!("Physics Objects: {}",self.models.len());
|
|
}
|
|
|
|
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
|
|
self.camera.sensitivity=user_settings.calculate_sensitivity();
|
|
}
|
|
|
|
pub fn get_mode(&self,mode_id:u32)->Option<&crate::model::ModeDescription>{
|
|
if let Some(&mode)=self.mode_from_mode_id.get(&mode_id){
|
|
self.modes.get(mode)
|
|
}else{
|
|
None
|
|
}
|
|
}
|
|
//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
|
|
//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 set_control(&mut self,control:u32,state:bool){
|
|
self.controls=if state{self.controls|control}else{self.controls&!control};
|
|
}
|
|
fn jump(&mut self){
|
|
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;
|
|
}
|
|
|
|
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
|
|
for (_,contact) in &self.contacts {
|
|
let n=contact.normal(&self.models);
|
|
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 {
|
|
let n=contact.normal(&self.models);
|
|
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.style.strafe_tick_num/self.style.strafe_tick_den+1)*self.style.strafe_tick_den/self.style.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 refresh_walk_target(&mut self){
|
|
//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.style.walk_accel.min(self.style.gravity.length()*self.style.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;
|
|
}
|
|
}else{
|
|
self.walk.state=WalkEnum::Reached;//there is no walk target while not grounded
|
|
}
|
|
}
|
|
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::Reached=>None,
|
|
}
|
|
}else{
|
|
return None;
|
|
}
|
|
}
|
|
fn mesh(&self) -> TreyMesh {
|
|
let mut aabb=TreyMesh::new();
|
|
for vertex in TreyMesh::unit_vertices(){
|
|
aabb.grow(self.body.position+self.style.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.get(collision_data.model as usize).unwrap().mesh();
|
|
let (v,a)=(-self.body.velocity,self.body.acceleration);
|
|
//collect x
|
|
match collision_data.face {
|
|
TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::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;
|
|
}
|
|
}
|
|
},
|
|
TreyMeshFace::Left=>{
|
|
//generate event if v.x<0||a.x<0
|
|
if -v.x<0f32{
|
|
best_time=time;
|
|
exit_face=Some(TreyMeshFace::Left);
|
|
}
|
|
},
|
|
TreyMeshFace::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 {
|
|
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::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;
|
|
}
|
|
}
|
|
},
|
|
TreyMeshFace::Bottom=>{
|
|
//generate event if v.y<0||a.y<0
|
|
if -v.y<0f32{
|
|
best_time=time;
|
|
exit_face=Some(TreyMeshFace::Bottom);
|
|
}
|
|
},
|
|
TreyMeshFace::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 {
|
|
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::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;
|
|
}
|
|
}
|
|
},
|
|
TreyMeshFace::Front=>{
|
|
//generate event if v.z<0||a.z<0
|
|
if -v.z<0f32{
|
|
best_time=time;
|
|
exit_face=Some(TreyMeshFace::Front);
|
|
}
|
|
},
|
|
TreyMeshFace::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>> {
|
|
let mesh0=self.mesh();
|
|
let mesh1=self.models.get(model_id as usize).unwrap().mesh();
|
|
let (p,v,a,time)=(self.body.position,self.body.velocity,self.body.acceleration,self.body.time);
|
|
//find best t
|
|
let mut best_time=time_limit;
|
|
let mut best_face:Option<TreyMeshFace>=None;
|
|
//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=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=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=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=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=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=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 {
|
|
collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
|
|
}
|
|
// for collision_data in &self.intersects{
|
|
// collector.collect(self.predict_collision_end2(self.time,time_limit,collision_data));
|
|
// }
|
|
//check for collision start instructions (against every part in the game with no optimization!!)
|
|
let mut aabb=crate::aabb::Aabb::new();
|
|
aabb.grow(self.body.extrapolated_position(self.time));
|
|
aabb.grow(self.body.extrapolated_position(time_limit));
|
|
aabb.inflate(self.style.hitbox_halfsize);
|
|
self.bvh.the_tester(&aabb,&mut |id|{
|
|
if !(self.contacts.contains_key(&id)||self.intersects.contains_key(&id)){
|
|
collector.collect(self.predict_collision_start(self.time,time_limit,id));
|
|
}
|
|
});
|
|
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::Input(PhysicsInputInstruction::Idle)
|
|
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|
|
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|
|
|PhysicsInstruction::StrafeTick => (),
|
|
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
|
}
|
|
//selectively update body
|
|
match &ins.instruction {
|
|
//PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
|
|
PhysicsInstruction::Input(_)
|
|
|PhysicsInstruction::ReachWalkTargetVelocity
|
|
|PhysicsInstruction::CollisionStart(_)
|
|
|PhysicsInstruction::CollisionEnd(_)
|
|
|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
|
|
}
|
|
match ins.instruction {
|
|
PhysicsInstruction::CollisionStart(c) => {
|
|
let model=c.model(&self.models).unwrap();
|
|
match &model.attributes{
|
|
PhysicsCollisionAttributes::Contact{contacting,general}=>{
|
|
match &contacting.surf{
|
|
Some(surf)=>println!("I'm surfing!"),
|
|
None=>match &c.face {
|
|
TreyMeshFace::Top => {
|
|
//ground
|
|
self.grounded=true;
|
|
},
|
|
_ => (),
|
|
},
|
|
}
|
|
//check ground
|
|
self.contacts.insert(c.model,c);
|
|
match &general.stage_element{
|
|
Some(stage_element)=>{
|
|
if stage_element.force||self.game.stage_id<stage_element.stage_id{
|
|
self.game.stage_id=stage_element.stage_id;
|
|
}
|
|
match stage_element.behaviour{
|
|
crate::model::StageElementBehaviour::SpawnAt=>(),
|
|
crate::model::StageElementBehaviour::Trigger
|
|
|crate::model::StageElementBehaviour::Teleport=>{
|
|
//TODO make good
|
|
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
|
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
|
if let Some(model)=self.models.get(spawn as usize){
|
|
self.body.position=model.transform.transform_point3(glam::Vec3::Y)+glam::Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
|
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
|
self.contacts.clear();
|
|
self.intersects.clear();
|
|
self.body.acceleration=self.style.gravity;
|
|
self.walk.state=WalkEnum::Reached;
|
|
self.grounded=false;
|
|
}else{println!("bad1");}
|
|
}else{println!("bad2");}
|
|
}else{println!("bad3");}
|
|
},
|
|
crate::model::StageElementBehaviour::Platform=>(),
|
|
}
|
|
},
|
|
None=>(),
|
|
}
|
|
//flatten v
|
|
let mut v=self.body.velocity;
|
|
self.contact_constrain_velocity(&mut v);
|
|
match &general.booster{
|
|
Some(booster)=>{
|
|
v+=booster.velocity;
|
|
self.contact_constrain_velocity(&mut v);
|
|
},
|
|
None=>(),
|
|
}
|
|
self.body.velocity=v;
|
|
if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
|
|
self.jump();
|
|
}
|
|
self.refresh_walk_target();
|
|
},
|
|
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
|
|
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
|
self.intersects.insert(c.model,c);
|
|
match &general.stage_element{
|
|
Some(stage_element)=>{
|
|
if stage_element.force||self.game.stage_id<stage_element.stage_id{
|
|
self.game.stage_id=stage_element.stage_id;
|
|
}
|
|
match stage_element.behaviour{
|
|
crate::model::StageElementBehaviour::SpawnAt=>(),
|
|
crate::model::StageElementBehaviour::Trigger
|
|
|crate::model::StageElementBehaviour::Teleport=>{
|
|
//TODO make good
|
|
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
|
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
|
if let Some(model)=self.models.get(spawn as usize){
|
|
self.body.position=model.transform.transform_point3(glam::Vec3::Y)+glam::Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
|
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
|
self.contacts.clear();
|
|
self.intersects.clear();
|
|
self.body.acceleration=self.style.gravity;
|
|
self.walk.state=WalkEnum::Reached;
|
|
self.grounded=false;
|
|
}else{println!("bad1");}
|
|
}else{println!("bad2");}
|
|
}else{println!("bad3");}
|
|
},
|
|
crate::model::StageElementBehaviour::Platform=>(),
|
|
}
|
|
},
|
|
None=>(),
|
|
}
|
|
},
|
|
}
|
|
},
|
|
PhysicsInstruction::CollisionEnd(c) => {
|
|
let model=c.model(&self.models).unwrap();
|
|
match &model.attributes{
|
|
PhysicsCollisionAttributes::Contact{contacting,general}=>{
|
|
self.contacts.remove(&c.model);//remove contact before calling contact_constrain_acceleration
|
|
let mut a=self.style.gravity;
|
|
self.contact_constrain_acceleration(&mut a);
|
|
self.body.acceleration=a;
|
|
//check ground
|
|
match &c.face {
|
|
TreyMeshFace::Top => {
|
|
self.grounded=false;
|
|
},
|
|
_ => (),
|
|
}
|
|
self.refresh_walk_target();
|
|
},
|
|
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
|
|
self.intersects.remove(&c.model);
|
|
},
|
|
}
|
|
},
|
|
PhysicsInstruction::StrafeTick => {
|
|
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
|
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
|
let d=self.body.velocity.dot(control_dir);
|
|
if d<self.style.mv {
|
|
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
|
|
self.contact_constrain_velocity(&mut v);
|
|
self.body.velocity=v;
|
|
}
|
|
}
|
|
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::Input(input_instruction) => {
|
|
let mut refresh_walk_target=true;
|
|
let mut refresh_walk_target_velocity=true;
|
|
match input_instruction{
|
|
PhysicsInputInstruction::SetNextMouse(m) => {
|
|
self.camera.angles=self.camera.simulate_move_angles(self.next_mouse.pos);
|
|
(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
|
|
},
|
|
PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
|
|
self.camera.angles=self.camera.simulate_move_angles(m0.pos);
|
|
(self.camera.mouse,self.next_mouse)=(m0,m1);
|
|
},
|
|
PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
|
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
|
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
|
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
|
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
|
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
|
PhysicsInputInstruction::SetJump(s) => {
|
|
self.set_control(StyleModifiers::CONTROL_JUMP,s);
|
|
if self.grounded{
|
|
self.jump();
|
|
}
|
|
refresh_walk_target_velocity=false;
|
|
},
|
|
PhysicsInputInstruction::SetZoom(s) => {
|
|
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
|
refresh_walk_target=false;
|
|
},
|
|
PhysicsInputInstruction::Reset => {
|
|
//temp
|
|
self.body.position=self.spawn_point;
|
|
self.body.velocity=glam::Vec3::ZERO;
|
|
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
|
self.contacts.clear();
|
|
self.body.acceleration=self.style.gravity;
|
|
self.walk.state=WalkEnum::Reached;
|
|
self.grounded=false;
|
|
refresh_walk_target=false;
|
|
},
|
|
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
|
|
}
|
|
if refresh_walk_target{
|
|
//calculate walk target velocity
|
|
if refresh_walk_target_velocity{
|
|
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
|
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
|
self.walk.target_velocity=self.style.walkspeed*control_dir;
|
|
}
|
|
self.refresh_walk_target();
|
|
}
|
|
},
|
|
}
|
|
}
|
|
}
|