From 666241003702a232a95dba72350ef3f6fb27c26b Mon Sep 17 00:00:00 2001
From: Quaternions <krakow20@gmail.com>
Date: Tue, 3 Oct 2023 16:31:37 -0700
Subject: [PATCH] v3

---
 src/body.rs  |  82 +++++++++++++++++++++++++-------------
 src/main.rs  |  12 ++----
 src/model.rs | 109 +++++++++++++++++++++++++++++++--------------------
 3 files changed, 124 insertions(+), 79 deletions(-)

diff --git a/src/body.rs b/src/body.rs
index 4cb1a6834..67b2f758c 100644
--- a/src/body.rs
+++ b/src/body.rs
@@ -261,29 +261,20 @@ pub struct GameMechanicsState{
 	pub spawn_id:u32,
 	//jump_counts:HashMap<u32,u32>,
 }
-
-pub struct StageDescription{
-	pub start:u32,//start=model_id
-	pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
-	pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
-	pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
+impl std::default::Default for GameMechanicsState{
+	fn default() -> Self {
+		Self{
+			spawn_id:0,
+		}
+	}
 }
 
-pub struct WorldState{
-	//all models
-	pub models:Vec<ModelPhysics>,
-	
-	pub stages:Vec<StageDescription>,
-	//the spawn point is where you spawn when you load into the map.
-	//This is not the same as Reset which teleports you to Spawn0
-	pub spawn_point:glam::Vec3,
-}
+pub struct WorldState{}
 
 pub struct StyleModifiers{
-	pub keys_mask:u32,//keys which are unable to be activated
-	pub keys_held:u32,//keys which must be active to be able to strafe
+	pub constrols_mask:u32,//constrols which are unable to be activated
+	pub constrols_held:u32,//constrols which must be active to be able to strafe
 	pub mv:f32,
-	pub walk:WalkState,
 	pub walkspeed:f32,
 	pub friction:f32,
 	pub walk_accel:f32,
@@ -292,11 +283,27 @@ pub struct StyleModifiers{
 	pub strafe_tick_den:TIME,
 	pub hitbox_halfsize:glam::Vec3,
 }
+impl std::default::Default for StyleModifiers{
+	fn default() -> Self {
+		Self{
+			constrols_mask: !0&!(CONTROL_MOVEUP|CONTROL_MOVEDOWN),
+			constrols_held: 0,
+			strafe_tick_num: 100,//100t
+			strafe_tick_den: 1_000_000_000,
+			gravity: glam::vec3(0.0,-100.0,0.0),
+			friction: 1.2,
+			walk_accel: 90.0,
+			mv: 2.7,
+			walkspeed: 18.0,
+			hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
+		}
+	}
+}
 
 pub struct PhysicsState{
 	pub time:TIME,
 	pub body:Body,
-	pub world:WorldState,
+	pub world:WorldState,//currently there is only one state the world can be in
 	pub game:GameMechanicsState,
 	pub style:StyleModifiers,
 	pub contacts:std::collections::HashSet::<RelativeCollision>,
@@ -305,7 +312,15 @@ pub struct PhysicsState{
 	pub camera:Camera,
 	pub mouse_interpolation:MouseInterpolationState,
 	pub controls:u32,
+	pub walk:WalkState,
 	pub grounded:bool,
+	//all models
+	pub models:Vec<ModelPhysics>,
+	
+	pub stages:Vec<crate::model::StageDescription>,
+	//the spawn point is where you spawn when you load into the map.
+	//This is not the same as Reset which teleports you to Spawn0
+	pub spawn_point:glam::Vec3,
 }
 
 #[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
@@ -417,11 +432,22 @@ impl Aabb {
 type TreyMeshFace = AabbFace;
 type TreyMesh = Aabb;
 
+enum PhysicsCollisionAttributes{
+	Contact{//track whether you are contacting the object
+		contacting:crate::model::ContactingAttributes,
+		general:crate::model::GameMechanicAttributes,
+	},
+	Intersect{//track whether you are intersecting the object
+		intersecting:crate::model::IntersectingAttributes,
+		general:crate::model::GameMechanicAttributes,
+	},
+}
+
 pub struct ModelPhysics {
 	//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
 	//in this iteration, all it needs is extents.
 	mesh: TreyMesh,
-	attributes:crate::model::CollisionAttributes,
+	attributes:PhysicsCollisionAttributes,
 }
 
 impl ModelPhysics {
@@ -550,7 +576,7 @@ impl PhysicsState {
 	}
 	fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
 		return Some(TimedInstruction{
-			time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
+			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
 		});
@@ -600,7 +626,7 @@ impl PhysicsState {
 				self.body.acceleration=a;
 				self.walk.state=WalkEnum::Reached;
 			}else{
-				let accel=self.walk_accel.min(self.gravity.length()*self.friction);
+				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);
@@ -629,7 +655,7 @@ impl PhysicsState {
 	fn mesh(&self) -> TreyMesh {
 		let mut aabb=Aabb::new();
 		for vertex in Aabb::unit_vertices(){
-			aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
+			aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
 		}
 		aabb
 	}
@@ -973,7 +999,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
 			},
 			PhysicsInstruction::CollisionEnd(c) => {
 			    self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
-				let mut a=self.gravity;
+				let mut a=self.style.gravity;
 				self.contact_constrain_acceleration(&mut a);
 				self.body.acceleration=a;
 				//check ground
@@ -989,8 +1015,8 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
 				let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
 				let control_dir=camera_mat*get_control_dir(self.controls);
 				let d=self.body.velocity.dot(control_dir);
-				if d<self.mv {
-					let mut v=self.body.velocity+(self.mv-d)*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;
 				}
@@ -1036,7 +1062,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
 						self.body.velocity=glam::Vec3::ZERO;
 						//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
 						self.contacts.clear();
-						self.body.acceleration=self.gravity;
+						self.body.acceleration=self.style.gravity;
 						self.walk.state=WalkEnum::Reached;
 						self.grounded=false;
 						refresh_walk_target=false;
@@ -1048,7 +1074,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
 					if refresh_walk_target_velocity{
 						let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
 						let control_dir=camera_mat*get_control_dir(self.controls);
-						self.walk.target_velocity=self.walkspeed*control_dir;
+						self.walk.target_velocity=self.style.walkspeed*control_dir;
 					}
 					self.refresh_walk_target();
 				}
diff --git a/src/main.rs b/src/main.rs
index 3ebc278cc..3d8152a19 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -503,22 +503,16 @@ impl framework::Example for GraphicsData {
 			spawn_point:glam::vec3(0.0,50.0,0.0),
 			body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
 			time: 0,
-			tick: 0,
-			strafe_tick_num: 100,//100t
-			strafe_tick_den: 1_000_000_000,
-			gravity: glam::vec3(0.0,-100.0,0.0),
-			friction: 1.2,
-			walk_accel: 90.0,
-			mv: 2.7,
+			style:body::StyleModifiers::default(),
 			grounded: false,
-			walkspeed: 18.0,
 			contacts: std::collections::HashSet::new(),
 			models: Vec::new(),
 			walk: body::WalkState::new(),
-			hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
 			camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
 			mouse_interpolation: body::MouseInterpolationState::new(),
 			controls: 0,
+			world:body::WorldState{},
+			game:body::GameMechanicsState::default(),
 		};
 
 		//load textures
diff --git a/src/model.rs b/src/model.rs
index cdea3b658..24755876c 100644
--- a/src/model.rs
+++ b/src/model.rs
@@ -65,36 +65,52 @@ pub struct IndexedModelInstances{
 	//object_index for spawns, triggers etc?
 	pub spawn_point:glam::Vec3,
 }
+//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
+pub struct StageDescription{
+	pub start:u32,//start=model_id
+	pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
+	pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
+	pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
+}
 
 //you have this effect while in contact
-struct ContactingSurf{}
-struct ContactingLadder{
-	sticky:bool
+#[derive(Clone)]
+pub struct ContactingSurf{}
+#[derive(Clone)]
+pub struct ContactingLadder{
+	pub sticky:bool
 }
 //you have this effect while intersecting
-struct IntersectingWater{
-	viscosity:i64,
-	density:i64,
+#[derive(Clone)]
+pub struct IntersectingWater{
+	pub viscosity:i64,
+	pub density:i64,
+	pub current:glam::Vec3,
 }
-struct IntersectingAccelerator{
-	acceleration:glam::I64Vec3
+#[derive(Clone)]
+pub struct IntersectingAccelerator{
+	pub acceleration:glam::Vec3
 }
 //All models can be given these attributes
-struct GameMechanicJumpLimit{
-	count:u32,
+#[derive(Clone)]
+pub struct GameMechanicJumpLimit{
+	pub count:u32,
 }
-struct GameMechanicBooster{
-	velocity:glam::I64Vec3,
+#[derive(Clone)]
+pub struct GameMechanicBooster{
+	pub velocity:glam::Vec3,
 }
-enum ZoneBehaviour{
+#[derive(Clone)]
+pub enum ZoneBehaviour{
 	//Start is indexed
 	//Checkpoints are indexed
 	Finish,
 	Anitcheat,
 }
-struct GameMechanicZone{
-	mode_id:u32,
-	behaviour:ZoneBehaviour
+#[derive(Clone)]
+pub struct GameMechanicZone{
+	pub mode_id:u32,
+	pub behaviour:ZoneBehaviour,
 }
 // enum TrapCondition{
 // 	FasterThan(i64),
@@ -102,36 +118,45 @@ struct GameMechanicZone{
 // 	InRange(i64,i64),
 // 	OutsideRange(i64,i64),
 // }
-enum StageElementBehaviour{
-	SpawnAt,
-	Trigger,
-	Teleport,
-	Platform,
-	//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
+#[derive(Clone)]
+pub enum StageElementBehaviour{
+ 	//Spawn,//The behaviour of stepping on a spawn setting the spawnid
+ 	SpawnAt,
+ 	Trigger,
+ 	Teleport,
+ 	Platform,
+ 	//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
 }
-struct GameMechanicStageElement{
-	mode_id:u32,
-	stage_id:u32,//which spawn to send to
-	force:bool,//allow setting to lower spawn id i.e. 7->3
-	behaviour:StageElementBehaviour
+#[derive(Clone)]
+pub struct GameMechanicStageElement{
+	pub mode_id:u32,
+	pub stage_id:u32,//which spawn to send to
+	pub force:bool,//allow setting to lower spawn id i.e. 7->3
+	pub behaviour:StageElementBehaviour
 }
-struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
-	model_id:u32,
+#[derive(Clone)]
+pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
+	pub model_id:u32,
 }
-struct GameMechanicAttributes{
-	jump_limit:Option<GameMechanicJumpLimit>,
-	booster:Option<GameMechanicBooster>,
-	zone:Option<GameMechanicZone>,
-	stage_element:Option<GameMechanicStageElement>,
-	wormhole:Option<GameMechanicWormhole>,
+#[derive(Default,Clone)]
+pub struct GameMechanicAttributes{
+	pub jump_limit:Option<GameMechanicJumpLimit>,
+	pub booster:Option<GameMechanicBooster>,
+	pub zone:Option<GameMechanicZone>,
+	pub stage_element:Option<GameMechanicStageElement>,
+	pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
 }
-struct ContactingAttributes{
-	surf:Option<ContactingSurf>,
-	ladder:Option<ContactingLadder>,
+#[derive(Default,Clone)]
+pub struct ContactingAttributes{
+	pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
+	//friction?
+	pub surf:Option<ContactingSurf>,
+	pub ladder:Option<ContactingLadder>,
 }
-struct IntersectingAttibutes{
-	water:Option<IntersectingWater>,
-	accelerator:Option<IntersectingAccelerator>,
+#[derive(Default,Clone)]
+pub struct IntersectingAttributes{
+	pub water:Option<IntersectingWater>,
+	pub accelerator:Option<IntersectingAccelerator>,
 }
 //Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
 pub enum CollisionAttributes{
@@ -141,7 +166,7 @@ pub enum CollisionAttributes{
 		general:GameMechanicAttributes,
 	},
 	Intersect{//track whether you are intersecting the object
-		intersecting:IntersectingAttibutes,
+		intersecting:IntersectingAttributes,
 		general:GameMechanicAttributes,
 	},
 }