forked from StrafesNET/strafe-project
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4 Commits
physics-th
...
load-roblo
Author | SHA1 | Date | |
---|---|---|---|
382ecfa713 | |||
28cad39b10 | |||
2af43480f1 | |||
bb7ccd97bb |
28
Cargo.lock
generated
28
Cargo.lock
generated
@ -834,29 +834,6 @@ dependencies = [
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"pkg-config",
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]
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[[package]]
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||||
name = "lazy-regex"
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||||
version = "3.0.2"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
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||||
checksum = "e723bd417b2df60a0f6a2b6825f297ea04b245d4ba52b5a22cb679bdf58b05fa"
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dependencies = [
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"lazy-regex-proc_macros",
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"once_cell",
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"regex",
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]
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[[package]]
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name = "lazy-regex-proc_macros"
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version = "3.0.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0f0a1d9139f0ee2e862e08a9c5d0ba0470f2aa21cd1e1aa1b1562f83116c725f"
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dependencies = [
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"proc-macro2",
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"quote",
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"regex",
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"syn 2.0.29",
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]
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[[package]]
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name = "lazy_static"
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version = "1.4.0"
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@ -1682,22 +1659,21 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
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[[package]]
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name = "strafe-client"
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version = "0.7.0"
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version = "0.5.0"
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dependencies = [
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"async-executor",
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"bytemuck",
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"ddsfile",
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"env_logger",
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"glam",
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"lazy-regex",
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"log",
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"obj",
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"parking_lot",
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"pollster",
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"rbx_binary",
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"rbx_dom_weak",
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"rbx_reflection_database",
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"rbx_xml",
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"regex",
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"wgpu",
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"winit",
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]
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|
@ -1,6 +1,6 @@
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[package]
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name = "strafe-client"
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version = "0.7.0"
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version = "0.5.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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@ -11,15 +11,14 @@ bytemuck = { version = "1.13.1", features = ["derive"] }
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ddsfile = "0.5.1"
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env_logger = "0.10.0"
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glam = "0.24.1"
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lazy-regex = "3.0.2"
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log = "0.4.20"
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obj = "0.10.2"
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parking_lot = "0.12.1"
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pollster = "0.3.0"
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rbx_binary = "0.7.1"
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rbx_dom_weak = "2.5.0"
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rbx_reflection_database = "0.2.7"
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rbx_xml = "0.13.1"
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regex = "1.9.5"
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wgpu = "0.17.0"
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winit = "0.28.6"
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|
666
src/body.rs
666
src/body.rs
@ -4,7 +4,11 @@ use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruct
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
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SetControlDir(glam::Vec3),
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StrafeTick,
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Jump,
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SetWalkTargetVelocity(glam::Vec3),
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RefreshWalkTarget,
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ReachWalkTargetVelocity,
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// Water,
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// Spawn(
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@ -12,29 +16,10 @@ pub enum PhysicsInstruction {
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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(InputInstruction),
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//temp
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SetSpawnPosition(glam::Vec3),
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SetPosition(glam::Vec3),
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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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MoveForward(bool),
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MoveLeft(bool),
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MoveBack(bool),
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MoveRight(bool),
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MoveUp(bool),
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MoveDown(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,Debug)]
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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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@ -45,20 +30,20 @@ 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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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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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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}
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pub enum MoveRestriction {
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@ -68,37 +53,34 @@ pub enum MoveRestriction {
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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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enum MouseInterpolation {
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First,//just checks the last value
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Lerp,//lerps between
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}
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//hey dumbass just use a delta
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enum InputInstruction {
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MoveMouse(glam::IVec2),
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Jump(bool),
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}
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struct InputState {
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controls: u32,
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mouse_interpolation: MouseInterpolation,
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time: TIME,
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}
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impl InputState {
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pub fn get_control(&self,control:u32) -> bool {
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self.controls&control!=0
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}
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pub fn process_instruction(&mut self,ins:InputInstruction){
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match ins {
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InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"),
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InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"),
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}
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}
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}
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pub struct MouseInterpolationState {
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interpolation: MouseInterpolation,
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time0: TIME,
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@ -108,20 +90,11 @@ pub struct MouseInterpolationState {
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}
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impl MouseInterpolationState {
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pub fn new() -> Self {
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Self {
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interpolation:MouseInterpolation::First,
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time0:0,
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time1:1,//ONE NANOSECOND!!!! avoid divide by zero
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mouse0:glam::IVec2::ZERO,
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mouse1:glam::IVec2::ZERO,
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}
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}
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pub fn move_mouse(&mut self,time:TIME,delta:glam::IVec2){
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pub fn move_mouse(&mut self,time:TIME,pos:glam::IVec2){
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self.time0=self.time1;
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self.mouse0=self.mouse1;
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self.time1=time;
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self.mouse1=self.mouse1+delta;
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self.mouse1=pos;
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}
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pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
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match self.interpolation {
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@ -142,6 +115,7 @@ impl MouseInterpolationState {
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pub enum WalkEnum{
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Reached,
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Transient,
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Invalid,
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}
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pub struct WalkState {
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pub target_velocity: glam::Vec3,
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@ -153,187 +127,34 @@ impl WalkState {
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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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state:WalkEnum::Invalid,
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}
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}
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}
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// Note: we use the Y=up coordinate space in this example.
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pub struct Camera {
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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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fov: glam::Vec2,//slope
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sensitivity: glam::DVec2,
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time: TIME,
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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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#[inline]
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fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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impl Camera {
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pub fn from_offset(offset:glam::Vec3,aspect:f32) -> Self {
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Self{
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offset,
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angles: glam::DVec2::ZERO,
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fov: glam::vec2(aspect,1.0),
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sensitivity: glam::dvec2(1.0/16384.0,1.0/16384.0),
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time: 0,
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}
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}
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fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
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let mut a=self.angles-self.sensitivity*delta.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, delta_x: i32) -> glam::Mat3 {
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mat3_from_rotation_y_f64(self.angles.x-self.sensitivity.x*(delta_x as f64))
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}
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pub fn proj(&self)->glam::Mat4{
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perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
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}
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pub fn view(&self,pos:glam::Vec3)->glam::Mat4{
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//f32 good enough for view matrix
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glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.angles.x as f32, self.angles.y as f32, 0f32)
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}
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pub fn set_fov_aspect(&mut self,fov:f32,aspect:f32){
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self.fov.x=fov*aspect;
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self.fov.y=fov;
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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
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
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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impl StyleModifiers{
|
||||
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
|
||||
const CONTROL_MOVEBACK:u32 = 0b00000010;
|
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
|
||||
const CONTROL_MOVELEFT:u32 = 0b00001000;
|
||||
const CONTROL_MOVEUP:u32 = 0b00010000;
|
||||
const CONTROL_MOVEDOWN:u32 = 0b00100000;
|
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const CONTROL_JUMP:u32 = 0b01000000;
|
||||
const CONTROL_ZOOM:u32 = 0b10000000;
|
||||
|
||||
const FORWARD_DIR:glam::Vec3 = glam::Vec3::NEG_Z;
|
||||
const RIGHT_DIR:glam::Vec3 = glam::Vec3::X;
|
||||
const UP_DIR:glam::Vec3 = glam::Vec3::Y;
|
||||
|
||||
fn get_control(&self,control:u32,controls:u32)->bool{
|
||||
controls&self.controls_mask&control!=0
|
||||
}
|
||||
|
||||
fn get_control_dir(&self,controls:u32)->glam::Vec3{
|
||||
//don't get fancy just do it
|
||||
let mut control_dir:glam::Vec3 = glam::Vec3::ZERO;
|
||||
//Disallow strafing if held controls are not held
|
||||
if controls&self.controls_held!=self.controls_held{
|
||||
return control_dir;
|
||||
}
|
||||
//Apply mask after held check so you can require non-allowed keys to be held for some reason
|
||||
let controls=controls&self.controls_mask;
|
||||
if controls & Self::CONTROL_MOVEFORWARD == Self::CONTROL_MOVEFORWARD {
|
||||
control_dir+=Self::FORWARD_DIR;
|
||||
}
|
||||
if controls & Self::CONTROL_MOVEBACK == Self::CONTROL_MOVEBACK {
|
||||
control_dir+=-Self::FORWARD_DIR;
|
||||
}
|
||||
if controls & Self::CONTROL_MOVELEFT == Self::CONTROL_MOVELEFT {
|
||||
control_dir+=-Self::RIGHT_DIR;
|
||||
}
|
||||
if controls & Self::CONTROL_MOVERIGHT == Self::CONTROL_MOVERIGHT {
|
||||
control_dir+=Self::RIGHT_DIR;
|
||||
}
|
||||
if controls & Self::CONTROL_MOVEUP == Self::CONTROL_MOVEUP {
|
||||
control_dir+=Self::UP_DIR;
|
||||
}
|
||||
if controls & Self::CONTROL_MOVEDOWN == Self::CONTROL_MOVEDOWN {
|
||||
control_dir+=-Self::UP_DIR;
|
||||
}
|
||||
return control_dir
|
||||
}
|
||||
}
|
||||
|
||||
pub struct PhysicsState{
|
||||
pub time:TIME,
|
||||
pub body:Body,
|
||||
pub world:WorldState,//currently there is only one state the world can be in
|
||||
pub game:GameMechanicsState,
|
||||
pub style:StyleModifiers,
|
||||
pub contacts:std::collections::HashMap::<u32,RelativeCollision>,
|
||||
pub intersects:std::collections::HashMap::<u32,RelativeCollision>,
|
||||
pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
pub hitbox_halfsize: glam::Vec3,
|
||||
pub contacts: std::collections::HashSet::<RelativeCollision>,
|
||||
//pub intersections: Vec<ModelId>,
|
||||
pub models: Vec<ModelPhysics>,
|
||||
//temp
|
||||
pub temp_control_dir: glam::Vec3,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
pub camera:Camera,
|
||||
pub mouse_interpolation:MouseInterpolationState,
|
||||
pub controls:u32,
|
||||
pub walk:WalkState,
|
||||
pub grounded:bool,
|
||||
//all models
|
||||
pub models:Vec<ModelPhysics>,
|
||||
|
||||
pub modes:Vec<crate::model::ModeDescription>,
|
||||
pub mode_from_mode_id:std::collections::HashMap::<u32,usize>,
|
||||
//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 camera: Camera,
|
||||
//pub mouse_interpolation: MouseInterpolationState,
|
||||
pub time: TIME,
|
||||
pub strafe_tick_num: TIME,
|
||||
pub strafe_tick_den: TIME,
|
||||
pub tick: u32,
|
||||
pub mv: f32,
|
||||
pub walk: WalkState,
|
||||
pub walkspeed: f32,
|
||||
pub friction: f32,
|
||||
pub walk_accel: f32,
|
||||
pub gravity: glam::Vec3,
|
||||
pub grounded: bool,
|
||||
pub jump_trying: bool,
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
|
||||
@ -345,7 +166,7 @@ pub enum AabbFace{
|
||||
Bottom,
|
||||
Front,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
|
||||
pub struct Aabb {
|
||||
min: glam::Vec3,
|
||||
max: glam::Vec3,
|
||||
@ -445,55 +266,31 @@ 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,
|
||||
transform:glam::Affine3A,
|
||||
attributes:PhysicsCollisionAttributes,
|
||||
transform: glam::Mat4,
|
||||
}
|
||||
|
||||
impl ModelPhysics {
|
||||
fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
|
||||
let mut aabb=Aabb::new();
|
||||
for indexed_vertex in &model.unique_vertices {
|
||||
aabb.grow(transform.transform_point3(glam::Vec3::from_array(model.unique_pos[indexed_vertex.pos as usize])));
|
||||
}
|
||||
Self{
|
||||
mesh:aabb,
|
||||
attributes,
|
||||
transform:transform.clone(),
|
||||
}
|
||||
}
|
||||
pub fn from_model(model:&crate::model::IndexedModel,instance:&crate::model::ModelInstance) -> Option<Self> {
|
||||
match &instance.attributes{
|
||||
crate::model::CollisionAttributes::Contact{contacting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Contact{contacting:contacting.clone(),general:general.clone()})),
|
||||
crate::model::CollisionAttributes::Intersect{intersecting,general}=>Some(ModelPhysics::from_model_transform_attributes(model,&instance.transform,PhysicsCollisionAttributes::Intersect{intersecting:intersecting.clone(),general:general.clone()})),
|
||||
crate::model::CollisionAttributes::Decoration=>None,
|
||||
}
|
||||
pub fn new(transform:glam::Mat4) -> Self {
|
||||
Self{transform}
|
||||
}
|
||||
pub fn unit_vertices(&self) -> [glam::Vec3;8] {
|
||||
Aabb::unit_vertices()
|
||||
}
|
||||
pub fn mesh(&self) -> &TreyMesh {
|
||||
return &self.mesh;
|
||||
pub fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for &vertex in self.unit_vertices().iter() {
|
||||
aabb.grow(glam::Vec4Swizzles::xyz(self.transform*vertex.extend(1.0)));
|
||||
}
|
||||
return aabb;
|
||||
}
|
||||
pub fn unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
|
||||
Aabb::unit_face_vertices(face)
|
||||
}
|
||||
pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
|
||||
let mut aabb=self.mesh.clone();
|
||||
let mut aabb=self.mesh();
|
||||
//in this implementation face = worldspace aabb face
|
||||
match face {
|
||||
AabbFace::Right => aabb.min.x=aabb.max.x,
|
||||
@ -506,7 +303,7 @@ impl ModelPhysics {
|
||||
return aabb;
|
||||
}
|
||||
pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
|
||||
Aabb::normal(face)//this is wrong for scale
|
||||
glam::Vec4Swizzles::xyz(Aabb::normal(face).extend(0.0))//this is wrong for scale
|
||||
}
|
||||
}
|
||||
|
||||
@ -519,14 +316,11 @@ pub struct RelativeCollision {
|
||||
}
|
||||
|
||||
impl RelativeCollision {
|
||||
pub fn model<'a>(&self,models:&'a Vec<ModelPhysics>)->Option<&'a ModelPhysics>{
|
||||
models.get(self.model as usize)
|
||||
}
|
||||
pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
|
||||
return self.model(models).unwrap().face_mesh(self.face).clone()
|
||||
return models.get(self.model as usize).unwrap().face_mesh(self.face)
|
||||
}
|
||||
pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
|
||||
return self.model(models).unwrap().face_normal(self.face)
|
||||
return models.get(self.model as usize).unwrap().face_normal(self.face)
|
||||
}
|
||||
}
|
||||
|
||||
@ -557,23 +351,12 @@ impl Body {
|
||||
}
|
||||
|
||||
impl PhysicsState {
|
||||
pub fn clear(&mut self){
|
||||
self.models.clear();
|
||||
self.modes.clear();
|
||||
self.contacts.clear();
|
||||
self.intersects.clear();
|
||||
}
|
||||
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
|
||||
//advance
|
||||
//self.advance_time(instruction.time);
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
//write hash lol
|
||||
@ -585,18 +368,8 @@ impl PhysicsState {
|
||||
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 {
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models);
|
||||
let d=velocity.dot(n);
|
||||
if d<0f32{
|
||||
@ -605,7 +378,7 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
|
||||
for (_,contact) in &self.contacts {
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models);
|
||||
let d=acceleration.dot(n);
|
||||
if d<0f32{
|
||||
@ -613,9 +386,10 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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,
|
||||
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
//only poll the physics if there is a before and after mouse event
|
||||
instruction:PhysicsInstruction::StrafeTick
|
||||
});
|
||||
@ -652,31 +426,6 @@ impl PhysicsState {
|
||||
// });
|
||||
// }
|
||||
|
||||
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{
|
||||
@ -685,6 +434,10 @@ impl PhysicsState {
|
||||
time:self.walk.target_time,
|
||||
instruction:PhysicsInstruction::ReachWalkTargetVelocity
|
||||
}),
|
||||
WalkEnum::Invalid=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction:PhysicsInstruction::RefreshWalkTarget,
|
||||
}),
|
||||
WalkEnum::Reached=>None,
|
||||
}
|
||||
}else{
|
||||
@ -694,7 +447,7 @@ impl PhysicsState {
|
||||
fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for vertex in Aabb::unit_vertices(){
|
||||
aabb.grow(self.body.position+self.style.hitbox_halfsize*vertex);
|
||||
aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
|
||||
}
|
||||
aabb
|
||||
}
|
||||
@ -978,19 +731,12 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
|
||||
//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 {
|
||||
for collision_data in self.contacts.iter() {
|
||||
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!!)
|
||||
for i in 0..self.models.len() {
|
||||
let i=i as u32;
|
||||
if self.contacts.contains_key(&i)||self.intersects.contains_key(&i){
|
||||
continue;
|
||||
}
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i));
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
|
||||
}
|
||||
if self.grounded {
|
||||
//walk maintenance
|
||||
@ -1006,120 +752,81 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
|
||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
|
||||
_=>println!("{:?}",ins),
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
_=>println!("{:?}",ins),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
|
||||
PhysicsInstruction::Input(_)
|
||||
|PhysicsInstruction::SetSpawnPosition(_)
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
|
||||
PhysicsInstruction::SetWalkTargetVelocity(_)
|
||||
|PhysicsInstruction::SetPosition(_)
|
||||
|PhysicsInstruction::SetControlDir(_) => self.time=ins.time,//TODO: queue instructions
|
||||
PhysicsInstruction::RefreshWalkTarget
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick
|
||||
|PhysicsInstruction::Jump => self.advance_time(ins.time),
|
||||
}
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::SetSpawnPosition(position)=>{
|
||||
self.spawn_point=position;
|
||||
PhysicsInstruction::SetPosition(position)=>{
|
||||
//temp
|
||||
self.body.position=position;
|
||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||
self.contacts.clear();
|
||||
self.body.acceleration=self.gravity;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
self.grounded=false;
|
||||
}
|
||||
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 {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
_ => (),
|
||||
},
|
||||
}
|
||||
match &general.booster{
|
||||
Some(booster)=>self.body.velocity+=booster.velocity,
|
||||
None=>(),
|
||||
}
|
||||
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=>(),
|
||||
}
|
||||
//check ground
|
||||
self.contacts.insert(c.model,c);
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
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);
|
||||
},
|
||||
}
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.contacts.insert(c);
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(c) => {
|
||||
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 {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
},
|
||||
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
|
||||
self.intersects.remove(&c.model);
|
||||
},
|
||||
}
|
||||
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
let mut a=self.gravity;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetControlDir(control_dir)=>{
|
||||
self.temp_control_dir=control_dir;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
let 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*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;
|
||||
//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
|
||||
let d=self.body.velocity.dot(self.temp_control_dir);
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*self.temp_control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::Jump => {
|
||||
self.grounded=false;//do I need this?
|
||||
let mut v=self.body.velocity+glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||
//precisely set velocity
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
@ -1130,54 +837,33 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
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{
|
||||
InputInstruction::MoveMouse(m) => {
|
||||
self.camera.angles=self.camera.simulate_move_angles(self.mouse_interpolation.mouse1-self.mouse_interpolation.mouse0);
|
||||
self.mouse_interpolation.move_mouse(self.time,m);
|
||||
},
|
||||
InputInstruction::MoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
||||
InputInstruction::MoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
||||
InputInstruction::MoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
||||
InputInstruction::MoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
||||
InputInstruction::MoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
||||
InputInstruction::MoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
||||
InputInstruction::Jump(s) => {
|
||||
self.set_control(StyleModifiers::CONTROL_JUMP,s);
|
||||
if self.grounded{
|
||||
self.jump();
|
||||
}
|
||||
refresh_walk_target_velocity=false;
|
||||
},
|
||||
InputInstruction::Zoom(s) => {
|
||||
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
||||
refresh_walk_target=false;
|
||||
},
|
||||
InputInstruction::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;
|
||||
PhysicsInstruction::RefreshWalkTarget => {
|
||||
//calculate acceleration yada yada
|
||||
if self.grounded{
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
let mut target_diff=v-self.body.velocity;
|
||||
target_diff.y=0f32;
|
||||
if target_diff==glam::Vec3::ZERO{
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
self.grounded=false;
|
||||
refresh_walk_target=false;
|
||||
},
|
||||
InputInstruction::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.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
|
||||
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
||||
self.walk.target_velocity=self.style.walkspeed*control_dir;
|
||||
}else{
|
||||
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
|
||||
let time_delta=target_diff.length()/accel;
|
||||
let mut a=target_diff/time_delta;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
|
||||
self.walk.state=WalkEnum::Transient;
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetWalkTargetVelocity(v) => {
|
||||
self.walk.target_velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,10 +1,12 @@
|
||||
use std::future::Future;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use std::str::FromStr;
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
use std::time::Instant;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
|
||||
use winit::{
|
||||
event::{self, WindowEvent, DeviceEvent},
|
||||
event::{self, WindowEvent},
|
||||
event_loop::{ControlFlow, EventLoop},
|
||||
};
|
||||
|
||||
@ -51,9 +53,8 @@ pub trait Example: 'static + Sized {
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
);
|
||||
fn update(&mut self, window: &winit::window::Window, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
|
||||
fn device_event(&mut self, window: &winit::window::Window, event: DeviceEvent);
|
||||
fn load_file(&mut self, path:std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue);
|
||||
fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
|
||||
fn move_mouse(&mut self, delta: (f64,f64));
|
||||
fn render(
|
||||
&mut self,
|
||||
view: &wgpu::TextureView,
|
||||
@ -359,7 +360,7 @@ fn start<E: Example>(
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
event::KeyboardInput {
|
||||
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
|
||||
virtual_keycode: Some(event::VirtualKeyCode::R),
|
||||
state: event::ElementState::Pressed,
|
||||
..
|
||||
},
|
||||
@ -368,14 +369,17 @@ fn start<E: Example>(
|
||||
println!("{:#?}", instance.generate_report());
|
||||
}
|
||||
_ => {
|
||||
example.update(&window,&device,&queue,event);
|
||||
example.update(&device,&queue,event);
|
||||
}
|
||||
},
|
||||
event::Event::DeviceEvent {
|
||||
event,
|
||||
event:
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,
|
||||
},
|
||||
..
|
||||
} => {
|
||||
example.device_event(&window,event);
|
||||
example.move_mouse(delta);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
|
||||
|
@ -1,3 +1,7 @@
|
||||
use std::todo;
|
||||
|
||||
use crate::model::{ModelData,ModelInstance};
|
||||
|
||||
use crate::primitives;
|
||||
|
||||
fn class_is_a(class: &str, superclass: &str) -> bool {
|
||||
@ -30,440 +34,107 @@ fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>
|
||||
//next class
|
||||
objects
|
||||
}
|
||||
fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3,force_intersecting:bool)->crate::model::CollisionAttributes{
|
||||
let mut general=crate::model::GameMechanicAttributes::default();
|
||||
let mut intersecting=crate::model::IntersectingAttributes::default();
|
||||
let mut contacting=crate::model::ContactingAttributes::default();
|
||||
match name{
|
||||
//"Water"=>intersecting.water=Some(crate::model::IntersectingWater{density:1.0,drag:1.0}),
|
||||
"Accelerator"=>intersecting.accelerator=Some(crate::model::IntersectingAccelerator{acceleration:velocity}),
|
||||
"MapFinish"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Finish}),
|
||||
"MapAnticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:0,behaviour:crate::model::ZoneBehaviour::Anitcheat}),
|
||||
"Platform"=>general.stage_element=Some(crate::model::GameMechanicStageElement{
|
||||
mode_id:0,
|
||||
stage_id:0,
|
||||
force:false,
|
||||
behaviour:crate::model::StageElementBehaviour::Platform,
|
||||
}),
|
||||
other=>{
|
||||
if let Some(captures)=lazy_regex::regex!(r"^(Force)?(Spawn|SpawnAt|Trigger|Teleport|Platform)(\d+)$")
|
||||
.captures(other){
|
||||
general.stage_element=Some(crate::model::GameMechanicStageElement{
|
||||
mode_id:0,
|
||||
stage_id:captures[3].parse::<u32>().unwrap(),
|
||||
force:match captures.get(1){
|
||||
Some(m)=>m.as_str()=="Force",
|
||||
None=>false,
|
||||
},
|
||||
behaviour:match &captures[2]{
|
||||
"Spawn"|"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
|
||||
"Trigger"=>crate::model::StageElementBehaviour::Trigger,
|
||||
"Teleport"=>crate::model::StageElementBehaviour::Teleport,
|
||||
"Platform"=>crate::model::StageElementBehaviour::Platform,
|
||||
_=>panic!("regex1[2] messed up bad"),
|
||||
}
|
||||
})
|
||||
}else if let Some(captures)=lazy_regex::regex!(r"^Bonus(Finish|Anticheat)(\d+)$")
|
||||
.captures(other){
|
||||
match &captures[1]{
|
||||
"Finish"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Finish}),
|
||||
"Anticheat"=>general.zone=Some(crate::model::GameMechanicZone{mode_id:captures[2].parse::<u32>().unwrap(),behaviour:crate::model::ZoneBehaviour::Anitcheat}),
|
||||
_=>panic!("regex2[1] messed up bad"),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//need some way to skip this
|
||||
if velocity!=glam::Vec3::ZERO{
|
||||
general.booster=Some(crate::model::GameMechanicBooster{velocity});
|
||||
}
|
||||
match can_collide{
|
||||
true=>{
|
||||
match name{
|
||||
//"Bounce"=>(),
|
||||
"Surf"=>contacting.surf=Some(crate::model::ContactingSurf{}),
|
||||
"Ladder"=>contacting.ladder=Some(crate::model::ContactingLadder{sticky:true}),
|
||||
other=>{
|
||||
//REGEX!!!!
|
||||
//Jump#
|
||||
//WormholeIn#
|
||||
}
|
||||
}
|
||||
crate::model::CollisionAttributes::Contact{contacting,general}
|
||||
},
|
||||
false=>if force_intersecting
|
||||
||general.jump_limit.is_some()
|
||||
||general.booster.is_some()
|
||||
||general.zone.is_some()
|
||||
||general.stage_element.is_some()
|
||||
||general.wormhole.is_some()
|
||||
||intersecting.water.is_some()
|
||||
||intersecting.accelerator.is_some()
|
||||
{
|
||||
crate::model::CollisionAttributes::Intersect{intersecting,general}
|
||||
}else{
|
||||
crate::model::CollisionAttributes::Decoration
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
struct RobloxAssetId(u64);
|
||||
struct RobloxAssetIdParseErr;
|
||||
impl std::str::FromStr for RobloxAssetId {
|
||||
type Err=RobloxAssetIdParseErr;
|
||||
fn from_str(s: &str) -> Result<Self, Self::Err>{
|
||||
let regman=lazy_regex::regex!(r"(\d+)$");
|
||||
if let Some(captures) = regman.captures(s) {
|
||||
if captures.len()==2{//captures[0] is all captures concatenated, and then each individual capture
|
||||
if let Ok(id) = captures[0].parse::<u64>() {
|
||||
return Ok(Self(id));
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(RobloxAssetIdParseErr)
|
||||
}
|
||||
}
|
||||
#[derive(Clone,Copy,PartialEq)]
|
||||
struct RobloxTextureTransform{
|
||||
offset_u:f32,
|
||||
offset_v:f32,
|
||||
scale_u:f32,
|
||||
scale_v:f32,
|
||||
}
|
||||
impl std::cmp::Eq for RobloxTextureTransform{}//????
|
||||
impl std::default::Default for RobloxTextureTransform{
|
||||
fn default() -> Self {
|
||||
Self{offset_u:0.0,offset_v:0.0,scale_u:1.0,scale_v:1.0}
|
||||
}
|
||||
}
|
||||
impl std::hash::Hash for RobloxTextureTransform {
|
||||
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
|
||||
self.offset_u.to_ne_bytes().hash(state);
|
||||
self.offset_v.to_ne_bytes().hash(state);
|
||||
self.scale_u.to_ne_bytes().hash(state);
|
||||
self.scale_v.to_ne_bytes().hash(state);
|
||||
}
|
||||
}
|
||||
#[derive(Clone,PartialEq)]
|
||||
struct RobloxFaceTextureDescription{
|
||||
texture:u32,
|
||||
color:glam::Vec4,
|
||||
transform:RobloxTextureTransform,
|
||||
}
|
||||
impl std::cmp::Eq for RobloxFaceTextureDescription{}//????
|
||||
impl std::hash::Hash for RobloxFaceTextureDescription {
|
||||
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
|
||||
self.texture.hash(state);
|
||||
self.transform.hash(state);
|
||||
for &el in self.color.as_ref().iter() {
|
||||
el.to_ne_bytes().hash(state);
|
||||
type Err=RobloxAssetIdParseErr;
|
||||
fn from_str(s: &str) -> Result<Self, Self::Err>{
|
||||
let regman=regex::Regex::new(r"(\d+)$").unwrap();
|
||||
if let Some(captures) = regman.captures(s) {
|
||||
if captures.len()==2{//captures[0] is all captures concatenated, and then each individual capture
|
||||
if let Ok(id) = captures[0].parse::<u64>() {
|
||||
return Ok(Self(id));
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(RobloxAssetIdParseErr)
|
||||
}
|
||||
}
|
||||
impl RobloxFaceTextureDescription{
|
||||
fn to_face_description(&self)->primitives::FaceDescription{
|
||||
primitives::FaceDescription{
|
||||
texture:Some(self.texture),
|
||||
transform:glam::Affine2::from_translation(
|
||||
glam::vec2(self.transform.offset_u,self.transform.offset_v)
|
||||
)
|
||||
*glam::Affine2::from_scale(
|
||||
glam::vec2(self.transform.scale_u,self.transform.scale_v)
|
||||
),
|
||||
color:self.color,
|
||||
}
|
||||
}
|
||||
}
|
||||
type RobloxPartDescription=[Option<RobloxFaceTextureDescription>;6];
|
||||
type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
|
||||
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;4];
|
||||
#[derive(Clone,Eq,Hash,PartialEq)]
|
||||
enum RobloxBasePartDescription{
|
||||
Sphere,
|
||||
Part(RobloxPartDescription),
|
||||
Cylinder,
|
||||
Wedge(RobloxWedgeDescription),
|
||||
CornerWedge(RobloxCornerWedgeDescription),
|
||||
}
|
||||
pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::IndexedModelInstances{
|
||||
//IndexedModelInstances includes textures
|
||||
pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<ModelData>,Vec<String>,glam::Vec3), Box<dyn std::error::Error>>{
|
||||
//ModelData includes texture dds
|
||||
let mut spawn_point=glam::Vec3::ZERO;
|
||||
|
||||
let mut indexed_models=Vec::new();
|
||||
let mut model_id_from_description=std::collections::HashMap::<RobloxBasePartDescription,usize>::new();
|
||||
//TODO: generate unit Block, Wedge, etc. after based on part shape lists
|
||||
let mut modeldatas=crate::model::generate_modeldatas(primitives::the_unit_cube_lol(),ModelData::COLOR_FLOATS_WHITE);
|
||||
let unit_cube_modeldata=modeldatas[0].clone();
|
||||
|
||||
let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new();
|
||||
let mut asset_id_from_texture_id=Vec::new();
|
||||
|
||||
let mut object_refs=Vec::new();
|
||||
let mut temp_objects=Vec::new();
|
||||
let mut object_refs = std::vec::Vec::new();
|
||||
let mut temp_objects = std::vec::Vec::new();
|
||||
recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart");
|
||||
for object_ref in object_refs {
|
||||
if let Some(object)=dom.get_by_ref(object_ref){
|
||||
if let (
|
||||
Some(rbx_dom_weak::types::Variant::CFrame(cf)),
|
||||
Some(rbx_dom_weak::types::Variant::Vector3(size)),
|
||||
Some(rbx_dom_weak::types::Variant::Vector3(velocity)),
|
||||
Some(rbx_dom_weak::types::Variant::Float32(transparency)),
|
||||
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
|
||||
Some(rbx_dom_weak::types::Variant::Bool(can_collide)),
|
||||
Some(rbx_dom_weak::types::Variant::Enum(shape)),
|
||||
) = (
|
||||
object.properties.get("CFrame"),
|
||||
object.properties.get("Size"),
|
||||
object.properties.get("Velocity"),
|
||||
object.properties.get("Transparency"),
|
||||
object.properties.get("Color"),
|
||||
object.properties.get("CanCollide"),
|
||||
object.properties.get("Shape"),//this will also skip unions
|
||||
)
|
||||
{
|
||||
let model_transform=glam::Affine3A::from_translation(
|
||||
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
|
||||
)
|
||||
* glam::Affine3A::from_mat3(
|
||||
glam::Mat3::from_cols(
|
||||
glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
|
||||
glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
|
||||
glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
|
||||
),
|
||||
)
|
||||
* glam::Affine3A::from_scale(
|
||||
glam::Vec3::new(size.x,size.y,size.z)/2.0
|
||||
);
|
||||
|
||||
//push TempIndexedAttributes
|
||||
let mut force_intersecting=false;
|
||||
let mut temp_indexing_attributes=Vec::new();
|
||||
if let Some(attr)=match &object.name[..]{
|
||||
"MapStart"=>{
|
||||
spawn_point=model_transform.transform_point3(glam::Vec3::ZERO)+glam::vec3(0.0,2.5,0.0);
|
||||
Some(crate::model::TempIndexedAttributes::Start{mode_id:0})
|
||||
},
|
||||
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id:0}),
|
||||
other=>{
|
||||
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint)(\d+)$");
|
||||
if let Some(captures) = regman.captures(other) {
|
||||
match &captures[1]{
|
||||
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start{mode_id:captures[2].parse::<u32>().unwrap()}),
|
||||
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
|
||||
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
|
||||
_=>None,
|
||||
}
|
||||
}else{
|
||||
None
|
||||
}
|
||||
}
|
||||
}{
|
||||
force_intersecting=true;
|
||||
temp_indexing_attributes.push(attr);
|
||||
let model_instance=ModelInstance {
|
||||
transform:glam::Mat4::from_translation(
|
||||
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
|
||||
)
|
||||
* glam::Mat4::from_mat3(
|
||||
glam::Mat3::from_cols(
|
||||
glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
|
||||
glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
|
||||
glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
|
||||
),
|
||||
)
|
||||
* glam::Mat4::from_scale(
|
||||
glam::Vec3::new(size.x,size.y,size.z)/2.0
|
||||
),
|
||||
color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
|
||||
};
|
||||
if object.name=="MapStart"{
|
||||
spawn_point=glam::Vec4Swizzles::xyz(model_instance.transform*glam::Vec3::Y.extend(1.0))+glam::vec3(0.0,2.5,0.0);
|
||||
println!("Found MapStart{:?}",spawn_point);
|
||||
}
|
||||
if *transparency==1.0||shape.to_u32()!=1 {
|
||||
continue;
|
||||
}
|
||||
|
||||
//TODO: also detect "CylinderMesh" etc here
|
||||
let shape=match &object.class[..]{
|
||||
"Part"=>{
|
||||
if let Some(rbx_dom_weak::types::Variant::Enum(shape))=object.properties.get("Shape"){
|
||||
match shape.to_u32(){
|
||||
0=>primitives::Primitives::Sphere,
|
||||
1=>primitives::Primitives::Cube,
|
||||
2=>primitives::Primitives::Cylinder,
|
||||
3=>primitives::Primitives::Wedge,
|
||||
4=>primitives::Primitives::CornerWedge,
|
||||
_=>panic!("Funky roblox PartType={};",shape.to_u32()),
|
||||
}
|
||||
}else{
|
||||
panic!("Part has no Shape!");
|
||||
}
|
||||
},
|
||||
"WedgePart"=>primitives::Primitives::Wedge,
|
||||
"CornerWedgePart"=>primitives::Primitives::CornerWedge,
|
||||
_=>{
|
||||
println!("Unsupported BasePart ClassName={}; defaulting to cube",object.class);
|
||||
primitives::Primitives::Cube
|
||||
}
|
||||
};
|
||||
|
||||
//use the biggest one and cut it down later...
|
||||
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
|
||||
temp_objects.clear();
|
||||
recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
|
||||
|
||||
let mut i_can_only_load_one_texture_per_model=None;
|
||||
for &decal_ref in &temp_objects{
|
||||
if let Some(decal)=dom.get_by_ref(decal_ref){
|
||||
if let (
|
||||
Some(rbx_dom_weak::types::Variant::Content(content)),
|
||||
Some(rbx_dom_weak::types::Variant::Enum(normalid)),
|
||||
Some(rbx_dom_weak::types::Variant::Color3(decal_color3)),
|
||||
Some(rbx_dom_weak::types::Variant::Float32(decal_transparency)),
|
||||
) = (
|
||||
decal.properties.get("Texture"),
|
||||
decal.properties.get("Face"),
|
||||
decal.properties.get("Color3"),
|
||||
decal.properties.get("Transparency"),
|
||||
) {
|
||||
if let Some(rbx_dom_weak::types::Variant::Content(content)) = decal.properties.get("Texture") {
|
||||
if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
|
||||
let texture_id=if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
|
||||
texture_id
|
||||
if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
|
||||
i_can_only_load_one_texture_per_model=Some(texture_id);
|
||||
}else{
|
||||
let texture_id=asset_id_from_texture_id.len() as u32;
|
||||
texture_id_from_asset_id.insert(asset_id.0,texture_id);
|
||||
let texture_id=asset_id_from_texture_id.len();
|
||||
texture_id_from_asset_id.insert(asset_id.0,texture_id as u32);
|
||||
asset_id_from_texture_id.push(asset_id.0);
|
||||
texture_id
|
||||
};
|
||||
let normal_id=normalid.to_u32();
|
||||
if normal_id<6{
|
||||
let mut roblox_texture_transform=RobloxTextureTransform::default();
|
||||
let mut roblox_texture_color=glam::Vec4::ONE;
|
||||
if decal.class=="Texture"{
|
||||
//generate tranform
|
||||
if let (
|
||||
Some(rbx_dom_weak::types::Variant::Float32(ox)),
|
||||
Some(rbx_dom_weak::types::Variant::Float32(oy)),
|
||||
Some(rbx_dom_weak::types::Variant::Float32(sx)),
|
||||
Some(rbx_dom_weak::types::Variant::Float32(sy)),
|
||||
) = (
|
||||
decal.properties.get("OffsetStudsU"),
|
||||
decal.properties.get("OffsetStudsV"),
|
||||
decal.properties.get("StudsPerTileU"),
|
||||
decal.properties.get("StudsPerTileV"),
|
||||
)
|
||||
{
|
||||
let (size_u,size_v)=match normal_id{
|
||||
0=>(size.z,size.y),//right
|
||||
1=>(size.x,size.z),//top
|
||||
2=>(size.x,size.y),//back
|
||||
3=>(size.z,size.y),//left
|
||||
4=>(size.x,size.z),//bottom
|
||||
5=>(size.x,size.y),//front
|
||||
_=>panic!("unreachable"),
|
||||
};
|
||||
roblox_texture_transform=RobloxTextureTransform{
|
||||
offset_u:*ox/(*sx),offset_v:*oy/(*sy),
|
||||
scale_u:size_u/(*sx),scale_v:size_v/(*sy),
|
||||
};
|
||||
roblox_texture_color=glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency);
|
||||
}
|
||||
}
|
||||
part_texture_description[normal_id as usize]=Some(RobloxFaceTextureDescription{
|
||||
texture:texture_id,
|
||||
color:roblox_texture_color,
|
||||
transform:roblox_texture_transform,
|
||||
});
|
||||
}else{
|
||||
println!("NormalId={} unsupported for shape={:?}",normal_id,shape);
|
||||
//make new model
|
||||
let mut unit_cube_texture=unit_cube_modeldata.clone();
|
||||
unit_cube_texture.texture=Some(texture_id as u32);
|
||||
modeldatas.push(unit_cube_texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//obscure rust syntax "slice pattern"
|
||||
let [
|
||||
f0,//Cube::Right
|
||||
f1,//Cube::Top
|
||||
f2,//Cube::Back
|
||||
f3,//Cube::Left
|
||||
f4,//Cube::Bottom
|
||||
f5,//Cube::Front
|
||||
]=part_texture_description;
|
||||
let basepart_texture_description=match shape{
|
||||
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
|
||||
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
|
||||
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
|
||||
//use front face texture first and use top face texture as a fallback
|
||||
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
|
||||
f0,//Cube::Right->Wedge::Right
|
||||
if f5.is_some(){f5}else{f1},//Cube::Front|Cube::Top->Wedge::TopFront
|
||||
f2,//Cube::Back->Wedge::Back
|
||||
f3,//Cube::Left->Wedge::Left
|
||||
f4,//Cube::Bottom->Wedge::Bottom
|
||||
]),
|
||||
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([
|
||||
f0,//Cube::Right->CornerWedge::Right
|
||||
f1,//Cube::Top->CornerWedge::Top
|
||||
f4,//Cube::Bottom->CornerWedge::Bottom
|
||||
f5,//Cube::Front->CornerWedge::Front
|
||||
]),
|
||||
};
|
||||
//make new model if unit cube has not been created before
|
||||
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
|
||||
match i_can_only_load_one_texture_per_model{
|
||||
//push to existing texture model
|
||||
model_id
|
||||
}else{
|
||||
let model_id=indexed_models.len();
|
||||
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
|
||||
indexed_models.push(match basepart_texture_description{
|
||||
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
|
||||
RobloxBasePartDescription::Part(part_texture_description)=>{
|
||||
let mut cube_face_description=primitives::CubeFaceDescription::new();
|
||||
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
|
||||
cube_face_description.insert(
|
||||
match face_id{
|
||||
0=>primitives::CubeFace::Right,
|
||||
1=>primitives::CubeFace::Top,
|
||||
2=>primitives::CubeFace::Back,
|
||||
3=>primitives::CubeFace::Left,
|
||||
4=>primitives::CubeFace::Bottom,
|
||||
5=>primitives::CubeFace::Front,
|
||||
_=>panic!("unreachable"),
|
||||
},
|
||||
match roblox_face_description{
|
||||
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
|
||||
None=>primitives::FaceDescription::default(),
|
||||
});
|
||||
}
|
||||
primitives::generate_partial_unit_cube(cube_face_description)
|
||||
},
|
||||
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
|
||||
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
|
||||
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
|
||||
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
|
||||
wedge_face_description.insert(
|
||||
match face_id{
|
||||
0=>primitives::WedgeFace::Right,
|
||||
1=>primitives::WedgeFace::TopFront,
|
||||
2=>primitives::WedgeFace::Back,
|
||||
3=>primitives::WedgeFace::Left,
|
||||
4=>primitives::WedgeFace::Bottom,
|
||||
_=>panic!("unreachable"),
|
||||
},
|
||||
match roblox_face_description{
|
||||
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
|
||||
None=>primitives::FaceDescription::default(),
|
||||
});
|
||||
}
|
||||
primitives::generate_partial_unit_wedge(wedge_face_description)
|
||||
},
|
||||
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
|
||||
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
|
||||
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
|
||||
cornerwedge_face_description.insert(
|
||||
match face_id{
|
||||
0=>primitives::CornerWedgeFace::Top,
|
||||
1=>primitives::CornerWedgeFace::Right,
|
||||
2=>primitives::CornerWedgeFace::Bottom,
|
||||
3=>primitives::CornerWedgeFace::Front,
|
||||
_=>panic!("unreachable"),
|
||||
},
|
||||
match roblox_face_description{
|
||||
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
|
||||
None=>primitives::FaceDescription::default(),
|
||||
});
|
||||
}
|
||||
primitives::generate_partial_unit_cornerwedge(cornerwedge_face_description)
|
||||
},
|
||||
});
|
||||
model_id
|
||||
};
|
||||
indexed_models[model_id].instances.push(crate::model::ModelInstance {
|
||||
transform:model_transform,
|
||||
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
|
||||
attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z),force_intersecting),
|
||||
temp_indexing:temp_indexing_attributes,
|
||||
});
|
||||
Some(texture_id)=>modeldatas[(texture_id+1) as usize].instances.push(model_instance),
|
||||
//push instance to big unit cube in the sky
|
||||
None=>modeldatas[0].instances.push(model_instance),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
crate::model::IndexedModelInstances{
|
||||
textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
|
||||
models:indexed_models,
|
||||
spawn_point,
|
||||
modes:Vec::new(),
|
||||
}
|
||||
Ok((modeldatas,asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),spawn_point))
|
||||
}
|
||||
|
924
src/main.rs
924
src/main.rs
File diff suppressed because it is too large
Load Diff
304
src/model.rs
304
src/model.rs
@ -3,268 +3,68 @@ use bytemuck::{Pod, Zeroable};
|
||||
#[repr(C)]
|
||||
pub struct Vertex {
|
||||
pub pos: [f32; 3],
|
||||
pub tex: [f32; 2],
|
||||
pub texture: [f32; 2],
|
||||
pub normal: [f32; 3],
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
#[derive(Clone,Hash,PartialEq,Eq)]
|
||||
pub struct IndexedVertex{
|
||||
pub pos:u32,
|
||||
pub tex:u32,
|
||||
pub normal:u32,
|
||||
pub color:u32,
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ModelInstance {
|
||||
pub transform: glam::Mat4,
|
||||
pub color: glam::Vec4,
|
||||
}
|
||||
pub struct IndexedPolygon{
|
||||
pub vertices:Vec<u32>,
|
||||
}
|
||||
pub struct IndexedGroup{
|
||||
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
|
||||
pub polys:Vec<IndexedPolygon>,
|
||||
}
|
||||
pub struct IndexedModel{
|
||||
pub unique_pos:Vec<[f32; 3]>,
|
||||
pub unique_tex:Vec<[f32; 2]>,
|
||||
pub unique_normal:Vec<[f32; 3]>,
|
||||
pub unique_color:Vec<[f32; 4]>,
|
||||
pub unique_vertices:Vec<IndexedVertex>,
|
||||
pub groups: Vec<IndexedGroup>,
|
||||
pub instances:Vec<ModelInstance>,
|
||||
}
|
||||
pub struct IndexedGroupFixedTexture{
|
||||
pub polys:Vec<IndexedPolygon>,
|
||||
}
|
||||
pub struct IndexedModelSingleTexture{
|
||||
pub unique_pos:Vec<[f32; 3]>,
|
||||
pub unique_tex:Vec<[f32; 2]>,
|
||||
pub unique_normal:Vec<[f32; 3]>,
|
||||
pub unique_color:Vec<[f32; 4]>,
|
||||
pub unique_vertices:Vec<IndexedVertex>,
|
||||
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
|
||||
pub groups: Vec<IndexedGroupFixedTexture>,
|
||||
pub instances:Vec<ModelGraphicsInstance>,
|
||||
}
|
||||
pub struct ModelSingleTexture{
|
||||
pub instances: Vec<ModelGraphicsInstance>,
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ModelData {
|
||||
pub instances: Vec<ModelInstance>,
|
||||
pub vertices: Vec<Vertex>,
|
||||
pub entities: Vec<Vec<u16>>,
|
||||
pub texture: Option<u32>,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct ModelGraphicsInstance{
|
||||
pub transform:glam::Mat4,
|
||||
pub normal_transform:glam::Mat4,
|
||||
pub color:glam::Vec4,
|
||||
}
|
||||
pub struct ModelInstance{
|
||||
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
|
||||
pub transform:glam::Affine3A,
|
||||
pub color:glam::Vec4,//transparency is in here
|
||||
pub attributes:CollisionAttributes,
|
||||
pub temp_indexing:Vec<TempIndexedAttributes>,
|
||||
}
|
||||
impl std::default::Default for ModelInstance{
|
||||
fn default() -> Self {
|
||||
Self{
|
||||
color:glam::Vec4::ONE,
|
||||
transform:Default::default(),
|
||||
attributes:Default::default(),
|
||||
temp_indexing:Default::default(),
|
||||
}
|
||||
}
|
||||
}
|
||||
pub struct IndexedModelInstances{
|
||||
pub textures:Vec<String>,//RenderPattern
|
||||
pub models:Vec<IndexedModel>,
|
||||
//may make this into an object later.
|
||||
pub modes:Vec<ModeDescription>,
|
||||
pub spawn_point:glam::Vec3,
|
||||
}
|
||||
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
|
||||
pub struct ModeDescription{
|
||||
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
|
||||
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
|
||||
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
|
||||
}
|
||||
impl ModeDescription{
|
||||
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&u32>{
|
||||
if let Some(&spawn)=self.spawn_from_stage_id.get(&stage_id){
|
||||
self.spawns.get(spawn)
|
||||
}else{
|
||||
None
|
||||
}
|
||||
}
|
||||
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&u32>{
|
||||
if let Some(&checkpoint)=self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id){
|
||||
self.ordered_checkpoints.get(checkpoint)
|
||||
}else{
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
#[derive(Debug)]
|
||||
pub enum TempIndexedAttributes{
|
||||
Start{
|
||||
mode_id:u32,
|
||||
},
|
||||
Spawn{
|
||||
mode_id:u32,
|
||||
stage_id:u32,
|
||||
},
|
||||
OrderedCheckpoint{
|
||||
mode_id:u32,
|
||||
checkpoint_id:u32,
|
||||
},
|
||||
UnorderedCheckpoint{
|
||||
mode_id:u32,
|
||||
},
|
||||
|
||||
impl ModelData {
|
||||
pub const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0];
|
||||
pub const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
||||
|
||||
//you have this effect while in contact
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingSurf{}
|
||||
#[derive(Clone)]
|
||||
pub struct ContactingLadder{
|
||||
pub sticky:bool
|
||||
}
|
||||
//you have this effect while intersecting
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingWater{
|
||||
pub viscosity:i64,
|
||||
pub density:i64,
|
||||
pub current:glam::Vec3,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct IntersectingAccelerator{
|
||||
pub acceleration:glam::Vec3
|
||||
}
|
||||
//All models can be given these attributes
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicJumpLimit{
|
||||
pub count:u32,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicBooster{
|
||||
pub velocity:glam::Vec3,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub enum ZoneBehaviour{
|
||||
//Start is indexed
|
||||
//Checkpoints are indexed
|
||||
Finish,
|
||||
Anitcheat,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicZone{
|
||||
pub mode_id:u32,
|
||||
pub behaviour:ZoneBehaviour,
|
||||
}
|
||||
// enum TrapCondition{
|
||||
// FasterThan(i64),
|
||||
// SlowerThan(i64),
|
||||
// InRange(i64,i64),
|
||||
// OutsideRange(i64,i64),
|
||||
// }
|
||||
#[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
|
||||
}
|
||||
#[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
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
|
||||
pub model_id:u32,
|
||||
}
|
||||
#[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
|
||||
}
|
||||
#[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>,
|
||||
}
|
||||
#[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{
|
||||
Decoration,//visual only
|
||||
Contact{//track whether you are contacting the object
|
||||
contacting:ContactingAttributes,
|
||||
general:GameMechanicAttributes,
|
||||
},
|
||||
Intersect{//track whether you are intersecting the object
|
||||
intersecting:IntersectingAttributes,
|
||||
general:GameMechanicAttributes,
|
||||
},
|
||||
}
|
||||
impl std::default::Default for CollisionAttributes{
|
||||
fn default() -> Self {
|
||||
Self::Contact{
|
||||
contacting:ContactingAttributes::default(),
|
||||
general:GameMechanicAttributes::default()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
|
||||
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
|
||||
return data.objects.iter().map(|object|{
|
||||
unique_vertex_index.clear();
|
||||
let mut unique_vertices = Vec::new();
|
||||
let groups = object.groups.iter().map(|group|{
|
||||
IndexedGroup{
|
||||
texture:None,
|
||||
polys:group.polys.iter().map(|poly|{
|
||||
IndexedPolygon{
|
||||
vertices:poly.0.iter().map(|&tup|{
|
||||
if let Some(&i)=unique_vertex_index.get(&tup){
|
||||
i
|
||||
}else{
|
||||
let i=unique_vertices.len() as u32;
|
||||
unique_vertices.push(IndexedVertex{
|
||||
pos: tup.0 as u32,
|
||||
tex: tup.1.unwrap() as u32,
|
||||
normal: tup.2.unwrap() as u32,
|
||||
color: 0,
|
||||
});
|
||||
unique_vertex_index.insert(tup,i);
|
||||
i
|
||||
}
|
||||
}).collect()
|
||||
pub fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec<ModelData>{
|
||||
let mut modeldatas=Vec::new();
|
||||
let mut vertices = Vec::new();
|
||||
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
|
||||
for object in data.objects {
|
||||
vertices.clear();
|
||||
vertex_index.clear();
|
||||
let mut entities = Vec::new();
|
||||
for group in object.groups {
|
||||
let mut indices = Vec::new();
|
||||
for poly in group.polys {
|
||||
for end_index in 2..poly.0.len() {
|
||||
for &index in &[0, end_index - 1, end_index] {
|
||||
let vert = poly.0[index];
|
||||
if let Some(&i)=vertex_index.get(&vert){
|
||||
indices.push(i);
|
||||
}else{
|
||||
let i=vertices.len() as u16;
|
||||
vertices.push(Vertex {
|
||||
pos: data.position[vert.0],
|
||||
texture: data.texture[vert.1.unwrap()],
|
||||
normal: data.normal[vert.2.unwrap()],
|
||||
color,
|
||||
});
|
||||
vertex_index.insert(vert,i);
|
||||
indices.push(i);
|
||||
}
|
||||
}
|
||||
}).collect()
|
||||
}
|
||||
}
|
||||
}).collect();
|
||||
IndexedModel{
|
||||
unique_pos: data.position.clone(),
|
||||
unique_tex: data.texture.clone(),
|
||||
unique_normal: data.normal.clone(),
|
||||
unique_color: vec![color],
|
||||
unique_vertices,
|
||||
groups,
|
||||
instances:Vec::new(),
|
||||
entities.push(indices);
|
||||
}
|
||||
}).collect()
|
||||
}
|
||||
modeldatas.push(ModelData {
|
||||
instances: Vec::new(),
|
||||
vertices:vertices.clone(),
|
||||
entities,
|
||||
texture: None,
|
||||
});
|
||||
}
|
||||
modeldatas
|
||||
}
|
@ -1,503 +1,76 @@
|
||||
use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum Primitives{
|
||||
Sphere,
|
||||
Cube,
|
||||
Cylinder,
|
||||
Wedge,
|
||||
CornerWedge,
|
||||
}
|
||||
#[derive(Hash,PartialEq,Eq)]
|
||||
pub enum CubeFace{
|
||||
Right,
|
||||
Top,
|
||||
Back,
|
||||
Left,
|
||||
Bottom,
|
||||
Front,
|
||||
}
|
||||
const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]];
|
||||
const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
|
||||
[-1.,-1., 1.],//0 left bottom back
|
||||
[ 1.,-1., 1.],//1 right bottom back
|
||||
[ 1., 1., 1.],//2 right top back
|
||||
[-1., 1., 1.],//3 left top back
|
||||
[-1., 1.,-1.],//4 left top front
|
||||
[ 1., 1.,-1.],//5 right top front
|
||||
[ 1.,-1.,-1.],//6 right bottom front
|
||||
[-1.,-1.,-1.],//7 left bottom front
|
||||
];
|
||||
const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
|
||||
[ 1., 0., 0.],//CubeFace::Right
|
||||
[ 0., 1., 0.],//CubeFace::Top
|
||||
[ 0., 0., 1.],//CubeFace::Back
|
||||
[-1., 0., 0.],//CubeFace::Left
|
||||
[ 0.,-1., 0.],//CubeFace::Bottom
|
||||
[ 0., 0.,-1.],//CubeFace::Front
|
||||
];
|
||||
const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
|
||||
// right (1, 0, 0)
|
||||
[
|
||||
[6,2,0],//[vertex,tex,norm]
|
||||
[5,1,0],
|
||||
[2,0,0],
|
||||
[1,3,0],
|
||||
],
|
||||
// top (0, 1, 0)
|
||||
[
|
||||
[5,3,1],
|
||||
[4,2,1],
|
||||
[3,1,1],
|
||||
[2,0,1],
|
||||
],
|
||||
// back (0, 0, 1)
|
||||
[
|
||||
[0,3,2],
|
||||
[1,2,2],
|
||||
[2,1,2],
|
||||
[3,0,2],
|
||||
],
|
||||
// left (-1, 0, 0)
|
||||
[
|
||||
[0,2,3],
|
||||
[3,1,3],
|
||||
[4,0,3],
|
||||
[7,3,3],
|
||||
],
|
||||
// bottom (0,-1, 0)
|
||||
[
|
||||
[1,1,4],
|
||||
[0,0,4],
|
||||
[7,3,4],
|
||||
[6,2,4],
|
||||
],
|
||||
// front (0, 0,-1)
|
||||
[
|
||||
[4,1,5],
|
||||
[5,0,5],
|
||||
[6,3,5],
|
||||
[7,2,5],
|
||||
],
|
||||
];
|
||||
|
||||
#[derive(Hash,PartialEq,Eq)]
|
||||
pub enum WedgeFace{
|
||||
Right,
|
||||
TopFront,
|
||||
Back,
|
||||
Left,
|
||||
Bottom,
|
||||
}
|
||||
const WEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
|
||||
[ 1., 0., 0.],//Wedge::Right
|
||||
[ 0., 1.,-1.],//Wedge::TopFront
|
||||
[ 0., 0., 1.],//Wedge::Back
|
||||
[-1., 0., 0.],//Wedge::Left
|
||||
[ 0.,-1., 0.],//Wedge::Bottom
|
||||
];
|
||||
/*
|
||||
local cornerWedgeVerticies = {
|
||||
Vector3.new(-1/2,-1/2,-1/2),7
|
||||
Vector3.new(-1/2,-1/2, 1/2),0
|
||||
Vector3.new( 1/2,-1/2,-1/2),6
|
||||
Vector3.new( 1/2,-1/2, 1/2),1
|
||||
Vector3.new( 1/2, 1/2,-1/2),5
|
||||
}
|
||||
*/
|
||||
#[derive(Hash,PartialEq,Eq)]
|
||||
pub enum CornerWedgeFace{
|
||||
Top,
|
||||
Right,
|
||||
Bottom,
|
||||
Front,
|
||||
}
|
||||
const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
|
||||
[ 1., 0., 0.],//CornerWedge::Right
|
||||
[ 0., 1., 1.],//CornerWedge::BackTop
|
||||
[-1., 1., 0.],//CornerWedge::LeftTop
|
||||
[ 0.,-1., 0.],//CornerWedge::Bottom
|
||||
[ 0., 0.,-1.],//CornerWedge::Front
|
||||
];
|
||||
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
|
||||
pub fn unit_sphere()->crate::model::IndexedModel{
|
||||
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
|
||||
for pos in indexed_model.unique_pos.iter_mut(){
|
||||
pos[0]=pos[0]*0.5;
|
||||
pos[1]=pos[1]*0.5;
|
||||
pos[2]=pos[2]*0.5;
|
||||
}
|
||||
indexed_model
|
||||
}
|
||||
pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
|
||||
pub fn unit_cube()->crate::model::IndexedModel{
|
||||
let mut t=CubeFaceDescription::new();
|
||||
t.insert(CubeFace::Right,FaceDescription::default());
|
||||
t.insert(CubeFace::Top,FaceDescription::default());
|
||||
t.insert(CubeFace::Back,FaceDescription::default());
|
||||
t.insert(CubeFace::Left,FaceDescription::default());
|
||||
t.insert(CubeFace::Bottom,FaceDescription::default());
|
||||
t.insert(CubeFace::Front,FaceDescription::default());
|
||||
generate_partial_unit_cube(t)
|
||||
}
|
||||
const TEAPOT_TRANSFORM:glam::Mat3=glam::mat3(glam::vec3(0.0,0.1,0.0),glam::vec3(-0.1,0.0,0.0),glam::vec3(0.0,0.0,0.1));
|
||||
pub fn unit_cylinder()->crate::model::IndexedModel{
|
||||
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
|
||||
for pos in indexed_model.unique_pos.iter_mut(){
|
||||
[pos[0],pos[1],pos[2]]=*(TEAPOT_TRANSFORM*glam::Vec3::from_array(*pos)).as_ref();
|
||||
}
|
||||
indexed_model
|
||||
}
|
||||
pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
|
||||
pub fn unit_wedge()->crate::model::IndexedModel{
|
||||
let mut t=WedgeFaceDescription::new();
|
||||
t.insert(WedgeFace::Right,FaceDescription::default());
|
||||
t.insert(WedgeFace::TopFront,FaceDescription::default());
|
||||
t.insert(WedgeFace::Back,FaceDescription::default());
|
||||
t.insert(WedgeFace::Left,FaceDescription::default());
|
||||
t.insert(WedgeFace::Bottom,FaceDescription::default());
|
||||
generate_partial_unit_wedge(t)
|
||||
}
|
||||
pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
|
||||
pub fn unit_cornerwedge()->crate::model::IndexedModel{
|
||||
let mut t=CornerWedgeFaceDescription::new();
|
||||
t.insert(CornerWedgeFace::Right,FaceDescription::default());
|
||||
t.insert(CornerWedgeFace::Top,FaceDescription::default());
|
||||
t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
|
||||
t.insert(CornerWedgeFace::Front,FaceDescription::default());
|
||||
generate_partial_unit_cornerwedge(t)
|
||||
}
|
||||
|
||||
#[derive(Copy,Clone)]
|
||||
pub struct FaceDescription{
|
||||
pub texture:Option<u32>,
|
||||
pub transform:glam::Affine2,
|
||||
pub color:glam::Vec4,
|
||||
}
|
||||
impl std::default::Default for FaceDescription{
|
||||
fn default()->Self {
|
||||
Self{
|
||||
texture:None,
|
||||
transform:glam::Affine2::IDENTITY,
|
||||
color:glam::vec4(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
|
||||
}
|
||||
}
|
||||
}
|
||||
impl FaceDescription{
|
||||
pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{
|
||||
Self{texture:Some(texture),transform,color}
|
||||
}
|
||||
pub fn from_texture(texture:u32)->Self{
|
||||
Self{
|
||||
texture:Some(texture),
|
||||
transform:glam::Affine2::IDENTITY,
|
||||
color:glam::Vec4::ONE,
|
||||
}
|
||||
}
|
||||
}
|
||||
//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
|
||||
//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
|
||||
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
|
||||
let mut generated_pos=Vec::<[f32;3]>::new();
|
||||
let mut generated_tex=Vec::new();
|
||||
let mut generated_normal=Vec::new();
|
||||
let mut generated_color=Vec::new();
|
||||
let mut generated_vertices=Vec::new();
|
||||
let mut groups=Vec::new();
|
||||
let mut transforms=Vec::new();
|
||||
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
|
||||
for (face,face_description) in face_descriptions.into_iter(){
|
||||
//assume that scanning short lists is faster than hashing.
|
||||
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
|
||||
transform_index
|
||||
}else{
|
||||
//create new transform_index
|
||||
let transform_index=transforms.len();
|
||||
transforms.push(face_description.transform);
|
||||
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
|
||||
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
|
||||
}
|
||||
transform_index
|
||||
} as u32;
|
||||
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
|
||||
color_index
|
||||
}else{
|
||||
//create new color_index
|
||||
let color_index=generated_color.len();
|
||||
generated_color.push(*face_description.color.as_ref());
|
||||
color_index
|
||||
} as u32;
|
||||
let face_id=match face{
|
||||
CubeFace::Right => 0,
|
||||
CubeFace::Top => 1,
|
||||
CubeFace::Back => 2,
|
||||
CubeFace::Left => 3,
|
||||
CubeFace::Bottom => 4,
|
||||
CubeFace::Front => 5,
|
||||
};
|
||||
//always push normal
|
||||
let normal_index=generated_normal.len() as u32;
|
||||
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
|
||||
//push vertices as they are needed
|
||||
groups.push(IndexedGroup{
|
||||
texture:face_description.texture,
|
||||
polys:vec![IndexedPolygon{
|
||||
vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{
|
||||
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
|
||||
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
|
||||
pos_index
|
||||
}else{
|
||||
//create new pos_index
|
||||
let pos_index=generated_pos.len();
|
||||
generated_pos.push(pos);
|
||||
pos_index
|
||||
} as u32;
|
||||
//always push vertex
|
||||
let vertex=IndexedVertex{
|
||||
pos:pos_index,
|
||||
tex:tup[1]+4*transform_index,
|
||||
normal:normal_index,
|
||||
color:color_index,
|
||||
};
|
||||
let vert_index=generated_vertices.len();
|
||||
generated_vertices.push(vertex);
|
||||
vert_index as u32
|
||||
}).to_vec(),
|
||||
}],
|
||||
});
|
||||
}
|
||||
IndexedModel{
|
||||
unique_pos:generated_pos,
|
||||
unique_tex:generated_tex,
|
||||
unique_normal:generated_normal,
|
||||
unique_color:generated_color,
|
||||
unique_vertices:generated_vertices,
|
||||
groups,
|
||||
instances:Vec::new(),
|
||||
}
|
||||
}
|
||||
//don't think too hard about the copy paste because this is all going into the map tool eventually...
|
||||
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
|
||||
let wedge_default_polys=vec![
|
||||
// right (1, 0, 0)
|
||||
vec![
|
||||
[6,2,0],//[vertex,tex,norm]
|
||||
[2,0,0],
|
||||
[1,3,0],
|
||||
pub fn the_unit_cube_lol() -> obj::ObjData{
|
||||
obj::ObjData{
|
||||
position: vec![
|
||||
[-1.,-1., 1.],//left bottom back
|
||||
[ 1.,-1., 1.],//right bottom back
|
||||
[ 1., 1., 1.],//right top back
|
||||
[-1., 1., 1.],//left top back
|
||||
[-1., 1.,-1.],//left top front
|
||||
[ 1., 1.,-1.],//right top front
|
||||
[ 1.,-1.,-1.],//right bottom front
|
||||
[-1.,-1.,-1.],//left bottom front
|
||||
],
|
||||
// FrontTop (0, 1, -1)
|
||||
vec![
|
||||
[3,1,1],
|
||||
[2,0,1],
|
||||
[6,3,1],
|
||||
[7,2,1],
|
||||
texture: vec![[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]],
|
||||
normal: vec![
|
||||
[1.,0.,0.],//AabbFace::Right
|
||||
[0.,1.,0.],//AabbFace::Top
|
||||
[0.,0.,1.],//AabbFace::Back
|
||||
[-1.,0.,0.],//AabbFace::Left
|
||||
[0.,-1.,0.],//AabbFace::Bottom
|
||||
[0.,0.,-1.],//AabbFace::Front
|
||||
],
|
||||
// back (0, 0, 1)
|
||||
vec![
|
||||
[0,3,2],
|
||||
[1,2,2],
|
||||
[2,1,2],
|
||||
[3,0,2],
|
||||
],
|
||||
// left (-1, 0, 0)
|
||||
vec![
|
||||
[0,2,3],
|
||||
[3,1,3],
|
||||
[7,3,3],
|
||||
],
|
||||
// bottom (0,-1, 0)
|
||||
vec![
|
||||
[1,1,4],
|
||||
[0,0,4],
|
||||
[7,3,4],
|
||||
[6,2,4],
|
||||
],
|
||||
];
|
||||
let mut generated_pos=Vec::<[f32;3]>::new();
|
||||
let mut generated_tex=Vec::new();
|
||||
let mut generated_normal=Vec::new();
|
||||
let mut generated_color=Vec::new();
|
||||
let mut generated_vertices=Vec::new();
|
||||
let mut groups=Vec::new();
|
||||
let mut transforms=Vec::new();
|
||||
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
|
||||
for (face,face_description) in face_descriptions.into_iter(){
|
||||
//assume that scanning short lists is faster than hashing.
|
||||
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
|
||||
transform_index
|
||||
}else{
|
||||
//create new transform_index
|
||||
let transform_index=transforms.len();
|
||||
transforms.push(face_description.transform);
|
||||
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
|
||||
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
|
||||
}
|
||||
transform_index
|
||||
} as u32;
|
||||
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
|
||||
color_index
|
||||
}else{
|
||||
//create new color_index
|
||||
let color_index=generated_color.len();
|
||||
generated_color.push(*face_description.color.as_ref());
|
||||
color_index
|
||||
} as u32;
|
||||
let face_id=match face{
|
||||
WedgeFace::Right => 0,
|
||||
WedgeFace::TopFront => 1,
|
||||
WedgeFace::Back => 2,
|
||||
WedgeFace::Left => 3,
|
||||
WedgeFace::Bottom => 4,
|
||||
};
|
||||
//always push normal
|
||||
let normal_index=generated_normal.len() as u32;
|
||||
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
|
||||
//push vertices as they are needed
|
||||
groups.push(IndexedGroup{
|
||||
texture:face_description.texture,
|
||||
polys:vec![IndexedPolygon{
|
||||
vertices:wedge_default_polys[face_id].iter().map(|tup|{
|
||||
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
|
||||
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
|
||||
pos_index
|
||||
}else{
|
||||
//create new pos_index
|
||||
let pos_index=generated_pos.len();
|
||||
generated_pos.push(pos);
|
||||
pos_index
|
||||
} as u32;
|
||||
//always push vertex
|
||||
let vertex=IndexedVertex{
|
||||
pos:pos_index,
|
||||
tex:tup[1]+4*transform_index,
|
||||
normal:normal_index,
|
||||
color:color_index,
|
||||
};
|
||||
let vert_index=generated_vertices.len();
|
||||
generated_vertices.push(vertex);
|
||||
vert_index as u32
|
||||
}).collect(),
|
||||
}],
|
||||
});
|
||||
objects: vec![obj::Object{
|
||||
name: "Unit Cube".to_owned(),
|
||||
groups: vec![obj::Group{
|
||||
name: "Cube Vertices".to_owned(),
|
||||
index: 0,
|
||||
material: None,
|
||||
polys: vec![
|
||||
// back (0, 0, 1)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(0,Some(0),Some(2)),
|
||||
obj::IndexTuple(1,Some(1),Some(2)),
|
||||
obj::IndexTuple(2,Some(2),Some(2)),
|
||||
obj::IndexTuple(3,Some(3),Some(2)),
|
||||
]),
|
||||
// front (0, 0,-1)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(4,Some(0),Some(5)),
|
||||
obj::IndexTuple(5,Some(1),Some(5)),
|
||||
obj::IndexTuple(6,Some(2),Some(5)),
|
||||
obj::IndexTuple(7,Some(3),Some(5)),
|
||||
]),
|
||||
// right (1, 0, 0)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(6,Some(0),Some(0)),
|
||||
obj::IndexTuple(5,Some(1),Some(0)),
|
||||
obj::IndexTuple(2,Some(2),Some(0)),
|
||||
obj::IndexTuple(1,Some(3),Some(0)),
|
||||
]),
|
||||
// left (-1, 0, 0)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(0,Some(0),Some(3)),
|
||||
obj::IndexTuple(3,Some(1),Some(3)),
|
||||
obj::IndexTuple(4,Some(2),Some(3)),
|
||||
obj::IndexTuple(7,Some(3),Some(3)),
|
||||
]),
|
||||
// top (0, 1, 0)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(5,Some(1),Some(1)),
|
||||
obj::IndexTuple(4,Some(0),Some(1)),
|
||||
obj::IndexTuple(3,Some(3),Some(1)),
|
||||
obj::IndexTuple(2,Some(2),Some(1)),
|
||||
]),
|
||||
// bottom (0,-1, 0)
|
||||
obj::SimplePolygon(vec![
|
||||
obj::IndexTuple(1,Some(1),Some(4)),
|
||||
obj::IndexTuple(0,Some(0),Some(4)),
|
||||
obj::IndexTuple(7,Some(3),Some(4)),
|
||||
obj::IndexTuple(6,Some(2),Some(4)),
|
||||
]),
|
||||
],
|
||||
}]
|
||||
}],
|
||||
material_libs: Vec::new(),
|
||||
}
|
||||
IndexedModel{
|
||||
unique_pos:generated_pos,
|
||||
unique_tex:generated_tex,
|
||||
unique_normal:generated_normal,
|
||||
unique_color:generated_color,
|
||||
unique_vertices:generated_vertices,
|
||||
groups,
|
||||
instances:Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
|
||||
let cornerwedge_default_polys=vec![
|
||||
// right (1, 0, 0)
|
||||
vec![
|
||||
[6,2,0],//[vertex,tex,norm]
|
||||
[5,1,0],
|
||||
[1,3,0],
|
||||
],
|
||||
// BackTop (0, 1, 1)
|
||||
vec![
|
||||
[5,3,1],
|
||||
[0,1,1],
|
||||
[1,0,1],
|
||||
],
|
||||
// LeftTop (-1, 1, 0)
|
||||
vec![
|
||||
[5,3,2],
|
||||
[7,2,2],
|
||||
[0,1,2],
|
||||
],
|
||||
// bottom (0,-1, 0)
|
||||
vec![
|
||||
[1,1,3],
|
||||
[0,0,3],
|
||||
[7,3,3],
|
||||
[6,2,3],
|
||||
],
|
||||
// front (0, 0,-1)
|
||||
vec![
|
||||
[5,0,4],
|
||||
[6,3,4],
|
||||
[7,2,4],
|
||||
],
|
||||
];
|
||||
let mut generated_pos=Vec::<[f32;3]>::new();
|
||||
let mut generated_tex=Vec::new();
|
||||
let mut generated_normal=Vec::new();
|
||||
let mut generated_color=Vec::new();
|
||||
let mut generated_vertices=Vec::new();
|
||||
let mut groups=Vec::new();
|
||||
let mut transforms=Vec::new();
|
||||
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
|
||||
for (face,face_description) in face_descriptions.into_iter(){
|
||||
//assume that scanning short lists is faster than hashing.
|
||||
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
|
||||
transform_index
|
||||
}else{
|
||||
//create new transform_index
|
||||
let transform_index=transforms.len();
|
||||
transforms.push(face_description.transform);
|
||||
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
|
||||
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
|
||||
}
|
||||
transform_index
|
||||
} as u32;
|
||||
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
|
||||
color_index
|
||||
}else{
|
||||
//create new color_index
|
||||
let color_index=generated_color.len();
|
||||
generated_color.push(*face_description.color.as_ref());
|
||||
color_index
|
||||
} as u32;
|
||||
let face_id=match face{
|
||||
CornerWedgeFace::Right => 0,
|
||||
CornerWedgeFace::Top => 1,
|
||||
CornerWedgeFace::Bottom => 2,
|
||||
CornerWedgeFace::Front => 3,
|
||||
};
|
||||
//always push normal
|
||||
let normal_index=generated_normal.len() as u32;
|
||||
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
|
||||
//push vertices as they are needed
|
||||
groups.push(IndexedGroup{
|
||||
texture:face_description.texture,
|
||||
polys:vec![IndexedPolygon{
|
||||
vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{
|
||||
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
|
||||
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
|
||||
pos_index
|
||||
}else{
|
||||
//create new pos_index
|
||||
let pos_index=generated_pos.len();
|
||||
generated_pos.push(pos);
|
||||
pos_index
|
||||
} as u32;
|
||||
//always push vertex
|
||||
let vertex=IndexedVertex{
|
||||
pos:pos_index,
|
||||
tex:tup[1]+4*transform_index,
|
||||
normal:normal_index,
|
||||
color:color_index,
|
||||
};
|
||||
let vert_index=generated_vertices.len();
|
||||
generated_vertices.push(vertex);
|
||||
vert_index as u32
|
||||
}).collect(),
|
||||
}],
|
||||
});
|
||||
}
|
||||
IndexedModel{
|
||||
unique_pos:generated_pos,
|
||||
unique_tex:generated_tex,
|
||||
unique_normal:generated_normal,
|
||||
unique_color:generated_color,
|
||||
unique_vertices:generated_vertices,
|
||||
groups,
|
||||
instances:Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
@ -43,20 +43,20 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
|
||||
struct ModelInstance{
|
||||
transform:mat4x4<f32>,
|
||||
normal_transform:mat4x4<f32>,
|
||||
//texture_transform:mat3x3<f32>,
|
||||
color:vec4<f32>,
|
||||
}
|
||||
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
||||
//the texture transform then maps the texture coordinates to the location of the specific texture
|
||||
//group 1 is the model
|
||||
const MAX_MODEL_INSTANCES=4096;
|
||||
@group(2)
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
|
||||
@group(2)
|
||||
@group(1)
|
||||
@binding(1)
|
||||
var model_texture: texture_2d<f32>;
|
||||
@group(2)
|
||||
@group(1)
|
||||
@binding(2)
|
||||
var model_sampler: sampler;
|
||||
|
||||
@ -66,7 +66,6 @@ struct EntityOutputTexture {
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
@location(4) color: vec4<f32>,
|
||||
@location(5) @interpolate(flat) model_color: vec4<f32>,
|
||||
};
|
||||
@vertex
|
||||
fn vs_entity_texture(
|
||||
@ -78,26 +77,25 @@ fn vs_entity_texture(
|
||||
) -> EntityOutputTexture {
|
||||
var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutputTexture;
|
||||
result.normal = (model_instances[instance].normal_transform * vec4<f32>(normal, 1.0)).xyz;
|
||||
result.texture = texture;
|
||||
result.color = color;
|
||||
result.model_color = model_instances[instance].color;
|
||||
result.normal = (model_instances[instance].transform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;//(model_instances[instance].texture_transform * vec3<f32>(texture, 1.0)).xy;
|
||||
result.color=model_instances[instance].color * color;
|
||||
result.view = position.xyz - camera.cam_pos.xyz;
|
||||
result.position = camera.proj * camera.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
//group 2 is the skybox texture
|
||||
@group(1)
|
||||
@group(2)
|
||||
@binding(0)
|
||||
var cube_texture: texture_cube<f32>;
|
||||
@group(1)
|
||||
@group(2)
|
||||
@binding(1)
|
||||
var cube_sampler: sampler;
|
||||
|
||||
@fragment
|
||||
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(cube_texture, cube_sampler, vertex.sampledir);
|
||||
return textureSample(cube_texture, model_sampler, vertex.sampledir);
|
||||
}
|
||||
|
||||
@fragment
|
||||
@ -109,5 +107,5 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||
|
||||
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
|
||||
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
||||
return mix(vec4<f32>(vec3<f32>(0.05) + 0.2 * reflected_color,1.0),mix(vertex.model_color,vec4<f32>(fragment_color.rgb,1.0),fragment_color.a),1.0-pow(1.0-abs(d),2.0));
|
||||
return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
|
||||
}
|
||||
|
@ -1,83 +0,0 @@
|
||||
use std::thread;
|
||||
use std::sync::{mpsc,Arc};
|
||||
use parking_lot::Mutex;
|
||||
|
||||
//The goal here is to have a worker thread that parks itself when it runs out of work.
|
||||
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
|
||||
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
|
||||
|
||||
struct Worker<Task:Send,Value:Clone> {
|
||||
sender: mpsc::Sender<Task>,
|
||||
value:Arc<Mutex<Value>>,
|
||||
}
|
||||
|
||||
impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
|
||||
fn new<F:Fn(Task)->Value+Send+'static>(value:Value,f:F) -> Self {
|
||||
let (sender, receiver) = mpsc::channel::<Task>();
|
||||
let ret=Self {
|
||||
sender,
|
||||
value:Arc::new(Mutex::new(value)),
|
||||
};
|
||||
let value=ret.value.clone();
|
||||
thread::spawn(move || {
|
||||
loop {
|
||||
match receiver.recv() {
|
||||
Ok(task) => {
|
||||
println!("Worker got a task");
|
||||
// Process the task
|
||||
*value.lock()=f(task);
|
||||
}
|
||||
Err(_) => {
|
||||
println!("Worker stopping.",);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
ret
|
||||
}
|
||||
|
||||
fn send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
|
||||
self.sender.send(task)
|
||||
}
|
||||
|
||||
fn grab_clone(&self)->Value{
|
||||
self.value.lock().clone()
|
||||
}
|
||||
}
|
||||
|
||||
#[test]//How to run this test with printing: cargo test --release -- --nocapture
|
||||
fn test_worker() {
|
||||
println!("hiiiii");
|
||||
// Create the worker thread
|
||||
let worker = Worker::new(crate::body::Body::with_pva(glam::Vec3::ZERO,glam::Vec3::ZERO,glam::Vec3::ZERO),
|
||||
|_|crate::body::Body::with_pva(glam::Vec3::ONE,glam::Vec3::ONE,glam::Vec3::ONE)
|
||||
);
|
||||
|
||||
// Send tasks to the worker
|
||||
for i in 0..5 {
|
||||
let task = crate::instruction::TimedInstruction{
|
||||
time:0,
|
||||
instruction:crate::body::PhysicsInstruction::StrafeTick,
|
||||
};
|
||||
worker.send(task).unwrap();
|
||||
}
|
||||
|
||||
// Optional: Signal the worker to stop (in a real-world scenario)
|
||||
// sender.send("STOP".to_string()).unwrap();
|
||||
|
||||
// Sleep to allow the worker thread to finish processing
|
||||
thread::sleep(std::time::Duration::from_secs(2));
|
||||
|
||||
// Send a new task
|
||||
let task = crate::instruction::TimedInstruction{
|
||||
time:0,
|
||||
instruction:crate::body::PhysicsInstruction::StrafeTick,
|
||||
};
|
||||
worker.send(task).unwrap();
|
||||
|
||||
println!("value={:?}",worker.grab_clone());
|
||||
|
||||
// wait long enough to see print from final task
|
||||
thread::sleep(std::time::Duration::from_secs(1));
|
||||
}
|
Reference in New Issue
Block a user