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physics-th
...
thread-tex
Author | SHA1 | Date | |
---|---|---|---|
17b0d12d4d | |||
1f9bdd9a34 |
26
Cargo.lock
generated
26
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"
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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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@ -1689,15 +1666,14 @@ dependencies = [
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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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|
11
Cargo.toml
11
Cargo.toml
@ -11,19 +11,18 @@ 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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#[profile.release]
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#lto = true
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#strip = true
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#codegen-units = 1
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[profile.release]
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lto = true
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strip = true
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codegen-units = 1
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|
@ -13,22 +13,9 @@ pub enum PhysicsInstruction {
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// bool,//true = Force
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// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
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}
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#[derive(Debug)]
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pub enum PhysicsInputInstruction {
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveForward(bool),
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SetMoveLeft(bool),
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SetMoveBack(bool),
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SetMoveRight(bool),
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SetMoveUp(bool),
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SetMoveDown(bool),
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SetJump(bool),
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SetZoom(bool),
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Reset,
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Idle,
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Input(InputInstruction),
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//temp
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SetSpawnPosition(glam::Vec3),
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}
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#[derive(Debug)]
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pub enum InputInstruction {
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@ -47,7 +34,7 @@ pub enum InputInstruction {
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//for interpolation / networking / playback reasons, most playback heads will always want
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//to be 1 instruction ahead to generate the next state for interpolation.
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}
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#[derive(Clone)]
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pub struct Body {
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position: glam::Vec3,//I64 where 2^32 = 1 u
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velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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@ -58,20 +45,20 @@ 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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@ -93,9 +80,9 @@ impl InputState {
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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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//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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@ -106,30 +93,47 @@ impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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}
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*/
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
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pub struct MouseState {
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pub pos: glam::IVec2,
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pub time: TIME,
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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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impl Default for MouseState{
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fn default() -> Self {
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pub struct MouseInterpolationState {
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interpolation: MouseInterpolation,
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time0: TIME,
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time1: TIME,
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mouse0: glam::IVec2,
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mouse1: glam::IVec2,
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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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time:0,
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pos:glam::IVec2::ZERO,
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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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}
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impl MouseState {
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pub fn lerp(&self,target:&MouseState,time:TIME)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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//let time=time.clamp(self.time, target.time);
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let t1t=(target.time-time) as i64;
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let tt0=(time-self.time) as i64;
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let dt=(target.time-self.time) as i64;
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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pub fn move_mouse(&mut self,time:TIME,delta: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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}
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pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
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match self.interpolation {
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MouseInterpolation::First => self.mouse0,
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MouseInterpolation::Lerp => {
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let m0=self.mouse0.as_i64vec2();
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let m1=self.mouse1.as_i64vec2();
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//these are deltas
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let t1t=(self.time1-time) as i64;
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let tt0=(time-self.time0) as i64;
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let dt=(self.time1-self.time0) as i64;
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((m0*t1t+m1*tt0)/dt).as_ivec2()
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}
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}
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}
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}
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@ -152,168 +156,127 @@ impl WalkState {
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}
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}
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#[derive(Clone)]
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pub struct PhysicsCamera {
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// 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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mouse:MouseState,
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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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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 PhysicsCamera {
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pub fn from_offset(offset:glam::Vec3) -> Self {
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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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sensitivity: glam::dvec2(1.0/16384.0,1.0/16384.0),
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mouse:MouseState{pos:glam::IVec2::ZERO,time:-1},//escape initialization hell divide by zero
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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(1.0/6144.0,1.0/6144.0),
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time: 0,
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}
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}
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pub fn simulate_move_angles(&self, mouse_pos: glam::IVec2) -> glam::DVec2 {
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let mut a=self.angles-self.sensitivity*(mouse_pos-self.mouse.pos).as_dvec2();
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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, mouse_pos_x: i32) -> glam::Mat3 {
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mat3_from_rotation_y_f64(self.angles.x-self.sensitivity.x*((mouse_pos_x-self.mouse.pos.x) as f64))
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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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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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const CONTROL_JUMP:u32 = 0b01000000;
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const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
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const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
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const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
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fn get_control_dir(controls: u32) -> glam::Vec3{
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//don't get fancy just do it
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let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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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 {
|
||||
Self{
|
||||
controls_mask: !0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
|
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controls_held: 0,
|
||||
strafe_tick_num: 100,//100t
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
gravity: glam::vec3(0.0,-100.0,0.0),
|
||||
friction: 1.2,
|
||||
walk_accel: 90.0,
|
||||
mv: 2.7,
|
||||
walkspeed: 18.0,
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
}
|
||||
if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
|
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control_dir+=-FORWARD_DIR;
|
||||
}
|
||||
}
|
||||
impl StyleModifiers{
|
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
|
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const CONTROL_MOVEBACK:u32 = 0b00000010;
|
||||
const CONTROL_MOVERIGHT:u32 = 0b00000100;
|
||||
const CONTROL_MOVELEFT:u32 = 0b00001000;
|
||||
const CONTROL_MOVEUP:u32 = 0b00010000;
|
||||
const CONTROL_MOVEDOWN:u32 = 0b00100000;
|
||||
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==control
|
||||
if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
|
||||
control_dir+=-RIGHT_DIR;
|
||||
}
|
||||
|
||||
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
|
||||
if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
|
||||
control_dir+=RIGHT_DIR;
|
||||
}
|
||||
if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
|
||||
control_dir+=UP_DIR;
|
||||
}
|
||||
if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
|
||||
control_dir+=-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>,
|
||||
//camera must exist in state because wormholes modify the camera, also camera punch
|
||||
pub camera:PhysicsCamera,
|
||||
pub next_mouse:MouseState,//Where is the mouse headed next
|
||||
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,
|
||||
}
|
||||
#[derive(Clone)]
|
||||
pub struct PhysicsOutputState{
|
||||
camera:PhysicsCamera,
|
||||
body:Body,
|
||||
}
|
||||
impl PhysicsOutputState{
|
||||
pub fn adjust_mouse(&self,mouse:&MouseState)->(glam::Vec3,glam::Vec2){
|
||||
(self.body.extrapolated_position(mouse.time)+self.camera.offset,self.camera.simulate_move_angles(mouse.pos).as_vec2())
|
||||
}
|
||||
pub camera: Camera,
|
||||
pub mouse_interpolation: MouseInterpolationState,
|
||||
pub controls: u32,
|
||||
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 spawn_point: glam::Vec3,
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
|
||||
@ -425,42 +388,20 @@ 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,
|
||||
}
|
||||
|
||||
impl ModelPhysics {
|
||||
fn from_model_transform_attributes(model:&crate::model::IndexedModel,transform:&glam::Affine3A,attributes:PhysicsCollisionAttributes)->Self{
|
||||
pub fn from_model(model:&crate::model::IndexedModel,model_transform:glam::Affine3A) -> 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])));
|
||||
aabb.grow(model_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 unit_vertices(&self) -> [glam::Vec3;8] {
|
||||
@ -499,14 +440,11 @@ 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).clone()
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@ -536,210 +474,7 @@ impl Body {
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for PhysicsState{
|
||||
fn default() -> Self {
|
||||
Self{
|
||||
spawn_point:glam::vec3(0.0,50.0,0.0),
|
||||
body: Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
|
||||
time: 0,
|
||||
style:StyleModifiers::default(),
|
||||
grounded: false,
|
||||
contacts: std::collections::HashMap::new(),
|
||||
intersects: std::collections::HashMap::new(),
|
||||
models: Vec::new(),
|
||||
walk: WalkState::new(),
|
||||
camera: PhysicsCamera::from_offset(glam::vec3(0.0,4.5-2.5,0.0)),
|
||||
next_mouse: MouseState::default(),
|
||||
controls: 0,
|
||||
world:WorldState{},
|
||||
game:GameMechanicsState::default(),
|
||||
modes:Vec::new(),
|
||||
mode_from_mode_id:std::collections::HashMap::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl PhysicsState {
|
||||
pub fn clear(&mut self){
|
||||
self.models.clear();
|
||||
self.modes.clear();
|
||||
self.contacts.clear();
|
||||
self.intersects.clear();
|
||||
}
|
||||
|
||||
pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
|
||||
let mut mouse_blocking=true;
|
||||
let mut last_mouse_time=self.next_mouse.time;
|
||||
let mut timeline=std::collections::VecDeque::new();
|
||||
crate::worker::CompatWorker::new(self.output(),Box::new(move |ins:TimedInstruction<InputInstruction>|{
|
||||
if if let Some(phys_input)=match ins.instruction{
|
||||
InputInstruction::MoveMouse(m)=>{
|
||||
if mouse_blocking{
|
||||
//tell the game state which is living in the past about its future
|
||||
timeline.push_front(TimedInstruction{
|
||||
time:last_mouse_time,
|
||||
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
|
||||
});
|
||||
}else{
|
||||
//mouse has just started moving again after being still for longer than 10ms.
|
||||
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
|
||||
timeline.push_front(TimedInstruction{
|
||||
time:last_mouse_time,
|
||||
instruction:PhysicsInputInstruction::ReplaceMouse(
|
||||
MouseState{time:last_mouse_time,pos:self.next_mouse.pos},
|
||||
MouseState{time:ins.time,pos:m}
|
||||
),
|
||||
});
|
||||
//delay physics execution until we have an interpolation target
|
||||
mouse_blocking=true;
|
||||
}
|
||||
last_mouse_time=ins.time;
|
||||
None
|
||||
},
|
||||
InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
|
||||
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
|
||||
InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
|
||||
InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
|
||||
InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
|
||||
InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
|
||||
InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
|
||||
InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
|
||||
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
|
||||
InputInstruction::Idle=>Some(PhysicsInputInstruction::Idle),
|
||||
}{
|
||||
//non-mouse event
|
||||
timeline.push_back(TimedInstruction{
|
||||
time:ins.time,
|
||||
instruction:phys_input,
|
||||
});
|
||||
|
||||
if mouse_blocking{
|
||||
//assume the mouse has stopped moving after 10ms.
|
||||
//shitty mice are 125Hz which is 8ms so this should cover that.
|
||||
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
|
||||
//so mouse events are probably not handled separately from drawing and fire right before it :(
|
||||
if 10_000_000<ins.time-self.next_mouse.time{
|
||||
//push an event to extrapolate no movement from
|
||||
timeline.push_front(TimedInstruction{
|
||||
time:last_mouse_time,
|
||||
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.next_mouse.pos}),
|
||||
});
|
||||
last_mouse_time=ins.time;
|
||||
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
|
||||
mouse_blocking=false;
|
||||
true
|
||||
}else{
|
||||
false
|
||||
}
|
||||
}else{
|
||||
//keep this up to date so that it can be used as a known-timestamp
|
||||
//that the mouse was not moving when the mouse starts moving again
|
||||
last_mouse_time=ins.time;
|
||||
true
|
||||
}
|
||||
}else{
|
||||
//mouse event
|
||||
true
|
||||
}{
|
||||
//empty queue
|
||||
while let Some(instruction)=timeline.pop_front(){
|
||||
self.run(instruction.time);
|
||||
self.process_instruction(TimedInstruction{
|
||||
time:instruction.time,
|
||||
instruction:PhysicsInstruction::Input(instruction.instruction),
|
||||
});
|
||||
}
|
||||
}
|
||||
self.output()
|
||||
}))
|
||||
}
|
||||
|
||||
pub fn output(&self)->PhysicsOutputState{
|
||||
PhysicsOutputState{
|
||||
body:self.body.clone(),
|
||||
camera:self.camera.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn generate_models(&mut self,indexed_models:&crate::model::IndexedModelInstances){
|
||||
let mut starts=Vec::new();
|
||||
let mut spawns=Vec::new();
|
||||
let mut ordered_checkpoints=Vec::new();
|
||||
let mut unordered_checkpoints=Vec::new();
|
||||
for model in &indexed_models.models{
|
||||
//make aabb and run vertices to get realistic bounds
|
||||
for model_instance in &model.instances{
|
||||
if let Some(model_physics)=ModelPhysics::from_model(model,model_instance){
|
||||
let model_id=self.models.len() as u32;
|
||||
self.models.push(model_physics);
|
||||
for attr in &model_instance.temp_indexing{
|
||||
match attr{
|
||||
crate::model::TempIndexedAttributes::Start{mode_id}=>starts.push((*mode_id,model_id)),
|
||||
crate::model::TempIndexedAttributes::Spawn{mode_id,stage_id}=>spawns.push((*mode_id,model_id,*stage_id)),
|
||||
crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id,checkpoint_id}=>ordered_checkpoints.push((*mode_id,model_id,*checkpoint_id)),
|
||||
crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id}=>unordered_checkpoints.push((*mode_id,model_id)),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//I don't wanna write structs for temporary structures
|
||||
//this code builds ModeDescriptions from the unsorted lists at the top of the function
|
||||
starts.sort_by_key(|tup|tup.0);
|
||||
let mut eshmep=std::collections::HashMap::new();
|
||||
let mut modedatas:Vec<(u32,Vec<(u32,u32)>,Vec<(u32,u32)>,Vec<u32>)>=starts.into_iter().enumerate().map(|(i,tup)|{
|
||||
eshmep.insert(tup.0,i);
|
||||
(tup.1,Vec::new(),Vec::new(),Vec::new())
|
||||
}).collect();
|
||||
for tup in spawns{
|
||||
if let Some(mode_id)=eshmep.get(&tup.0){
|
||||
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
||||
modedata.1.push((tup.2,tup.1));
|
||||
}
|
||||
}
|
||||
}
|
||||
for tup in ordered_checkpoints{
|
||||
if let Some(mode_id)=eshmep.get(&tup.0){
|
||||
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
||||
modedata.2.push((tup.2,tup.1));
|
||||
}
|
||||
}
|
||||
}
|
||||
for tup in unordered_checkpoints{
|
||||
if let Some(mode_id)=eshmep.get(&tup.0){
|
||||
if let Some(modedata)=modedatas.get_mut(*mode_id){
|
||||
modedata.3.push(tup.1);
|
||||
}
|
||||
}
|
||||
}
|
||||
let num_modes=self.modes.len();
|
||||
for (mode_id,mode) in eshmep{
|
||||
self.mode_from_mode_id.insert(mode_id,num_modes+mode);
|
||||
}
|
||||
self.modes.append(&mut modedatas.into_iter().map(|mut tup|{
|
||||
tup.1.sort_by_key(|tup|tup.0);
|
||||
tup.2.sort_by_key(|tup|tup.0);
|
||||
let mut eshmep1=std::collections::HashMap::new();
|
||||
let mut eshmep2=std::collections::HashMap::new();
|
||||
crate::model::ModeDescription{
|
||||
start:tup.0,
|
||||
spawns:tup.1.into_iter().enumerate().map(|(i,tup)|{eshmep1.insert(tup.0,i);tup.1}).collect(),
|
||||
ordered_checkpoints:tup.2.into_iter().enumerate().map(|(i,tup)|{eshmep2.insert(tup.0,i);tup.1}).collect(),
|
||||
unordered_checkpoints:tup.3,
|
||||
spawn_from_stage_id:eshmep1,
|
||||
ordered_checkpoint_from_checkpoint_id:eshmep2,
|
||||
}
|
||||
}).collect());
|
||||
println!("Physics Objects: {}",self.models.len());
|
||||
}
|
||||
|
||||
pub fn 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.
|
||||
@ -766,7 +501,7 @@ impl PhysicsState {
|
||||
}
|
||||
|
||||
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{
|
||||
@ -775,7 +510,7 @@ 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{
|
||||
@ -785,7 +520,7 @@ 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
|
||||
});
|
||||
@ -835,7 +570,7 @@ impl PhysicsState {
|
||||
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 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);
|
||||
@ -864,7 +599,7 @@ 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
|
||||
}
|
||||
@ -1148,19 +883,12 @@ 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
|
||||
@ -1176,117 +904,63 @@ 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::Input(PhysicsInputInstruction::Idle)
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
|
||||
|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
|
||||
|PhysicsInstruction::StrafeTick => (),
|
||||
_=>println!("{}|{:?}",ins.time,ins.instruction),
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),
|
||||
_=>println!("{:?}",ins),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction {
|
||||
//PhysicsInstruction::Input(InputInstruction::MoveMouse(_)) => (),//dodge time for mouse movement
|
||||
PhysicsInstruction::Input(_)
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick => self.advance_time(ins.time),
|
||||
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),
|
||||
}
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::SetSpawnPosition(position)=>{
|
||||
self.spawn_point=position;
|
||||
}
|
||||
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;
|
||||
},
|
||||
_ => (),
|
||||
},
|
||||
}
|
||||
//check ground
|
||||
self.contacts.insert(c.model,c);
|
||||
match &general.stage_element{
|
||||
Some(stage_element)=>{
|
||||
if stage_element.force||self.game.stage_id<stage_element.stage_id{
|
||||
self.game.stage_id=stage_element.stage_id;
|
||||
}
|
||||
match stage_element.behaviour{
|
||||
crate::model::StageElementBehaviour::SpawnAt=>(),
|
||||
crate::model::StageElementBehaviour::Trigger
|
||||
|crate::model::StageElementBehaviour::Teleport=>{
|
||||
//TODO make good
|
||||
if let Some(mode)=self.get_mode(stage_element.mode_id){
|
||||
if let Some(&spawn)=mode.get_spawn_model_id(self.game.stage_id){
|
||||
if let Some(model)=self.models.get(spawn as usize){
|
||||
self.body.position=model.transform.transform_point3(glam::Vec3::Y)+glam::Vec3::Y*(self.style.hitbox_halfsize.y+0.1);
|
||||
//manual clear //for c in self.contacts{process_instruction(CollisionEnd(c))}
|
||||
self.contacts.clear();
|
||||
self.intersects.clear();
|
||||
self.body.acceleration=self.style.gravity;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
self.grounded=false;
|
||||
}else{println!("bad1");}
|
||||
}else{println!("bad2");}
|
||||
}else{println!("bad3");}
|
||||
},
|
||||
crate::model::StageElementBehaviour::Platform=>(),
|
||||
}
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
match &general.booster{
|
||||
Some(booster)=>{
|
||||
v+=booster.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
},
|
||||
None=>(),
|
||||
}
|
||||
self.body.velocity=v;
|
||||
if self.grounded&&self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
|
||||
self.jump();
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
},
|
||||
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
|
||||
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
||||
self.intersects.insert(c.model,c);
|
||||
},
|
||||
//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;
|
||||
if self.grounded&&self.controls&CONTROL_JUMP!=0{
|
||||
self.jump();
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
},
|
||||
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;
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.refresh_walk_target();
|
||||
},
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
||||
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
||||
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
|
||||
let control_dir=camera_mat*get_control_dir(self.controls);
|
||||
let d=self.body.velocity.dot(control_dir);
|
||||
if d<self.style.mv {
|
||||
let mut v=self.body.velocity+(self.style.mv-d)*control_dir;
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
@ -1302,54 +976,64 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
},
|
||||
PhysicsInstruction::Input(input_instruction) => {
|
||||
let mut refresh_walk_target=true;
|
||||
let mut refresh_walk_target_velocity=true;
|
||||
let mut refresh_walk_target=false;
|
||||
match input_instruction{
|
||||
PhysicsInputInstruction::SetNextMouse(m) => {
|
||||
self.camera.angles=self.camera.simulate_move_angles(self.next_mouse.pos);
|
||||
(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
|
||||
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);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
|
||||
self.camera.angles=self.camera.simulate_move_angles(m0.pos);
|
||||
(self.camera.mouse,self.next_mouse)=(m0,m1);
|
||||
InputInstruction::MoveForward(s) => {
|
||||
self.set_control(CONTROL_MOVEFORWARD,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
|
||||
PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
|
||||
PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
|
||||
PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
|
||||
PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
|
||||
PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
|
||||
PhysicsInputInstruction::SetJump(s) => {
|
||||
self.set_control(StyleModifiers::CONTROL_JUMP,s);
|
||||
InputInstruction::MoveLeft(s) => {
|
||||
self.set_control(CONTROL_MOVELEFT,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
InputInstruction::MoveBack(s) => {
|
||||
self.set_control(CONTROL_MOVEBACK,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
InputInstruction::MoveRight(s) => {
|
||||
self.set_control(CONTROL_MOVERIGHT,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
InputInstruction::MoveUp(s) => {
|
||||
self.set_control(CONTROL_MOVEUP,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
InputInstruction::MoveDown(s) => {
|
||||
self.set_control(CONTROL_MOVEDOWN,s);
|
||||
refresh_walk_target=true;
|
||||
},
|
||||
InputInstruction::Jump(s) => {
|
||||
self.set_control(CONTROL_JUMP,s);
|
||||
refresh_walk_target=true;
|
||||
if self.grounded{
|
||||
self.jump();
|
||||
}
|
||||
refresh_walk_target_velocity=false;
|
||||
},
|
||||
PhysicsInputInstruction::SetZoom(s) => {
|
||||
self.set_control(StyleModifiers::CONTROL_ZOOM,s);
|
||||
refresh_walk_target=false;
|
||||
InputInstruction::Zoom(s) => {
|
||||
self.set_control(CONTROL_ZOOM,s);
|
||||
},
|
||||
PhysicsInputInstruction::Reset => {
|
||||
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;
|
||||
self.body.acceleration=self.gravity;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
self.grounded=false;
|
||||
refresh_walk_target=false;
|
||||
},
|
||||
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
|
||||
InputInstruction::Idle => (),//literally idle!
|
||||
}
|
||||
//calculate control dir
|
||||
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);
|
||||
let control_dir=camera_mat*get_control_dir(self.controls);
|
||||
//calculate walk target velocity
|
||||
if refresh_walk_target{
|
||||
//calculate walk target velocity
|
||||
if refresh_walk_target_velocity{
|
||||
let camera_mat=self.camera.simulate_move_rotation_y(self.camera.mouse.lerp(&self.next_mouse,self.time).x);
|
||||
let control_dir=camera_mat*self.style.get_control_dir(self.controls);
|
||||
self.walk.target_velocity=self.style.walkspeed*control_dir;
|
||||
}
|
||||
self.walk.target_velocity=self.walkspeed*control_dir;
|
||||
self.refresh_walk_target();
|
||||
}
|
||||
},
|
@ -51,9 +51,8 @@ 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 device_event(&mut self, event: DeviceEvent);
|
||||
fn render(
|
||||
&mut self,
|
||||
view: &wgpu::TextureView,
|
||||
@ -368,14 +367,14 @@ fn start<E: Example>(
|
||||
println!("{:#?}", instance.generate_report());
|
||||
}
|
||||
_ => {
|
||||
example.update(&window,&device,&queue,event);
|
||||
example.update(&device,&queue,event);
|
||||
}
|
||||
},
|
||||
event::Event::DeviceEvent {
|
||||
event,
|
||||
..
|
||||
} => {
|
||||
example.device_event(&window,event);
|
||||
example.device_event(event);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
|
||||
|
@ -1,11 +1,11 @@
|
||||
#[derive(Debug)]
|
||||
pub struct TimedInstruction<I> {
|
||||
pub time: crate::physics::TIME,
|
||||
pub time: crate::body::TIME,
|
||||
pub instruction: I,
|
||||
}
|
||||
|
||||
pub trait InstructionEmitter<I> {
|
||||
fn next_instruction(&self, time_limit:crate::physics::TIME) -> Option<TimedInstruction<I>>;
|
||||
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
|
||||
}
|
||||
pub trait InstructionConsumer<I> {
|
||||
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
|
||||
@ -13,11 +13,11 @@ pub trait InstructionConsumer<I> {
|
||||
|
||||
//PROPER PRIVATE FIELDS!!!
|
||||
pub struct InstructionCollector<I> {
|
||||
time: crate::physics::TIME,
|
||||
time: crate::body::TIME,
|
||||
instruction: Option<I>,
|
||||
}
|
||||
impl<I> InstructionCollector<I> {
|
||||
pub fn new(time:crate::physics::TIME) -> Self {
|
||||
pub fn new(time:crate::body::TIME) -> Self {
|
||||
Self{
|
||||
time,
|
||||
instruction:None
|
||||
|
@ -1,3 +1,5 @@
|
||||
use crate::model::{IndexedModelInstances,ModelInstance};
|
||||
|
||||
use crate::primitives;
|
||||
|
||||
fn class_is_a(class: &str, superclass: &str) -> bool {
|
||||
@ -30,89 +32,13 @@ 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+)$");
|
||||
let regman=regex::Regex::new(r"(\d+)$").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>() {
|
||||
@ -185,7 +111,7 @@ enum RobloxBasePartDescription{
|
||||
Wedge(RobloxWedgeDescription),
|
||||
CornerWedge(RobloxCornerWedgeDescription),
|
||||
}
|
||||
pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::IndexedModelInstances{
|
||||
pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(IndexedModelInstances,glam::Vec3), Box<dyn std::error::Error>>{
|
||||
//IndexedModelInstances includes textures
|
||||
let mut spawn_point=glam::Vec3::ZERO;
|
||||
|
||||
@ -203,17 +129,13 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
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)),
|
||||
) = (
|
||||
object.properties.get("CFrame"),
|
||||
object.properties.get("Size"),
|
||||
object.properties.get("Velocity"),
|
||||
object.properties.get("Transparency"),
|
||||
object.properties.get("Color"),
|
||||
object.properties.get("CanCollide"),
|
||||
)
|
||||
{
|
||||
let model_transform=glam::Affine3A::from_translation(
|
||||
@ -229,35 +151,14 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
* 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);
|
||||
if object.name=="MapStart"{
|
||||
spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0);
|
||||
println!("Found MapStart{:?}",spawn_point);
|
||||
}
|
||||
if *transparency==1.0 {
|
||||
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"){
|
||||
@ -267,10 +168,14 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
2=>primitives::Primitives::Cylinder,
|
||||
3=>primitives::Primitives::Wedge,
|
||||
4=>primitives::Primitives::CornerWedge,
|
||||
_=>panic!("Funky roblox PartType={};",shape.to_u32()),
|
||||
_=>{
|
||||
println!("Funky roblox PartType={}; defaulting to cube",shape.to_u32());
|
||||
primitives::Primitives::Cube
|
||||
},
|
||||
}
|
||||
}else{
|
||||
panic!("Part has no Shape!");
|
||||
println!("Part has no Shape! defaulting to cube");
|
||||
primitives::Primitives::Cube
|
||||
}
|
||||
},
|
||||
"WedgePart"=>primitives::Primitives::Wedge,
|
||||
@ -281,6 +186,38 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
}
|
||||
};
|
||||
|
||||
//TODO: also detect "CylinderMesh" etc here
|
||||
let mut face_map=std::collections::HashMap::new();
|
||||
match shape{
|
||||
primitives::Primitives::Cube => {
|
||||
face_map.insert(0,0);//Right
|
||||
face_map.insert(1,1);//Top
|
||||
face_map.insert(2,2);//Back
|
||||
face_map.insert(3,3);//Left
|
||||
face_map.insert(4,4);//Bottom
|
||||
face_map.insert(5,5);//Front
|
||||
},
|
||||
primitives::Primitives::Wedge => {
|
||||
face_map.insert(0,0);//Right
|
||||
face_map.insert(1,1);//Top -> TopFront (some surf maps put surf textures on the Top face)
|
||||
face_map.insert(2,1);//Front -> TopFront
|
||||
face_map.insert(3,2);//Back
|
||||
face_map.insert(4,3);//Left
|
||||
face_map.insert(5,4);//Bottom
|
||||
},
|
||||
primitives::Primitives::CornerWedge => {
|
||||
//Right -> None
|
||||
face_map.insert(1,0);//Top
|
||||
//Back -> None
|
||||
face_map.insert(3,1);//Right
|
||||
face_map.insert(4,2);//Bottom
|
||||
face_map.insert(5,3);//Front
|
||||
},
|
||||
//do not support textured spheres/cylinders imported from roblox
|
||||
//this can be added later, there are some maps that use it
|
||||
primitives::Primitives::Sphere
|
||||
|primitives::Primitives::Cylinder => (),
|
||||
}
|
||||
//use the biggest one and cut it down later...
|
||||
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
|
||||
temp_objects.clear();
|
||||
@ -308,7 +245,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
texture_id
|
||||
};
|
||||
let normal_id=normalid.to_u32();
|
||||
if normal_id<6{
|
||||
if let Some(&face)=face_map.get(&normal_id){
|
||||
let mut roblox_texture_transform=RobloxTextureTransform::default();
|
||||
let mut roblox_texture_color=glam::Vec4::ONE;
|
||||
if decal.class=="Texture"{
|
||||
@ -332,7 +269,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
3=>(size.z,size.y),//left
|
||||
4=>(size.x,size.z),//bottom
|
||||
5=>(size.x,size.y),//front
|
||||
_=>panic!("unreachable"),
|
||||
_=>(1.,1.),
|
||||
};
|
||||
roblox_texture_transform=RobloxTextureTransform{
|
||||
offset_u:*ox/(*sx),offset_v:*oy/(*sy),
|
||||
@ -341,7 +278,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
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{
|
||||
part_texture_description[face]=Some(RobloxFaceTextureDescription{
|
||||
texture:texture_id,
|
||||
color:roblox_texture_color,
|
||||
transform:roblox_texture_transform,
|
||||
@ -354,34 +291,16 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
}
|
||||
}
|
||||
//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 [f0,f1,f2,f3,f4,f5]=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
|
||||
]),
|
||||
//HAHAHA
|
||||
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,f1,f2,f3,f4]),
|
||||
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f0,f1,f2,f3]),
|
||||
};
|
||||
//make new model if unit cube has not been created before
|
||||
//make new model if unit cube has not been crated before
|
||||
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
|
||||
//push to existing texture model
|
||||
model_id
|
||||
@ -451,19 +370,15 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
|
||||
});
|
||||
model_id
|
||||
};
|
||||
indexed_models[model_id].instances.push(crate::model::ModelInstance {
|
||||
indexed_models[model_id].instances.push(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,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
crate::model::IndexedModelInstances{
|
||||
Ok((IndexedModelInstances{
|
||||
textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
|
||||
models:indexed_models,
|
||||
spawn_point,
|
||||
modes:Vec::new(),
|
||||
}
|
||||
},spawn_point))
|
||||
}
|
||||
|
530
src/main.rs
530
src/main.rs
@ -1,13 +1,12 @@
|
||||
use std::{borrow::Cow, time::Instant};
|
||||
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
|
||||
use model::{Vertex,ModelInstance,ModelGraphicsInstance};
|
||||
use physics::{InputInstruction, PhysicsInstruction};
|
||||
use body::{InputInstruction, PhysicsInstruction};
|
||||
use instruction::{TimedInstruction, InstructionConsumer};
|
||||
|
||||
mod body;
|
||||
mod model;
|
||||
mod zeroes;
|
||||
mod worker;
|
||||
mod physics;
|
||||
mod framework;
|
||||
mod primitives;
|
||||
mod instruction;
|
||||
@ -39,90 +38,27 @@ pub struct GraphicsBindGroups {
|
||||
skybox_texture: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
pub struct GraphicsPipelines{
|
||||
pub struct GraphicsPipelines {
|
||||
skybox: wgpu::RenderPipeline,
|
||||
model: wgpu::RenderPipeline,
|
||||
}
|
||||
|
||||
pub struct GraphicsCamera{
|
||||
screen_size: glam::UVec2,
|
||||
fov: glam::Vec2,//slope
|
||||
//camera angles and such are extrapolated and passed in every time
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
|
||||
//glam_assert!(z_near > 0.0 && z_far > 0.0);
|
||||
let r = z_far / (z_near - z_far);
|
||||
glam::Mat4::from_cols(
|
||||
glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
|
||||
glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
|
||||
glam::Vec4::new(0.0, 0.0, r, -1.0),
|
||||
glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
|
||||
)
|
||||
}
|
||||
impl GraphicsCamera{
|
||||
pub fn new(screen_size:glam::UVec2,fov_y:f32)->Self{
|
||||
Self{
|
||||
screen_size,
|
||||
fov: glam::vec2(fov_y*(screen_size.x as f32)/(screen_size.y as f32),fov_y),
|
||||
}
|
||||
}
|
||||
pub fn proj(&self)->glam::Mat4{
|
||||
perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
|
||||
}
|
||||
pub fn view(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
|
||||
//f32 good enough for view matrix
|
||||
glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ, angles.x, angles.y, 0f32)
|
||||
}
|
||||
pub fn set_screen_size(&mut self,screen_size:glam::UVec2){
|
||||
self.screen_size=screen_size;
|
||||
self.fov.x=self.fov.y*(screen_size.x as f32)/(screen_size.y as f32);
|
||||
}
|
||||
|
||||
pub fn to_uniform_data(&self,(pos,angles): (glam::Vec3,glam::Vec2)) -> [f32; 16 * 3 + 4] {
|
||||
let proj=self.proj();
|
||||
let proj_inv = proj.inverse();
|
||||
let view=self.view(pos,angles);
|
||||
let view_inv = view.inverse();
|
||||
|
||||
let mut raw = [0f32; 16 * 3 + 4];
|
||||
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
|
||||
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
|
||||
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
|
||||
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
|
||||
raw
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GraphicsState{
|
||||
pub struct GraphicsData {
|
||||
start_time: std::time::Instant,
|
||||
screen_size: (u32, u32),
|
||||
physics: body::PhysicsState,
|
||||
pipelines: GraphicsPipelines,
|
||||
bind_groups: GraphicsBindGroups,
|
||||
bind_group_layouts: GraphicsBindGroupLayouts,
|
||||
samplers: GraphicsSamplers,
|
||||
camera:GraphicsCamera,
|
||||
camera_buf: wgpu::Buffer,
|
||||
temp_squid_texture_view: wgpu::TextureView,
|
||||
camera_buf: wgpu::Buffer,
|
||||
models: Vec<ModelGraphics>,
|
||||
depth_view: wgpu::TextureView,
|
||||
staging_belt: wgpu::util::StagingBelt,
|
||||
}
|
||||
|
||||
impl GraphicsState{
|
||||
pub fn clear(&mut self){
|
||||
self.models.clear();
|
||||
}
|
||||
}
|
||||
|
||||
pub struct GlobalState{
|
||||
start_time: std::time::Instant,
|
||||
manual_mouse_lock:bool,
|
||||
mouse:physics::MouseState,
|
||||
graphics:GraphicsState,
|
||||
physics_thread:worker::CompatWorker<TimedInstruction<InputInstruction>,physics::PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->physics::PhysicsOutputState>>,
|
||||
}
|
||||
|
||||
impl GlobalState{
|
||||
impl GraphicsData {
|
||||
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
|
||||
|
||||
fn create_depth_texture(
|
||||
@ -147,24 +83,32 @@ impl GlobalState{
|
||||
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
|
||||
}
|
||||
|
||||
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:model::IndexedModelInstances){
|
||||
fn generate_model_physics(&mut self,indexed_models:&model::IndexedModelInstances){
|
||||
for model in &indexed_models.models{
|
||||
//make aabb and run vertices to get realistic bounds
|
||||
for model_instance in &model.instances{
|
||||
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.transform));
|
||||
}
|
||||
}
|
||||
println!("Physics Objects: {}",self.physics.models.len());
|
||||
}
|
||||
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,mut indexed_models:model::IndexedModelInstances){
|
||||
//generate texture view per texture
|
||||
|
||||
//idk how to do this gooder lol
|
||||
let mut double_map=std::collections::HashMap::<u32,u32>::new();
|
||||
let mut texture_loading_threads=Vec::new();
|
||||
let num_textures=indexed_models.textures.len();
|
||||
for (i,texture_id) in indexed_models.textures.into_iter().enumerate(){
|
||||
if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",texture_id))){
|
||||
for (i,t) in indexed_models.textures.iter().enumerate(){
|
||||
if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",t))){
|
||||
double_map.insert(i as u32, texture_loading_threads.len() as u32);
|
||||
texture_loading_threads.push((texture_id,std::thread::spawn(move ||{
|
||||
ddsfile::Dds::read(&mut file).unwrap()
|
||||
})));
|
||||
texture_loading_threads.push(std::thread::spawn(move ||{
|
||||
(i,ddsfile::Dds::read(&mut file).unwrap())
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|(texture_id,thread)|{
|
||||
let image=thread.join().unwrap();
|
||||
let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|t|{
|
||||
let (i,image)=t.join().unwrap();
|
||||
|
||||
let (mut width,mut height)=(image.get_width(),image.get_height());
|
||||
|
||||
@ -200,39 +144,35 @@ impl GlobalState{
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
label: Some(format!("Texture{}",texture_id).as_str()),
|
||||
label: Some(format!("Texture{}",i).as_str()),
|
||||
view_formats: &[],
|
||||
},
|
||||
&image.data,
|
||||
);
|
||||
texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some(format!("Texture{} View",texture_id).as_str()),
|
||||
label: Some(format!("Texture{} View",i).as_str()),
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
..wgpu::TextureViewDescriptor::default()
|
||||
})
|
||||
}).collect();
|
||||
|
||||
let indexed_models_len=indexed_models.models.len();
|
||||
//split groups with different textures into separate models
|
||||
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
|
||||
let indexed_models_len=indexed_models.models.len();
|
||||
let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
|
||||
for model in indexed_models.models.into_iter(){
|
||||
let mut unique_texture_models=Vec::with_capacity(indexed_models.models.len());
|
||||
for mut model in indexed_models.models.drain(..){
|
||||
//convert ModelInstance into ModelGraphicsInstance
|
||||
let instances:Vec<ModelGraphicsInstance>=model.instances.into_iter().filter_map(|instance|{
|
||||
if instance.color.w==0.0{
|
||||
None
|
||||
}else{
|
||||
Some(ModelGraphicsInstance{
|
||||
transform: glam::Mat4::from(instance.transform),
|
||||
normal_transform: glam::Mat4::from(instance.transform.inverse()).transpose(),
|
||||
color: instance.color,
|
||||
})
|
||||
let instances:Vec<ModelGraphicsInstance>=model.instances.iter().map(|instance|{
|
||||
ModelGraphicsInstance{
|
||||
transform: glam::Mat4::from(instance.transform),
|
||||
normal_transform: glam::Mat4::from(instance.transform.inverse()).transpose(),
|
||||
color: instance.color,
|
||||
}
|
||||
}).collect();
|
||||
//check each group, if it's using a new texture then make a new clone of the model
|
||||
let id=unique_texture_models.len();
|
||||
let mut unique_textures=Vec::new();
|
||||
for group in model.groups.into_iter(){
|
||||
for group in model.groups.drain(..){
|
||||
//ignore zero coppy optimization for now
|
||||
let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==group.texture){
|
||||
texture_index
|
||||
@ -259,7 +199,7 @@ impl GlobalState{
|
||||
}
|
||||
//de-index models
|
||||
let mut models=Vec::with_capacity(unique_texture_models.len());
|
||||
for model in unique_texture_models.into_iter(){
|
||||
for model in unique_texture_models.drain(..){
|
||||
let mut vertices = Vec::new();
|
||||
let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
|
||||
let mut entities = Vec::new();
|
||||
@ -296,13 +236,13 @@ impl GlobalState{
|
||||
texture:model.texture,
|
||||
});
|
||||
}
|
||||
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut model_count=0;
|
||||
let mut instance_count=0;
|
||||
let uniform_buffer_binding_size=<GlobalState as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
|
||||
let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
|
||||
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
|
||||
self.graphics.models.reserve(models.len());
|
||||
for model in models.into_iter() {
|
||||
self.models.reserve(models.len());
|
||||
for model in models.drain(..) {
|
||||
instance_count+=model.instances.len();
|
||||
for instances_chunk in model.instances.rchunks(chunk_size){
|
||||
model_count+=1;
|
||||
@ -316,13 +256,13 @@ impl GlobalState{
|
||||
Some(texture_id)=>{
|
||||
match double_map.get(&texture_id){
|
||||
Some(&mapped_texture_id)=>&texture_views[mapped_texture_id as usize],
|
||||
None=>&self.graphics.temp_squid_texture_view,
|
||||
None=>&self.temp_squid_texture_view,
|
||||
}
|
||||
},
|
||||
None=>&self.graphics.temp_squid_texture_view,
|
||||
None=>&self.temp_squid_texture_view,
|
||||
};
|
||||
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.graphics.bind_group_layouts.model,
|
||||
layout: &self.bind_group_layouts.model,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
@ -334,7 +274,7 @@ impl GlobalState{
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&self.graphics.samplers.repeat),
|
||||
resource: wgpu::BindingResource::Sampler(&self.samplers.repeat),
|
||||
},
|
||||
],
|
||||
label: Some(format!("Model{} Bind Group",model_count).as_str()),
|
||||
@ -345,7 +285,7 @@ impl GlobalState{
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
//all of these are being moved here
|
||||
self.graphics.models.push(ModelGraphics{
|
||||
self.models.push(ModelGraphics{
|
||||
instances:instances_chunk.to_vec(),
|
||||
vertex_buf,
|
||||
entities: model.entities.iter().map(|indices|{
|
||||
@ -364,10 +304,10 @@ impl GlobalState{
|
||||
});
|
||||
}
|
||||
}
|
||||
println!("Texture References={}",num_textures);
|
||||
println!("Texture References={}",indexed_models.textures.len());
|
||||
println!("Textures Loaded={}",texture_views.len());
|
||||
println!("Indexed Models={}",indexed_models_len);
|
||||
println!("Graphics Objects: {}",self.graphics.models.len());
|
||||
println!("Graphics Objects: {}",self.models.len());
|
||||
println!("Graphics Instances: {}",instance_count);
|
||||
}
|
||||
}
|
||||
@ -389,7 +329,21 @@ fn get_instances_buffer_data(instances:&[ModelGraphicsInstance]) -> Vec<f32> {
|
||||
raw
|
||||
}
|
||||
|
||||
impl framework::Example for GlobalState {
|
||||
fn to_uniform_data(camera: &body::Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
|
||||
let proj=camera.proj();
|
||||
let proj_inv = proj.inverse();
|
||||
let view=camera.view(pos);
|
||||
let view_inv = view.inverse();
|
||||
|
||||
let mut raw = [0f32; 16 * 3 + 4];
|
||||
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
|
||||
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
|
||||
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
|
||||
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
|
||||
raw
|
||||
}
|
||||
|
||||
impl framework::Example for GraphicsData {
|
||||
fn optional_features() -> wgpu::Features {
|
||||
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|
||||
| wgpu::Features::TEXTURE_COMPRESSION_ETC2
|
||||
@ -414,44 +368,34 @@ impl framework::Example for GlobalState {
|
||||
println!("models.len = {:?}", indexed_models.len());
|
||||
indexed_models[0].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
|
||||
..Default::default()
|
||||
color:glam::Vec4::ONE,
|
||||
});
|
||||
//quad monkeys
|
||||
indexed_models[1].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
|
||||
..Default::default()
|
||||
color:glam::Vec4::ONE,
|
||||
});
|
||||
indexed_models[1].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
|
||||
color:glam::vec4(1.0,0.0,0.0,1.0),
|
||||
..Default::default()
|
||||
});
|
||||
indexed_models[1].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
|
||||
color:glam::vec4(0.0,1.0,0.0,1.0),
|
||||
..Default::default()
|
||||
});
|
||||
indexed_models[1].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
|
||||
color:glam::vec4(0.0,0.0,1.0,1.0),
|
||||
..Default::default()
|
||||
});
|
||||
//decorative monkey
|
||||
indexed_models[1].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(15.,10.,15.)),
|
||||
color:glam::vec4(0.5,0.5,0.5,0.5),
|
||||
attributes:model::CollisionAttributes::Decoration,
|
||||
..Default::default()
|
||||
});
|
||||
//teapot
|
||||
indexed_models[2].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_scale_rotation_translation(glam::vec3(0.5, 1.0, 0.2),glam::quat(-0.22248298016985793,-0.839457167990537,-0.05603504040830783,-0.49261857546227916),glam::vec3(-10.,7.,10.)),
|
||||
..Default::default()
|
||||
color:glam::Vec4::ONE,
|
||||
});
|
||||
//ground
|
||||
indexed_models[3].instances.push(ModelInstance{
|
||||
transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
|
||||
..Default::default()
|
||||
color:glam::Vec4::ONE,
|
||||
});
|
||||
|
||||
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
@ -549,6 +493,28 @@ impl framework::Example for GlobalState {
|
||||
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
|
||||
});
|
||||
|
||||
let physics = body::PhysicsState {
|
||||
spawn_point:glam::vec3(0.0,50.0,0.0),
|
||||
body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
|
||||
time: 0,
|
||||
tick: 0,
|
||||
strafe_tick_num: 100,//100t
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
gravity: glam::vec3(0.0,-100.0,0.0),
|
||||
friction: 1.2,
|
||||
walk_accel: 90.0,
|
||||
mv: 2.7,
|
||||
grounded: false,
|
||||
walkspeed: 18.0,
|
||||
contacts: std::collections::HashSet::new(),
|
||||
models: Vec::new(),
|
||||
walk: body::WalkState::new(),
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
|
||||
mouse_interpolation: body::MouseInterpolationState::new(),
|
||||
controls: 0,
|
||||
};
|
||||
|
||||
//load textures
|
||||
let device_features = device.features();
|
||||
|
||||
@ -743,10 +709,7 @@ impl framework::Example for GlobalState {
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let mut physics = physics::PhysicsState::default();
|
||||
|
||||
let camera=GraphicsCamera::new(glam::uvec2(config.width,config.height), 1.0);
|
||||
let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&physics.next_mouse));
|
||||
let camera_uniforms = to_uniform_data(&physics.camera,physics.body.extrapolated_position(0));
|
||||
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera"),
|
||||
contents: bytemuck::cast_slice(&camera_uniforms),
|
||||
@ -762,7 +725,6 @@ impl framework::Example for GlobalState {
|
||||
],
|
||||
label: Some("Camera"),
|
||||
});
|
||||
|
||||
let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &skybox_texture_bind_group_layout,
|
||||
entries: &[
|
||||
@ -780,7 +742,10 @@ impl framework::Example for GlobalState {
|
||||
|
||||
let depth_view = Self::create_depth_texture(config, device);
|
||||
|
||||
let graphics=GraphicsState {
|
||||
let mut graphics=GraphicsData {
|
||||
start_time: Instant::now(),
|
||||
screen_size: (config.width,config.height),
|
||||
physics,
|
||||
pipelines:GraphicsPipelines{
|
||||
skybox:sky_pipeline,
|
||||
model:model_pipeline
|
||||
@ -789,7 +754,6 @@ impl framework::Example for GlobalState {
|
||||
camera:camera_bind_group,
|
||||
skybox_texture:skybox_texture_bind_group,
|
||||
},
|
||||
camera,
|
||||
camera_buf,
|
||||
models: Vec::new(),
|
||||
depth_view,
|
||||
@ -802,114 +766,82 @@ impl framework::Example for GlobalState {
|
||||
let indexed_model_instances=model::IndexedModelInstances{
|
||||
textures:Vec::new(),
|
||||
models:indexed_models,
|
||||
spawn_point:glam::Vec3::Y*50.0,
|
||||
modes:Vec::new(),
|
||||
};
|
||||
graphics.generate_model_physics(&indexed_model_instances);
|
||||
graphics.generate_model_graphics(&device,&queue,indexed_model_instances);
|
||||
|
||||
//how to multithread
|
||||
|
||||
//1. build
|
||||
physics.generate_models(&indexed_model_instances);
|
||||
|
||||
//2. move
|
||||
let physics_thread=physics.into_worker();
|
||||
|
||||
//3. forget
|
||||
|
||||
let mut state=GlobalState{
|
||||
start_time:Instant::now(),
|
||||
manual_mouse_lock:false,
|
||||
mouse:physics::MouseState::default(),
|
||||
graphics,
|
||||
physics_thread,
|
||||
};
|
||||
state.generate_model_graphics(&device,&queue,indexed_model_instances);
|
||||
|
||||
let args:Vec<String>=std::env::args().collect();
|
||||
if args.len()==2{
|
||||
state.load_file(std::path::PathBuf::from(&args[1]), device, queue);
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
fn load_file(&mut self,path: std::path::PathBuf, device: &wgpu::Device, queue: &wgpu::Queue){
|
||||
println!("Loading file: {:?}", &path);
|
||||
//oh boy! let's load the map!
|
||||
if let Ok(file)=std::fs::File::open(path){
|
||||
let mut input = std::io::BufReader::new(file);
|
||||
let mut first_8=[0u8;8];
|
||||
//.rbxm roblox binary = "<roblox!"
|
||||
//.rbxmx roblox xml = "<roblox "
|
||||
//.bsp = "VBSP"
|
||||
//.vmf =
|
||||
//.snf = "SNMF"
|
||||
//.snf = "SNBF"
|
||||
if let (Ok(()),Ok(()))=(std::io::Read::read_exact(&mut input, &mut first_8),std::io::Seek::rewind(&mut input)){
|
||||
if let Some(indexed_model_instances)={
|
||||
match &first_8[0..4]{
|
||||
b"<rob"=>{
|
||||
match match &first_8[4..8]{
|
||||
b"lox!"=>rbx_binary::from_reader(input).map_err(|e|format!("{:?}",e)),
|
||||
b"lox "=>rbx_xml::from_reader(input,rbx_xml::DecodeOptions::default()).map_err(|e|format!("{:?}",e)),
|
||||
other=>Err(format!("Unknown Roblox file type {:?}",other)),
|
||||
}{
|
||||
Ok(dom)=>Some(load_roblox::generate_indexed_models(dom)),
|
||||
Err(e)=>{
|
||||
println!("Error loading roblox file:{:?}",e);
|
||||
None
|
||||
},
|
||||
}
|
||||
},
|
||||
//b"VBSP"=>Some(load_bsp::generate_indexed_models(input)),
|
||||
//b"SNFM"=>Some(sniffer::generate_indexed_models(input)),
|
||||
//b"SNFB"=>Some(sniffer::load_bot(input)),
|
||||
other=>{
|
||||
println!("loser file {:?}",other);
|
||||
None
|
||||
},
|
||||
}
|
||||
}{
|
||||
let spawn_point=indexed_model_instances.spawn_point;
|
||||
//if generate_indexed_models succeeds, clear the previous ones
|
||||
self.graphics.clear();
|
||||
|
||||
let mut physics=physics::PhysicsState::default();
|
||||
physics.game.stage_id=0;
|
||||
physics.spawn_point=spawn_point;
|
||||
physics.process_instruction(instruction::TimedInstruction{
|
||||
time:physics.time,
|
||||
instruction: PhysicsInstruction::Input(physics::PhysicsInputInstruction::Reset),
|
||||
});
|
||||
physics.generate_models(&indexed_model_instances);
|
||||
self.physics_thread=physics.into_worker();
|
||||
|
||||
self.generate_model_graphics(device,queue,indexed_model_instances);
|
||||
//manual reset
|
||||
}else{
|
||||
println!("No modeldatas were generated");
|
||||
}
|
||||
}else{
|
||||
println!("Failed to read first 8 bytes and seek back to beginning of file.");
|
||||
}
|
||||
}else{
|
||||
println!("Could not open file");
|
||||
}
|
||||
return graphics;
|
||||
}
|
||||
|
||||
#[allow(clippy::single_match)]
|
||||
fn update(&mut self, window: &winit::window::Window, device: &wgpu::Device, queue: &wgpu::Queue, event: winit::event::WindowEvent) {
|
||||
fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, event: winit::event::WindowEvent) {
|
||||
//nothing atm
|
||||
match event {
|
||||
winit::event::WindowEvent::DroppedFile(path) => self.load_file(path,device,queue),
|
||||
winit::event::WindowEvent::Focused(state)=>{
|
||||
//pause unpause
|
||||
//recalculate pressed keys on focus
|
||||
}
|
||||
winit::event::WindowEvent::DroppedFile(path) => {
|
||||
println!("opening file: {:?}", &path);
|
||||
//oh boy! let's load the map!
|
||||
if let Ok(file)=std::fs::File::open(path){
|
||||
let mut input = std::io::BufReader::new(file);
|
||||
let mut first_8=[0u8;8];
|
||||
//.rbxm roblox binary = "<roblox!"
|
||||
//.rbxmx roblox xml = "<roblox "
|
||||
//.bsp = "VBSP"
|
||||
//.vmf =
|
||||
//.snf = "SNMF"
|
||||
//.snf = "SNBF"
|
||||
if let (Ok(()),Ok(()))=(std::io::Read::read_exact(&mut input, &mut first_8),std::io::Seek::rewind(&mut input)){
|
||||
//
|
||||
if let Some(Ok((indexed_model_instances,spawn_point)))={
|
||||
match &first_8[0..4]{
|
||||
b"<rob"=>{
|
||||
match match &first_8[4..8]{
|
||||
b"lox!"=>rbx_binary::from_reader(input).map_err(|e|format!("{:?}",e)),
|
||||
b"lox "=>rbx_xml::from_reader(input,rbx_xml::DecodeOptions::default()).map_err(|e|format!("{:?}",e)),
|
||||
other=>Err(format!("Unknown Roblox file type {:?}",other)),
|
||||
}{
|
||||
Ok(dom)=>Some(load_roblox::generate_indexed_models_roblox(dom)),
|
||||
Err(e)=>{
|
||||
println!("Error loading roblox file:{:?}",e);
|
||||
None
|
||||
},
|
||||
}
|
||||
},
|
||||
//b"VBSP"=>load_valve::generate_indexed_models_valve(input),
|
||||
//b"SNFM"=>sniffer::generate_indexed_models(input),
|
||||
//b"SNFB"=>sniffer::load_bot(input),
|
||||
_=>None,
|
||||
}
|
||||
}{
|
||||
//if generate_indexed_models succeeds, clear the previous ones
|
||||
self.models.clear();
|
||||
self.physics.models.clear();
|
||||
self.generate_model_physics(&indexed_model_instances);
|
||||
self.generate_model_graphics(device,queue,indexed_model_instances);
|
||||
//manual reset
|
||||
let time=self.physics.time;
|
||||
instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
|
||||
time,
|
||||
instruction: body::PhysicsInstruction::SetSpawnPosition(spawn_point),
|
||||
});
|
||||
instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
|
||||
time,
|
||||
instruction: body::PhysicsInstruction::Input(body::InputInstruction::Reset),
|
||||
});
|
||||
}else{
|
||||
println!("No modeldatas were generated");
|
||||
}
|
||||
}else{
|
||||
println!("Failed to read first 8 bytes and seek back to beginning of file.");
|
||||
}
|
||||
}else{
|
||||
println!("Could not open file");
|
||||
}
|
||||
},
|
||||
_=>(),
|
||||
}
|
||||
}
|
||||
|
||||
fn device_event(&mut self, window: &winit::window::Window, event: winit::event::DeviceEvent) {
|
||||
fn device_event(&mut self, event: winit::event::DeviceEvent) {
|
||||
//there's no way this is the best way get a timestamp.
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
match event {
|
||||
@ -923,92 +855,46 @@ impl framework::Example for GlobalState {
|
||||
winit::event::ElementState::Released => false,
|
||||
};
|
||||
if let Some(input_instruction)=match keycode {
|
||||
17=>Some(InputInstruction::MoveForward(s)),//W
|
||||
30=>Some(InputInstruction::MoveLeft(s)),//A
|
||||
31=>Some(InputInstruction::MoveBack(s)),//S
|
||||
32=>Some(InputInstruction::MoveRight(s)),//D
|
||||
18=>Some(InputInstruction::MoveUp(s)),//E
|
||||
16=>Some(InputInstruction::MoveDown(s)),//Q
|
||||
57=>Some(InputInstruction::Jump(s)),//Space
|
||||
44=>Some(InputInstruction::Zoom(s)),//Z
|
||||
19=>if s{Some(InputInstruction::Reset)}else{None},//R
|
||||
01=>{//Esc
|
||||
if s{
|
||||
self.manual_mouse_lock=false;
|
||||
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
|
||||
Ok(())=>(),
|
||||
Err(e)=>println!("Could not release cursor: {:?}",e),
|
||||
}
|
||||
window.set_cursor_visible(true);
|
||||
}
|
||||
None
|
||||
},
|
||||
15=>{//Tab
|
||||
if s{
|
||||
self.manual_mouse_lock=false;
|
||||
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
|
||||
Ok(())=>(),
|
||||
Err(e)=>println!("Could not set cursor position: {:?}",e),
|
||||
}
|
||||
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
|
||||
Ok(())=>(),
|
||||
Err(e)=>println!("Could not release cursor: {:?}",e),
|
||||
}
|
||||
}else{
|
||||
//if cursor is outside window don't lock but apparently there's no get pos function
|
||||
//let pos=window.get_cursor_pos();
|
||||
match window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
|
||||
Ok(())=>(),
|
||||
Err(_)=>{
|
||||
match window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
|
||||
Ok(())=>(),
|
||||
Err(e)=>{
|
||||
self.manual_mouse_lock=true;
|
||||
println!("Could not confine cursor: {:?}",e)
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
window.set_cursor_visible(s);
|
||||
None
|
||||
},
|
||||
_ => {println!("scancode {}",keycode);None},
|
||||
}{
|
||||
self.physics_thread.send(TimedInstruction{
|
||||
17 => Some(InputInstruction::MoveForward(s)),//W
|
||||
30 => Some(InputInstruction::MoveLeft(s)),//A
|
||||
31 => Some(InputInstruction::MoveBack(s)),//S
|
||||
32 => Some(InputInstruction::MoveRight(s)),//D
|
||||
18 => Some(InputInstruction::MoveUp(s)),//E
|
||||
16 => Some(InputInstruction::MoveDown(s)),//Q
|
||||
57 => Some(InputInstruction::Jump(s)),//Space
|
||||
44 => Some(InputInstruction::Zoom(s)),//Z
|
||||
19 => if s{Some(InputInstruction::Reset)}else{None},//R
|
||||
_ => None,
|
||||
}
|
||||
{
|
||||
self.physics.run(time);
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction:input_instruction,
|
||||
}).unwrap();
|
||||
instruction:PhysicsInstruction::Input(input_instruction),
|
||||
})
|
||||
}
|
||||
},
|
||||
winit::event::DeviceEvent::MouseMotion {
|
||||
delta,//these (f64,f64) are integers on my machine
|
||||
} => {
|
||||
if self.manual_mouse_lock{
|
||||
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
|
||||
Ok(())=>(),
|
||||
Err(e)=>println!("Could not set cursor position: {:?}",e),
|
||||
}
|
||||
}
|
||||
//do not step the physics because the mouse polling rate is higher than the physics can run.
|
||||
//essentially the previous input will be overwritten until a true step runs
|
||||
//which is fine because they run all the time.
|
||||
let delta=glam::ivec2(delta.0 as i32,delta.1 as i32);
|
||||
self.mouse.pos+=delta;
|
||||
self.physics_thread.send(TimedInstruction{
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction:InputInstruction::MoveMouse(self.mouse.pos),
|
||||
}).unwrap();
|
||||
instruction:PhysicsInstruction::Input(InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))),
|
||||
})
|
||||
},
|
||||
winit::event::DeviceEvent::MouseWheel {
|
||||
delta,
|
||||
} => {
|
||||
println!("mousewheel {:?}",delta);
|
||||
if false{//self.physics.style.use_scroll{
|
||||
self.physics_thread.send(TimedInstruction{
|
||||
println!("mousewheel{:?}",delta);
|
||||
if true{//self.physics.use_scroll
|
||||
self.physics.run(time);
|
||||
self.physics.process_instruction(TimedInstruction{
|
||||
time,
|
||||
instruction:InputInstruction::Jump(true),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
|
||||
}).unwrap();
|
||||
instruction:PhysicsInstruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
|
||||
})
|
||||
}
|
||||
}
|
||||
_=>(),
|
||||
@ -1021,8 +907,9 @@ impl framework::Example for GlobalState {
|
||||
device: &wgpu::Device,
|
||||
_queue: &wgpu::Queue,
|
||||
) {
|
||||
self.graphics.depth_view = Self::create_depth_texture(config, device);
|
||||
self.graphics.camera.set_screen_size(glam::uvec2(config.width, config.height));
|
||||
self.depth_view = Self::create_depth_texture(config, device);
|
||||
self.screen_size = (config.width, config.height);
|
||||
self.physics.camera.set_fov_aspect(1.0,(config.width as f32)/(config.height as f32));
|
||||
}
|
||||
|
||||
fn render(
|
||||
@ -1032,34 +919,28 @@ impl framework::Example for GlobalState {
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &framework::Spawner,
|
||||
) {
|
||||
//ideally this would be scheduled to execute and finish right before the render.
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
self.physics_thread.send(TimedInstruction{
|
||||
time,
|
||||
instruction:InputInstruction::Idle,
|
||||
}).unwrap();
|
||||
//update time lol
|
||||
self.mouse.time=time;
|
||||
|
||||
self.physics.run(time);
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = self.graphics.camera.to_uniform_data(self.physics_thread.grab_clone().adjust_mouse(&self.mouse));
|
||||
self.graphics.staging_belt
|
||||
let camera_uniforms = to_uniform_data(&self.physics.camera,self.physics.body.extrapolated_position(time));
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
&self.graphics.camera_buf,
|
||||
&self.camera_buf,
|
||||
0,
|
||||
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
|
||||
device,
|
||||
)
|
||||
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
|
||||
//This code only needs to run when the uniforms change
|
||||
/*
|
||||
for model in self.graphics.models.iter() {
|
||||
for model in self.models.iter() {
|
||||
let model_uniforms = get_instances_buffer_data(&model.instances);
|
||||
self.graphics.staging_belt
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
&model.model_buf,//description of where data will be written when command is executed
|
||||
@ -1069,8 +950,7 @@ impl framework::Example for GlobalState {
|
||||
)
|
||||
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
|
||||
}
|
||||
*/
|
||||
self.graphics.staging_belt.finish();
|
||||
self.staging_belt.finish();
|
||||
|
||||
{
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
@ -1089,7 +969,7 @@ impl framework::Example for GlobalState {
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.graphics.depth_view,
|
||||
view: &self.depth_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: false,
|
||||
@ -1098,11 +978,11 @@ impl framework::Example for GlobalState {
|
||||
}),
|
||||
});
|
||||
|
||||
rpass.set_bind_group(0, &self.graphics.bind_groups.camera, &[]);
|
||||
rpass.set_bind_group(1, &self.graphics.bind_groups.skybox_texture, &[]);
|
||||
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
|
||||
rpass.set_bind_group(1, &self.bind_groups.skybox_texture, &[]);
|
||||
|
||||
rpass.set_pipeline(&self.graphics.pipelines.model);
|
||||
for model in self.graphics.models.iter() {
|
||||
rpass.set_pipeline(&self.pipelines.model);
|
||||
for model in self.models.iter() {
|
||||
rpass.set_bind_group(2, &model.bind_group, &[]);
|
||||
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
|
||||
|
||||
@ -1112,18 +992,18 @@ impl framework::Example for GlobalState {
|
||||
}
|
||||
}
|
||||
|
||||
rpass.set_pipeline(&self.graphics.pipelines.skybox);
|
||||
rpass.set_pipeline(&self.pipelines.skybox);
|
||||
rpass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
|
||||
self.graphics.staging_belt.recall();
|
||||
self.staging_belt.recall();
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
framework::run::<GlobalState>(
|
||||
framework::run::<GraphicsData>(
|
||||
format!("Strafe Client v{}",
|
||||
env!("CARGO_PKG_VERSION")
|
||||
).as_str()
|
||||
|
166
src/model.rs
166
src/model.rs
@ -56,175 +56,13 @@ pub struct ModelGraphicsInstance{
|
||||
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 color:glam::Vec4,
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
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,
|
||||
},
|
||||
}
|
||||
|
||||
//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()
|
||||
}
|
||||
}
|
||||
//object_index for spawns, triggers etc?
|
||||
}
|
||||
|
||||
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
|
||||
|
@ -113,11 +113,11 @@ pub enum CornerWedgeFace{
|
||||
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
|
||||
[ 1., 0., 0.],//Wedge::Right
|
||||
[ 0., 1., 1.],//Wedge::BackTop
|
||||
[-1., 1., 0.],//Wedge::LeftTop
|
||||
[ 0.,-1., 0.],//Wedge::Bottom
|
||||
[ 0., 0.,-1.],//Wedge::Front
|
||||
];
|
||||
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
|
||||
pub fn unit_sphere()->crate::model::IndexedModel{
|
||||
@ -206,7 +206,7 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
|
||||
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(){
|
||||
for (face,face_description) in face_descriptions.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
|
||||
@ -321,7 +321,7 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
|
||||
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(){
|
||||
for (face,face_description) in face_descriptions.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
|
||||
@ -433,7 +433,7 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
|
||||
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(){
|
||||
for (face,face_description) in face_descriptions.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
|
||||
|
107
src/worker.rs
107
src/worker.rs
@ -1,107 +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.
|
||||
|
||||
pub 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> {
|
||||
pub fn new<F:FnMut(Task)->Value+Send+'static>(value:Value,mut 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) => {
|
||||
let v=f(task);//make sure function is evaluated before lock is acquired
|
||||
*value.lock()=v;
|
||||
}
|
||||
Err(_) => {
|
||||
println!("Worker stopping.",);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
ret
|
||||
}
|
||||
|
||||
pub fn send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
|
||||
self.sender.send(task)
|
||||
}
|
||||
|
||||
pub fn grab_clone(&self)->Value{
|
||||
self.value.lock().clone()
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CompatWorker<Task,Value:Clone,F>{
|
||||
data:std::marker::PhantomData<Task>,
|
||||
f:F,
|
||||
value:Value,
|
||||
}
|
||||
|
||||
impl<Task,Value:Clone,F:FnMut(Task)->Value> CompatWorker<Task,Value,F> {
|
||||
pub fn new(value:Value,f:F) -> Self {
|
||||
Self {
|
||||
f,
|
||||
value,
|
||||
data:std::marker::PhantomData,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn send(&mut self,task:Task)->Result<(),()>{
|
||||
self.value=(self.f)(task);
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn grab_clone(&self)->Value{
|
||||
self.value.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::physics::Body::with_pva(glam::Vec3::ZERO,glam::Vec3::ZERO,glam::Vec3::ZERO),
|
||||
|_|crate::physics::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::physics::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::physics::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