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@ -419,7 +419,7 @@ impl HitboxMesh{
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}
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}
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#[inline]
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fn transformed_mesh(&self)->TransformedMesh{
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const fn transformed_mesh(&self)->TransformedMesh{
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TransformedMesh::new(self.mesh.complete_mesh_view(),&self.transform)
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}
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}
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@ -579,18 +579,37 @@ impl MoveState{
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MoveState::Fly=>None,
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}
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}
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}
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#[derive(Clone,Default)]
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pub struct PhysicsOutputState{
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body:Body,
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camera:PhysicsCamera,
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camera_offset:Planar64Vec3,
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mouse_pos:glam::IVec2,
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}
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impl PhysicsOutputState{
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pub fn extrapolate(&self,mouse:MouseState)->(glam::Vec3,glam::Vec2){
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((self.body.extrapolated_position(mouse.time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse.pos-self.mouse_pos))
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//lmao idk this is convenient
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fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
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self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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*self=move_state;
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//this function call reads the above state that was just set
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self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
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}
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fn cull_velocity(&mut self,velocity:Planar64Vec3,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
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//TODO: be more precise about contacts
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if set_velocity_cull(body,touching,models,hitbox_mesh,velocity){
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//TODO do better
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match self.get_walk_state(){
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//did you stop touching the thing you were walking on?
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Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
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self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
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},
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None=>self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
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}
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}
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}
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}
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@ -890,7 +909,7 @@ impl VirtualBody<'_>{
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pub struct PhysicsState{
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time:Time,
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body:Body,
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world:WorldState,//currently there is only one state the world can be in
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_world:WorldState,//currently there is only one state the world can be in
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touching:TouchingState,
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//camera must exist in state because wormholes modify the camera, also camera punch
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camera:PhysicsCamera,
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@ -927,7 +946,7 @@ impl Default for PhysicsState{
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move_state:MoveState::Air,
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camera:PhysicsCamera::default(),
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input_state:InputState::default(),
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world:WorldState{},
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_world:WorldState{},
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mode_state:ModeState::default(),
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run:run::Run::new(),
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}
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@ -956,39 +975,15 @@ impl PhysicsState{
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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self.move_state.next_move_instruction(&self.style.strafe,self.time)
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}
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//lmao idk this is convenient
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fn apply_enum_and_input_and_body(&mut self,data:&PhysicsData){
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self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn apply_enum_and_body(&mut self,data:&PhysicsData){
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self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn apply_input_and_body(&mut self,data:&PhysicsData){
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self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
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self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
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self.move_state=move_state;
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//this function call reads the above state that was just set
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self.apply_enum_and_body(data);
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self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
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//TODO: be more precise about contacts
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if set_velocity_cull(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,velocity){
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//TODO do better
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match self.move_state.get_walk_state(){
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//did you stop touching the thing you were walking on?
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Some(walk_state)=>if !self.touching.contacts.contains(&walk_state.contact){
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self.set_move_state(data,MoveState::Air);
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},
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None=>self.apply_enum_and_body(data),
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}
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}
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fn apply_input_and_body(&mut self,data:&PhysicsData){
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self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
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}
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//state mutated on collision:
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//Accelerator
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//stair step-up
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@ -1039,14 +1034,15 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
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}
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}
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impl PhysicsContext{
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pub const fn output(&self)->PhysicsOutputState{
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PhysicsOutputState{
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body:self.state.body,
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camera:self.state.camera,
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camera_offset:self.state.style.camera_offset,
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mouse_pos:self.state.input_state.mouse.pos,
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pub fn camera_body(&self)->Body{
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Body{
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position:self.state.body.position+self.state.style.camera_offset,
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..self.state.body
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}
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}
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pub const fn camera(&self)->PhysicsCamera{
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self.state.camera
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}
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pub const fn get_next_mouse(&self)->&MouseState{
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self.state.input_state.get_next_mouse()
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}
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@ -1254,14 +1250,80 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
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minkowski.face_nd(contact.face_id).0
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}
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fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
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fn recalculate_touching(
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move_state:&mut MoveState,
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body:&mut Body,
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touching:&mut TouchingState,
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run:&mut run::Run,
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mode_state:&mut ModeState,
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mode:Option<&gameplay_modes::Mode>,
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models:&PhysicsModels,
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hitbox_mesh:&HitboxMesh,
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bvh:&bvh::BvhNode<ConvexMeshId>,
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style:&StyleModifiers,
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camera:&PhysicsCamera,
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input_state:&InputState,
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time:Time,
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){
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//collision_end all existing contacts
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//I would have preferred while let Some(contact)=contacts.pop()
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//but there is no such method
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while let Some(&contact)=touching.contacts.iter().next(){
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collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.model_id),contact)
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}
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while let Some(&intersect)=touching.intersects.iter().next(){
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collision_end_intersect(touching,mode,run,models.intersect_attr(intersect.model_id),intersect,time);
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}
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//find all models in the teleport region
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let mut aabb=aabb::Aabb::default();
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aabb.grow(body.position);
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aabb.inflate(hitbox_mesh.halfsize);
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//relative to moving platforms
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//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
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bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
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//no checks are needed because of the time limits.
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let model_mesh=models.mesh(convex_mesh_id);
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let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
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if minkowski.is_point_in_mesh(body.position){
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match convex_mesh_id.model_id{
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//being inside of contact objects is an invalid physics state
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//but the physics isn't advanced enough to do anything about it yet
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//TODO: PushSolve and search for the closest valid position
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PhysicsModelId::Contact(_)=>(),
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PhysicsModelId::Intersect(model_id)=>
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collision_start_intersect(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state,
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models.intersect_attr(model_id),
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IntersectCollision{
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model_id,
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submesh_id:convex_mesh_id.submesh_id,
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},
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time,
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),
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}
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}
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});
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}
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fn set_position(
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point:Planar64Vec3,
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move_state:&mut MoveState,
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body:&mut Body,
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touching:&mut TouchingState,
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run:&mut run::Run,
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mode_state:&mut ModeState,
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mode:Option<&gameplay_modes::Mode>,
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models:&PhysicsModels,
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hitbox_mesh:&HitboxMesh,
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bvh:&bvh::BvhNode<ConvexMeshId>,
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style:&StyleModifiers,
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camera:&PhysicsCamera,
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input_state:&InputState,
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time:Time,
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)->Planar64Vec3{
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//test intersections at new position
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//hovering above the surface 0 units is not intersecting. you will fall into it just fine
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body.position=point;
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//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
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touching.clear();
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//TODO: calculate contacts and determine the actual state
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//touching.recalculate(body);
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//calculate contacts and determine the actual state
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recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
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point
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}
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fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
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@ -1303,31 +1365,71 @@ fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels
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body.acceleration=a;
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}
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fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
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set_position(body,touching,point);
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fn teleport(
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point:Planar64Vec3,
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move_state:&mut MoveState,
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body:&mut Body,
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touching:&mut TouchingState,
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run:&mut run::Run,
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mode_state:&mut ModeState,
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mode:Option<&gameplay_modes::Mode>,
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models:&PhysicsModels,
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hitbox_mesh:&HitboxMesh,
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bvh:&bvh::BvhNode<ConvexMeshId>,
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style:&StyleModifiers,
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camera:&PhysicsCamera,
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input_state:&InputState,
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time:Time,
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){
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set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
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set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
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MoveState::Air
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}
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fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
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let transform=models.get_model_transform(mode.get_spawn_model_id(stage_id)?)?;
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enum TeleportToSpawnError{
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NoModel,
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}
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fn teleport_to_spawn(
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stage:&gameplay_modes::Stage,
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move_state:&mut MoveState,
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body:&mut Body,
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touching:&mut TouchingState,
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run:&mut run::Run,
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mode_state:&mut ModeState,
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mode:&gameplay_modes::Mode,
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models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
time:Time,
|
|
|
|
|
)->Result<(),TeleportToSpawnError>{
|
|
|
|
|
let transform=models.get_model_transform(stage.spawn()).ok_or(TeleportToSpawnError::NoModel)?;
|
|
|
|
|
let point=transform.vertex.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
|
|
|
|
|
Some(teleport(body,touching,models,style,hitbox_mesh,point))
|
|
|
|
|
teleport(point,move_state,body,touching,run,mode_state,Some(mode),models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
Ok(())
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn run_teleport_behaviour(
|
|
|
|
|
wormhole:&Option<gameplay_attributes::Wormhole>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
mode:&gameplay_modes::Mode,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
mode_state:&mut ModeState,
|
|
|
|
|
touching:&mut TouchingState,
|
|
|
|
|
body:&mut Body,
|
|
|
|
|
model_id:ModelId,
|
|
|
|
|
)->Option<MoveState>{
|
|
|
|
|
wormhole:Option<&gameplay_attributes::Wormhole>,
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
move_state:&mut MoveState,
|
|
|
|
|
body:&mut Body,
|
|
|
|
|
touching:&mut TouchingState,
|
|
|
|
|
run:&mut run::Run,
|
|
|
|
|
mode_state:&mut ModeState,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
time:Time,
|
|
|
|
|
){
|
|
|
|
|
//TODO: jump count and checkpoints are always reset on teleport.
|
|
|
|
|
//Map makers are expected to use tools to prevent
|
|
|
|
|
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
|
|
|
|
|
if let Some(mode)=mode{
|
|
|
|
|
if let Some(stage_element)=mode.get_element(model_id){
|
|
|
|
|
if let Some(stage)=mode.get_stage(stage_element.stage_id()){
|
|
|
|
|
if mode_state.get_stage_id()<stage_element.stage_id(){
|
|
|
|
@ -1336,20 +1438,33 @@ fn run_teleport_behaviour(
|
|
|
|
|
if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
|
|
|
|
|
if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
|
|
|
|
|
//do the stage checkpoints have to be reset?
|
|
|
|
|
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
|
|
|
|
|
let _=teleport_to_spawn(current_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
//check if all between stages have no checkpoints required to pass them
|
|
|
|
|
let mut loop_unbroken=true;
|
|
|
|
|
for stage_id in mode_state.get_stage_id().get()+1..stage_element.stage_id().get(){
|
|
|
|
|
let stage_id=StageId::new(stage_id);
|
|
|
|
|
//check if none of the between stages has checkpoints, if they do teleport back to that stage
|
|
|
|
|
if !mode.get_stage(stage_id)?.is_empty(){
|
|
|
|
|
mode_state.set_stage_id(stage_id);
|
|
|
|
|
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,stage_id);
|
|
|
|
|
match mode.get_stage(stage_id){
|
|
|
|
|
Some(stage)=>if !stage.is_empty(){
|
|
|
|
|
mode_state.set_stage_id(stage_id);
|
|
|
|
|
let _=teleport_to_spawn(stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
return;
|
|
|
|
|
},
|
|
|
|
|
None=>{
|
|
|
|
|
//no such stage! set to last existing stage and break loop
|
|
|
|
|
mode_state.set_stage_id(StageId::new(stage_id.get()-1));
|
|
|
|
|
loop_unbroken=false;
|
|
|
|
|
break;
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
//notably you do not get teleported for touching ordered checkpoints in the wrong order within the same stage.
|
|
|
|
|
mode_state.set_stage_id(stage_element.stage_id());
|
|
|
|
|
if loop_unbroken{
|
|
|
|
|
mode_state.set_stage_id(stage_element.stage_id());
|
|
|
|
|
}
|
|
|
|
|
}else if stage_element.force(){
|
|
|
|
|
//forced stage_element will set the stage_id even if the stage has already been passed
|
|
|
|
|
mode_state.set_stage_id(stage_element.stage_id());
|
|
|
|
@ -1357,9 +1472,10 @@ fn run_teleport_behaviour(
|
|
|
|
|
match stage_element.behaviour(){
|
|
|
|
|
gameplay_modes::StageElementBehaviour::SpawnAt=>(),
|
|
|
|
|
gameplay_modes::StageElementBehaviour::Trigger
|
|
|
|
|
|gameplay_modes::StageElementBehaviour::Teleport=>{
|
|
|
|
|
|gameplay_modes::StageElementBehaviour::Teleport=>if let Some(mode_state_stage)=mode.get_stage(mode_state.get_stage_id()){
|
|
|
|
|
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
|
|
|
|
|
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
|
|
|
|
|
let _=teleport_to_spawn(mode_state_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
return;
|
|
|
|
|
},
|
|
|
|
|
gameplay_modes::StageElementBehaviour::Platform=>(),
|
|
|
|
|
gameplay_modes::StageElementBehaviour::Check=>(),//this is to run the checkpoint check behaviour without any other side effects
|
|
|
|
@ -1373,158 +1489,185 @@ fn run_teleport_behaviour(
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
match wormhole{
|
|
|
|
|
&Some(gameplay_attributes::Wormhole{destination_model})=>{
|
|
|
|
|
let origin=models.get_model_transform(model_id)?;
|
|
|
|
|
let destination=models.get_model_transform(destination_model)?;
|
|
|
|
|
//ignore the transform for now
|
|
|
|
|
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin.vertex.translation+destination.vertex.translation))
|
|
|
|
|
}
|
|
|
|
|
if let Some(&gameplay_attributes::Wormhole{destination_model})=wormhole{
|
|
|
|
|
if let (Some(origin),Some(destination))=(models.get_model_transform(model_id),models.get_model_transform(destination_model)){
|
|
|
|
|
let point=body.position-origin.vertex.translation+destination.vertex.translation;
|
|
|
|
|
//TODO: camera angles
|
|
|
|
|
teleport(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
}
|
|
|
|
|
None=>None,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn collision_start_contact(
|
|
|
|
|
state:&mut PhysicsState,
|
|
|
|
|
data:&PhysicsData,
|
|
|
|
|
move_state:&mut MoveState,
|
|
|
|
|
body:&mut Body,
|
|
|
|
|
mode_state:&mut ModeState,
|
|
|
|
|
touching:&mut TouchingState,
|
|
|
|
|
run:&mut run::Run,
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
bvh:&bvh::BvhNode<ConvexMeshId>,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
attr:&gameplay_attributes::ContactAttributes,
|
|
|
|
|
contact:ContactCollision,
|
|
|
|
|
time:Time,
|
|
|
|
|
){
|
|
|
|
|
let incident_velocity=state.body.velocity;
|
|
|
|
|
//add to touching
|
|
|
|
|
state.touching.insert(Collision::Contact(contact));
|
|
|
|
|
//clip v
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
|
|
|
|
|
match &attr.contacting.contact_behaviour{
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
|
|
|
|
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
|
|
|
|
let reflected_velocity=state.body.velocity+(state.body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,reflected_velocity);
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
|
|
|
|
|
if let Some(ladder_settings)=&state.style.ladder{
|
|
|
|
|
if contacting_ladder.sticky{
|
|
|
|
|
//kill v
|
|
|
|
|
//actually you could do this with a booster attribute :thinking:
|
|
|
|
|
//it's a little bit different because maybe you want to chain ladders together
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
|
|
|
|
|
}
|
|
|
|
|
//ladder walkstate
|
|
|
|
|
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
|
|
|
|
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact);
|
|
|
|
|
state.set_move_state(data,MoveState::Ladder(walk_state));
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
|
|
|
|
|
None=>if let Some(walk_settings)=&state.style.walk{
|
|
|
|
|
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
|
|
|
|
|
//ground
|
|
|
|
|
let (gravity,target_velocity)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
|
|
|
|
|
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact);
|
|
|
|
|
state.set_move_state(data,MoveState::Walk(walk_state));
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
//I love making functions with 10 arguments to dodge the borrow checker
|
|
|
|
|
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
|
|
|
|
|
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,contact.model_id.into());
|
|
|
|
|
}
|
|
|
|
|
if state.style.get_control(Controls::Jump,state.input_state.controls){
|
|
|
|
|
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
|
|
|
|
|
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
|
|
|
|
|
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,attr.general.booster.as_ref());
|
|
|
|
|
state.cull_velocity(data,jumped_velocity);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
match &attr.general.trajectory{
|
|
|
|
|
Some(trajectory)=>{
|
|
|
|
|
match trajectory{
|
|
|
|
|
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
|
|
|
|
|
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
|
|
|
|
|
state.cull_velocity(data,velocity);
|
|
|
|
|
},
|
|
|
|
|
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
None=>(),
|
|
|
|
|
}
|
|
|
|
|
//doing enum to set the acceleration when surfing
|
|
|
|
|
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
|
|
|
|
|
state.apply_enum_and_input_and_body(data);
|
|
|
|
|
let incident_velocity=body.velocity;
|
|
|
|
|
//add to touching
|
|
|
|
|
touching.insert(Collision::Contact(contact));
|
|
|
|
|
//clip v
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
|
|
|
|
|
match &attr.contacting.contact_behaviour{
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
|
|
|
|
|
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
|
|
|
|
|
let reflected_velocity=body.velocity+(body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
|
|
|
|
|
if let Some(ladder_settings)=&style.ladder{
|
|
|
|
|
if contacting_ladder.sticky{
|
|
|
|
|
//kill v
|
|
|
|
|
//actually you could do this with a booster attribute :thinking:
|
|
|
|
|
//it's a little bit different because maybe you want to chain ladders together
|
|
|
|
|
set_velocity(body,touching,models,hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
|
|
|
|
|
}
|
|
|
|
|
//ladder walkstate
|
|
|
|
|
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
let walk_state=ContactMoveState::ladder(ladder_settings,body,gravity,target_velocity,contact);
|
|
|
|
|
move_state.set_move_state(MoveState::Ladder(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
|
|
|
|
|
None=>if let Some(walk_settings)=&style.walk{
|
|
|
|
|
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),Planar64Vec3::Y){
|
|
|
|
|
//ground
|
|
|
|
|
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
let walk_state=ContactMoveState::ground(walk_settings,body,gravity,target_velocity,contact);
|
|
|
|
|
move_state.set_move_state(MoveState::Walk(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
//I love making functions with 10 arguments to dodge the borrow checker
|
|
|
|
|
run_teleport_behaviour(contact.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
if style.get_control(Controls::Jump,input_state.controls){
|
|
|
|
|
if let (Some(jump_settings),Some(walk_state))=(&style.jump,move_state.get_walk_state()){
|
|
|
|
|
let jump_dir=walk_state.jump_direction.direction(models,hitbox_mesh,&walk_state.contact);
|
|
|
|
|
let jumped_velocity=jump_settings.jumped_velocity(style,jump_dir,body.velocity,attr.general.booster.as_ref());
|
|
|
|
|
move_state.cull_velocity(jumped_velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
match &attr.general.trajectory{
|
|
|
|
|
Some(trajectory)=>{
|
|
|
|
|
match trajectory{
|
|
|
|
|
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
|
|
|
|
|
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
|
|
|
|
|
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
|
|
|
|
|
move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
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|
},
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|
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|
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
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|
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|
}
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|
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|
},
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None=>(),
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|
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|
}
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|
//doing enum to set the acceleration when surfing
|
|
|
|
|
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
|
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|
move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
}
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|
fn collision_start_intersect(
|
|
|
|
|
state:&mut PhysicsState,
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|
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|
data:&PhysicsData,
|
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|
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|
move_state:&mut MoveState,
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|
body:&mut Body,
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|
mode_state:&mut ModeState,
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|
touching:&mut TouchingState,
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|
mode:Option<&gameplay_modes::Mode>,
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|
run:&mut run::Run,
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|
models:&PhysicsModels,
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|
hitbox_mesh:&HitboxMesh,
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|
bvh:&bvh::BvhNode<ConvexMeshId>,
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|
style:&StyleModifiers,
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|
camera:&PhysicsCamera,
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|
input_state:&InputState,
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|
attr:&gameplay_attributes::IntersectAttributes,
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intersect:IntersectCollision,
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time:Time,
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|
){
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|
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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|
state.touching.insert(Collision::Intersect(intersect));
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|
//insta booster!
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|
|
if let Some(booster)=&attr.general.booster{
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|
state.cull_velocity(data,booster.boost(state.body.velocity));
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|
|
}
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|
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
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|
let zone=mode.get_zone(intersect.model_id.into());
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|
|
match zone{
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|
Some(gameplay_modes::Zone::Start)=>{
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|
println!("@@@@ Starting new run!");
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|
|
state.run=run::Run::new();
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|
|
|
},
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|
Some(gameplay_modes::Zone::Finish)=>{
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|
|
match state.run.finish(state.time){
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|
|
|
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
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|
|
|
|
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
|
|
|
|
|
None=>(),
|
|
|
|
|
}
|
|
|
|
|
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,intersect.model_id.into());
|
|
|
|
|
}
|
|
|
|
|
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
|
|
|
|
|
touching.insert(Collision::Intersect(intersect));
|
|
|
|
|
//insta booster!
|
|
|
|
|
if let Some(booster)=&attr.general.booster{
|
|
|
|
|
move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
}
|
|
|
|
|
if let Some(mode)=mode{
|
|
|
|
|
let zone=mode.get_zone(intersect.model_id.into());
|
|
|
|
|
match zone{
|
|
|
|
|
Some(gameplay_modes::Zone::Start)=>{
|
|
|
|
|
println!("@@@@ Starting new run!");
|
|
|
|
|
*run=run::Run::new();
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_modes::Zone::Finish)=>{
|
|
|
|
|
match run.finish(time){
|
|
|
|
|
Ok(())=>println!("@@@@ Finished run time={}",run.time(time)),
|
|
|
|
|
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
Some(gameplay_modes::Zone::Anticheat)=>run.flag(run::FlagReason::Anticheat),
|
|
|
|
|
None=>(),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
run_teleport_behaviour(intersect.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn collision_end_contact(
|
|
|
|
|
state:&mut PhysicsState,
|
|
|
|
|
data:&PhysicsData,
|
|
|
|
|
move_state:&mut MoveState,
|
|
|
|
|
body:&mut Body,
|
|
|
|
|
touching:&mut TouchingState,
|
|
|
|
|
models:&PhysicsModels,
|
|
|
|
|
hitbox_mesh:&HitboxMesh,
|
|
|
|
|
style:&StyleModifiers,
|
|
|
|
|
camera:&PhysicsCamera,
|
|
|
|
|
input_state:&InputState,
|
|
|
|
|
_attr:&gameplay_attributes::ContactAttributes,
|
|
|
|
|
contact:ContactCollision,
|
|
|
|
|
){
|
|
|
|
|
state.touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
|
|
|
|
|
//check ground
|
|
|
|
|
//TODO do better
|
|
|
|
|
//this is inner code from state.cull_velocity
|
|
|
|
|
match state.move_state.get_walk_state(){
|
|
|
|
|
//did you stop touching the thing you were walking on?
|
|
|
|
|
Some(walk_state)=>if walk_state.contact==contact{
|
|
|
|
|
state.set_move_state(data,MoveState::Air);
|
|
|
|
|
},
|
|
|
|
|
None=>state.apply_enum_and_body(data),
|
|
|
|
|
}
|
|
|
|
|
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
|
|
|
|
|
//check ground
|
|
|
|
|
//TODO do better
|
|
|
|
|
//this is inner code from move_state.cull_velocity
|
|
|
|
|
match move_state.get_walk_state(){
|
|
|
|
|
//did you stop touching the thing you were walking on?
|
|
|
|
|
Some(walk_state)=>if walk_state.contact==contact{
|
|
|
|
|
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
|
|
|
|
|
},
|
|
|
|
|
None=>move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
fn collision_end_intersect(
|
|
|
|
|
state:&mut PhysicsState,
|
|
|
|
|
data:&PhysicsData,
|
|
|
|
|
touching:&mut TouchingState,
|
|
|
|
|
mode:Option<&gameplay_modes::Mode>,
|
|
|
|
|
run:&mut run::Run,
|
|
|
|
|
_attr:&gameplay_attributes::IntersectAttributes,
|
|
|
|
|
intersect:IntersectCollision,
|
|
|
|
|
time:Time,
|
|
|
|
|
){
|
|
|
|
|
state.touching.remove(&Collision::Intersect(intersect));
|
|
|
|
|
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
|
|
|
|
|
let zone=mode.get_zone(intersect.model_id.into());
|
|
|
|
|
match zone{
|
|
|
|
|
Some(gameplay_modes::Zone::Start)=>{
|
|
|
|
|
match state.run.start(state.time){
|
|
|
|
|
Ok(())=>println!("@@@@ Started run"),
|
|
|
|
|
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
_=>(),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
touching.remove(&Collision::Intersect(intersect));
|
|
|
|
|
if let Some(mode)=mode{
|
|
|
|
|
let zone=mode.get_zone(intersect.model_id.into());
|
|
|
|
|
match zone{
|
|
|
|
|
Some(gameplay_modes::Zone::Start)=>{
|
|
|
|
|
match run.start(time){
|
|
|
|
|
Ok(())=>println!("@@@@ Started run"),
|
|
|
|
|
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
_=>(),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
|
|
|
|
|
state.time=ins.time;
|
|
|
|
@ -1538,13 +1681,41 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
|
|
|
|
|
state.body.advance_time(state.time);
|
|
|
|
|
}
|
|
|
|
|
match ins.instruction{
|
|
|
|
|
PhysicsInternalInstruction::CollisionStart(collision)=>match collision{
|
|
|
|
|
Collision::Contact(contact)=>collision_start_contact(state,data,data.models.contact_attr(contact.model_id),contact),
|
|
|
|
|
Collision::Intersect(intersect)=>collision_start_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
|
|
|
|
|
PhysicsInternalInstruction::CollisionStart(collision)=>{
|
|
|
|
|
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
|
|
|
|
|
match collision{
|
|
|
|
|
Collision::Contact(contact)=>collision_start_contact(
|
|
|
|
|
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run,
|
|
|
|
|
mode,
|
|
|
|
|
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
|
|
|
|
|
data.models.contact_attr(contact.model_id),
|
|
|
|
|
contact,
|
|
|
|
|
state.time,
|
|
|
|
|
),
|
|
|
|
|
Collision::Intersect(intersect)=>collision_start_intersect(
|
|
|
|
|
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,
|
|
|
|
|
mode,
|
|
|
|
|
&mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
|
|
|
|
|
data.models.intersect_attr(intersect.model_id),
|
|
|
|
|
intersect,
|
|
|
|
|
state.time,
|
|
|
|
|
),
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
PhysicsInternalInstruction::CollisionEnd(collision)=>match collision{
|
|
|
|
|
Collision::Contact(contact)=>collision_end_contact(state,data,data.models.contact_attr(contact.model_id),contact),
|
|
|
|
|
Collision::Intersect(intersect)=>collision_end_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
|
|
|
|
|
Collision::Contact(contact)=>collision_end_contact(
|
|
|
|
|
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
|
|
|
|
|
data.models.contact_attr(contact.model_id),
|
|
|
|
|
contact
|
|
|
|
|
),
|
|
|
|
|
Collision::Intersect(intersect)=>collision_end_intersect(
|
|
|
|
|
&mut state.touching,
|
|
|
|
|
data.modes.get_mode(state.mode_state.get_mode_id()),
|
|
|
|
|
&mut state.run,
|
|
|
|
|
data.models.intersect_attr(intersect.model_id),
|
|
|
|
|
intersect,
|
|
|
|
|
state.time
|
|
|
|
|
),
|
|
|
|
|
},
|
|
|
|
|
PhysicsInternalInstruction::StrafeTick=>{
|
|
|
|
|
//TODO make this less huge
|
|
|
|
@ -1667,14 +1838,15 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
|
|
|
|
},
|
|
|
|
|
PhysicsInputInstruction::Restart=>{
|
|
|
|
|
//teleport to start zone
|
|
|
|
|
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).and_then(|mode|
|
|
|
|
|
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
|
|
|
|
|
let spawn_point=mode.and_then(|mode|
|
|
|
|
|
//TODO: spawn at the bottom of the start zone plus the hitbox size
|
|
|
|
|
//TODO: set camera andles to face the same way as the start zone
|
|
|
|
|
data.models.get_model_transform(mode.get_start().into()).map(|transform|
|
|
|
|
|
transform.vertex.translation
|
|
|
|
|
)
|
|
|
|
|
).unwrap_or(Planar64Vec3::ZERO);
|
|
|
|
|
set_position(&mut state.body,&mut state.touching,spawn_point);
|
|
|
|
|
set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
|
|
|
|
|
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
|
|
|
|
|
state.set_move_state(data,MoveState::Air);
|
|
|
|
|
b_refresh_walk_target=false;
|
|
|
|
@ -1682,7 +1854,14 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
|
|
|
|
PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
|
|
|
|
|
//spawn at a particular stage
|
|
|
|
|
if let Some(mode)=data.modes.get_mode(mode_id){
|
|
|
|
|
teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
|
|
|
|
|
if let Some(stage)=mode.get_stage(stage_id){
|
|
|
|
|
let _=teleport_to_spawn(
|
|
|
|
|
stage,
|
|
|
|
|
&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
|
|
|
|
|
mode,
|
|
|
|
|
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
b_refresh_walk_target=false;
|
|
|
|
|
},
|
|
|
|
@ -1705,6 +1884,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
|
|
|
|
|
if b_refresh_walk_target{
|
|
|
|
|
state.apply_input_and_body(data);
|
|
|
|
|
state.cull_velocity(data,state.body.velocity);
|
|
|
|
|
//also check if accelerating away from surface
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|