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load_roblo
...
load_roblo
| Author | SHA1 | Date | |
|---|---|---|---|
| f5b127d0c0 | |||
| 6d1d28c0d1 | |||
| 0d8d1e8009 | |||
| 368facacc7 | |||
| 5e235b97df | |||
| e28e94e4c9 | |||
| 88f1f86129 | |||
| 9f85e589e5 | |||
| bd82777f7b |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -1645,7 +1645,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
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[[package]]
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name = "strafe-client"
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version = "0.3.0"
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version = "0.2.0"
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dependencies = [
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"async-executor",
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"bytemuck",
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@@ -1,6 +1,6 @@
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[package]
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name = "strafe-client"
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version = "0.3.0"
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version = "0.2.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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857
src/body.rs
857
src/body.rs
@@ -1,857 +0,0 @@
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use crate::{instruction::{InstructionEmitter, InstructionConsumer, TimedInstruction}, zeroes::zeroes2};
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#[derive(Debug)]
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pub enum PhysicsInstruction {
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CollisionStart(RelativeCollision),
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CollisionEnd(RelativeCollision),
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SetControlDir(glam::Vec3),
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StrafeTick,
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Jump,
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SetWalkTargetVelocity(glam::Vec3),
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RefreshWalkTarget,
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ReachWalkTargetVelocity,
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// Water,
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// Spawn(
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// Option<SpawnId>,
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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}
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pub struct Body {
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position: glam::Vec3,//I64 where 2^32 = 1 u
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velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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acceleration: glam::Vec3,//I64 where 2^32 = 1 u/s/s
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time: TIME,//nanoseconds x xxxxD!
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}
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trait MyHash{
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fn hash(&self) -> u64;
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}
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impl MyHash for Body {
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fn hash(&self) -> u64 {
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let mut hasher=std::collections::hash_map::DefaultHasher::new();
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for &el in self.position.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.velocity.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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for &el in self.acceleration.as_ref().iter() {
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std::hash::Hasher::write(&mut hasher, el.to_ne_bytes().as_slice());
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}
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std::hash::Hasher::write(&mut hasher, self.time.to_ne_bytes().as_slice());
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return std::hash::Hasher::finish(&hasher);//hash check to see if walk target is valid
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}
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}
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pub enum MoveRestriction {
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Air,
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Water,
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Ground,
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Ladder,//multiple ladders how
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}
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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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enum InputInstruction {
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MoveMouse(glam::IVec2),
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Jump(bool),
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}
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struct InputState {
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controls: u32,
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mouse_interpolation: MouseInterpolation,
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time: TIME,
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}
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impl InputState {
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pub fn get_control(&self,control:u32) -> bool {
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self.controls&control!=0
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}
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pub fn process_instruction(&mut self,ins:InputInstruction){
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match ins {
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InputInstruction::MoveMouse(m) => todo!("set mouse_interpolation"),
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InputInstruction::Jump(b) => todo!("how does info about style modifiers get here"),
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}
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}
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}
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pub struct MouseInterpolationState {
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interpolation: MouseInterpolation,
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time0: TIME,
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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 move_mouse(&mut self,time:TIME,pos:glam::IVec2){
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self.time0=self.time1;
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self.mouse0=self.mouse1;
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self.time1=time;
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self.mouse1=pos;
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}
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pub fn interpolated_position(&self,time:TIME) -> glam::IVec2 {
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match self.interpolation {
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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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pub enum WalkEnum{
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Reached,
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Transient,
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Invalid,
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}
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pub struct WalkState {
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pub target_velocity: glam::Vec3,
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pub target_time: TIME,
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pub state: WalkEnum,
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}
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impl WalkState {
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pub fn new() -> Self {
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Self{
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target_velocity:glam::Vec3::ZERO,
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target_time:0,
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state:WalkEnum::Invalid,
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}
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}
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}
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pub struct PhysicsState {
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pub body: Body,
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pub hitbox_halfsize: glam::Vec3,
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pub contacts: std::collections::HashSet::<RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//temp
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pub models_cringe_clone: Vec<Model>,
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pub temp_control_dir: glam::Vec3,
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//camera must exist in state because wormholes modify the camera, also camera punch
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//pub camera: Camera,
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//pub mouse_interpolation: MouseInterpolationState,
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pub time: TIME,
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pub strafe_tick_num: TIME,
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pub strafe_tick_den: TIME,
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pub tick: u32,
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pub mv: f32,
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pub walk: WalkState,
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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 grounded: bool,
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pub jump_trying: bool,
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}
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#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
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pub enum AabbFace{
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Right,//+X
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Top,
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Back,
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Left,
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Bottom,
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Front,
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}
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pub struct Aabb {
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min: glam::Vec3,
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max: glam::Vec3,
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}
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impl Aabb {
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// const FACE_DATA: [[f32; 3]; 6] = [
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// [0.0f32, 0., 1.],
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// [0.0f32, 0., -1.],
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// [1.0f32, 0., 0.],
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// [-1.0f32, 0., 0.],
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// [0.0f32, 1., 0.],
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// [0.0f32, -1., 0.],
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// ];
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const VERTEX_DATA: [glam::Vec3; 8] = [
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glam::vec3(1., -1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(1., -1., 1.),
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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const VERTEX_DATA_RIGHT: [glam::Vec3; 4] = [
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glam::vec3(1., -1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(1., -1., 1.),
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];
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const VERTEX_DATA_TOP: [glam::Vec3; 4] = [
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glam::vec3(1., 1., -1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(1., 1., 1.),
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];
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const VERTEX_DATA_BACK: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
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glam::vec3(1., -1., 1.),
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glam::vec3(1., 1., 1.),
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glam::vec3(-1., 1., 1.),
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];
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const VERTEX_DATA_LEFT: [glam::Vec3; 4] = [
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., 1., 1.),
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glam::vec3(-1., 1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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const VERTEX_DATA_BOTTOM: [glam::Vec3; 4] = [
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glam::vec3(1., -1., 1.),
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glam::vec3(-1., -1., 1.),
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glam::vec3(-1., -1., -1.),
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glam::vec3(1., -1., -1.),
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];
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const VERTEX_DATA_FRONT: [glam::Vec3; 4] = [
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glam::vec3(-1., 1., -1.),
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glam::vec3(1., 1., -1.),
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glam::vec3(1., -1., -1.),
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glam::vec3(-1., -1., -1.),
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];
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pub fn new() -> Self {
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Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
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}
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pub fn grow(&mut self, point:glam::Vec3){
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self.min=self.min.min(point);
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self.max=self.max.max(point);
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}
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pub fn normal(face:AabbFace) -> glam::Vec3 {
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match face {
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AabbFace::Right => glam::vec3(1.,0.,0.),
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AabbFace::Top => glam::vec3(0.,1.,0.),
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AabbFace::Back => glam::vec3(0.,0.,1.),
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AabbFace::Left => glam::vec3(-1.,0.,0.),
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AabbFace::Bottom => glam::vec3(0.,-1.,0.),
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AabbFace::Front => glam::vec3(0.,0.,-1.),
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}
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}
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pub fn unit_vertices() -> [glam::Vec3;8] {
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return Self::VERTEX_DATA;
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}
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pub fn unit_face_vertices(face:AabbFace) -> [glam::Vec3;4] {
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match face {
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AabbFace::Right => Self::VERTEX_DATA_RIGHT,
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AabbFace::Top => Self::VERTEX_DATA_TOP,
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AabbFace::Back => Self::VERTEX_DATA_BACK,
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AabbFace::Left => Self::VERTEX_DATA_LEFT,
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AabbFace::Bottom => Self::VERTEX_DATA_BOTTOM,
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AabbFace::Front => Self::VERTEX_DATA_FRONT,
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}
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}
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}
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//pretend to be using what we want to eventually do
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type TreyMeshFace = AabbFace;
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type TreyMesh = Aabb;
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pub struct Model {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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transform: glam::Mat4,
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}
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impl Model {
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pub fn new(transform:glam::Mat4) -> Self {
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Self{transform}
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}
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pub fn unit_vertices(&self) -> [glam::Vec3;8] {
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Aabb::unit_vertices()
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}
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pub fn mesh(&self) -> TreyMesh {
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let mut aabb=Aabb::new();
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for &vertex in self.unit_vertices().iter() {
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aabb.grow(glam::Vec4Swizzles::xyz(self.transform*vertex.extend(1.0)));
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}
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return aabb;
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}
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pub fn unit_face_vertices(&self,face:TreyMeshFace) -> [glam::Vec3;4] {
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Aabb::unit_face_vertices(face)
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}
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pub fn face_mesh(&self,face:TreyMeshFace) -> TreyMesh {
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let mut aabb=self.mesh();
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//in this implementation face = worldspace aabb face
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match face {
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AabbFace::Right => aabb.min.x=aabb.max.x,
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AabbFace::Top => aabb.min.y=aabb.max.y,
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AabbFace::Back => aabb.min.z=aabb.max.z,
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AabbFace::Left => aabb.max.x=aabb.min.x,
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AabbFace::Bottom => aabb.max.y=aabb.min.y,
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AabbFace::Front => aabb.max.z=aabb.min.z,
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}
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return aabb;
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}
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pub fn face_normal(&self,face:TreyMeshFace) -> glam::Vec3 {
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glam::Vec4Swizzles::xyz(Aabb::normal(face).extend(0.0))//this is wrong for scale
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}
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}
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//need non-face (full model) variant for CanCollide false objects
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//OR have a separate list from contacts for model intersection
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#[derive(Debug,Clone,Eq,Hash,PartialEq)]
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pub struct RelativeCollision {
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face: TreyMeshFace,//just an id
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model: u32,//using id to avoid lifetimes
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}
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impl RelativeCollision {
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pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
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return models.get(self.model as usize).unwrap().face_mesh(self.face)
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}
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pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
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return models.get(self.model as usize).unwrap().face_normal(self.face)
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}
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}
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|
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pub type TIME = i64;
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||||
|
||||
impl Body {
|
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pub fn with_pva(position:glam::Vec3,velocity:glam::Vec3,acceleration:glam::Vec3) -> Self {
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Self{
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position,
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velocity,
|
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acceleration,
|
||||
time: 0,
|
||||
}
|
||||
}
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pub fn extrapolated_position(&self,time: TIME)->glam::Vec3{
|
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let dt=(time-self.time) as f64/1_000_000_000f64;
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self.position+self.velocity*(dt as f32)+self.acceleration*((0.5*dt*dt) as f32)
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}
|
||||
pub fn extrapolated_velocity(&self,time: TIME)->glam::Vec3{
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let dt=(time-self.time) as f64/1_000_000_000f64;
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self.velocity+self.acceleration*(dt as f32)
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||||
}
|
||||
pub fn advance_time(&mut self, time: TIME){
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self.position=self.extrapolated_position(time);
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self.velocity=self.extrapolated_velocity(time);
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self.time=time;
|
||||
}
|
||||
}
|
||||
|
||||
impl PhysicsState {
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||||
//tickless gaming
|
||||
pub fn run(&mut self, time_limit:TIME){
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||||
//prepare is ommitted - everything is done via instructions.
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||||
while let Some(instruction) = self.next_instruction(time_limit) {//collect
|
||||
//advance
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||||
//self.advance_time(instruction.time);
|
||||
//process
|
||||
self.process_instruction(instruction);
|
||||
//write hash lol
|
||||
}
|
||||
}
|
||||
|
||||
pub fn advance_time(&mut self, time: TIME){
|
||||
self.body.advance_time(time);
|
||||
self.time=time;
|
||||
}
|
||||
|
||||
fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=velocity.dot(n);
|
||||
if d<0f32{
|
||||
(*velocity)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
|
||||
for contact in self.contacts.iter() {
|
||||
let n=contact.normal(&self.models_cringe_clone);
|
||||
let d=acceleration.dot(n);
|
||||
if d<0f32{
|
||||
(*acceleration)-=d/n.length_squared()*n;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
return Some(TimedInstruction{
|
||||
time:(self.time*self.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
|
||||
});
|
||||
}
|
||||
|
||||
//state mutated on collision:
|
||||
//Accelerator
|
||||
//stair step-up
|
||||
|
||||
//state mutated on instruction
|
||||
//change fly acceleration (fly_sustain)
|
||||
//change fly velocity
|
||||
|
||||
//generic event emmiters
|
||||
//PlatformStandTime
|
||||
//walk/swim/air/ladder sounds
|
||||
//VState?
|
||||
|
||||
//falling under the map
|
||||
// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
// if self.body.position<self.world.min_y {
|
||||
// return Some(TimedInstruction{
|
||||
// time:self.time,
|
||||
// instruction:PhysicsInstruction::Trigger(None)
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
|
||||
// fn next_water_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
// return Some(TimedInstruction{
|
||||
// time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
// //only poll the physics if there is a before and after mouse event
|
||||
// instruction:PhysicsInstruction::Water
|
||||
// });
|
||||
// }
|
||||
|
||||
fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//check if you have a valid walk state and create an instruction
|
||||
if self.grounded{
|
||||
match self.walk.state{
|
||||
WalkEnum::Transient=>Some(TimedInstruction{
|
||||
time:self.walk.target_time,
|
||||
instruction:PhysicsInstruction::ReachWalkTargetVelocity
|
||||
}),
|
||||
WalkEnum::Invalid=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction:PhysicsInstruction::RefreshWalkTarget,
|
||||
}),
|
||||
WalkEnum::Reached=>None,
|
||||
}
|
||||
}else{
|
||||
return None;
|
||||
}
|
||||
}
|
||||
fn mesh(&self) -> TreyMesh {
|
||||
let mut aabb=Aabb::new();
|
||||
for vertex in Aabb::unit_vertices(){
|
||||
aabb.grow(self.body.position+self.hitbox_halfsize*vertex);
|
||||
}
|
||||
aabb
|
||||
}
|
||||
fn predict_collision_end(&self,time:TIME,time_limit:TIME,collision_data:&RelativeCollision) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//must treat cancollide false objects differently: you may not exit through the same face you entered.
|
||||
//RelativeCollsion must reference the full model instead of a particular face
|
||||
//this is Ctrl+C Ctrl+V of predict_collision_start but with v=-v before the calc and t=-t after the calc
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut exit_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(collision_data.model as usize).unwrap().mesh();
|
||||
let (v,a)=(-self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
match collision_data.face {
|
||||
AabbFace::Top|AabbFace::Back|AabbFace::Bottom|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Left=>{
|
||||
//generate event if v.x<0||a.x<0
|
||||
if -v.x<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Left);
|
||||
}
|
||||
},
|
||||
AabbFace::Right=>{
|
||||
//generate event if 0<v.x||0<a.x
|
||||
if 0f32<(-v.x){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Right);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect y
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Back|AabbFace::Right|AabbFace::Front=>{
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Bottom=>{
|
||||
//generate event if v.y<0||a.y<0
|
||||
if -v.y<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Bottom);
|
||||
}
|
||||
},
|
||||
AabbFace::Top=>{
|
||||
//generate event if 0<v.y||0<a.y
|
||||
if 0f32<(-v.y){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Top);
|
||||
}
|
||||
},
|
||||
}
|
||||
//collect z
|
||||
match collision_data.face {
|
||||
AabbFace::Left|AabbFace::Bottom|AabbFace::Right|AabbFace::Top=>{
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*-t{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//negative t = back in time
|
||||
//must be moving towards surface to collide
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((-t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*-t<0f32{
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
},
|
||||
AabbFace::Front=>{
|
||||
//generate event if v.z<0||a.z<0
|
||||
if -v.z<0f32{
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Front);
|
||||
}
|
||||
},
|
||||
AabbFace::Back=>{
|
||||
//generate event if 0<v.z||0<a.z
|
||||
if 0f32<(-v.z){
|
||||
best_time=time;
|
||||
exit_face=Some(TreyMeshFace::Back);
|
||||
}
|
||||
},
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = exit_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
fn predict_collision_start(&self,time:TIME,time_limit:TIME,model_id:u32) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//find best t
|
||||
let mut best_time=time_limit;
|
||||
let mut best_face:Option<TreyMeshFace>=None;
|
||||
let mesh0=self.mesh();
|
||||
let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
|
||||
let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
|
||||
//collect x
|
||||
for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.x+a.x*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.x-mesh1.max.x,v.x,0.5*a.x) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.x+a.x*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect y
|
||||
for t in zeroes2(mesh0.max.y-mesh1.min.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.y+a.y*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Bottom);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.y-mesh1.max.y,v.y,0.5*a.y) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.y+a.y*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x&&mesh1.min.z<mesh0.max.z+dp.z&&mesh0.min.z+dp.z<mesh1.max.z {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Top);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//collect z
|
||||
for t in zeroes2(mesh0.max.z-mesh1.min.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&0f32<v.z+a.z*t{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Front);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for t in zeroes2(mesh0.min.z-mesh1.max.z,v.z,0.5*a.z) {
|
||||
//must collide now or in the future
|
||||
//must beat the current soonest collision time
|
||||
//must be moving towards surface
|
||||
let t_time=self.body.time+((t as f64)*1_000_000_000f64) as TIME;
|
||||
if time<=t_time&&t_time<best_time&&v.z+a.z*t<0f32{
|
||||
let dp=self.body.extrapolated_position(t_time)-p;
|
||||
//faces must be overlapping
|
||||
if mesh1.min.y<mesh0.max.y+dp.y&&mesh0.min.y+dp.y<mesh1.max.y&&mesh1.min.x<mesh0.max.x+dp.x&&mesh0.min.x+dp.x<mesh1.max.x {
|
||||
//collect valid t
|
||||
best_time=t_time;
|
||||
best_face=Some(TreyMeshFace::Back);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
//generate instruction
|
||||
if let Some(face) = best_face{
|
||||
return Some(TimedInstruction {
|
||||
time: best_time,
|
||||
instruction: PhysicsInstruction::CollisionStart(RelativeCollision {
|
||||
face,
|
||||
model: model_id
|
||||
})
|
||||
})
|
||||
}
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState {
|
||||
//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
|
||||
fn next_instruction(&self,time_limit:TIME) -> Option<TimedInstruction<PhysicsInstruction>> {
|
||||
//JUST POLLING!!! NO MUTATION
|
||||
let mut collector = crate::instruction::InstructionCollector::new(time_limit);
|
||||
//check for collision stop instructions with curent contacts
|
||||
for collision_data in self.contacts.iter() {
|
||||
collector.collect(self.predict_collision_end(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_cringe_clone.len() {
|
||||
collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
|
||||
}
|
||||
if self.grounded {
|
||||
//walk maintenance
|
||||
collector.collect(self.next_walk_instruction());
|
||||
}else{
|
||||
//check to see when the next strafe tick is
|
||||
collector.collect(self.next_strafe_instruction());
|
||||
}
|
||||
collector.instruction()
|
||||
}
|
||||
}
|
||||
|
||||
impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
|
||||
fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::StrafeTick => (),
|
||||
_=>println!("{:?}",ins),
|
||||
}
|
||||
//selectively update body
|
||||
match &ins.instruction {
|
||||
PhysicsInstruction::SetWalkTargetVelocity(_)
|
||||
|PhysicsInstruction::SetControlDir(_) => self.time=ins.time,//TODO: queue instructions
|
||||
PhysicsInstruction::RefreshWalkTarget
|
||||
|PhysicsInstruction::ReachWalkTargetVelocity
|
||||
|PhysicsInstruction::CollisionStart(_)
|
||||
|PhysicsInstruction::CollisionEnd(_)
|
||||
|PhysicsInstruction::StrafeTick
|
||||
|PhysicsInstruction::Jump => self.advance_time(ins.time),
|
||||
}
|
||||
match ins.instruction {
|
||||
PhysicsInstruction::CollisionStart(c) => {
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
//ground
|
||||
self.grounded=true;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
self.contacts.insert(c);
|
||||
//flatten v
|
||||
let mut v=self.body.velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::CollisionEnd(c) => {
|
||||
self.contacts.remove(&c);//remove contact before calling contact_constrain_acceleration
|
||||
let mut a=self.gravity;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
//check ground
|
||||
match &c.face {
|
||||
AabbFace::Top => {
|
||||
self.grounded=false;
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetControlDir(control_dir)=>{
|
||||
self.temp_control_dir=control_dir;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::StrafeTick => {
|
||||
//let control_dir=self.get_control_dir();//this should respect your mouse interpolation settings
|
||||
let d=self.body.velocity.dot(self.temp_control_dir);
|
||||
if d<self.mv {
|
||||
let mut v=self.body.velocity+(self.mv-d)*self.temp_control_dir;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
}
|
||||
}
|
||||
PhysicsInstruction::Jump => {
|
||||
self.grounded=false;//do I need this?
|
||||
let mut v=self.body.velocity+glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
PhysicsInstruction::ReachWalkTargetVelocity => {
|
||||
//precisely set velocity
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
self.body.velocity=v;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
},
|
||||
PhysicsInstruction::RefreshWalkTarget => {
|
||||
//calculate acceleration yada yada
|
||||
if self.grounded{
|
||||
let mut v=self.walk.target_velocity;
|
||||
self.contact_constrain_velocity(&mut v);
|
||||
let mut target_diff=v-self.body.velocity;
|
||||
target_diff.y=0f32;
|
||||
if target_diff==glam::Vec3::ZERO{
|
||||
let mut a=glam::Vec3::ZERO;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.state=WalkEnum::Reached;
|
||||
}else{
|
||||
let accel=self.walk_accel.min(self.gravity.length()*self.friction);
|
||||
let time_delta=target_diff.length()/accel;
|
||||
let mut a=target_diff/time_delta;
|
||||
self.contact_constrain_acceleration(&mut a);
|
||||
self.body.acceleration=a;
|
||||
self.walk.target_time=self.body.time+((time_delta as f64)*1_000_000_000f64) as TIME;
|
||||
self.walk.state=WalkEnum::Transient;
|
||||
}
|
||||
}
|
||||
},
|
||||
PhysicsInstruction::SetWalkTargetVelocity(v) => {
|
||||
self.walk.target_velocity=v;
|
||||
self.walk.state=WalkEnum::Invalid;
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -279,6 +279,11 @@ fn start<E: Example>(
|
||||
log::info!("Initializing the example...");
|
||||
let mut example = E::init(&config, &adapter, &device, &queue);
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let mut last_frame_inst = Instant::now();
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let (mut frame_count, mut accum_time) = (0, 0.0);
|
||||
|
||||
log::info!("Entering render loop...");
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
let _ = (&instance, &adapter); // force ownership by the closure
|
||||
@@ -359,6 +364,20 @@ fn start<E: Example>(
|
||||
example.move_mouse(delta);
|
||||
},
|
||||
event::Event::RedrawRequested(_) => {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
accum_time += last_frame_inst.elapsed().as_secs_f32();
|
||||
last_frame_inst = Instant::now();
|
||||
frame_count += 1;
|
||||
if frame_count == 100 {
|
||||
println!(
|
||||
"Avg frame time {}ms",
|
||||
accum_time * 1000.0 / frame_count as f32
|
||||
);
|
||||
accum_time = 0.0;
|
||||
frame_count = 0;
|
||||
}
|
||||
}
|
||||
|
||||
let frame = match surface.get_current_texture() {
|
||||
Ok(frame) => frame,
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
#[derive(Debug)]
|
||||
pub struct TimedInstruction<I> {
|
||||
pub time: crate::body::TIME,
|
||||
pub instruction: I,
|
||||
}
|
||||
|
||||
pub trait InstructionEmitter<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>);
|
||||
}
|
||||
|
||||
//PROPER PRIVATE FIELDS!!!
|
||||
pub struct InstructionCollector<I> {
|
||||
time: crate::body::TIME,
|
||||
instruction: Option<I>,
|
||||
}
|
||||
impl<I> InstructionCollector<I> {
|
||||
pub fn new(time:crate::body::TIME) -> Self {
|
||||
Self{
|
||||
time,
|
||||
instruction:None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
|
||||
match instruction {
|
||||
Some(unwrap_instruction) => {
|
||||
if unwrap_instruction.time<self.time {
|
||||
self.time=unwrap_instruction.time;
|
||||
self.instruction=Some(unwrap_instruction.instruction);
|
||||
}
|
||||
},
|
||||
None => (),
|
||||
}
|
||||
}
|
||||
pub fn instruction(self) -> Option<TimedInstruction<I>> {
|
||||
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
|
||||
match self.instruction {
|
||||
Some(instruction)=>Some(TimedInstruction{
|
||||
time:self.time,
|
||||
instruction
|
||||
}),
|
||||
None => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,2 @@
|
||||
pub mod framework;
|
||||
pub mod body;
|
||||
pub mod zeroes;
|
||||
pub mod instruction;
|
||||
pub mod load_roblox;
|
||||
|
||||
169
src/main.rs
169
src/main.rs
@@ -24,7 +24,7 @@ struct ModelData {
|
||||
entities: Vec<Entity>,
|
||||
}
|
||||
|
||||
struct ModelGraphics {
|
||||
struct Model {
|
||||
transform: glam::Mat4,
|
||||
vertex_buf: wgpu::Buffer,
|
||||
entities: Vec<Entity>,
|
||||
@@ -34,12 +34,20 @@ struct ModelGraphics {
|
||||
|
||||
// Note: we use the Y=up coordinate space in this example.
|
||||
struct Camera {
|
||||
time: Instant,
|
||||
pos: glam::Vec3,
|
||||
vel: glam::Vec3,
|
||||
gravity: glam::Vec3,
|
||||
friction: f32,
|
||||
screen_size: (u32, u32),
|
||||
offset: glam::Vec3,
|
||||
fov: f32,
|
||||
yaw: f32,
|
||||
pitch: f32,
|
||||
controls: u32,
|
||||
mv: f32,
|
||||
grounded: bool,
|
||||
walkspeed: f32,
|
||||
}
|
||||
|
||||
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
|
||||
@@ -92,7 +100,7 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
|
||||
fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
|
||||
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
|
||||
let fov = if self.controls&CONTROL_ZOOM==0 {
|
||||
self.fov
|
||||
@@ -101,7 +109,7 @@ impl Camera {
|
||||
};
|
||||
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
|
||||
let proj_inv = proj.inverse();
|
||||
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
|
||||
let view = glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
|
||||
let view_inv = view.inverse();
|
||||
|
||||
let mut raw = [0f32; 16 * 3 + 4];
|
||||
@@ -114,15 +122,13 @@ impl Camera {
|
||||
}
|
||||
|
||||
pub struct Skybox {
|
||||
start_time: std::time::Instant,
|
||||
camera: Camera,
|
||||
physics: strafe_client::body::PhysicsState,
|
||||
sky_pipeline: wgpu::RenderPipeline,
|
||||
entity_pipeline: wgpu::RenderPipeline,
|
||||
ground_pipeline: wgpu::RenderPipeline,
|
||||
main_bind_group: wgpu::BindGroup,
|
||||
camera_buf: wgpu::Buffer,
|
||||
models: Vec<ModelGraphics>,
|
||||
models: Vec<Model>,
|
||||
depth_view: wgpu::TextureView,
|
||||
staging_belt: wgpu::util::StagingBelt,
|
||||
}
|
||||
@@ -334,7 +340,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
});
|
||||
modeldatas.push(ModelData {
|
||||
transform: glam::Mat4::from_translation(
|
||||
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
|
||||
glam::Vec3::new(cf.position.x,cf.position.y-12f32,cf.position.z)
|
||||
)
|
||||
* glam::Mat4::from_mat3(
|
||||
glam::Mat3::from_cols(
|
||||
@@ -409,69 +415,28 @@ impl strafe_client::framework::Example for Skybox {
|
||||
});
|
||||
|
||||
let camera = Camera {
|
||||
time: Instant::now(),
|
||||
pos: glam::Vec3::new(5.0,0.0,5.0),
|
||||
vel: glam::Vec3::new(0.0,0.0,0.0),
|
||||
gravity: glam::Vec3::new(0.0,-100.0,0.0),
|
||||
friction: 90.0,
|
||||
screen_size: (config.width, config.height),
|
||||
offset: glam::Vec3::new(0.0,4.5-2.5,0.0),
|
||||
offset: glam::Vec3::new(0.0,4.5,0.0),
|
||||
fov: 1.0, //fov_slope = tan(fov_y/2)
|
||||
pitch: 0.0,
|
||||
yaw: 0.0,
|
||||
controls:0,
|
||||
};
|
||||
let physics = strafe_client::body::PhysicsState {
|
||||
body: strafe_client::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,
|
||||
jump_trying: false,
|
||||
temp_control_dir: glam::Vec3::ZERO,
|
||||
controls:0,
|
||||
grounded: true,
|
||||
walkspeed: 18.0,
|
||||
contacts: std::collections::HashSet::new(),
|
||||
models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
|
||||
walk: strafe_client::body::WalkState::new(),
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
};
|
||||
|
||||
let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
|
||||
let camera_uniforms = camera.to_uniform_data();
|
||||
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Camera"),
|
||||
contents: bytemuck::cast_slice(&camera_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
|
||||
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
|
||||
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||
contents: bytemuck::cast_slice(&model_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &model_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: model_buf.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||
});
|
||||
//all of these are being moved here
|
||||
models.push(ModelGraphics{
|
||||
transform: modeldata.transform,
|
||||
vertex_buf:modeldata.vertex_buf,
|
||||
entities: modeldata.entities,
|
||||
bind_group: model_bind_group,
|
||||
model_buf,
|
||||
})
|
||||
}
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
|
||||
@@ -667,12 +632,39 @@ impl strafe_client::framework::Example for Skybox {
|
||||
label: Some("Camera"),
|
||||
});
|
||||
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut models = Vec::<Model>::with_capacity(modeldatas.len());
|
||||
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
|
||||
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(format!("Model{}",i).as_str()),
|
||||
contents: bytemuck::cast_slice(&model_uniforms),
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &model_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: model_buf.as_entire_binding(),
|
||||
},
|
||||
],
|
||||
label: Some(format!("Model{}",i).as_str()),
|
||||
});
|
||||
//all of these are being moved here
|
||||
models.push(Model{
|
||||
transform: modeldata.transform,
|
||||
vertex_buf:modeldata.vertex_buf,
|
||||
entities: modeldata.entities,
|
||||
bind_group: model_bind_group,
|
||||
model_buf,
|
||||
})
|
||||
}
|
||||
|
||||
let depth_view = Self::create_depth_texture(config, device);
|
||||
|
||||
Skybox {
|
||||
start_time: Instant::now(),
|
||||
camera,
|
||||
physics,
|
||||
sky_pipeline,
|
||||
entity_pipeline,
|
||||
ground_pipeline,
|
||||
@@ -758,45 +750,44 @@ impl strafe_client::framework::Example for Skybox {
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &strafe_client::framework::Spawner,
|
||||
) {
|
||||
let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw);
|
||||
let time = Instant::now();
|
||||
|
||||
//physique
|
||||
let dt=(time-self.camera.time).as_secs_f32();
|
||||
self.camera.time=time;
|
||||
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
|
||||
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
|
||||
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
|
||||
self.physics.run(time);
|
||||
|
||||
//ALL OF THIS IS TOTALLY WRONG!!!
|
||||
let walk_target_velocity=self.physics.walkspeed*control_dir;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity)
|
||||
});
|
||||
let d=self.camera.vel.dot(control_dir);
|
||||
if d<self.camera.mv {
|
||||
self.camera.vel+=(self.camera.mv-d)*control_dir;
|
||||
}
|
||||
|
||||
if control_dir!=self.physics.temp_control_dir {
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::SetControlDir(control_dir)
|
||||
});
|
||||
self.camera.vel+=self.camera.gravity*dt;
|
||||
self.camera.pos+=self.camera.vel*dt;
|
||||
if self.camera.pos.y<3.0{
|
||||
self.camera.pos.y=3.0;
|
||||
self.camera.vel.y=0.0;
|
||||
self.camera.grounded=true;
|
||||
}
|
||||
|
||||
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
|
||||
//autohop (already pressing spacebar; the signal to begin trying to jump is different)
|
||||
if self.physics.grounded&&self.physics.jump_trying {
|
||||
//scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true
|
||||
strafe_client::instruction::InstructionConsumer::process_instruction(&mut self.physics, strafe_client::instruction::TimedInstruction{
|
||||
time,
|
||||
instruction:strafe_client::body::PhysicsInstruction::Jump
|
||||
});
|
||||
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
|
||||
self.camera.grounded=false;
|
||||
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
}
|
||||
if self.camera.grounded {
|
||||
let applied_friction=self.camera.friction*dt;
|
||||
let targetv=control_dir*self.camera.walkspeed;
|
||||
let diffv=targetv-self.camera.vel;
|
||||
if applied_friction*applied_friction<diffv.length_squared() {
|
||||
self.camera.vel+=applied_friction*diffv.normalize();
|
||||
} else {
|
||||
self.camera.vel=targetv;
|
||||
}
|
||||
}
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
|
||||
let camera_uniforms = self.camera.to_uniform_data();
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
|
||||
//something that implements body + hitbox + transform can predict collision
|
||||
impl crate::sweep::PredictCollision for Model {
|
||||
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
|
||||
//math!
|
||||
None
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
//find roots of polynomials
|
||||
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
|
||||
if a2==0f32{
|
||||
return zeroes1(a0, a1);
|
||||
}
|
||||
let mut radicand=a1*a1-4f32*a2*a0;
|
||||
if 0f32<radicand {
|
||||
radicand=radicand.sqrt();
|
||||
if 0f32<a2 {
|
||||
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
|
||||
} else {
|
||||
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
|
||||
}
|
||||
} else if radicand==0f32 {
|
||||
return vec![-a1/(2f32*a2)];
|
||||
} else {
|
||||
return vec![];
|
||||
}
|
||||
}
|
||||
#[inline]
|
||||
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
|
||||
if a1==0f32{
|
||||
return vec![];
|
||||
} else {
|
||||
return vec![-a0/a1];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user