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24 Commits

Author SHA1 Message Date
fc91d644e6 use bvh 2023-10-05 23:53:03 -07:00
2b47827383 the tools to get the job done 2023-10-05 23:53:03 -07:00
a942e10554 bvh 2023-10-05 23:53:00 -07:00
5d1e38c36c wip: move collision code somewhere 2023-10-05 22:33:08 -07:00
e78cabf0f5 move aabb into its own module 2023-10-05 22:33:08 -07:00
4e90da2228 weird empty comment 2023-10-05 19:48:20 -07:00
9fa4ea6716 create CompatWorker and move physics back into main thread so it feels good to play
eventually I will work on thread stuff again and make threads for everything and workarounds to latency issues
2023-10-05 19:48:20 -07:00
aedef03e7c this adds lag and is unnecessary 2023-10-05 19:48:20 -07:00
6a9af0441f move physics to its own thread 2023-10-05 19:48:20 -07:00
8cf66f3446 print less 2023-10-04 23:51:39 -07:00
1cb0d6e586 bro it takes 4 seconds to build now 2023-10-04 23:51:19 -07:00
12a4bf7948 rename body to physics 2023-10-04 23:16:26 -07:00
f2e4286a08 spawn_point is part of building 2023-10-04 15:34:52 -07:00
bd6cd5eacc worker module 2023-10-04 14:32:28 -07:00
f2dfb438d0 add parking_lot dep 2023-10-04 14:16:25 -07:00
7c8bc8d647 reset stage id on map change 2023-10-04 14:16:25 -07:00
4943bc6a7f edit normal mapping comments 2023-10-04 14:16:25 -07:00
55eebba1c5 fiddle with rustings 2023-10-04 14:16:25 -07:00
b8f13539db runtime attributes + implement model intersection (but not collision end) 2023-10-04 14:16:25 -07:00
fb2e2afeb9 hashmap map ids into internal structure ids 2023-10-04 14:13:25 -07:00
f30f246e5f sens TOO DAMN HIGH 2023-10-04 14:07:57 -07:00
0ac49308a0 Spawn & ForceSpawn attributes 2023-10-04 14:07:20 -07:00
30cbbbca1b fix MapStart indexing bug 2023-10-04 14:05:53 -07:00
66fa8fd637 tabs 2023-10-04 14:01:06 -07:00
10 changed files with 928 additions and 477 deletions

1
Cargo.lock generated
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@@ -1692,6 +1692,7 @@ dependencies = [
"lazy-regex",
"log",
"obj",
"parking_lot",
"pollster",
"rbx_binary",
"rbx_dom_weak",

View File

@@ -14,6 +14,7 @@ glam = "0.24.1"
lazy-regex = "3.0.2"
log = "0.4.20"
obj = "0.10.2"
parking_lot = "0.12.1"
pollster = "0.3.0"
rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"
@@ -22,7 +23,7 @@ rbx_xml = "0.13.1"
wgpu = "0.17.0"
winit = "0.28.6"
[profile.release]
lto = true
strip = true
codegen-units = 1
#[profile.release]
#lto = true
#strip = true
#codegen-units = 1

91
src/aabb.rs Normal file
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@@ -0,0 +1,91 @@
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
pub enum AabbFace{
Right,//+X
Top,
Back,
Left,
Bottom,
Front,
}
#[derive(Clone)]
pub struct Aabb {
pub min: glam::Vec3,
pub max: glam::Vec3,
}
impl Default for Aabb {
fn default() -> Self {
Aabb::new()
}
}
impl Aabb {
const VERTEX_DATA: [glam::Vec3; 8] = [
glam::vec3(1., -1., -1.),
glam::vec3(1., 1., -1.),
glam::vec3(1., 1., 1.),
glam::vec3(1., -1., 1.),
glam::vec3(-1., -1., 1.),
glam::vec3(-1., 1., 1.),
glam::vec3(-1., 1., -1.),
glam::vec3(-1., -1., -1.),
];
pub fn new() -> Self {
Self {min: glam::Vec3::INFINITY,max: glam::Vec3::NEG_INFINITY}
}
pub fn grow(&mut self, point:glam::Vec3){
self.min=self.min.min(point);
self.max=self.max.max(point);
}
pub fn join(&mut self, aabb:&Aabb){
self.min=self.min.min(aabb.min);
self.max=self.max.max(aabb.max);
}
pub fn inflate(&mut self, hs:glam::Vec3){
self.min-=hs;
self.max+=hs;
}
pub fn intersects(&self,aabb:&Aabb)->bool{
(self.min.cmplt(aabb.max)&aabb.min.cmplt(self.max)).all()
}
pub fn normal(face:AabbFace) -> glam::Vec3 {
match face {
AabbFace::Right => glam::vec3(1.,0.,0.),
AabbFace::Top => glam::vec3(0.,1.,0.),
AabbFace::Back => glam::vec3(0.,0.,1.),
AabbFace::Left => glam::vec3(-1.,0.,0.),
AabbFace::Bottom => glam::vec3(0.,-1.,0.),
AabbFace::Front => glam::vec3(0.,0.,-1.),
}
}
pub fn unit_vertices() -> [glam::Vec3;8] {
return Self::VERTEX_DATA;
}
pub fn face(&self,face:AabbFace) -> Aabb {
let mut aabb=self.clone();
//in this implementation face = worldspace aabb face
match face {
AabbFace::Right => aabb.min.x=aabb.max.x,
AabbFace::Top => aabb.min.y=aabb.max.y,
AabbFace::Back => aabb.min.z=aabb.max.z,
AabbFace::Left => aabb.max.x=aabb.min.x,
AabbFace::Bottom => aabb.max.y=aabb.min.y,
AabbFace::Front => aabb.max.z=aabb.min.z,
}
return aabb;
}
pub fn center(&self)->glam::Vec3{
return (self.min+self.max)/2.0
}
//probably use floats for area & volume because we don't care about precision
pub fn area_weight(&self)->f32{
let d=self.max-self.min;
d.x*d.y+d.y*d.z+d.z*d.x
}
pub fn volume(&self)->f32{
let d=self.max-self.min;
d.x*d.y*d.z
}
}

107
src/bvh.rs Normal file
View File

@@ -0,0 +1,107 @@
use crate::aabb::Aabb;
//da algaritum
//lista boxens
//sort by {minx,maxx,miny,maxy,minz,maxz} (6 lists)
//find the sets that minimizes the sum of surface areas
//splitting is done when the minimum split sum of surface areas is larger than the node's own surface area
//start with bisection into octrees because a bad bvh is still 1000x better than no bvh
//sort the centerpoints on each axis (3 lists)
//bv is put into octant based on whether it is upper or lower in each list
#[derive(Default)]
pub struct BvhNode{
children:Vec<Self>,
models:Vec<u32>,
aabb:Aabb,
}
impl BvhNode{
pub fn the_tester<F:FnMut(u32)>(&self,aabb:&Aabb,f:&mut F){
for &model in &self.models{
f(model);
}
for child in &self.children{
if aabb.intersects(&child.aabb){
child.the_tester(aabb,f);
}
}
}
}
pub fn generate_bvh(boxen:Vec<Aabb>)->BvhNode{
generate_bvh_node(boxen.into_iter().enumerate().collect())
}
fn generate_bvh_node(boxen:Vec<(usize,Aabb)>)->BvhNode{
let n=boxen.len();
if n<20{
let mut aabb=Aabb::new();
let models=boxen.into_iter().map(|b|{aabb.join(&b.1);b.0 as u32}).collect();
BvhNode{
children:Vec::new(),
models,
aabb,
}
}else{
let mut octant=std::collections::HashMap::with_capacity(n);//this ids which octant the boxen is put in
let mut sort_x=Vec::with_capacity(n);
let mut sort_y=Vec::with_capacity(n);
let mut sort_z=Vec::with_capacity(n);
for (i,aabb) in boxen.iter(){
let center=aabb.center();
octant.insert(*i,0);
sort_x.push((*i,center.x));
sort_y.push((*i,center.y));
sort_z.push((*i,center.z));
}
sort_x.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
sort_y.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
sort_z.sort_by(|tup0,tup1|tup0.1.partial_cmp(&tup1.1).unwrap());
let h=n/2;
let median_x=sort_x[h].1;
let median_y=sort_y[h].1;
let median_z=sort_z[h].1;
for (i,c) in sort_x{
if median_x<c{
octant.insert(i,octant[&i]+1<<0);
}
}
for (i,c) in sort_y{
if median_y<c{
octant.insert(i,octant[&i]+1<<1);
}
}
for (i,c) in sort_z{
if median_z<c{
octant.insert(i,octant[&i]+1<<2);
}
}
//generate lists for unique octant values
let mut list_list=Vec::with_capacity(8);
let mut octant_list=Vec::with_capacity(8);
for (i,aabb) in boxen.into_iter(){
let octant_id=octant[&i];
let list_id=if let Some(list_id)=octant_list.iter().position(|&id|id==octant_id){
list_id
}else{
let list_id=list_list.len();
octant_list.push(octant_id);
list_list.push(Vec::new());
list_id
};
list_list[list_id].push((i,aabb));
}
let mut aabb=Aabb::new();
let children=list_list.into_iter().map(|b|{
let node=generate_bvh_node(b);
aabb.join(&node.aabb);
node
}).collect();
BvhNode{
children,
models:Vec::new(),
aabb,
}
}
}

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@@ -1,11 +1,11 @@
#[derive(Debug)]
pub struct TimedInstruction<I> {
pub time: crate::body::TIME,
pub time: crate::physics::TIME,
pub instruction: I,
}
pub trait InstructionEmitter<I> {
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
fn next_instruction(&self, time_limit:crate::physics::TIME) -> Option<TimedInstruction<I>>;
}
pub trait InstructionConsumer<I> {
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
@@ -13,11 +13,11 @@ pub trait InstructionConsumer<I> {
//PROPER PRIVATE FIELDS!!!
pub struct InstructionCollector<I> {
time: crate::body::TIME,
time: crate::physics::TIME,
instruction: Option<I>,
}
impl<I> InstructionCollector<I> {
pub fn new(time:crate::body::TIME) -> Self {
pub fn new(time:crate::physics::TIME) -> Self {
Self{
time,
instruction:None

View File

@@ -30,7 +30,7 @@ fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>
//next class
objects
}
fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3)->crate::model::CollisionAttributes{
fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3,force_intersecting:bool)->crate::model::CollisionAttributes{
let mut general=crate::model::GameMechanicAttributes::default();
let mut intersecting=crate::model::IntersectingAttributes::default();
let mut contacting=crate::model::ContactingAttributes::default();
@@ -46,7 +46,7 @@ fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3)->crate::model:
behaviour:crate::model::StageElementBehaviour::Platform,
}),
other=>{
if let Some(captures)=lazy_regex::regex!(r"^(Force)?(SpawnAt|Trigger|Teleport|Platform)(\d+)$")
if let Some(captures)=lazy_regex::regex!(r"^(Force)?(Spawn|SpawnAt|Trigger|Teleport|Platform)(\d+)$")
.captures(other){
general.stage_element=Some(crate::model::GameMechanicStageElement{
mode_id:0,
@@ -56,7 +56,7 @@ fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3)->crate::model:
None=>false,
},
behaviour:match &captures[2]{
"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
"Spawn"|"SpawnAt"=>crate::model::StageElementBehaviour::SpawnAt,
"Trigger"=>crate::model::StageElementBehaviour::Trigger,
"Teleport"=>crate::model::StageElementBehaviour::Teleport,
"Platform"=>crate::model::StageElementBehaviour::Platform,
@@ -89,9 +89,21 @@ fn get_attributes(name:&str,can_collide:bool,velocity:glam::Vec3)->crate::model:
//WormholeIn#
}
}
return crate::model::CollisionAttributes::Contact{contacting,general};
crate::model::CollisionAttributes::Contact{contacting,general}
},
false=>if force_intersecting
||general.jump_limit.is_some()
||general.booster.is_some()
||general.zone.is_some()
||general.stage_element.is_some()
||general.wormhole.is_some()
||intersecting.water.is_some()
||intersecting.accelerator.is_some()
{
crate::model::CollisionAttributes::Intersect{intersecting,general}
}else{
crate::model::CollisionAttributes::Decoration
},
false=>return crate::model::CollisionAttributes::Decoration,
}
}
@@ -219,6 +231,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
);
//push TempIndexedAttributes
let mut force_intersecting=false;
let mut temp_indexing_attributes=Vec::new();
if let Some(attr)=match &object.name[..]{
"MapStart"=>{
@@ -227,11 +240,11 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
},
"UnorderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::UnorderedCheckpoint{mode_id:0}),
other=>{
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|OrderedCheckpoint)(\d+)$");
let regman=lazy_regex::regex!(r"^(BonusStart|Spawn|ForceSpawn|OrderedCheckpoint)(\d+)$");
if let Some(captures) = regman.captures(other) {
match &captures[1]{
"BonusStart"=>Some(crate::model::TempIndexedAttributes::Start{mode_id:captures[2].parse::<u32>().unwrap()}),
"Spawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
"Spawn"|"ForceSpawn"=>Some(crate::model::TempIndexedAttributes::Spawn{mode_id:0,stage_id:captures[2].parse::<u32>().unwrap()}),
"OrderedCheckpoint"=>Some(crate::model::TempIndexedAttributes::OrderedCheckpoint{mode_id:0,checkpoint_id:captures[2].parse::<u32>().unwrap()}),
_=>None,
}
@@ -240,6 +253,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
}
}
}{
force_intersecting=true;
temp_indexing_attributes.push(attr);
}
@@ -354,17 +368,17 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//use front face texture first and use top face texture as a fallback
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([
f0,//Wedge::Right
if f5.is_some(){f5}else{f1},//Wedge::TopFront
f2,//Wedge::Back
f3,//Wedge::Left
f4,//Wedge::Bottom
f0,//Cube::Right->Wedge::Right
if f5.is_some(){f5}else{f1},//Cube::Front|Cube::Top->Wedge::TopFront
f2,//Cube::Back->Wedge::Back
f3,//Cube::Left->Wedge::Left
f4,//Cube::Bottom->Wedge::Bottom
]),
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([
f0,//CornerWedge::Right
f1,//CornerWedge::Top
f4,//CornerWedge::Bottom
f5,//CornerWedge::Front
f0,//Cube::Right->CornerWedge::Right
f1,//Cube::Top->CornerWedge::Top
f4,//Cube::Bottom->CornerWedge::Bottom
f5,//Cube::Front->CornerWedge::Front
]),
};
//make new model if unit cube has not been created before
@@ -440,7 +454,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
indexed_models[model_id].instances.push(crate::model::ModelInstance {
transform:model_transform,
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z)),
attributes:get_attributes(&object.name,*can_collide,glam::vec3(velocity.x,velocity.y,velocity.z),force_intersecting),
temp_indexing:temp_indexing_attributes,
});
}

View File

@@ -1,12 +1,15 @@
use std::{borrow::Cow, time::Instant};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
use model::{Vertex,ModelInstance,ModelGraphicsInstance};
use body::{InputInstruction, PhysicsInstruction};
use physics::{InputInstruction, PhysicsInstruction};
use instruction::{TimedInstruction, InstructionConsumer};
mod body;
mod bvh;
mod aabb;
mod model;
mod zeroes;
mod worker;
mod physics;
mod framework;
mod primitives;
mod instruction;
@@ -43,14 +46,65 @@ pub struct GraphicsPipelines{
model: wgpu::RenderPipeline,
}
pub struct GraphicsCamera{
screen_size: glam::UVec2,
fov: glam::Vec2,//slope
//camera angles and such are extrapolated and passed in every time
}
#[inline]
fn perspective_rh(fov_x_slope: f32, fov_y_slope: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r = z_far / (z_near - z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/fov_x_slope, 0.0, 0.0, 0.0),
glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
glam::Vec4::new(0.0, 0.0, r, -1.0),
glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
)
}
impl GraphicsCamera{
pub fn new(screen_size:glam::UVec2,fov_y:f32)->Self{
Self{
screen_size,
fov: glam::vec2(fov_y*(screen_size.x as f32)/(screen_size.y as f32),fov_y),
}
}
pub fn proj(&self)->glam::Mat4{
perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
}
pub fn view(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
//f32 good enough for view matrix
glam::Mat4::from_translation(pos) * glam::Mat4::from_euler(glam::EulerRot::YXZ, angles.x, angles.y, 0f32)
}
pub fn set_screen_size(&mut self,screen_size:glam::UVec2){
self.screen_size=screen_size;
self.fov.x=self.fov.y*(screen_size.x as f32)/(screen_size.y as f32);
}
pub fn to_uniform_data(&self,(pos,angles): (glam::Vec3,glam::Vec2)) -> [f32; 16 * 3 + 4] {
let proj=self.proj();
let proj_inv = proj.inverse();
let view=self.view(pos,angles);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw
}
}
pub struct GraphicsState{
screen_size: (u32, u32),
pipelines: GraphicsPipelines,
bind_groups: GraphicsBindGroups,
bind_group_layouts: GraphicsBindGroupLayouts,
samplers: GraphicsSamplers,
temp_squid_texture_view: wgpu::TextureView,
camera:GraphicsCamera,
camera_buf: wgpu::Buffer,
temp_squid_texture_view: wgpu::TextureView,
models: Vec<ModelGraphics>,
depth_view: wgpu::TextureView,
staging_belt: wgpu::util::StagingBelt,
@@ -65,8 +119,9 @@ impl GraphicsState{
pub struct GlobalState{
start_time: std::time::Instant,
manual_mouse_lock:bool,
mouse:physics::MouseState,
graphics:GraphicsState,
physics:body::PhysicsState,
physics_thread:worker::CompatWorker<TimedInstruction<InputInstruction>,physics::PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->physics::PhysicsOutputState>>,
}
impl GlobalState{
@@ -94,71 +149,6 @@ impl GlobalState{
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
}
fn generate_model_physics(&mut self,indexed_models:&model::IndexedModelInstances){
let mut starts=Vec::new();
let mut spawns=Vec::new();
let mut ordered_checkpoints=Vec::new();
let mut unordered_checkpoints=Vec::new();
for model in &indexed_models.models{
//make aabb and run vertices to get realistic bounds
for model_instance in &model.instances{
if let Some(model_physics)=body::ModelPhysics::from_model(model,model_instance){
let model_id=self.physics.models.len() as u32;
//snoop it before it gets stolen
for attr in model_instance.temp_indexing.iter(){
match attr{
model::TempIndexedAttributes::Start{mode_id}=>starts.push((*mode_id,model_id)),
model::TempIndexedAttributes::Spawn{mode_id,stage_id}=>spawns.push((*mode_id,model_id,*stage_id)),
model::TempIndexedAttributes::OrderedCheckpoint{mode_id,checkpoint_id}=>ordered_checkpoints.push((*mode_id,model_id,*checkpoint_id)),
model::TempIndexedAttributes::UnorderedCheckpoint{mode_id}=>unordered_checkpoints.push((*mode_id,model_id)),
}
}
//steal it
self.physics.models.push(model_physics);
}
}
}
//I don't wanna write structs for temporary structures
//this code builds ModeDescriptions from the unsorted lists at the top of the function
starts.sort_by_key(|tup|tup.0);
let mut eshmep=std::collections::HashMap::new();
let mut modedatas:Vec<(u32,Vec<(u32,u32)>,Vec<(u32,u32)>,Vec<u32>)>=starts.into_iter().enumerate().map(|(i,tup)|{
eshmep.insert(tup.0,i);
(tup.1,Vec::new(),Vec::new(),Vec::new())
}).collect();
for tup in spawns{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.1.push((tup.2,tup.1));
}
}
}
for tup in ordered_checkpoints{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.2.push((tup.2,tup.1));
}
}
}
for tup in unordered_checkpoints{
if let Some(mode_id)=eshmep.get(&tup.0){
if let Some(modedata)=modedatas.get_mut(*mode_id){
modedata.3.push(tup.1);
}
}
}
self.physics.modes.append(&mut modedatas.into_iter().map(|mut tup|{
tup.1.sort_by_key(|tup|tup.0);
tup.2.sort_by_key(|tup|tup.0);
model::ModeDescription{
start:tup.0,
spawns:tup.1.into_iter().map(|tup|tup.1).collect(),
ordered_checkpoints:tup.2.into_iter().map(|tup|tup.1).collect(),
unordered_checkpoints:tup.3,
}
}).collect());
println!("Physics Objects: {}",self.physics.models.len());
}
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:model::IndexedModelInstances){
//generate texture view per texture
@@ -228,7 +218,7 @@ impl GlobalState{
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
let indexed_models_len=indexed_models.models.len();
let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
for mut model in indexed_models.models.into_iter(){
for model in indexed_models.models.into_iter(){
//convert ModelInstance into ModelGraphicsInstance
let instances:Vec<ModelGraphicsInstance>=model.instances.into_iter().filter_map(|instance|{
if instance.color.w==0.0{
@@ -401,20 +391,6 @@ fn get_instances_buffer_data(instances:&[ModelGraphicsInstance]) -> Vec<f32> {
raw
}
fn to_uniform_data(camera: &body::Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
let proj=camera.proj();
let proj_inv = proj.inverse();
let view=camera.view(pos);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw
}
impl framework::Example for GlobalState {
fn optional_features() -> wgpu::Features {
wgpu::Features::TEXTURE_COMPRESSION_ASTC
@@ -575,23 +551,6 @@ impl framework::Example for GlobalState {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
let physics = body::PhysicsState {
spawn_point:glam::vec3(0.0,50.0,0.0),
body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
time: 0,
style:body::StyleModifiers::default(),
grounded: false,
contacts: std::collections::HashSet::new(),
models: Vec::new(),
walk: body::WalkState::new(),
camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
mouse_interpolation: body::MouseInterpolationState::new(),
controls: 0,
world:body::WorldState{},
game:body::GameMechanicsState::default(),
modes:Vec::new(),
};
//load textures
let device_features = device.features();
@@ -786,7 +745,10 @@ impl framework::Example for GlobalState {
multiview: None,
});
let camera_uniforms = to_uniform_data(&physics.camera,physics.body.extrapolated_position(0));
let mut physics = physics::PhysicsState::default();
let camera=GraphicsCamera::new(glam::uvec2(config.width,config.height), 1.0);
let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&physics.next_mouse));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
@@ -802,6 +764,7 @@ impl framework::Example for GlobalState {
],
label: Some("Camera"),
});
let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &skybox_texture_bind_group_layout,
entries: &[
@@ -820,7 +783,6 @@ impl framework::Example for GlobalState {
let depth_view = Self::create_depth_texture(config, device);
let graphics=GraphicsState {
screen_size: (config.width,config.height),
pipelines:GraphicsPipelines{
skybox:sky_pipeline,
model:model_pipeline
@@ -829,6 +791,7 @@ impl framework::Example for GlobalState {
camera:camera_bind_group,
skybox_texture:skybox_texture_bind_group,
},
camera,
camera_buf,
models: Vec::new(),
depth_view,
@@ -838,20 +801,30 @@ impl framework::Example for GlobalState {
temp_squid_texture_view: squid_texture_view,
};
let mut state=GlobalState{
start_time:Instant::now(),
manual_mouse_lock:false,
graphics,
physics,
};
let indexed_model_instances=model::IndexedModelInstances{
textures:Vec::new(),
models:indexed_models,
spawn_point:glam::Vec3::Y*50.0,
modes:Vec::new(),
};
state.generate_model_physics(&indexed_model_instances);
//how to multithread
//1. build
physics.generate_models(&indexed_model_instances);
//2. move
let physics_thread=physics.into_worker();
//3. forget
let mut state=GlobalState{
start_time:Instant::now(),
manual_mouse_lock:false,
mouse:physics::MouseState::default(),
graphics,
physics_thread,
};
state.generate_model_graphics(&device,&queue,indexed_model_instances);
let args:Vec<String>=std::env::args().collect();
@@ -875,7 +848,6 @@ impl framework::Example for GlobalState {
//.snf = "SNMF"
//.snf = "SNBF"
if let (Ok(()),Ok(()))=(std::io::Read::read_exact(&mut input, &mut first_8),std::io::Seek::rewind(&mut input)){
//
if let Some(indexed_model_instances)={
match &first_8[0..4]{
b"<rob"=>{
@@ -902,20 +874,20 @@ impl framework::Example for GlobalState {
}{
let spawn_point=indexed_model_instances.spawn_point;
//if generate_indexed_models succeeds, clear the previous ones
self.physics.clear();
self.graphics.clear();
self.generate_model_physics(&indexed_model_instances);
let mut physics=physics::PhysicsState::default();
physics.game.stage_id=0;
physics.spawn_point=spawn_point;
physics.process_instruction(instruction::TimedInstruction{
time:physics.time,
instruction: PhysicsInstruction::Input(physics::PhysicsInputInstruction::Reset),
});
physics.generate_models(&indexed_model_instances);
self.physics_thread=physics.into_worker();
self.generate_model_graphics(device,queue,indexed_model_instances);
//manual reset
let time=self.physics.time;
instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
time,
instruction: body::PhysicsInstruction::SetSpawnPosition(spawn_point),
});
instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
time,
instruction: body::PhysicsInstruction::Input(body::InputInstruction::Reset),
});
}else{
println!("No modeldatas were generated");
}
@@ -976,7 +948,7 @@ impl framework::Example for GlobalState {
15=>{//Tab
if s{
self.manual_mouse_lock=false;
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.screen_size.0 as f32/2.0, self.graphics.screen_size.1 as f32/2.0)){
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@@ -1005,18 +977,17 @@ impl framework::Example for GlobalState {
},
_ => {println!("scancode {}",keycode);None},
}{
self.physics.run(time);
self.physics.process_instruction(TimedInstruction{
self.physics_thread.send(TimedInstruction{
time,
instruction:PhysicsInstruction::Input(input_instruction),
})
instruction:input_instruction,
}).unwrap();
}
},
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.screen_size.0 as f32/2.0, self.graphics.screen_size.1 as f32/2.0)){
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@@ -1024,21 +995,22 @@ impl framework::Example for GlobalState {
//do not step the physics because the mouse polling rate is higher than the physics can run.
//essentially the previous input will be overwritten until a true step runs
//which is fine because they run all the time.
self.physics.process_instruction(TimedInstruction{
let delta=glam::ivec2(delta.0 as i32,delta.1 as i32);
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:PhysicsInstruction::Input(InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))),
})
instruction:InputInstruction::MoveMouse(self.mouse.pos),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
delta,
} => {
println!("mousewheel {:?}",delta);
if false{//self.physics.style.use_scroll{
self.physics.run(time);
self.physics.process_instruction(TimedInstruction{
self.physics_thread.send(TimedInstruction{
time,
instruction:PhysicsInstruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
})
instruction:InputInstruction::Jump(true),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
@@ -1052,8 +1024,7 @@ impl framework::Example for GlobalState {
_queue: &wgpu::Queue,
) {
self.graphics.depth_view = Self::create_depth_texture(config, device);
self.graphics.screen_size = (config.width, config.height);
self.physics.camera.set_fov_aspect(1.0,(config.width as f32)/(config.height as f32));
self.graphics.camera.set_screen_size(glam::uvec2(config.width, config.height));
}
fn render(
@@ -1063,15 +1034,20 @@ impl framework::Example for GlobalState {
queue: &wgpu::Queue,
_spawner: &framework::Spawner,
) {
//ideally this would be scheduled to execute and finish right before the render.
let time=self.start_time.elapsed().as_nanos() as i64;
self.physics.run(time);
self.physics_thread.send(TimedInstruction{
time,
instruction:InputInstruction::Idle,
}).unwrap();
//update time lol
self.mouse.time=time;
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = to_uniform_data(&self.physics.camera,self.physics.body.extrapolated_position(time));
let camera_uniforms = self.graphics.camera.to_uniform_data(self.physics_thread.grab_clone().adjust_mouse(&self.mouse));
self.graphics.staging_belt
.write_buffer(
&mut encoder,
@@ -1082,6 +1058,7 @@ impl framework::Example for GlobalState {
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
/*
for model in self.graphics.models.iter() {
let model_uniforms = get_instances_buffer_data(&model.instances);
self.graphics.staging_belt
@@ -1094,6 +1071,7 @@ impl framework::Example for GlobalState {
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
*/
self.graphics.staging_belt.finish();
{

View File

@@ -85,6 +85,24 @@ pub struct ModeDescription{
pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
pub spawn_from_stage_id:std::collections::HashMap::<u32,usize>,
pub ordered_checkpoint_from_checkpoint_id:std::collections::HashMap::<u32,usize>,
}
impl ModeDescription{
pub fn get_spawn_model_id(&self,stage_id:u32)->Option<&u32>{
if let Some(&spawn)=self.spawn_from_stage_id.get(&stage_id){
self.spawns.get(spawn)
}else{
None
}
}
pub fn get_ordered_checkpoint_model_id(&self,checkpoint_id:u32)->Option<&u32>{
if let Some(&checkpoint)=self.ordered_checkpoint_from_checkpoint_id.get(&checkpoint_id){
self.ordered_checkpoints.get(checkpoint)
}else{
None
}
}
}
pub enum TempIndexedAttributes{
Start{

File diff suppressed because it is too large Load Diff

107
src/worker.rs Normal file
View File

@@ -0,0 +1,107 @@
use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::Mutex;
//The goal here is to have a worker thread that parks itself when it runs out of work.
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
pub struct Worker<Task:Send,Value:Clone> {
sender: mpsc::Sender<Task>,
value:Arc<Mutex<Value>>,
}
impl<Task:Send+'static,Value:Clone+Send+'static> Worker<Task,Value> {
pub fn new<F:FnMut(Task)->Value+Send+'static>(value:Value,mut f:F) -> Self {
let (sender, receiver) = mpsc::channel::<Task>();
let ret=Self {
sender,
value:Arc::new(Mutex::new(value)),
};
let value=ret.value.clone();
thread::spawn(move || {
loop {
match receiver.recv() {
Ok(task) => {
let v=f(task);//make sure function is evaluated before lock is acquired
*value.lock()=v;
}
Err(_) => {
println!("Worker stopping.",);
break;
}
}
}
});
ret
}
pub fn send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn grab_clone(&self)->Value{
self.value.lock().clone()
}
}
pub struct CompatWorker<Task,Value:Clone,F>{
data:std::marker::PhantomData<Task>,
f:F,
value:Value,
}
impl<Task,Value:Clone,F:FnMut(Task)->Value> CompatWorker<Task,Value,F> {
pub fn new(value:Value,f:F) -> Self {
Self {
f,
value,
data:std::marker::PhantomData,
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
self.value=(self.f)(task);
Ok(())
}
pub fn grab_clone(&self)->Value{
self.value.clone()
}
}
#[test]//How to run this test with printing: cargo test --release -- --nocapture
fn test_worker() {
println!("hiiiii");
// Create the worker thread
let worker = Worker::new(crate::physics::Body::with_pva(glam::Vec3::ZERO,glam::Vec3::ZERO,glam::Vec3::ZERO),
|_|crate::physics::Body::with_pva(glam::Vec3::ONE,glam::Vec3::ONE,glam::Vec3::ONE)
);
// Send tasks to the worker
for i in 0..5 {
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::physics::PhysicsInstruction::StrafeTick,
};
worker.send(task).unwrap();
}
// Optional: Signal the worker to stop (in a real-world scenario)
// sender.send("STOP".to_string()).unwrap();
// Sleep to allow the worker thread to finish processing
thread::sleep(std::time::Duration::from_secs(2));
// Send a new task
let task = crate::instruction::TimedInstruction{
time:0,
instruction:crate::physics::PhysicsInstruction::StrafeTick,
};
worker.send(task).unwrap();
println!("value={:?}",worker.grab_clone());
// wait long enough to see print from final task
thread::sleep(std::time::Duration::from_secs(1));
}