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@@ -13,22 +13,7 @@ pub enum PhysicsInstruction {
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// bool,//true = Force
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// )
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//InputInstructions conditionally activate RefreshWalkTarget (by doing what SetWalkTargetVelocity used to do and then flagging it)
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Input(PhysicsInputInstruction),
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}
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#[derive(Debug)]
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pub enum PhysicsInputInstruction {
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ReplaceMouse(MouseState,MouseState),
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SetNextMouse(MouseState),
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SetMoveForward(bool),
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SetMoveLeft(bool),
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SetMoveBack(bool),
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SetMoveRight(bool),
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SetMoveUp(bool),
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SetMoveDown(bool),
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SetJump(bool),
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SetZoom(bool),
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Reset,
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Idle,
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Input(InputInstruction),
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}
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#[derive(Debug)]
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pub enum InputInstruction {
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@@ -107,7 +92,7 @@ impl crate::instruction::InstructionConsumer<InputInstruction> for InputState{
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*/
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//hey dumbass just use a delta
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#[derive(Clone,Debug)]
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#[derive(Clone)]
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pub struct MouseState {
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pub pos: glam::IVec2,
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pub time: TIME,
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@@ -121,11 +106,14 @@ impl Default for MouseState{
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}
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}
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impl MouseState {
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pub fn move_mouse(&mut self,pos:glam::IVec2,time:TIME){
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self.time=time;
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self.pos=pos;
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}
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pub fn lerp(&self,target:&MouseState,time:TIME)->glam::IVec2 {
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let m0=self.pos.as_i64vec2();
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let m1=target.pos.as_i64vec2();
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//these are deltas
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//let time=time.clamp(self.time, target.time);
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let t1t=(target.time-time) as i64;
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let tt0=(time-self.time) as i64;
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let dt=(target.time-self.time) as i64;
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@@ -312,7 +300,7 @@ pub struct PhysicsOutputState{
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}
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impl PhysicsOutputState{
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pub fn adjust_mouse(&self,mouse:&MouseState)->(glam::Vec3,glam::Vec2){
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(self.body.extrapolated_position(mouse.time)+self.camera.offset,self.camera.simulate_move_angles(mouse.pos).as_vec2())
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(self.body.extrapolated_position(mouse.time),self.camera.simulate_move_angles(mouse.pos).as_vec2())
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}
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}
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@@ -567,80 +555,53 @@ impl PhysicsState {
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self.intersects.clear();
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}
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pub fn into_worker(mut self)->crate::worker::CompatWorker<TimedInstruction<InputInstruction>,PhysicsOutputState,Box<dyn FnMut(TimedInstruction<InputInstruction>)->PhysicsOutputState>>{
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let mut mouse_blocking=true;
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let mut last_mouse_time=self.next_mouse.time;
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pub fn into_worker(mut self)->crate::worker::Worker<TimedInstruction<InputInstruction>,PhysicsOutputState>{
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let mut last_time=0;
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//last_time: this indicates the last time the mouse position was known.
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//Only used to generate a MouseState right before mouse movement
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//to finalize a long period of no movement and avoid interpolating from a long out-of-date MouseState.
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let mut mouse_blocking=true;//waiting for next_mouse to be written
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let mut timeline=std::collections::VecDeque::new();
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crate::worker::CompatWorker::new(self.output(),Box::new(move |ins:TimedInstruction<InputInstruction>|{
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if if let Some(phys_input)=match ins.instruction{
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InputInstruction::MoveMouse(m)=>{
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if mouse_blocking{
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//tell the game state which is living in the past about its future
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
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});
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:last_mouse_time,pos:self.next_mouse.pos},
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MouseState{time:ins.time,pos:m}
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),
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});
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//delay physics execution until we have an interpolation target
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mouse_blocking=true;
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crate::worker::Worker::new(self.output(),move |ins:TimedInstruction<InputInstruction>|{
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let run_queue=match &ins.instruction{
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InputInstruction::MoveMouse(_)=>{
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//I FORGOT TO EDIT THE MOVE MOUSE TIMESTAMPS
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if !mouse_blocking{
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//mouse has not been moving for a while.
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//make sure not to interpolate between two distant MouseStates.
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//generate a mouse instruction with no movement timestamped at last InputInstruction
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//Idle instructions are CRITICAL to keeping this value up to date
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//interpolate normally (now that prev mouse pos is up to date)
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// timeline.push_back(TimedInstruction{
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// time:last_time,
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// instruction:InputInstruction::MoveMouse(self.next_mouse.pos),
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// });
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}
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last_mouse_time=ins.time;
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None
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mouse_blocking=true;//block physics until the next mouse event or mouse event timeout.
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true//empty queue
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},
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InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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InputInstruction::Idle=>Some(PhysicsInputInstruction::Idle),
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}{
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//non-mouse event
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timeline.push_back(TimedInstruction{
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time:ins.time,
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instruction:phys_input,
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});
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if mouse_blocking{
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//assume the mouse has stopped moving after 10ms.
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//shitty mice are 125Hz which is 8ms so this should cover that.
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//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
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//so mouse events are probably not handled separately from drawing and fire right before it :(
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if 10_000_000<ins.time-self.next_mouse.time{
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//push an event to extrapolate no movement from
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timeline.push_front(TimedInstruction{
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time:last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.next_mouse.pos}),
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});
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last_mouse_time=ins.time;
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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mouse_blocking=false;
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true
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_=>{
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if mouse_blocking{
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//maybe I can turn this inside out by making this anotehr state machine where 50_000_000 is an instruction timestamp
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//check if last mouse move is within 50ms
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if ins.time-self.next_mouse.time<50_000_000{
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false//do not empty queue
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}else{
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mouse_blocking=false;
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// timeline.push_back(TimedInstruction{
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// time:ins.time,
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// instruction:InputInstruction::MoveMouse(self.next_mouse.pos),
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// });
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true
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}
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}else{
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false
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true
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}
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was not moving when the mouse starts moving again
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last_mouse_time=ins.time;
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true
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}
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}else{
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//mouse event
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true
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}{
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},
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};
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last_time=ins.time;
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timeline.push_back(ins);
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if run_queue{
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//empty queue
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while let Some(instruction)=timeline.pop_front(){
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self.run(instruction.time);
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@@ -651,7 +612,7 @@ impl PhysicsState {
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}
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}
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self.output()
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}))
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})
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}
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pub fn output(&self)->PhysicsOutputState{
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@@ -1176,11 +1137,10 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsState {
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fn process_instruction(&mut self, ins:TimedInstruction<PhysicsInstruction>) {
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match &ins.instruction {
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PhysicsInstruction::Input(PhysicsInputInstruction::Idle)
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|PhysicsInstruction::Input(PhysicsInputInstruction::SetNextMouse(_))
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|PhysicsInstruction::Input(PhysicsInputInstruction::ReplaceMouse(_,_))
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PhysicsInstruction::Input(InputInstruction::Idle)
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|PhysicsInstruction::Input(InputInstruction::MoveMouse(_))
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|PhysicsInstruction::StrafeTick => (),
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_=>println!("{}|{:?}",ins.time,ins.instruction),
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_=>println!("{:?}",ins),
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}
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//selectively update body
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match &ins.instruction {
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@@ -1305,32 +1265,29 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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let mut refresh_walk_target=true;
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let mut refresh_walk_target_velocity=true;
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match input_instruction{
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PhysicsInputInstruction::SetNextMouse(m) => {
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InputInstruction::MoveMouse(m) => {
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self.camera.angles=self.camera.simulate_move_angles(self.next_mouse.pos);
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(self.camera.mouse,self.next_mouse)=(self.next_mouse.clone(),m);
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self.camera.mouse.move_mouse(self.next_mouse.pos,self.next_mouse.time);
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self.next_mouse.move_mouse(m,self.time);
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},
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PhysicsInputInstruction::ReplaceMouse(m0,m1) => {
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self.camera.angles=self.camera.simulate_move_angles(m0.pos);
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(self.camera.mouse,self.next_mouse)=(m0,m1);
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},
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PhysicsInputInstruction::SetMoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
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PhysicsInputInstruction::SetMoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
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PhysicsInputInstruction::SetMoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
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PhysicsInputInstruction::SetMoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
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PhysicsInputInstruction::SetMoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
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PhysicsInputInstruction::SetMoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
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PhysicsInputInstruction::SetJump(s) => {
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InputInstruction::MoveForward(s) => self.set_control(StyleModifiers::CONTROL_MOVEFORWARD,s),
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InputInstruction::MoveLeft(s) => self.set_control(StyleModifiers::CONTROL_MOVELEFT,s),
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InputInstruction::MoveBack(s) => self.set_control(StyleModifiers::CONTROL_MOVEBACK,s),
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InputInstruction::MoveRight(s) => self.set_control(StyleModifiers::CONTROL_MOVERIGHT,s),
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InputInstruction::MoveUp(s) => self.set_control(StyleModifiers::CONTROL_MOVEUP,s),
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InputInstruction::MoveDown(s) => self.set_control(StyleModifiers::CONTROL_MOVEDOWN,s),
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InputInstruction::Jump(s) => {
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self.set_control(StyleModifiers::CONTROL_JUMP,s);
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if self.grounded{
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self.jump();
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}
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refresh_walk_target_velocity=false;
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},
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PhysicsInputInstruction::SetZoom(s) => {
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InputInstruction::Zoom(s) => {
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self.set_control(StyleModifiers::CONTROL_ZOOM,s);
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::Reset => {
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InputInstruction::Reset => {
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//temp
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self.body.position=self.spawn_point;
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self.body.velocity=glam::Vec3::ZERO;
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@@ -1341,7 +1298,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.grounded=false;
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refresh_walk_target=false;
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},
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PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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InputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
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}
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if refresh_walk_target{
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//calculate walk target velocity
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