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32 Commits

Author SHA1 Message Date
1372e12301 match the exact ordering of the source code 2024-08-22 19:42:29 -07:00
1841077e49 add test 2024-08-22 13:58:12 -07:00
e47b1ff6f9 fix algorithm 2024-08-22 13:58:05 -07:00
2c77a36083 tentative push solve implementation 2024-08-22 13:41:41 -07:00
e5e7ccaa3f credit 2024-08-22 12:55:14 -07:00
78202beb53 factor out indices, use only direct references 2024-08-22 12:50:40 -07:00
1265926c98 unused function 2024-08-22 12:19:44 -07:00
a916068d16 move function into struct impls 2024-08-22 11:51:44 -07:00
f3314308ef wrong 2024-08-22 11:20:19 -07:00
6f389e56ac tweaks 2024-08-21 20:47:45 -07:00
ad8b2c3793 rename variable 2024-08-21 20:20:18 -07:00
94d8bcfcea tentative algorithm completion 2024-08-21 20:20:18 -07:00
24a7fce2a9 naive solve and decompose 2024-08-21 20:20:18 -07:00
6ed5dd8028 named epsilon 2024-08-21 20:20:18 -07:00
1ef659e46a relocate functions 2024-08-21 20:20:18 -07:00
4cc1a172bd push solve! 2024-08-21 20:20:18 -07:00
412d9ada8f data structure for contact with index 2024-08-21 20:20:18 -07:00
b4abe437f6 wip 2024-08-21 20:20:18 -07:00
1928c2fc40 wip 2024-08-21 16:54:02 -07:00
158bad279a add arrayvec as a direct dep 2024-08-21 15:17:36 -07:00
b2a84e3be1 update common 2024-08-21 14:20:09 -07:00
0468484788 make physics-graphics communication a bit less insane 2024-08-21 14:20:09 -07:00
b9dc97053f graphics: spaces 2024-08-21 14:20:09 -07:00
40ed173b60 physics: unused field 2024-08-21 14:20:09 -07:00
fd5a813357 graphics: bundle FrameState into struct 2024-08-21 14:20:09 -07:00
50726199b9 todo 2024-08-21 14:20:09 -07:00
0676007430 graphics: drop model_buf after upload 2024-08-21 14:20:09 -07:00
97c49c9351 graphics: unused struct 2024-08-21 14:20:09 -07:00
10689784be graphics_worker: untab 2024-08-21 14:20:09 -07:00
2eff5dda9e graphics_worker: tweaks (rust master) 2024-08-21 14:20:09 -07:00
93b04f4f1f physics: recalculate touching parts in set_position 2024-08-21 14:20:09 -07:00
c616e82c47 use const 2024-08-19 17:04:53 -07:00
9 changed files with 810 additions and 264 deletions

9
Cargo.lock generated
View File

@@ -105,9 +105,9 @@ checksum = "9d151e35f61089500b617991b791fc8bfd237ae50cd5950803758a179b41e67a"
[[package]]
name = "arrayvec"
version = "0.7.4"
version = "0.7.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "96d30a06541fbafbc7f82ed10c06164cfbd2c401138f6addd8404629c4b16711"
checksum = "7c02d123df017efcdfbd739ef81735b36c5ba83ec3c59c80a9d7ecc718f92e50"
[[package]]
name = "as-raw-xcb-connection"
@@ -1882,6 +1882,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
name = "strafe-client"
version = "0.10.3"
dependencies = [
"arrayvec",
"bytemuck",
"configparser",
"ddsfile",
@@ -1912,9 +1913,9 @@ dependencies = [
[[package]]
name = "strafesnet_common"
version = "0.4.0"
version = "0.4.1"
source = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"
checksum = "ea4126f6fbf9aecf89c9e319290f0221d177dcaa8659b4b9e3d82acc37829f12"
checksum = "9a2621612e675a8f804abbbbe3b60caeafe58a2422cccbe453268d6f457df4f3"
dependencies = [
"arrayvec",
"bitflags 2.6.0",

View File

@@ -15,6 +15,7 @@ source = ["dep:strafesnet_deferred_loader", "dep:strafesnet_bsp_loader"]
roblox = ["dep:strafesnet_deferred_loader", "dep:strafesnet_rbx_loader"]
[dependencies]
arrayvec = "0.7.6"
bytemuck = { version = "1.13.1", features = ["derive"] }
configparser = "3.0.2"
ddsfile = "0.5.1"

View File

@@ -6,12 +6,6 @@ use strafesnet_common::model::{self, ColorId, NormalId, PolygonIter, PositionId,
use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
use crate::model_graphics::{self,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
#[derive(Clone)]
pub struct GraphicsModelUpdate{
transform:Option<glam::Mat4>,
color:Option<glam::Vec4>,
}
struct Indices{
count:u32,
buf:wgpu::Buffer,
@@ -32,7 +26,6 @@ impl Indices{
}
struct GraphicsModel{
indices:Indices,
model_buf:wgpu::Buffer,
vertex_buf:wgpu::Buffer,
bind_group:wgpu::BindGroup,
instance_count:u32,
@@ -65,12 +58,12 @@ struct GraphicsCamera{
#[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);
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),
glam::Vec4::new(0.0,0.0,r*z_near,0.0),
)
}
impl GraphicsCamera{
@@ -79,10 +72,10 @@ impl GraphicsCamera{
}
pub fn world(&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)
glam::Mat4::from_translation(pos)*glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
}
pub fn to_uniform_data(&self,(pos,angles):(glam::Vec3,glam::Vec2))->[f32; 16 * 4]{
pub fn to_uniform_data(&self,pos:glam::Vec3,angles:glam::Vec2)->[f32;16*4]{
let proj=self.proj();
let proj_inv=proj.inverse();
let view_inv=self.world(pos,angles);
@@ -105,6 +98,12 @@ impl std::default::Default for GraphicsCamera{
}
}
pub struct FrameState{
pub body:crate::physics::Body,
pub camera:crate::physics::PhysicsCamera,
pub time:integer::Time,
}
pub struct GraphicsState{
pipelines:GraphicsPipelines,
bind_groups:GraphicsBindGroups,
@@ -507,7 +506,6 @@ impl GraphicsState{
model_graphics::Indices::U16(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint16),
},
bind_group,
model_buf,
});
}
}
@@ -816,7 +814,7 @@ impl GraphicsState{
});
let camera=GraphicsCamera::default();
let camera_uniforms=camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(strafesnet_common::mouse::MouseState::default()));
let camera_uniforms=camera.to_uniform_data(glam::Vec3::ZERO,glam::Vec2::ZERO);
let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Camera"),
contents:bytemuck::cast_slice(&camera_uniforms),
@@ -884,16 +882,17 @@ impl GraphicsState{
view:&wgpu::TextureView,
device:&wgpu::Device,
queue:&wgpu::Queue,
physics_output:crate::physics::PhysicsOutputState,
predicted_time:integer::Time,
mouse_pos:glam::IVec2,
frame_state:FrameState,
){
//TODO:use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
// update rotation
let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(strafesnet_common::mouse::MouseState{pos:mouse_pos,time:predicted_time}));
let camera_uniforms=self.camera.to_uniform_data(
frame_state.body.extrapolated_position(frame_state.time).into(),
frame_state.camera.simulate_move_angles(glam::IVec2::ZERO)
);
self.staging_belt
.write_buffer(
&mut encoder,

View File

@@ -1,7 +1,5 @@
use strafesnet_common::integer;
pub enum Instruction{
Render(crate::physics::PhysicsOutputState,integer::Time,glam::IVec2),
Render(crate::graphics::FrameState),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
ChangeMap(strafesnet_common::map::CompleteMap),
@@ -17,12 +15,12 @@ WorkerDescription{
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
pub fn new<'a>(
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface<'a>,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface<'a>,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
@@ -33,18 +31,16 @@ pub fn new<'a>(
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
if let Some((size,user_settings))=&resize{
Instruction::Render(frame_state)=>{
if let Some((size,user_settings))=resize.take(){
println!("Resizing to {:?}",size);
let t0=std::time::Instant::now();
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,user_settings);
graphics.resize(&device,&config,&user_settings);
println!("Resize took {:?}",t0.elapsed());
}
//clear every time w/e
resize=None;
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
@@ -60,7 +56,7 @@ pub fn new<'a>(
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
graphics.render(&view,&device,&queue,frame_state);
frame.present();
}

View File

@@ -5,6 +5,7 @@ mod worker;
mod physics;
mod graphics;
mod settings;
mod push_solve;
mod face_crawler;
mod compat_worker;
mod model_physics;

View File

@@ -462,7 +462,7 @@ pub struct TransformedMesh<'a>{
transform:&'a PhysicsMeshTransform,
}
impl TransformedMesh<'_>{
pub fn new<'a>(
pub const fn new<'a>(
view:PhysicsMeshView<'a>,
transform:&'a PhysicsMeshTransform,
)->TransformedMesh<'a>{
@@ -751,6 +751,23 @@ impl MinkowskiMesh<'_>{
}
best_edge.map(|e|(e.as_undirected(),best_time))
}
fn infinity_in(&self,infinity_body:crate::physics::Body)->Option<(MinkowskiFace,integer::Time)>{
let infinity_fev=self.infinity_fev(-infinity_body.velocity,infinity_body.position);
match crate::face_crawler::crawl_fev(infinity_fev,self,&infinity_body,integer::Time::MIN,infinity_body.time){
crate::face_crawler::CrawlResult::Miss(_)=>None,
crate::face_crawler::CrawlResult::Hit(face,time)=>Some((face,time)),
}
}
pub fn is_point_in_mesh(&self,point:Planar64Vec3)->bool{
let infinity_body=crate::physics::Body::new(point,Planar64Vec3::Y,Planar64Vec3::ZERO,integer::Time::ZERO);
//movement must escape the mesh forwards and backwards in time,
//otherwise the point is not inside the mesh
self.infinity_in(infinity_body)
.is_some_and(|_|
self.infinity_in(-infinity_body)
.is_some()
)
}
}
impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
fn face_nd(&self,face_id:MinkowskiFace)->(Planar64Vec3,Planar64){

View File

@@ -419,7 +419,7 @@ impl HitboxMesh{
}
}
#[inline]
fn transformed_mesh(&self)->TransformedMesh{
const fn transformed_mesh(&self)->TransformedMesh{
TransformedMesh::new(self.mesh.complete_mesh_view(),&self.transform)
}
}
@@ -579,18 +579,37 @@ impl MoveState{
MoveState::Fly=>None,
}
}
}
#[derive(Clone,Default)]
pub struct PhysicsOutputState{
body:Body,
camera:PhysicsCamera,
camera_offset:Planar64Vec3,
mouse_pos:glam::IVec2,
}
impl PhysicsOutputState{
pub fn extrapolate(&self,mouse:MouseState)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(mouse.time)+self.camera_offset).into(),self.camera.simulate_move_angles(mouse.pos-self.mouse_pos))
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_enum_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_enum(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn apply_input_and_body(&mut self,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
self.apply_input(body,touching,models,hitbox_mesh,style,camera,input_state);
self.apply_to_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn set_move_state(&mut self,move_state:MoveState,body:&mut Body,touching:&TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
*self=move_state;
//this function call reads the above state that was just set
self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn cull_velocity(&mut self,velocity:Planar64Vec3,body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,style:&StyleModifiers,camera:&PhysicsCamera,input_state:&InputState){
//TODO: be more precise about contacts
if set_velocity_cull(body,touching,models,hitbox_mesh,velocity){
//TODO do better
match self.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if !touching.contacts.contains(&walk_state.contact){
self.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
},
None=>self.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
}
}
}
}
@@ -744,23 +763,31 @@ impl TouchingState{
a
}
fn constrain_velocity(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,velocity:&mut Planar64Vec3){
//TODO: trey push solve
for contact in &self.contacts{
let contacts=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let d=n.dot128(*velocity);
if d<0{
*velocity-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
crate::push_solve::Contact{
position:Planar64Vec3::ZERO,
velocity:n,
normal:n,
}
}).collect();
match crate::push_solve::push_solve(&contacts,*velocity){
Some(new_velocity)=>*velocity=new_velocity,
None=>println!("Algorithm silently failing :)"),
}
}
fn constrain_acceleration(&self,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,acceleration:&mut Planar64Vec3){
//TODO: trey push solve
for contact in &self.contacts{
let contacts=self.contacts.iter().map(|contact|{
let n=contact_normal(models,hitbox_mesh,contact);
let d=n.dot128(*acceleration);
if d<0{
*acceleration-=n*Planar64::raw(((d<<32)/n.dot128(n)) as i64);
crate::push_solve::Contact{
position:Planar64Vec3::ZERO,
velocity:n,
normal:n,
}
}).collect();
match crate::push_solve::push_solve(&contacts,*acceleration){
Some(new_acceleration)=>*acceleration=new_acceleration,
None=>println!("Algorithm silently failing :)"),
}
}
fn predict_collision_end(&self,collector:&mut instruction::InstructionCollector<PhysicsInternalInstruction>,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,body:&Body,time:Time){
@@ -890,7 +917,7 @@ impl VirtualBody<'_>{
pub struct PhysicsState{
time:Time,
body:Body,
world:WorldState,//currently there is only one state the world can be in
_world:WorldState,//currently there is only one state the world can be in
touching:TouchingState,
//camera must exist in state because wormholes modify the camera, also camera punch
camera:PhysicsCamera,
@@ -927,7 +954,7 @@ impl Default for PhysicsState{
move_state:MoveState::Air,
camera:PhysicsCamera::default(),
input_state:InputState::default(),
world:WorldState{},
_world:WorldState{},
mode_state:ModeState::default(),
run:run::Run::new(),
}
@@ -956,39 +983,15 @@ impl PhysicsState{
fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
self.move_state.next_move_instruction(&self.style.strafe,self.time)
}
//lmao idk this is convenient
fn apply_enum_and_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_enum_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_enum(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input(&self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
self.move_state.apply_to_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
self.move_state.cull_velocity(velocity,&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn set_move_state(&mut self,data:&PhysicsData,move_state:MoveState){
self.move_state=move_state;
//this function call reads the above state that was just set
self.apply_enum_and_body(data);
self.move_state.set_move_state(move_state,&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
fn cull_velocity(&mut self,data:&PhysicsData,velocity:Planar64Vec3){
//TODO: be more precise about contacts
if set_velocity_cull(&mut self.body,&mut self.touching,&data.models,&data.hitbox_mesh,velocity){
//TODO do better
match self.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if !self.touching.contacts.contains(&walk_state.contact){
self.set_move_state(data,MoveState::Air);
},
None=>self.apply_enum_and_body(data),
}
}
fn apply_input_and_body(&mut self,data:&PhysicsData){
self.move_state.apply_input_and_body(&mut self.body,&self.touching,&data.models,&data.hitbox_mesh,&self.style,&self.camera,&self.input_state);
}
//state mutated on collision:
//Accelerator
//stair step-up
@@ -1039,14 +1042,15 @@ impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsCont
}
}
impl PhysicsContext{
pub const fn output(&self)->PhysicsOutputState{
PhysicsOutputState{
body:self.state.body,
camera:self.state.camera,
camera_offset:self.state.style.camera_offset,
mouse_pos:self.state.input_state.mouse.pos,
pub fn camera_body(&self)->Body{
Body{
position:self.state.body.position+self.state.style.camera_offset,
..self.state.body
}
}
pub const fn camera(&self)->PhysicsCamera{
self.state.camera
}
pub const fn get_next_mouse(&self)->&MouseState{
self.state.input_state.get_next_mouse()
}
@@ -1254,14 +1258,80 @@ fn contact_normal(models:&PhysicsModels,hitbox_mesh:&HitboxMesh,contact:&Contact
minkowski.face_nd(contact.face_id).0
}
fn set_position(body:&mut Body,touching:&mut TouchingState,point:Planar64Vec3)->Planar64Vec3{
fn recalculate_touching(
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
//collision_end all existing contacts
//I would have preferred while let Some(contact)=contacts.pop()
//but there is no such method
while let Some(&contact)=touching.contacts.iter().next(){
collision_end_contact(move_state,body,touching,models,hitbox_mesh,style,camera,input_state,models.contact_attr(contact.model_id),contact)
}
while let Some(&intersect)=touching.intersects.iter().next(){
collision_end_intersect(touching,mode,run,models.intersect_attr(intersect.model_id),intersect,time);
}
//find all models in the teleport region
let mut aabb=aabb::Aabb::default();
aabb.grow(body.position);
aabb.inflate(hitbox_mesh.halfsize);
//relative to moving platforms
//let relative_body=&VirtualBody::relative(&Body::default(),&state.body).body(state.time);
bvh.the_tester(&aabb,&mut |&convex_mesh_id|{
//no checks are needed because of the time limits.
let model_mesh=models.mesh(convex_mesh_id);
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,hitbox_mesh.transformed_mesh());
if minkowski.is_point_in_mesh(body.position){
match convex_mesh_id.model_id{
//being inside of contact objects is an invalid physics state
//but the physics isn't advanced enough to do anything about it yet
//TODO: PushSolve and search for the closest valid position
PhysicsModelId::Contact(_)=>(),
PhysicsModelId::Intersect(model_id)=>
collision_start_intersect(move_state,body,mode_state,touching,mode,run,models,hitbox_mesh,bvh,style,camera,input_state,
models.intersect_attr(model_id),
IntersectCollision{
model_id,
submesh_id:convex_mesh_id.submesh_id,
},
time,
),
}
}
});
}
fn set_position(
point:Planar64Vec3,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
)->Planar64Vec3{
//test intersections at new position
//hovering above the surface 0 units is not intersecting. you will fall into it just fine
body.position=point;
//manual clear //for c in contacts{process_instruction(CollisionEnd(c))}
touching.clear();
//TODO: calculate contacts and determine the actual state
//touching.recalculate(body);
//calculate contacts and determine the actual state
recalculate_touching(move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
point
}
fn set_velocity_cull(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,hitbox_mesh:&HitboxMesh,v:Planar64Vec3)->bool{
@@ -1303,31 +1373,71 @@ fn set_acceleration(body:&mut Body,touching:&TouchingState,models:&PhysicsModels
body.acceleration=a;
}
fn teleport(body:&mut Body,touching:&mut TouchingState,models:&PhysicsModels,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,point:Planar64Vec3)->MoveState{
set_position(body,touching,point);
fn teleport(
point:Planar64Vec3,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
set_position(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
set_acceleration(body,touching,models,hitbox_mesh,style.gravity);
MoveState::Air
}
fn teleport_to_spawn(body:&mut Body,touching:&mut TouchingState,style:&StyleModifiers,hitbox_mesh:&HitboxMesh,mode:&gameplay_modes::Mode,models:&PhysicsModels,stage_id:gameplay_modes::StageId)->Option<MoveState>{
let transform=models.get_model_transform(mode.get_spawn_model_id(stage_id)?)?;
enum TeleportToSpawnError{
NoModel,
}
fn teleport_to_spawn(
stage:&gameplay_modes::Stage,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
mode:&gameplay_modes::Mode,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
)->Result<(),TeleportToSpawnError>{
let transform=models.get_model_transform(stage.spawn()).ok_or(TeleportToSpawnError::NoModel)?;
let point=transform.vertex.transform_point3(Planar64Vec3::Y)+Planar64Vec3::Y*(style.hitbox.halfsize.y()+Planar64::ONE/16);
Some(teleport(body,touching,models,style,hitbox_mesh,point))
teleport(point,move_state,body,touching,run,mode_state,Some(mode),models,hitbox_mesh,bvh,style,camera,input_state,time);
Ok(())
}
fn run_teleport_behaviour(
wormhole:&Option<gameplay_attributes::Wormhole>,
models:&PhysicsModels,
mode:&gameplay_modes::Mode,
style:&StyleModifiers,
hitbox_mesh:&HitboxMesh,
mode_state:&mut ModeState,
touching:&mut TouchingState,
body:&mut Body,
model_id:ModelId,
)->Option<MoveState>{
wormhole:Option<&gameplay_attributes::Wormhole>,
mode:Option<&gameplay_modes::Mode>,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
run:&mut run::Run,
mode_state:&mut ModeState,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
time:Time,
){
//TODO: jump count and checkpoints are always reset on teleport.
//Map makers are expected to use tools to prevent
//multi-boosting on JumpLimit boosters such as spawning into a SetVelocity
if let Some(mode)=mode{
if let Some(stage_element)=mode.get_element(model_id){
if let Some(stage)=mode.get_stage(stage_element.stage_id()){
if mode_state.get_stage_id()<stage_element.stage_id(){
@@ -1336,20 +1446,33 @@ fn run_teleport_behaviour(
if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
//do the stage checkpoints have to be reset?
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
let _=teleport_to_spawn(current_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
}
}
//check if all between stages have no checkpoints required to pass them
let mut loop_unbroken=true;
for stage_id in mode_state.get_stage_id().get()+1..stage_element.stage_id().get(){
let stage_id=StageId::new(stage_id);
//check if none of the between stages has checkpoints, if they do teleport back to that stage
if !mode.get_stage(stage_id)?.is_empty(){
mode_state.set_stage_id(stage_id);
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,stage_id);
match mode.get_stage(stage_id){
Some(stage)=>if !stage.is_empty(){
mode_state.set_stage_id(stage_id);
let _=teleport_to_spawn(stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
},
None=>{
//no such stage! set to last existing stage and break loop
mode_state.set_stage_id(StageId::new(stage_id.get()-1));
loop_unbroken=false;
break;
},
}
}
};
//notably you do not get teleported for touching ordered checkpoints in the wrong order within the same stage.
mode_state.set_stage_id(stage_element.stage_id());
if loop_unbroken{
mode_state.set_stage_id(stage_element.stage_id());
}
}else if stage_element.force(){
//forced stage_element will set the stage_id even if the stage has already been passed
mode_state.set_stage_id(stage_element.stage_id());
@@ -1357,9 +1480,10 @@ fn run_teleport_behaviour(
match stage_element.behaviour(){
gameplay_modes::StageElementBehaviour::SpawnAt=>(),
gameplay_modes::StageElementBehaviour::Trigger
|gameplay_modes::StageElementBehaviour::Teleport=>{
|gameplay_modes::StageElementBehaviour::Teleport=>if let Some(mode_state_stage)=mode.get_stage(mode_state.get_stage_id()){
//I guess this is correct behaviour when trying to teleport to a non-existent spawn but it's still weird
return teleport_to_spawn(body,touching,style,hitbox_mesh,mode,models,mode_state.get_stage_id());
let _=teleport_to_spawn(mode_state_stage,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
return;
},
gameplay_modes::StageElementBehaviour::Platform=>(),
gameplay_modes::StageElementBehaviour::Check=>(),//this is to run the checkpoint check behaviour without any other side effects
@@ -1373,158 +1497,185 @@ fn run_teleport_behaviour(
}
}
}
match wormhole{
&Some(gameplay_attributes::Wormhole{destination_model})=>{
let origin=models.get_model_transform(model_id)?;
let destination=models.get_model_transform(destination_model)?;
//ignore the transform for now
Some(teleport(body,touching,models,style,hitbox_mesh,body.position-origin.vertex.translation+destination.vertex.translation))
}
if let Some(&gameplay_attributes::Wormhole{destination_model})=wormhole{
if let (Some(origin),Some(destination))=(models.get_model_transform(model_id),models.get_model_transform(destination_model)){
let point=body.position-origin.vertex.translation+destination.vertex.translation;
//TODO: camera angles
teleport(point,move_state,body,touching,run,mode_state,mode,models,hitbox_mesh,bvh,style,camera,input_state,time);
}
None=>None,
}
}
fn collision_start_contact(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
mode_state:&mut ModeState,
touching:&mut TouchingState,
run:&mut run::Run,
mode:Option<&gameplay_modes::Mode>,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
time:Time,
){
let incident_velocity=state.body.velocity;
//add to touching
state.touching.insert(Collision::Contact(contact));
//clip v
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,incident_velocity);
match &attr.contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
let reflected_velocity=state.body.velocity+(state.body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,reflected_velocity);
},
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
if let Some(ladder_settings)=&state.style.ladder{
if contacting_ladder.sticky{
//kill v
//actually you could do this with a booster attribute :thinking:
//it's a little bit different because maybe you want to chain ladders together
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
}
//ladder walkstate
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
let walk_state=ContactMoveState::ladder(ladder_settings,&state.body,gravity,target_velocity,contact);
state.set_move_state(data,MoveState::Ladder(walk_state));
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
None=>if let Some(walk_settings)=&state.style.walk{
if walk_settings.is_slope_walkable(contact_normal(&data.models,&data.hitbox_mesh,&contact),Planar64Vec3::Y){
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,&state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state);
let walk_state=ContactMoveState::ground(walk_settings,&state.body,gravity,target_velocity,contact);
state.set_move_state(data,MoveState::Walk(walk_state));
}
},
}
//I love making functions with 10 arguments to dodge the borrow checker
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,contact.model_id.into());
}
if state.style.get_control(Controls::Jump,state.input_state.controls){
if let (Some(jump_settings),Some(walk_state))=(&state.style.jump,state.move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(&data.models,&data.hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(&state.style,jump_dir,state.body.velocity,attr.general.booster.as_ref());
state.cull_velocity(data,jumped_velocity);
}
}
match &attr.general.trajectory{
Some(trajectory)=>{
match trajectory{
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
state.cull_velocity(data,velocity);
},
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
}
},
None=>(),
}
//doing enum to set the acceleration when surfing
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
state.apply_enum_and_input_and_body(data);
let incident_velocity=body.velocity;
//add to touching
touching.insert(Collision::Contact(contact));
//clip v
set_velocity(body,touching,models,hitbox_mesh,incident_velocity);
match &attr.contacting.contact_behaviour{
Some(gameplay_attributes::ContactingBehaviour::Surf)=>println!("I'm surfing!"),
Some(gameplay_attributes::ContactingBehaviour::Cling)=>println!("Unimplemented!"),
&Some(gameplay_attributes::ContactingBehaviour::Elastic(elasticity))=>{
let reflected_velocity=body.velocity+(body.velocity-incident_velocity)*Planar64::raw(elasticity as i64+1);
set_velocity(body,touching,models,hitbox_mesh,reflected_velocity);
},
Some(gameplay_attributes::ContactingBehaviour::Ladder(contacting_ladder))=>
if let Some(ladder_settings)=&style.ladder{
if contacting_ladder.sticky{
//kill v
//actually you could do this with a booster attribute :thinking:
//it's a little bit different because maybe you want to chain ladders together
set_velocity(body,touching,models,hitbox_mesh,Planar64Vec3::ZERO);//model.velocity
}
//ladder walkstate
let (gravity,target_velocity)=ladder_things(ladder_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
let walk_state=ContactMoveState::ladder(ladder_settings,body,gravity,target_velocity,contact);
move_state.set_move_state(MoveState::Ladder(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
},
Some(gameplay_attributes::ContactingBehaviour::NoJump)=>todo!("nyi"),
None=>if let Some(walk_settings)=&style.walk{
if walk_settings.is_slope_walkable(contact_normal(models,hitbox_mesh,&contact),Planar64Vec3::Y){
//ground
let (gravity,target_velocity)=ground_things(walk_settings,&contact,touching,models,hitbox_mesh,style,camera,input_state);
let walk_state=ContactMoveState::ground(walk_settings,body,gravity,target_velocity,contact);
move_state.set_move_state(MoveState::Walk(walk_state),body,touching,models,hitbox_mesh,style,camera,input_state);
}
},
}
//I love making functions with 10 arguments to dodge the borrow checker
run_teleport_behaviour(contact.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
if style.get_control(Controls::Jump,input_state.controls){
if let (Some(jump_settings),Some(walk_state))=(&style.jump,move_state.get_walk_state()){
let jump_dir=walk_state.jump_direction.direction(models,hitbox_mesh,&walk_state.contact);
let jumped_velocity=jump_settings.jumped_velocity(style,jump_dir,body.velocity,attr.general.booster.as_ref());
move_state.cull_velocity(jumped_velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
}
}
match &attr.general.trajectory{
Some(trajectory)=>{
match trajectory{
gameplay_attributes::SetTrajectory::AirTime(_)=>todo!(),
gameplay_attributes::SetTrajectory::Height(_)=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointTime { target_point: _, time: _ }=>todo!(),
gameplay_attributes::SetTrajectory::TargetPointSpeed { target_point: _, speed: _, trajectory_choice: _ }=>todo!(),
&gameplay_attributes::SetTrajectory::Velocity(velocity)=>{
move_state.cull_velocity(velocity,body,touching,models,hitbox_mesh,style,camera,input_state);
},
gameplay_attributes::SetTrajectory::DotVelocity { direction: _, dot: _ }=>todo!(),
}
},
None=>(),
}
//doing enum to set the acceleration when surfing
//doing input_and_body to refresh the walk state if you hit a wall while accelerating
move_state.apply_enum_and_input_and_body(body,touching,models,hitbox_mesh,style,camera,input_state);
}
fn collision_start_intersect(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
mode_state:&mut ModeState,
touching:&mut TouchingState,
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
bvh:&bvh::BvhNode<ConvexMeshId>,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
attr:&gameplay_attributes::IntersectAttributes,
intersect:IntersectCollision,
time:Time,
){
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
state.touching.insert(Collision::Intersect(intersect));
//insta booster!
if let Some(booster)=&attr.general.booster{
state.cull_velocity(data,booster.boost(state.body.velocity));
}
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
state.run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match state.run.finish(state.time){
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
None=>(),
}
run_teleport_behaviour(&attr.general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,intersect.model_id.into());
}
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
touching.insert(Collision::Intersect(intersect));
//insta booster!
if let Some(booster)=&attr.general.booster{
move_state.cull_velocity(booster.boost(body.velocity),body,touching,models,hitbox_mesh,style,camera,input_state);
}
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
*run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match run.finish(time){
Ok(())=>println!("@@@@ Finished run time={}",run.time(time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>run.flag(run::FlagReason::Anticheat),
None=>(),
}
}
run_teleport_behaviour(intersect.model_id.into(),attr.general.wormhole.as_ref(),mode,move_state,body,touching,run,mode_state,models,hitbox_mesh,bvh,style,camera,input_state,time);
}
fn collision_end_contact(
state:&mut PhysicsState,
data:&PhysicsData,
move_state:&mut MoveState,
body:&mut Body,
touching:&mut TouchingState,
models:&PhysicsModels,
hitbox_mesh:&HitboxMesh,
style:&StyleModifiers,
camera:&PhysicsCamera,
input_state:&InputState,
_attr:&gameplay_attributes::ContactAttributes,
contact:ContactCollision,
){
state.touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
//this is inner code from state.cull_velocity
match state.move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if walk_state.contact==contact{
state.set_move_state(data,MoveState::Air);
},
None=>state.apply_enum_and_body(data),
}
touching.remove(&Collision::Contact(contact));//remove contact before calling contact_constrain_acceleration
//check ground
//TODO do better
//this is inner code from move_state.cull_velocity
match move_state.get_walk_state(){
//did you stop touching the thing you were walking on?
Some(walk_state)=>if walk_state.contact==contact{
move_state.set_move_state(MoveState::Air,body,touching,models,hitbox_mesh,style,camera,input_state);
},
None=>move_state.apply_enum_and_body(body,touching,models,hitbox_mesh,style,camera,input_state),
}
}
fn collision_end_intersect(
state:&mut PhysicsState,
data:&PhysicsData,
touching:&mut TouchingState,
mode:Option<&gameplay_modes::Mode>,
run:&mut run::Run,
_attr:&gameplay_attributes::IntersectAttributes,
intersect:IntersectCollision,
time:Time,
){
state.touching.remove(&Collision::Intersect(intersect));
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match state.run.start(state.time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
touching.remove(&Collision::Intersect(intersect));
if let Some(mode)=mode{
let zone=mode.get_zone(intersect.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match run.start(time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
}
fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedInstruction<PhysicsInternalInstruction>){
state.time=ins.time;
@@ -1538,13 +1689,41 @@ fn atomic_internal_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:Tim
state.body.advance_time(state.time);
}
match ins.instruction{
PhysicsInternalInstruction::CollisionStart(collision)=>match collision{
Collision::Contact(contact)=>collision_start_contact(state,data,data.models.contact_attr(contact.model_id),contact),
Collision::Intersect(intersect)=>collision_start_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
PhysicsInternalInstruction::CollisionStart(collision)=>{
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
match collision{
Collision::Contact(contact)=>collision_start_contact(
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,&mut state.run,
mode,
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.model_id),
contact,
state.time,
),
Collision::Intersect(intersect)=>collision_start_intersect(
&mut state.move_state,&mut state.body,&mut state.mode_state,&mut state.touching,
mode,
&mut state.run,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,
data.models.intersect_attr(intersect.model_id),
intersect,
state.time,
),
}
},
PhysicsInternalInstruction::CollisionEnd(collision)=>match collision{
Collision::Contact(contact)=>collision_end_contact(state,data,data.models.contact_attr(contact.model_id),contact),
Collision::Intersect(intersect)=>collision_end_intersect(state,data,data.models.intersect_attr(intersect.model_id),intersect),
Collision::Contact(contact)=>collision_end_contact(
&mut state.move_state,&mut state.body,&mut state.touching,&data.models,&data.hitbox_mesh,&state.style,&state.camera,&state.input_state,
data.models.contact_attr(contact.model_id),
contact
),
Collision::Intersect(intersect)=>collision_end_intersect(
&mut state.touching,
data.modes.get_mode(state.mode_state.get_mode_id()),
&mut state.run,
data.models.intersect_attr(intersect.model_id),
intersect,
state.time
),
},
PhysicsInternalInstruction::StrafeTick=>{
//TODO make this less huge
@@ -1667,14 +1846,15 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
},
PhysicsInputInstruction::Restart=>{
//teleport to start zone
let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).and_then(|mode|
let mode=data.modes.get_mode(state.mode_state.get_mode_id());
let spawn_point=mode.and_then(|mode|
//TODO: spawn at the bottom of the start zone plus the hitbox size
//TODO: set camera andles to face the same way as the start zone
data.models.get_model_transform(mode.get_start().into()).map(|transform|
transform.vertex.translation
)
).unwrap_or(Planar64Vec3::ZERO);
set_position(&mut state.body,&mut state.touching,spawn_point);
set_position(spawn_point,&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,mode,&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time);
set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
state.set_move_state(data,MoveState::Air);
b_refresh_walk_target=false;
@@ -1682,7 +1862,14 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
//spawn at a particular stage
if let Some(mode)=data.modes.get_mode(mode_id){
teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
if let Some(stage)=mode.get_stage(stage_id){
let _=teleport_to_spawn(
stage,
&mut state.move_state,&mut state.body,&mut state.touching,&mut state.run,&mut state.mode_state,
mode,
&data.models,&data.hitbox_mesh,&data.bvh,&state.style,&state.camera,&state.input_state,state.time
);
}
}
b_refresh_walk_target=false;
},
@@ -1705,6 +1892,7 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
if b_refresh_walk_target{
state.apply_input_and_body(data);
state.cull_velocity(data,state.body.velocity);
//also check if accelerating away from surface
}
}

View File

@@ -180,8 +180,12 @@ impl MouseInterpolator{
self.empty_queue();
}
}
pub fn get_render_stuff(&self,time:Time)->(crate::physics::PhysicsOutputState,Time,glam::IVec2){
(self.physics.output(),self.timer.time(time),self.physics.get_next_mouse().pos)
pub fn get_frame_state(&self,time:Time)->crate::graphics::FrameState{
crate::graphics::FrameState{
body:self.physics.camera_body(),
camera:self.physics.camera(),
time:self.timer.time(time),
}
}
pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
//dump any pending interpolation state
@@ -221,8 +225,8 @@ pub fn new<'a>(
interpolator.handle_instruction(&ins);
match ins.instruction{
Instruction::Render=>{
let (physics_output,time,mouse_pos)=interpolator.get_render_stuff(ins.time);
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics_output,time,mouse_pos)).unwrap();
let frame_state=interpolator.get_frame_state(ins.time);
graphics_worker.send(crate::graphics_worker::Instruction::Render(frame_state)).unwrap();
},
Instruction::Resize(size)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();

339
src/push_solve.rs Normal file
View File

@@ -0,0 +1,339 @@
use strafesnet_common::integer::{Planar64,Planar64Vec3};
// This algorithm is based on Lua code
// written by Trey Reynolds in 2021
// 1/2^10
const EPSILON:Planar64=Planar64::raw(1<<(32-10));
// A stack-allocated variable-size list that holds up to 4 elements
// Direct references are used instead of indices i0, i1, i2, i3
type Conts<'a>=arrayvec::ArrayVec<&'a Contact,4>;
struct Ray{
origin:Planar64Vec3,
direction:Planar64Vec3,
}
impl Ray{
fn extrapolate(&self,t:Planar64)->Planar64Vec3{
self.origin+self.direction*t
}
}
/// Information about a contact restriction
pub struct Contact{
pub position:Planar64Vec3,
pub velocity:Planar64Vec3,
pub normal:Planar64Vec3,
}
impl Contact{
fn relative_to(&self,point:Planar64Vec3)->Self{
Self{
position:self.position-point,
velocity:self.velocity,
normal:self.normal,
}
}
fn relative_dot(&self,direction:Planar64Vec3)->Planar64{
(direction-self.velocity).dot(self.normal)
}
/// Calculate the time of intersection. (previously get_touch_time)
fn solve(&self,ray:&Ray)->Planar64{
(self.position-ray.origin).dot(self.normal)/(ray.direction-self.velocity).dot(self.normal)
}
}
//note that this is horrible with fixed point arithmetic
fn solve1(c0:&Contact)->Option<Planar64Vec3>{
let det=c0.normal.dot(c0.velocity);
if det.get().abs()<EPSILON.get(){
return None;
}
let d0=c0.normal.dot(c0.position);
Some(c0.normal*d0/det)
}
fn solve2(c0:&Contact,c1:&Contact)->Option<Planar64Vec3>{
let u0_u1=c0.velocity.cross(c1.velocity);
let n0_n1=c0.normal.cross(c1.normal);
let det=u0_u1.dot(n0_n1);
if det.get().abs()<EPSILON.get(){
return None;
}
let d0=c0.normal.dot(c0.position);
let d1=c1.normal.dot(c1.position);
Some((c1.normal.cross(u0_u1)*d0+u0_u1.cross(c0.normal)*d1)/det)
}
fn solve3(c0:&Contact,c1:&Contact,c2:&Contact)->Option<Planar64Vec3>{
let n0_n1=c0.normal.cross(c1.normal);
let det=c2.normal.dot(n0_n1);
if det.get().abs()<EPSILON.get(){
return None;
}
let d0=c0.normal.dot(c0.position);
let d1=c1.normal.dot(c1.position);
let d2=c2.normal.dot(c2.position);
Some((c1.normal.cross(c2.normal)*d0+c2.normal.cross(c0.normal)*d1+c0.normal.cross(c1.normal)*d2)/det)
}
fn decompose1(point:Planar64Vec3,u0:Planar64Vec3)->Option<Planar64>{
let det=u0.dot(u0);
if det==Planar64::ZERO{
return None;
}
let s0=u0.dot(point)/det;
Some(s0)
}
fn decompose2(point:Planar64Vec3,u0:Planar64Vec3,u1:Planar64Vec3)->Option<(Planar64,Planar64)>{
let u0_u1=u0.cross(u1);
let det=u0_u1.dot(u0_u1);
if det==Planar64::ZERO{
return None;
}
let s0=u0_u1.dot(point.cross(u1))/det;
let s1=u0_u1.dot(u0.cross(point))/det;
Some((s0,s1))
}
fn decompose3(point:Planar64Vec3,u0:Planar64Vec3,u1:Planar64Vec3,u2:Planar64Vec3)->Option<(Planar64,Planar64,Planar64)>{
let det=u0.cross(u1).dot(u2);
if det==Planar64::ZERO{
return None;
}
let s0=point.cross(u1).dot(u2)/det;
let s1=u0.cross(point).dot(u2)/det;
let s2=u0.cross(u1).dot(point)/det;
Some((s0,s1,s2))
}
fn is_space_enclosed_2(
a:Planar64Vec3,
b:Planar64Vec3,
)->bool{
a.cross(b)==Planar64Vec3::ZERO
&&a.dot(b)<Planar64::ZERO
}
fn is_space_enclosed_3(
a:Planar64Vec3,
b:Planar64Vec3,
c:Planar64Vec3
)->bool{
a.cross(b).dot(c)==Planar64::ZERO
&&{
let det_abac=a.cross(b).dot(a.cross(c));
let det_abbc=a.cross(b).dot(b.cross(c));
let det_acbc=a.cross(c).dot(b.cross(c));
return det_abac*det_abbc<=Planar64::ZERO
&& det_abbc*det_acbc<=Planar64::ZERO
&&-det_acbc*det_abac<=Planar64::ZERO
||is_space_enclosed_2(a,b)
||is_space_enclosed_2(a,c)
||is_space_enclosed_2(b,c)
}
}
fn is_space_enclosed_4(
a:Planar64Vec3,
b:Planar64Vec3,
c:Planar64Vec3,
d:Planar64Vec3,
)->bool{
let det_abc=a.cross(b).dot(c);
let det_abd=a.cross(b).dot(d);
let det_acd=a.cross(c).dot(d);
let det_bcd=b.cross(c).dot(d);
return det_abc*det_abd<Planar64::ZERO
&&-det_abc*det_acd<Planar64::ZERO
&& det_abd*det_acd<Planar64::ZERO
&& det_abc*det_bcd<Planar64::ZERO
&&-det_abd*det_bcd<Planar64::ZERO
&& det_acd*det_bcd<Planar64::ZERO
||is_space_enclosed_3(a,b,c)
||is_space_enclosed_3(a,b,d)
||is_space_enclosed_3(a,c,d)
||is_space_enclosed_3(b,c,d)
}
const fn get_push_ray_0(point:Planar64Vec3)->Option<Ray>{
Some(Ray{origin:point,direction:Planar64Vec3::ZERO})
}
fn get_push_ray_1(point:Planar64Vec3,c0:&Contact)->Option<Ray>{
let direction=solve1(c0)?;
let s0=decompose1(direction,c0.velocity)?;
if s0<Planar64::ZERO{
return None;
}
let origin=point+solve1(
&c0.relative_to(point),
)?;
Some(Ray{origin,direction})
}
fn get_push_ray_2(point:Planar64Vec3,c0:&Contact,c1:&Contact)->Option<Ray>{
let direction=solve2(c0,c1)?;
let (s0,s1)=decompose2(direction,c0.velocity,c1.velocity)?;
if s0<Planar64::ZERO||s1<Planar64::ZERO{
return None;
}
let origin=point+solve2(
&c0.relative_to(point),
&c1.relative_to(point),
)?;
Some(Ray{origin,direction})
}
fn get_push_ray_3(point:Planar64Vec3,c0:&Contact,c1:&Contact,c2:&Contact)->Option<Ray>{
let direction=solve3(c0,c1,c2)?;
let (s0,s1,s2)=decompose3(direction,c0.velocity,c1.velocity,c2.velocity)?;
if s0<Planar64::ZERO||s1<Planar64::ZERO||s2<Planar64::ZERO{
return None;
}
let origin=point+solve3(
&c0.relative_to(point),
&c1.relative_to(point),
&c2.relative_to(point),
)?;
Some(Ray{origin,direction})
}
const fn get_best_push_ray_and_conts_0<'a>(point:Planar64Vec3)->Option<(Ray,Conts<'a>)>{
match get_push_ray_0(point){
Some(ray)=>Some((ray,Conts::new_const())),
None=>None,
}
}
fn get_best_push_ray_and_conts_1(point:Planar64Vec3,c0:&Contact)->Option<(Ray,Conts)>{
get_push_ray_1(point,c0)
.map(|ray|(ray,Conts::from_iter([c0])))
}
fn get_best_push_ray_and_conts_2<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact)->Option<(Ray,Conts<'a>)>{
if is_space_enclosed_2(c0.normal,c1.normal){
return None;
}
if let Some(ray)=get_push_ray_2(point,c0,c1){
return Some((ray,Conts::from_iter([c0,c1])));
}
if let Some(ray)=get_push_ray_1(point,c0){
if Planar64::ZERO<=c1.relative_dot(ray.direction){
return Some((ray,Conts::from_iter([c0])));
}
}
return None;
}
fn get_best_push_ray_and_conts_3<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact,c2:&'a Contact)->Option<(Ray,Conts<'a>)>{
if is_space_enclosed_3(c0.normal,c1.normal,c2.normal){
return None;
}
if let Some(ray)=get_push_ray_3(point,c0,c1,c2){
return Some((ray,Conts::from_iter([c0,c1,c2])));
}
if let Some(ray)=get_push_ray_2(point,c0,c1){
if Planar64::ZERO<=c2.relative_dot(ray.direction){
return Some((ray,Conts::from_iter([c0,c1])));
}
}
if let Some(ray)=get_push_ray_2(point,c0,c2){
if Planar64::ZERO<=c1.relative_dot(ray.direction){
return Some((ray,Conts::from_iter([c0,c2])));
}
}
if let Some(ray)=get_push_ray_1(point,c0){
if Planar64::ZERO<=c1.relative_dot(ray.direction)
&&Planar64::ZERO<=c2.relative_dot(ray.direction){
return Some((ray,Conts::from_iter([c0])));
}
}
return None;
}
fn get_best_push_ray_and_conts_4<'a>(point:Planar64Vec3,c0:&'a Contact,c1:&'a Contact,c2:&'a Contact,c3:&'a Contact)->Option<(Ray,Conts<'a>)>{
if is_space_enclosed_4(c0.normal,c1.normal,c2.normal,c3.normal){
return None;
}
let (ray012,conts012)=get_best_push_ray_and_conts_3(point,c0,c1,c2)?;
let (ray013,conts013)=get_best_push_ray_and_conts_3(point,c0,c1,c3)?;
let (ray023,conts023)=get_best_push_ray_and_conts_3(point,c0,c2,c3)?;
let err012=c3.relative_dot(ray012.direction);
let err013=c2.relative_dot(ray013.direction);
let err023=c1.relative_dot(ray023.direction);
let best_err=err012.max(err013).max(err023);
if best_err==err012{
return Some((ray012,conts012))
}else if best_err==err013{
return Some((ray013,conts013))
}else if best_err==err023{
return Some((ray023,conts023))
}
unreachable!()
}
fn get_best_push_ray_and_conts<'a>(
point:Planar64Vec3,
conts:Conts<'a>,
)->Option<(Ray,Conts<'a>)>{
match conts.as_slice(){
&[c0,c1,c2,c3]=>get_best_push_ray_and_conts_4(point,c0,c1,c2,c3),
&[c0,c1,c2]=>get_best_push_ray_and_conts_3(point,c0,c1,c2),
&[c0,c1]=>get_best_push_ray_and_conts_2(point,c0,c1),
&[c0]=>get_best_push_ray_and_conts_1(point,c0),
&[]=>get_best_push_ray_and_conts_0(point),
_=>unreachable!(),
}
}
fn get_first_touch<'a>(contacts:&'a Vec<Contact>,ray:&Ray,conts:&Conts)->Option<(Planar64,&'a Contact)>{
contacts.iter()
.filter(|&contact|
!conts.iter().any(|&c|std::ptr::eq(c,contact))
&&contact.relative_dot(ray.direction)< -EPSILON
)
.map(|contact|(contact.solve(ray),contact))
.min_by_key(|&(t,_)|t)
}
pub fn push_solve(contacts:&Vec<Contact>,point:Planar64Vec3)->Option<Planar64Vec3>{
let (mut ray,mut conts)=get_best_push_ray_and_conts_0(point)?;
loop{
let (next_t,next_cont)=match get_first_touch(contacts,&ray,&conts){
Some((t,conts))=>(t,conts),
None=>return Some(ray.origin),
};
if Planar64::ZERO<=next_t{
return Some(ray.origin);
}
//push_front
if conts.len()==conts.capacity(){
//this is a dead case, new_conts never has more than 3 elements
conts.rotate_right(1);
conts[0]=next_cont;
}else{
conts.push(next_cont);
conts.rotate_right(1);
}
let meet_point=ray.extrapolate(next_t);
match get_best_push_ray_and_conts(meet_point,conts){
Some((new_ray,new_conts))=>(ray,conts)=(new_ray,new_conts),
None=>return Some(meet_point),
}
}
}
#[cfg(test)]
mod tests{
use super::*;
#[test]
fn test_push_solve(){
let contacts=vec![
Contact{
position:Planar64Vec3::ZERO,
velocity:Planar64Vec3::Y,
normal:Planar64Vec3::Y,
}
];
assert_eq!(
Some(Planar64Vec3::ZERO),
push_solve(&contacts,Planar64Vec3::NEG_Y)
);
}
}