♻️ refactor: extract logic step function

main
_ 2022-01-09 14:13:28 +00:00
parent 2c41ea1e6b
commit 6ccae593d3
3 changed files with 151 additions and 113 deletions

View File

@ -216,7 +216,7 @@ impl Graphics {
) = camera.transform.clone ().decomposed ();
let cam_trans = Vec3::from (cam_trans);
let cam_trans = Vec3::new (cam_trans.x.max (state.player.pos.x + 4.0), cam_trans.y, cam_trans.z);
let cam_trans = Vec3::new (cam_trans.x.max (state.logic.player.pos.x + 4.0), cam_trans.y, cam_trans.z);
let view_mat =
Mat4::from_quat (Quat::from_array (cam_rot).inverse ()) *
@ -244,7 +244,7 @@ impl Graphics {
self.texture_earth.bind ();
let mvp = view_mat *
Mat4::from_translation (state.player.pos) *
Mat4::from_translation (state.logic.player.pos) *
Mat4::from_scale ((0.5, 0.5, 0.5).into ());
glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
glezz::uniform_3fv (unis [&u::ALBEDO], &white);
@ -340,9 +340,9 @@ impl Graphics {
if true {
// Raycast for player shadow
let coll = opengl_rust::physics::get_candidate (
&state.phys_tris, &state.aabbs,
state.player.pos,
state.player.pos + Vec3::new (0.0, 0.0, -100.0),
&state.static_level.tris, &[],
state.logic.player.pos,
state.logic.player.pos + Vec3::new (0.0, 0.0, -100.0),
0.0
);

View File

@ -22,19 +22,148 @@ mod graphics;
mod virtual_gamepad;
use graphics::Graphics;
use virtual_gamepad::VirtualGamepad;
#[derive (Default)]
pub struct GameState {
player: PhysicsBody,
aabbs: Vec <opengl_rust::physics::Aabb>,
phys_tris: Vec <opengl_rust::physics::Triangle>,
logic: LogicState,
static_level: StaticLevel,
}
impl GameState {
fn step (&mut self, phys_params: &opengl_rust::physics::Params, p_gp: VirtualGamepad) -> LogicStepOutput
{
self.logic.step (&self.static_level, phys_params, p_gp)
}
}
struct StaticLevel {
tris: Vec <opengl_rust::physics::Triangle>,
}
#[derive (Clone, Default)]
struct LogicState {
player: PhysicsBody,
player_jump_vec: Option <Vec3>,
}
#[derive (Clone, Copy, Default)]
struct LogicStepOutput {
reset_level: bool,
}
impl LogicState {
fn reset_level (&mut self, level: &LoadedLevel) {
self.player = Default::default ();
self.player.pos = level.player_spawn;
}
fn step (&mut self, static_level: &StaticLevel, phys_params: &opengl_rust::physics::Params, p_gp: VirtualGamepad) -> LogicStepOutput
{
let player_acc = 1.0;
let player_acc_air = 0.125;
let player_max_speed = 4.0;
let player_max_speed_air = 8.0;
let player_jump_speed = 12.0;
let kill_z = -3.0;
let mut output = LogicStepOutput::default ();
let mut wanted_dir = Vec3::default ();
if p_gp.d_left.any_press () {
wanted_dir.x -= 1.0;
}
if p_gp.d_right.any_press () {
wanted_dir.x += 1.0;
}
if p_gp.d_up.any_press () {
wanted_dir.y += 1.0;
}
if p_gp.d_down.any_press () {
wanted_dir.y -= 1.0;
}
let wanted_dir = if wanted_dir.length_squared () >= 1.0 {
wanted_dir.normalize ()
}
else {
wanted_dir
};
let wanted_dir = wanted_dir;
let old_vel = self.player.vel;
let old_vel_2 = old_vel * Vec3::new (1.0, 1.0, 0.0);
let new_vel_2 = match self.player_jump_vec.as_ref () {
Some (v) => {
// Ground
let acc = player_acc * v.z * v.z;
let wanted_vel = wanted_dir * player_max_speed;
let diff = wanted_vel - old_vel_2;
if diff.length_squared () < acc * acc {
// We're near the wanted velocity, so snap to it
wanted_vel
}
else {
// We're not near the wanted velocity, so accelerate
old_vel_2 + diff.normalize_or_zero () * acc
}
},
// Air
None => {
let proposed_vel = old_vel_2 + wanted_dir * player_acc_air;
if old_vel_2.length_squared () < player_max_speed_air * player_max_speed_air {
// Air control is normal below player_max_speed
proposed_vel
}
else {
// If the player's input would push them beyond player_max_speed,
// apply drag to preserve overall energy
proposed_vel * old_vel_2.length () / proposed_vel.length ()
}
},
};
self.player.vel = new_vel_2;
self.player.vel.z = old_vel.z;
// dbg! (self.player.vel);
if p_gp.jump.pressed {
if let Some (normal) = self.player_jump_vec.clone () {
self.player.vel.z = 0.0;
self.player.vel += normal * player_jump_speed;
}
}
let phys_result = opengl_rust::physics::step (&phys_params, &static_level.tris, &[], 0.5, &self.player);
self.player = phys_result.body;
if self.player.pos.z < kill_z {
output.reset_level = true;
}
// tracing::debug! ("player pos: {}", self.player.pos);
self.player_jump_vec = None;
for normal in &phys_result.normals_hit {
self.player_jump_vec = Some (match self.player_jump_vec {
None => *normal,
Some (old) => {
if normal.z > old.z {
*normal
}
else {
old
}
},
});
}
output
}
}
#[tokio::main]
@ -161,23 +290,19 @@ async fn main () -> Result <()> {
let mut graphics = Graphics::new ();
let mut gl_state = Default::default ();
let mut game_state = GameState::default ();
let mut game_state = GameState {
logic: Default::default (),
static_level: StaticLevel {
tris: phys_tris,
},
};
let phys_params = opengl_rust::physics::Params {
dt: 1.0 / 60.0,
gravity: (0.0, 0.0, -0.5).into (),
margin: 0.00125,
};
let player_acc = 1.0;
let player_acc_air = 0.125;
let player_max_speed = 4.0;
let player_max_speed_air = 8.0;
let player_jump_speed = 12.0;
let kill_z = -3.0;
let mut player_jump_vec: Option <Vec3> = None;
game_state.reset_level (&level);
game_state.phys_tris = phys_tris;
game_state.logic.reset_level (&level);
let mut next_upf_print = 60;
let mut last_upf_instant = Instant::now ();
@ -193,7 +318,7 @@ async fn main () -> Result <()> {
break 'running
},
Event::KeyDown { keycode: Some (Keycode::R), .. } => {
game_state.reset_level (&level);
game_state.logic.reset_level (&level);
},
Event::KeyDown { scancode: Some (Scancode::Space), repeat: false, .. } => {
player_gamepad.jump.pressed = true;
@ -237,99 +362,12 @@ async fn main () -> Result <()> {
let p_gp = player_gamepad;
let mut wanted_dir = Vec3::default ();
if p_gp.d_left.any_press () {
wanted_dir.x -= 1.0;
}
if p_gp.d_right.any_press () {
wanted_dir.x += 1.0;
}
if p_gp.d_up.any_press () {
wanted_dir.y += 1.0;
}
if p_gp.d_down.any_press () {
wanted_dir.y -= 1.0;
let logic_step_output = game_state.step (&phys_params, p_gp);
if logic_step_output.reset_level {
game_state.logic.reset_level (&level);
}
let wanted_dir = if wanted_dir.length_squared () >= 1.0 {
wanted_dir.normalize ()
}
else {
wanted_dir
};
let old_vel = game_state.player.vel;
let old_vel_2 = old_vel * Vec3::new (1.0, 1.0, 0.0);
let new_vel_2 = match player_jump_vec.as_ref () {
Some (v) => {
// Ground
let acc = player_acc * v.z * v.z;
let wanted_vel = wanted_dir * player_max_speed;
let diff = wanted_vel - old_vel_2;
if diff.length_squared () < acc * acc {
// We're near the wanted velocity, so snap to it
wanted_vel
}
else {
// We're not near the wanted velocity, so accelerate
old_vel_2 + diff.normalize_or_zero () * acc
}
},
// Air
None => {
let proposed_vel = old_vel_2 + wanted_dir * player_acc_air;
if old_vel_2.length_squared () < player_max_speed_air * player_max_speed_air {
// Air control is normal below player_max_speed
proposed_vel
}
else {
// If the player's input would push them beyond player_max_speed,
// apply drag to preserve overall energy
proposed_vel * old_vel_2.length () / proposed_vel.length ()
}
},
};
game_state.player.vel = new_vel_2;
game_state.player.vel.z = old_vel.z;
// dbg! (game_state.player.vel);
if p_gp.jump.pressed {
if let Some (normal) = player_jump_vec.clone () {
game_state.player.vel.z = 0.0;
game_state.player.vel += normal * player_jump_speed;
}
}
let phys_result = opengl_rust::physics::step (&phys_params, &game_state.phys_tris, &[], 0.5, &game_state.player);
game_state.player = phys_result.body;
if game_state.player.pos.z < kill_z {
game_state.reset_level (&level);
}
// tracing::debug! ("player pos: {}", game_state.player.pos);
player_jump_vec = None;
for normal in &phys_result.normals_hit {
player_jump_vec = Some (match player_jump_vec {
None => *normal,
Some (old) => {
if normal.z > old.z {
*normal
}
else {
old
}
},
});
}
// dbg! (game_state.player.pos);
// dbg! (game_state.logic.player.pos);
window.gl_make_current (&gl_ctx).unwrap ();

View File

@ -1,7 +1,7 @@
use glam::{Vec2, Vec3};
use partial_min_max::{min, max};
#[derive (Debug, Default, PartialEq)]
#[derive (Clone, Copy, Debug, Default, PartialEq)]
pub struct PhysicsBody {
pub pos: Vec3,
pub vel: Vec3,