the physics are pretty sketchy. Not sure what to work on next
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0052907432
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c420eada1f
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@ -154,8 +154,12 @@ async fn main () -> Result <()> {
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margin: 0.00125,
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};
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let player_speed = 2.0;
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let player_jump_speed = 8.0;
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let player_acc = 1.0;
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let player_acc_air = 0.125;
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let player_max_speed = 4.0;
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let player_max_speed_air = 8.0;
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let player_jump_speed = 12.0;
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let kill_z = -3.0;
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let mut player_jump_vec: Option <Vec3> = None;
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game_state.reset_level (&level);
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@ -184,35 +188,71 @@ async fn main () -> Result <()> {
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let kb_state = event_pump.keyboard_state ();
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let player_speed = if let Some (v) = player_jump_vec.as_ref () {
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if v.z > 0.5 {
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game_state.player.vel.x = 0.0;
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game_state.player.vel.y = 0.0;
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player_speed
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}
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else {
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0.125
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}
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}
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else {
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0.125
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};
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let mut wanted_dir = Vec3::default ();
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if kb_state.is_scancode_pressed (Scancode::Left) {
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game_state.player.vel.x -= player_speed;
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wanted_dir.x -= 1.0;
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}
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if kb_state.is_scancode_pressed (Scancode::Right) {
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game_state.player.vel.x += player_speed;
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wanted_dir.x += 1.0;
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}
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if kb_state.is_scancode_pressed (Scancode::Up) {
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game_state.player.vel.y += player_speed;
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wanted_dir.y += 1.0;
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}
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if kb_state.is_scancode_pressed (Scancode::Down) {
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game_state.player.vel.y -= player_speed;
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wanted_dir.y -= 1.0;
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}
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let wanted_dir = if wanted_dir.length_squared () >= 1.0 {
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wanted_dir.normalize ()
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}
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else {
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wanted_dir
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};
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let old_vel = game_state.player.vel;
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let old_vel_2 = old_vel * Vec3::new (1.0, 1.0, 0.0);
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let new_vel_2 = match player_jump_vec.as_ref () {
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Some (v) => {
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// Ground
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let acc = player_acc * v.z * v.z;
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let wanted_vel = wanted_dir * player_max_speed;
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let diff = wanted_vel - old_vel_2;
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if diff.length_squared () < acc * acc {
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// We're near the wanted velocity, so snap to it
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wanted_vel
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}
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else {
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// We're not near the wanted velocity, so accelerate
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old_vel_2 + diff.normalize_or_zero () * acc
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}
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},
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// Air
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None => {
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let proposed_vel = old_vel_2 + wanted_dir * player_acc_air;
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if old_vel_2.length_squared () < player_max_speed_air * player_max_speed_air {
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// Air control is normal below player_max_speed
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proposed_vel
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}
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else {
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// If the player's input would push them beyond player_max_speed,
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// apply drag to preserve overall energy
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proposed_vel * old_vel_2.length () / proposed_vel.length ()
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}
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},
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};
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game_state.player.vel = new_vel_2;
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game_state.player.vel.z = old_vel.z;
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dbg! (game_state.player.vel);
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if player_wants_to_jump {
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if let Some (normal) = player_jump_vec.clone () {
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game_state.player.vel.z = 0.0;
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game_state.player.vel += normal * player_jump_speed;
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}
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}
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@ -220,8 +260,10 @@ async fn main () -> Result <()> {
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let phys_result = opengl_rust::physics::step (&phys_params, &game_state.phys_tris, &[], 0.5, &game_state.player);
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game_state.player = phys_result.body;
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if game_state.player.pos.z < kill_z {
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game_state.reset_level (&level);
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}
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// tracing::debug! ("player pos: {}", game_state.player.pos);
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// dbg! (player_jump_vec);
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player_jump_vec = None;
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for normal in &phys_result.normals_hit {
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@ -238,6 +280,8 @@ async fn main () -> Result <()> {
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});
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}
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// dbg! (player_jump_vec);
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window.gl_make_current (&gl_ctx).unwrap ();
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graphics.draw (&game_state, &mut gl_state, &level);
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@ -286,7 +330,6 @@ impl LoadedLevel {
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}
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else if let Some (mesh) = node.mesh () {
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println! ("Node {:?} is a mesh", node.name ());
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for (i, prim) in mesh.primitives ().enumerate () {
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let positions = match prim.get (&Semantic::Positions) {
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None => continue,
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@ -312,9 +355,6 @@ impl LoadedLevel {
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None => continue,
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Some (x) => x,
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};
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dbg! (positions.offset (), pos_view.offset (), pos_view.stride ());
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dbg! (normals.offset (), norm_view.offset (), norm_view.stride ());
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dbg! (indices.offset (), indices.data_type (), indices_view.offset (), indices_view.stride ());
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}
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}
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}
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