Added playeragent
parent
083f76332f
commit
173263f334
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@ -644,6 +644,7 @@ dependencies = [
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"cgmath",
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"galactica-content",
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"galactica-galaxy",
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"galactica-playeragent",
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"galactica-render",
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"galactica-systemsim",
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"galactica-util",
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@ -687,6 +688,20 @@ dependencies = [
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"walkdir",
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]
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[[package]]
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name = "galactica-playeragent"
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version = "0.0.0"
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dependencies = [
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"anyhow",
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"cgmath",
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"galactica-content",
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"galactica-galaxy",
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"galactica-util",
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"pollster",
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"wgpu",
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"winit",
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]
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[[package]]
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name = "galactica-render"
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version = "0.0.0"
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@ -714,6 +729,7 @@ dependencies = [
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"crossbeam",
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"galactica-content",
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"galactica-galaxy",
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"galactica-playeragent",
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"galactica-util",
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"nalgebra",
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"rand",
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@ -48,6 +48,7 @@ galactica-render = { path = "crates/render" }
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galactica-systemsim = { path = "crates/systemsim" }
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galactica-galaxy = { path = "crates/galaxy" }
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galactica-packer = { path = "crates/packer" }
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galactica-playeragent = { path = "crates/playeragent" }
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galactica = { path = "crates/galactica" }
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image = { version = "0.24", features = ["png"] }
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@ -26,6 +26,7 @@ galactica-render = { workspace = true }
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galactica-util = { workspace = true }
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galactica-systemsim = { workspace = true }
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galactica-galaxy = { workspace = true }
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galactica-playeragent = { workspace = true }
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winit = { workspace = true }
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wgpu = { workspace = true }
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@ -1,119 +1,112 @@
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use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
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use galactica_galaxy::{ship::ShipPersonality, Galaxy, GxShipHandle};
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use galactica_playeragent::{PlayerAgent, PlayerStatus};
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use galactica_render::RenderInput;
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use galactica_systemsim::{util, ParticleBuilder, StepResources, SystemSim, Wrapper};
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use galactica_util::timing::Timing;
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use std::time::Instant;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use crate::camera::Camera;
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use crate::inputstatus::InputStatus;
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use galactica_render::RenderInput;
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use galactica_systemsim::{objects::ShipControls, util, ParticleBuilder, StepResources, SystemSim};
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#[derive(Clone)]
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pub struct GameState {
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pub gx: Galaxy,
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pub systemsim: SystemSim,
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}
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pub struct Game {
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input: InputStatus,
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last_update: Instant,
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player: GxShipHandle,
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paused: bool,
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time_scale: f32,
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start_instant: Instant,
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camera: Camera,
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// Core game data
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ct: Content,
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gx: Galaxy,
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systemsim: SystemSim,
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state_live: GameState,
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state_static: GameState,
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// Metadata
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wrapper: Wrapper, // Physics computer
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time_scale: f32,
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last_update: Instant,
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start_instant: Instant,
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new_particles: Vec<ParticleBuilder>,
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timing: Timing,
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}
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impl Game {
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pub fn new(ct: Content) -> Self {
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let mut galaxy = Galaxy::new(&ct);
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pub fn new(ct: Content) -> (Self, GxShipHandle) {
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let mut gx = Galaxy::new(&ct);
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let player = galaxy.create_ship(
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let player = gx.create_ship(
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&ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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ShipPersonality::Player,
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&SystemHandle { index: 0 },
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);
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let s = galaxy.get_ship_mut(player).unwrap();
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let s = gx.get_ship_mut(player).unwrap();
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
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let a = galaxy.create_ship(
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let a = gx.create_ship(
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&ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 1 },
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ShipPersonality::Dummy,
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&SystemHandle { index: 0 },
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);
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let s = galaxy.get_ship_mut(a).unwrap();
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let s = gx.get_ship_mut(a).unwrap();
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
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let a = galaxy.create_ship(
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let a = gx.create_ship(
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&ct,
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ShipHandle { index: 0 },
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FactionHandle { index: 0 },
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ShipPersonality::Point,
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&SystemHandle { index: 0 },
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);
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let s = galaxy.get_ship_mut(a).unwrap();
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let s = gx.get_ship_mut(a).unwrap();
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
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s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
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let physics = SystemSim::new(&ct, &galaxy, SystemHandle { index: 0 });
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let systemsim = SystemSim::new(&ct, &gx, SystemHandle { index: 0 });
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let state = GameState { gx, systemsim };
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(
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Game {
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last_update: Instant::now(),
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input: InputStatus::new(),
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player,
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start_instant: Instant::now(),
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camera: Camera {
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pos: (0.0, 0.0).into(),
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zoom: 500.0,
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aspect: 1.0,
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},
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//system: object::System::new(&ct, SystemHandle { index: 0 }),
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paused: false,
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time_scale: 1.0,
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systemsim: physics,
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gx: galaxy,
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ct,
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state_live: state.clone(),
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state_static: state,
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wrapper: Wrapper::new(),
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last_update: Instant::now(),
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start_instant: Instant::now(),
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time_scale: 1.0,
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new_particles: Vec::new(),
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timing: Timing::new(),
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}
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},
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player,
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)
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}
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pub fn set_camera_aspect(&mut self, v: f32) {
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self.camera.aspect = v
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pub fn update_player_controls(&mut self, player: &PlayerAgent) {
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self.state_live.systemsim.update_player_controls(player)
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}
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pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
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self.input.process_key(state, key)
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}
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pub fn get_player_status(&self, player: &PlayerAgent) -> PlayerStatus {
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let o = self
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.state_static
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.systemsim
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.get_ship(player.ship.unwrap())
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.unwrap();
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let r = self
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.state_static
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.systemsim
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.get_rigid_body(o.rigid_body)
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.unwrap();
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let pos = util::rigidbody_position(r);
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pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
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self.input.process_click(state, key)
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}
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pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) {
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self.input.process_scroll(delta, phase)
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}
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pub fn set_paused(&mut self, pause: bool) {
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if pause {
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self.paused = true;
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self.input.release_all()
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} else {
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self.paused = false;
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}
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PlayerStatus { pos }
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}
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pub fn update(&mut self) {
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@ -121,50 +114,33 @@ impl Game {
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self.timing.start_frame();
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self.timing.start_galaxy();
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self.gx.step(t);
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self.state_live.gx.step(t);
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self.timing.mark_galaxy();
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self.systemsim.step(StepResources {
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player: self.player,
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player_controls: ShipControls {
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left: self.input.key_left,
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right: self.input.key_right,
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thrust: self.input.key_thrust,
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guns: self.input.key_guns,
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},
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self.state_live.systemsim.step(StepResources {
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ct: &self.ct,
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gx: &mut self.gx,
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gx: &mut self.state_live.gx,
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particles: &mut self.new_particles,
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timing: &mut self.timing,
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wrapper: &mut self.wrapper,
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t,
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});
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if self.input.v_scroll != 0.0 {
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self.camera.zoom = (self.camera.zoom + self.input.v_scroll)
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.clamp(self.ct.get_config().zoom_min, self.ct.get_config().zoom_max);
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self.input.v_scroll = 0.0;
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}
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self.camera.pos = {
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let o = self.systemsim.get_ship(self.player).unwrap();
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let r = self.systemsim.get_rigid_body(o.rigid_body).unwrap();
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util::rigidbody_position(r)
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};
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self.last_update = Instant::now();
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self.state_static = self.state_live.clone();
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self.timing.mark_frame();
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}
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pub fn get_frame_state(&mut self) -> RenderInput {
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pub fn get_frame_state(&mut self, player: &PlayerAgent) -> RenderInput {
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RenderInput {
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camera_pos: self.camera.pos,
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camera_zoom: self.camera.zoom,
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camera_pos: player.camera.pos,
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camera_zoom: player.camera.zoom,
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current_time: self.start_instant.elapsed().as_secs_f32(),
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ct: &self.ct,
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systemsim: &self.systemsim, // TODO: maybe system should be stored here?
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systemsim: &self.state_static.systemsim, // TODO: system should be stored here, not in game
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particles: &mut self.new_particles,
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player_data: self.player,
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gx: &self.gx,
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player_data: player.ship.unwrap(),
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gx: &self.state_static.gx,
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current_system: SystemHandle { index: 0 },
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timing: &mut self.timing,
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}
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@ -1,9 +1,8 @@
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mod camera;
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mod game;
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mod inputstatus;
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use anyhow::{bail, Result};
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use galactica_content::Content;
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use galactica_playeragent::PlayerAgent;
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use galactica_util::constants::ASSET_CACHE;
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use std::{
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fs,
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@ -37,21 +36,26 @@ fn main() -> Result<()> {
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let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
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gpu.init(&content);
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let mut game = game::Game::new(content);
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game.set_camera_aspect(
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let (mut game, p) = game::Game::new(content);
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let mut player = PlayerAgent::new(p);
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
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);
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
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match gpu.render(game.get_frame_state()) {
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match gpu.render(game.get_frame_state(&player)) {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost) => gpu.resize(game.get_content()),
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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let status = game.get_player_status(&player);
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player.step(game.get_content(), status);
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}
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Event::MainEventsCleared => {
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@ -63,8 +67,8 @@ fn main() -> Result<()> {
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ref event,
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window_id,
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} if window_id == gpu.window().id() => match event {
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WindowEvent::Focused(state) => {
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game.set_paused(!state);
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WindowEvent::Focused(_state) => {
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//game.set_paused(!state);
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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@ -75,23 +79,28 @@ fn main() -> Result<()> {
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..
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},
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..
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} => game.process_key(state, key),
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} => {
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player.process_key(state, key);
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game.update_player_controls(&player);
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}
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WindowEvent::MouseInput { state, button, .. } => {
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game.process_click(state, button);
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player.process_click(state, button);
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game.update_player_controls(&player);
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}
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WindowEvent::MouseWheel { delta, phase, .. } => {
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game.process_scroll(delta, phase);
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player.process_scroll(delta, phase);
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game.update_player_controls(&player);
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}
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WindowEvent::Resized(_) => {
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gpu.resize(game.get_content());
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game.set_camera_aspect(
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32
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/ gpu.window().inner_size().height as f32,
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);
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}
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WindowEvent::ScaleFactorChanged { .. } => {
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gpu.resize(game.get_content());
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game.set_camera_aspect(
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player.set_camera_aspect(
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gpu.window().inner_size().width as f32
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/ gpu.window().inner_size().height as f32,
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);
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@ -0,0 +1,28 @@
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[package]
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name = "galactica-playeragent"
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description = "TODO"
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categories = { workspace = true }
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keywords = { workspace = true }
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version = { workspace = true }
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rust-version = { workspace = true }
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authors = { workspace = true }
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edition = { workspace = true }
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homepage = { workspace = true }
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repository = { workspace = true }
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license = { workspace = true }
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documentation = { workspace = true }
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readme = { workspace = true }
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[lints]
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workspace = true
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[dependencies]
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galactica-content = { workspace = true }
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galactica-util = { workspace = true }
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galactica-galaxy = { workspace = true }
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winit = { workspace = true }
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wgpu = { workspace = true }
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pollster = { workspace = true }
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anyhow = { workspace = true }
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cgmath = { workspace = true }
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@ -12,3 +12,13 @@ pub struct Camera {
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/// Aspect ratio of viewport (width / height)
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pub aspect: f32,
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}
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impl Camera {
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pub fn new() -> Self {
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Self {
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pos: (0.0, 0.0).into(),
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zoom: 500.0,
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aspect: 1.0,
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}
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}
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}
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@ -0,0 +1,9 @@
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mod camera;
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mod inputstatus;
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mod playeragent;
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mod playerstatus;
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pub use camera::Camera;
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pub use inputstatus::InputStatus;
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pub use playeragent::PlayerAgent;
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pub use playerstatus::PlayerStatus;
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@ -0,0 +1,56 @@
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use galactica_content::Content;
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use galactica_galaxy::GxShipHandle;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
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use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
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pub struct PlayerAgent {
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/// Which ship this player is controlling
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pub ship: Option<GxShipHandle>,
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/// This player's camera
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pub camera: Camera,
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/// What buttons this player is pressing
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pub input: InputStatus,
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/// What the player currently has selected
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pub selection: Option<()>,
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}
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impl PlayerAgent {
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pub fn new(ship: GxShipHandle) -> Self {
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Self {
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input: InputStatus::new(),
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camera: Camera::new(),
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ship: Some(ship),
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selection: None,
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}
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}
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pub fn set_camera_aspect(&mut self, v: f32) {
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self.camera.aspect = v
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}
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pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
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self.input.process_key(state, key)
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}
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pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
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self.input.process_click(state, key)
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}
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pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) {
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self.input.process_scroll(delta, phase)
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}
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pub fn step(&mut self, ct: &Content, status: PlayerStatus) {
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if self.input.v_scroll != 0.0 {
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self.camera.zoom = (self.camera.zoom + self.input.v_scroll)
|
||||
.clamp(ct.get_config().zoom_min, ct.get_config().zoom_max);
|
||||
self.input.v_scroll = 0.0;
|
||||
}
|
||||
|
||||
self.camera.pos = status.pos;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
use cgmath::Point2;
|
||||
|
||||
pub struct PlayerStatus {
|
||||
pub pos: Point2<f32>,
|
||||
}
|
|
@ -20,6 +20,7 @@ workspace = true
|
|||
galactica-content = { workspace = true }
|
||||
galactica-galaxy = { workspace = true }
|
||||
galactica-util = { workspace = true }
|
||||
galactica-playeragent = { workspace = true }
|
||||
|
||||
rapier2d = { workspace = true }
|
||||
nalgebra = { workspace = true }
|
||||
|
|
|
@ -13,3 +13,4 @@ mod wrapper;
|
|||
pub use particlebuilder::*;
|
||||
pub use stepresources::*;
|
||||
pub use systemsim::SystemSim;
|
||||
pub use wrapper::Wrapper;
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
use crate::{objects::ShipControls, ParticleBuilder};
|
||||
use crate::{wrapper::Wrapper, ParticleBuilder};
|
||||
use galactica_content::Content;
|
||||
use galactica_galaxy::{Galaxy, GxShipHandle};
|
||||
use galactica_galaxy::Galaxy;
|
||||
use galactica_util::timing::Timing;
|
||||
|
||||
/// External resources we need to compute time steps
|
||||
#[derive(Debug)]
|
||||
pub struct StepResources<'a> {
|
||||
/// Game content
|
||||
pub ct: &'a Content,
|
||||
|
@ -18,12 +17,9 @@ pub struct StepResources<'a> {
|
|||
/// Particles to create
|
||||
pub particles: &'a mut Vec<ParticleBuilder>,
|
||||
|
||||
/// Player inputs
|
||||
pub player_controls: ShipControls,
|
||||
|
||||
/// The ship that the player controls
|
||||
pub player: GxShipHandle,
|
||||
|
||||
/// Record detailed frame timing breakdown
|
||||
pub timing: &'a mut Timing,
|
||||
|
||||
/// Physics computer
|
||||
pub wrapper: &'a mut Wrapper,
|
||||
}
|
||||
|
|
|
@ -1,58 +1,63 @@
|
|||
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
|
||||
use crossbeam::channel::Receiver;
|
||||
use galactica_content::{
|
||||
Content, GunPoint, OutfitHandle, ProjectileCollider, Relationship, SystemHandle,
|
||||
};
|
||||
use galactica_galaxy::{ship::GxShip, Galaxy, GxShipHandle};
|
||||
use galactica_galaxy::{
|
||||
ship::{GxShip, ShipPersonality},
|
||||
Galaxy, GxShipHandle,
|
||||
};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use nalgebra::{point, vector};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle},
|
||||
geometry::{ColliderBuilder, ColliderHandle, CollisionEvent},
|
||||
pipeline::{ActiveEvents, ChannelEventCollector},
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
|
||||
geometry::{ColliderBuilder, ColliderHandle, ColliderSet},
|
||||
pipeline::ActiveEvents,
|
||||
};
|
||||
use std::{collections::HashMap, f32::consts::PI};
|
||||
|
||||
use crate::{
|
||||
controller::{self, ShipController},
|
||||
objects,
|
||||
controller::ShipController,
|
||||
objects::{SySimProjectile, SySimShip},
|
||||
util,
|
||||
wrapper::Wrapper,
|
||||
ParticleBuilder, StepResources,
|
||||
util, ParticleBuilder, StepResources,
|
||||
};
|
||||
|
||||
/// Manages the physics state of one system
|
||||
#[derive(Clone)]
|
||||
pub struct SystemSim {
|
||||
/// The system this sim is attached to
|
||||
_system: SystemHandle,
|
||||
|
||||
wrapper: Wrapper,
|
||||
projectiles: HashMap<ColliderHandle, objects::SySimProjectile>,
|
||||
ships: HashMap<GxShipHandle, objects::SySimShip>,
|
||||
ship_behaviors: HashMap<GxShipHandle, Box<dyn ShipController>>,
|
||||
collider_ship_table: HashMap<ColliderHandle, GxShipHandle>,
|
||||
rigid_body_set: RigidBodySet,
|
||||
collider_set: ColliderSet,
|
||||
|
||||
collision_handler: ChannelEventCollector,
|
||||
collision_queue: Receiver<CollisionEvent>,
|
||||
projectiles: HashMap<ColliderHandle, SySimProjectile>,
|
||||
ships: HashMap<GxShipHandle, SySimShip>,
|
||||
|
||||
// TODO: these don't need to be cloned each frame
|
||||
ship_behaviors: HashMap<GxShipHandle, ShipController>,
|
||||
collider_ship_table: HashMap<ColliderHandle, GxShipHandle>,
|
||||
}
|
||||
|
||||
// Private methods
|
||||
impl<'a> SystemSim {
|
||||
fn remove_projectile(&mut self, c: ColliderHandle) -> Option<(RigidBody, SySimProjectile)> {
|
||||
fn remove_projectile(
|
||||
&mut self,
|
||||
res: &mut StepResources,
|
||||
c: ColliderHandle,
|
||||
) -> Option<(RigidBody, SySimProjectile)> {
|
||||
let p = match self.projectiles.remove(&c) {
|
||||
Some(p) => p,
|
||||
None => return None,
|
||||
};
|
||||
let r = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.remove(
|
||||
p.rigid_body,
|
||||
&mut self.wrapper.im,
|
||||
&mut self.wrapper.collider_set,
|
||||
&mut self.wrapper.ij,
|
||||
&mut self.wrapper.mj,
|
||||
&mut res.wrapper.im,
|
||||
&mut self.collider_set,
|
||||
&mut res.wrapper.ij,
|
||||
&mut res.wrapper.mj,
|
||||
true,
|
||||
)
|
||||
.unwrap();
|
||||
|
@ -60,7 +65,7 @@ impl<'a> SystemSim {
|
|||
return Some((r, p));
|
||||
}
|
||||
|
||||
fn remove_ship(&mut self, s: ColliderHandle) {
|
||||
fn remove_ship(&mut self, res: &mut StepResources, s: ColliderHandle) {
|
||||
let s = match self.collider_ship_table.get(&s) {
|
||||
None => return,
|
||||
Some(s) => match self.ships.get(s) {
|
||||
|
@ -69,12 +74,12 @@ impl<'a> SystemSim {
|
|||
},
|
||||
};
|
||||
|
||||
self.wrapper.rigid_body_set.remove(
|
||||
self.rigid_body_set.remove(
|
||||
s.rigid_body,
|
||||
&mut self.wrapper.im,
|
||||
&mut self.wrapper.collider_set,
|
||||
&mut self.wrapper.ij,
|
||||
&mut self.wrapper.mj,
|
||||
&mut res.wrapper.im,
|
||||
&mut self.collider_set,
|
||||
&mut res.wrapper.ij,
|
||||
&mut res.wrapper.mj,
|
||||
true,
|
||||
);
|
||||
let h = self.collider_ship_table.remove(&s.collider).unwrap();
|
||||
|
@ -112,28 +117,16 @@ impl<'a> SystemSim {
|
|||
};
|
||||
|
||||
if destory_projectile {
|
||||
let pr = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.get(projectile.rigid_body)
|
||||
.unwrap();
|
||||
let pr = self.rigid_body_set.get(projectile.rigid_body).unwrap();
|
||||
let v = util::rigidbody_velocity(pr).normalize() * projectile.content.force;
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let _ = pr;
|
||||
|
||||
let r = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap();
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.apply_impulse_at_point(vector![v.x, v.y], point![pos.x, pos.y], true);
|
||||
|
||||
// Borrow again, we can only have one at a time
|
||||
let pr = self
|
||||
.wrapper
|
||||
.rigid_body_set
|
||||
.get(projectile.rigid_body)
|
||||
.unwrap();
|
||||
let pr = self.rigid_body_set.get(projectile.rigid_body).unwrap();
|
||||
let pos = util::rigidbody_position(pr);
|
||||
let angle = util::rigidbody_rotation(pr).angle(Vector2 { x: 1.0, y: 0.0 });
|
||||
|
||||
|
@ -160,7 +153,7 @@ impl<'a> SystemSim {
|
|||
}
|
||||
};
|
||||
|
||||
self.remove_projectile(projectile.collider);
|
||||
self.remove_projectile(res, projectile.collider);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -169,18 +162,14 @@ impl<'a> SystemSim {
|
|||
impl SystemSim {
|
||||
/// Create a new physics system
|
||||
pub fn new(ct: &Content, gx: &Galaxy, system: SystemHandle) -> Self {
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
let mut w = Self {
|
||||
_system: system,
|
||||
wrapper: Wrapper::new(),
|
||||
rigid_body_set: RigidBodySet::new(),
|
||||
collider_set: ColliderSet::new(),
|
||||
projectiles: HashMap::new(),
|
||||
ships: HashMap::new(),
|
||||
ship_behaviors: HashMap::new(),
|
||||
collider_ship_table: HashMap::new(),
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
collision_queue,
|
||||
};
|
||||
|
||||
// TODO: guarantee not touching
|
||||
|
@ -220,22 +209,36 @@ impl SystemSim {
|
|||
.translation(vector![position.x, position.y])
|
||||
.can_sleep(false);
|
||||
|
||||
let r = self.wrapper.rigid_body_set.insert(rb.build());
|
||||
let c = self.wrapper.collider_set.insert_with_parent(
|
||||
cl.build(),
|
||||
r,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
);
|
||||
let r = self.rigid_body_set.insert(rb.build());
|
||||
let c = self
|
||||
.collider_set
|
||||
.insert_with_parent(cl.build(), r, &mut self.rigid_body_set);
|
||||
|
||||
self.collider_ship_table.insert(c, ship.get_handle());
|
||||
self.ship_behaviors
|
||||
.insert(ship.get_handle(), Box::new(controller::Point::new()));
|
||||
|
||||
self.ship_behaviors.insert(
|
||||
ship.get_handle(),
|
||||
match ship.get_personality() {
|
||||
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
|
||||
ShipPersonality::Point => ShipController::new_point(),
|
||||
},
|
||||
);
|
||||
|
||||
self.ships.insert(
|
||||
ship.get_handle(),
|
||||
objects::SySimShip::new(ct, ship.get_handle(), ship.get_faction(), r, c),
|
||||
SySimShip::new(ct, ship.get_handle(), ship.get_faction(), r, c),
|
||||
);
|
||||
}
|
||||
|
||||
/// Update a player ship's controls
|
||||
pub fn update_player_controls(&mut self, player: &PlayerAgent) {
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap()).unwrap();
|
||||
ship_object.controls.guns = player.input.key_guns;
|
||||
ship_object.controls.left = player.input.key_left;
|
||||
ship_object.controls.right = player.input.key_right;
|
||||
ship_object.controls.thrust = player.input.key_thrust;
|
||||
}
|
||||
|
||||
/// Run ship updates:
|
||||
/// - updates ship controls (runs behaviors)
|
||||
/// - applies ship controls
|
||||
|
@ -261,34 +264,32 @@ impl SystemSim {
|
|||
let ship_object = self.ships.get_mut(handle).unwrap();
|
||||
ship_object.step(
|
||||
res,
|
||||
&mut self.wrapper.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.wrapper.collider_set[ship_object.collider],
|
||||
&mut self.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.collider_set[ship_object.collider],
|
||||
);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Compute new controls
|
||||
let controls;
|
||||
if ship_object.data_handle == res.player {
|
||||
controls = res.player_controls.clone();
|
||||
} else {
|
||||
let b = self.ship_behaviors.get_mut(handle).unwrap();
|
||||
controls = b.update_controls(
|
||||
&res,
|
||||
&self.wrapper.rigid_body_set,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship_object.rigid_body,
|
||||
*handle,
|
||||
);
|
||||
}
|
||||
|
||||
// Now re-borrow mutably to apply changes
|
||||
let ship_object = self.ships.get_mut(handle).unwrap();
|
||||
if let Some(controls) = controls {
|
||||
ship_object.controls = controls;
|
||||
}
|
||||
ship_object.step(
|
||||
res,
|
||||
&mut self.wrapper.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.wrapper.collider_set[ship_object.collider],
|
||||
&mut self.rigid_body_set[ship_object.rigid_body],
|
||||
&mut self.collider_set[ship_object.collider],
|
||||
);
|
||||
|
||||
// If we're firing, try to fire each gun
|
||||
|
@ -318,7 +319,7 @@ impl SystemSim {
|
|||
|
||||
// Remove ships that don't exist
|
||||
for c in to_remove {
|
||||
self.remove_ship(c);
|
||||
self.remove_ship(res, c);
|
||||
}
|
||||
|
||||
// Create projectiles
|
||||
|
@ -364,11 +365,11 @@ impl SystemSim {
|
|||
.build(),
|
||||
};
|
||||
|
||||
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
|
||||
let collider = self.wrapper.collider_set.insert_with_parent(
|
||||
let rigid_body = self.rigid_body_set.insert(rigid_body);
|
||||
let collider = self.collider_set.insert_with_parent(
|
||||
collider,
|
||||
rigid_body,
|
||||
&mut self.wrapper.rigid_body_set,
|
||||
&mut self.rigid_body_set,
|
||||
);
|
||||
|
||||
self.projectiles.insert(
|
||||
|
@ -392,10 +393,11 @@ impl SystemSim {
|
|||
res.timing.start_physics_sim();
|
||||
|
||||
// Update physics
|
||||
self.wrapper.step(res.t, &self.collision_handler);
|
||||
res.wrapper
|
||||
.step(res.t, &mut self.rigid_body_set, &mut self.collider_set);
|
||||
|
||||
// Handle collision events
|
||||
while let Ok(event) = &self.collision_queue.try_recv() {
|
||||
while let Ok(event) = &res.wrapper.collision_queue.try_recv() {
|
||||
if event.started() {
|
||||
let a = event.collider1();
|
||||
let b = event.collider2();
|
||||
|
@ -432,7 +434,7 @@ impl SystemSim {
|
|||
|
||||
let mut rng = rand::thread_rng();
|
||||
for c in to_remove {
|
||||
let (pr, p) = self.remove_projectile(c).unwrap();
|
||||
let (pr, p) = self.remove_projectile(&mut res, c).unwrap();
|
||||
|
||||
match &p.content.expire_effect {
|
||||
None => {}
|
||||
|
@ -475,19 +477,19 @@ impl SystemSim {
|
|||
|
||||
/// Get a rigid body from a handle
|
||||
pub fn get_rigid_body(&self, r: RigidBodyHandle) -> Option<&RigidBody> {
|
||||
self.wrapper.rigid_body_set.get(r)
|
||||
self.rigid_body_set.get(r)
|
||||
}
|
||||
|
||||
/// Get a rigid body from a handle
|
||||
pub fn get_rigid_body_mut(&mut self, r: RigidBodyHandle) -> Option<&mut RigidBody> {
|
||||
self.wrapper.rigid_body_set.get_mut(r)
|
||||
self.rigid_body_set.get_mut(r)
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&objects::SySimShip, &RigidBody)> + '_ {
|
||||
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&SySimShip, &RigidBody)> + '_ {
|
||||
self.ships
|
||||
.values()
|
||||
.map(|x| (x, self.wrapper.rigid_body_set.get(x.rigid_body).unwrap()))
|
||||
.map(|x| (x, self.rigid_body_set.get(x.rigid_body).unwrap()))
|
||||
}
|
||||
|
||||
/// Iterate over all ships in this physics system
|
||||
|
|
|
@ -1,33 +1,39 @@
|
|||
use crossbeam::channel::Receiver;
|
||||
use rapier2d::{
|
||||
dynamics::{
|
||||
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
|
||||
RigidBodySet,
|
||||
},
|
||||
geometry::{BroadPhase, ColliderSet, NarrowPhase},
|
||||
geometry::{BroadPhase, ColliderSet, CollisionEvent, NarrowPhase},
|
||||
na::vector,
|
||||
pipeline::{EventHandler, PhysicsPipeline},
|
||||
pipeline::{ChannelEventCollector, PhysicsPipeline},
|
||||
};
|
||||
|
||||
pub(crate) struct Wrapper {
|
||||
pub rigid_body_set: RigidBodySet,
|
||||
pub collider_set: ColliderSet,
|
||||
/// Wraps Rapier2d physics parameters
|
||||
pub struct Wrapper {
|
||||
pub(crate) ip: IntegrationParameters,
|
||||
pub(crate) pp: PhysicsPipeline,
|
||||
pub(crate) im: IslandManager,
|
||||
pub(crate) bp: BroadPhase,
|
||||
pub(crate) np: NarrowPhase,
|
||||
pub(crate) ij: ImpulseJointSet,
|
||||
pub(crate) mj: MultibodyJointSet,
|
||||
pub(crate) ccd: CCDSolver,
|
||||
|
||||
pub ip: IntegrationParameters,
|
||||
pub pp: PhysicsPipeline,
|
||||
pub im: IslandManager,
|
||||
pub bp: BroadPhase,
|
||||
pub np: NarrowPhase,
|
||||
pub ij: ImpulseJointSet,
|
||||
pub mj: MultibodyJointSet,
|
||||
pub ccd: CCDSolver,
|
||||
collision_handler: ChannelEventCollector,
|
||||
|
||||
/// Collision event queue
|
||||
/// this should be emptied after every frame.
|
||||
pub collision_queue: Receiver<CollisionEvent>,
|
||||
}
|
||||
|
||||
impl Wrapper {
|
||||
/// Make a new physics wrapper
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
rigid_body_set: RigidBodySet::new(),
|
||||
collider_set: ColliderSet::new(),
|
||||
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
|
||||
let (contact_force_send, _) = crossbeam::channel::unbounded();
|
||||
|
||||
Self {
|
||||
ip: IntegrationParameters::default(),
|
||||
pp: PhysicsPipeline::new(),
|
||||
im: IslandManager::new(),
|
||||
|
@ -36,10 +42,18 @@ impl Wrapper {
|
|||
ij: ImpulseJointSet::new(),
|
||||
mj: MultibodyJointSet::new(),
|
||||
ccd: CCDSolver::new(),
|
||||
collision_queue,
|
||||
collision_handler: ChannelEventCollector::new(collision_send, contact_force_send),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn step(&mut self, t: f32, handler: &dyn EventHandler) {
|
||||
/// Step physics sim by `t` seconds
|
||||
pub fn step(
|
||||
&mut self,
|
||||
t: f32,
|
||||
rigid_body_set: &mut RigidBodySet,
|
||||
collider_set: &mut ColliderSet,
|
||||
) {
|
||||
self.ip.dt = t;
|
||||
self.pp.step(
|
||||
&vector![0.0, 0.0],
|
||||
|
@ -47,14 +61,14 @@ impl Wrapper {
|
|||
&mut self.im,
|
||||
&mut self.bp,
|
||||
&mut self.np,
|
||||
&mut self.rigid_body_set,
|
||||
&mut self.collider_set,
|
||||
rigid_body_set,
|
||||
collider_set,
|
||||
&mut self.ij,
|
||||
&mut self.mj,
|
||||
&mut self.ccd,
|
||||
None,
|
||||
&(),
|
||||
handler,
|
||||
&mut self.collision_handler,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue