Added playeragent

master
Mark 2024-01-11 11:28:51 -08:00
parent 083f76332f
commit 173263f334
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
16 changed files with 345 additions and 220 deletions

16
Cargo.lock generated
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@ -644,6 +644,7 @@ dependencies = [
"cgmath",
"galactica-content",
"galactica-galaxy",
"galactica-playeragent",
"galactica-render",
"galactica-systemsim",
"galactica-util",
@ -687,6 +688,20 @@ dependencies = [
"walkdir",
]
[[package]]
name = "galactica-playeragent"
version = "0.0.0"
dependencies = [
"anyhow",
"cgmath",
"galactica-content",
"galactica-galaxy",
"galactica-util",
"pollster",
"wgpu",
"winit",
]
[[package]]
name = "galactica-render"
version = "0.0.0"
@ -714,6 +729,7 @@ dependencies = [
"crossbeam",
"galactica-content",
"galactica-galaxy",
"galactica-playeragent",
"galactica-util",
"nalgebra",
"rand",

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@ -48,6 +48,7 @@ galactica-render = { path = "crates/render" }
galactica-systemsim = { path = "crates/systemsim" }
galactica-galaxy = { path = "crates/galaxy" }
galactica-packer = { path = "crates/packer" }
galactica-playeragent = { path = "crates/playeragent" }
galactica = { path = "crates/galactica" }
image = { version = "0.24", features = ["png"] }

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@ -26,6 +26,7 @@ galactica-render = { workspace = true }
galactica-util = { workspace = true }
galactica-systemsim = { workspace = true }
galactica-galaxy = { workspace = true }
galactica-playeragent = { workspace = true }
winit = { workspace = true }
wgpu = { workspace = true }

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@ -1,119 +1,112 @@
use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
use galactica_galaxy::{ship::ShipPersonality, Galaxy, GxShipHandle};
use galactica_playeragent::{PlayerAgent, PlayerStatus};
use galactica_render::RenderInput;
use galactica_systemsim::{util, ParticleBuilder, StepResources, SystemSim, Wrapper};
use galactica_util::timing::Timing;
use std::time::Instant;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use crate::camera::Camera;
use crate::inputstatus::InputStatus;
use galactica_render::RenderInput;
use galactica_systemsim::{objects::ShipControls, util, ParticleBuilder, StepResources, SystemSim};
#[derive(Clone)]
pub struct GameState {
pub gx: Galaxy,
pub systemsim: SystemSim,
}
pub struct Game {
input: InputStatus,
last_update: Instant,
player: GxShipHandle,
paused: bool,
time_scale: f32,
start_instant: Instant,
camera: Camera,
// Core game data
ct: Content,
gx: Galaxy,
systemsim: SystemSim,
state_live: GameState,
state_static: GameState,
// Metadata
wrapper: Wrapper, // Physics computer
time_scale: f32,
last_update: Instant,
start_instant: Instant,
new_particles: Vec<ParticleBuilder>,
timing: Timing,
}
impl Game {
pub fn new(ct: Content) -> Self {
let mut galaxy = Galaxy::new(&ct);
pub fn new(ct: Content) -> (Self, GxShipHandle) {
let mut gx = Galaxy::new(&ct);
let player = galaxy.create_ship(
let player = gx.create_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
ShipPersonality::Player,
&SystemHandle { index: 0 },
);
let s = galaxy.get_ship_mut(player).unwrap();
let s = gx.get_ship_mut(player).unwrap();
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let a = galaxy.create_ship(
let a = gx.create_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 1 },
ShipPersonality::Dummy,
&SystemHandle { index: 0 },
);
let s = galaxy.get_ship_mut(a).unwrap();
let s = gx.get_ship_mut(a).unwrap();
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let a = galaxy.create_ship(
let a = gx.create_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
ShipPersonality::Point,
&SystemHandle { index: 0 },
);
let s = galaxy.get_ship_mut(a).unwrap();
let s = gx.get_ship_mut(a).unwrap();
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let physics = SystemSim::new(&ct, &galaxy, SystemHandle { index: 0 });
let systemsim = SystemSim::new(&ct, &gx, SystemHandle { index: 0 });
let state = GameState { gx, systemsim };
(
Game {
last_update: Instant::now(),
input: InputStatus::new(),
player,
start_instant: Instant::now(),
camera: Camera {
pos: (0.0, 0.0).into(),
zoom: 500.0,
aspect: 1.0,
},
//system: object::System::new(&ct, SystemHandle { index: 0 }),
paused: false,
time_scale: 1.0,
systemsim: physics,
gx: galaxy,
ct,
state_live: state.clone(),
state_static: state,
wrapper: Wrapper::new(),
last_update: Instant::now(),
start_instant: Instant::now(),
time_scale: 1.0,
new_particles: Vec::new(),
timing: Timing::new(),
}
},
player,
)
}
pub fn set_camera_aspect(&mut self, v: f32) {
self.camera.aspect = v
pub fn update_player_controls(&mut self, player: &PlayerAgent) {
self.state_live.systemsim.update_player_controls(player)
}
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
self.input.process_key(state, key)
}
pub fn get_player_status(&self, player: &PlayerAgent) -> PlayerStatus {
let o = self
.state_static
.systemsim
.get_ship(player.ship.unwrap())
.unwrap();
let r = self
.state_static
.systemsim
.get_rigid_body(o.rigid_body)
.unwrap();
let pos = util::rigidbody_position(r);
pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
self.input.process_click(state, key)
}
pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) {
self.input.process_scroll(delta, phase)
}
pub fn set_paused(&mut self, pause: bool) {
if pause {
self.paused = true;
self.input.release_all()
} else {
self.paused = false;
}
PlayerStatus { pos }
}
pub fn update(&mut self) {
@ -121,50 +114,33 @@ impl Game {
self.timing.start_frame();
self.timing.start_galaxy();
self.gx.step(t);
self.state_live.gx.step(t);
self.timing.mark_galaxy();
self.systemsim.step(StepResources {
player: self.player,
player_controls: ShipControls {
left: self.input.key_left,
right: self.input.key_right,
thrust: self.input.key_thrust,
guns: self.input.key_guns,
},
self.state_live.systemsim.step(StepResources {
ct: &self.ct,
gx: &mut self.gx,
gx: &mut self.state_live.gx,
particles: &mut self.new_particles,
timing: &mut self.timing,
wrapper: &mut self.wrapper,
t,
});
if self.input.v_scroll != 0.0 {
self.camera.zoom = (self.camera.zoom + self.input.v_scroll)
.clamp(self.ct.get_config().zoom_min, self.ct.get_config().zoom_max);
self.input.v_scroll = 0.0;
}
self.camera.pos = {
let o = self.systemsim.get_ship(self.player).unwrap();
let r = self.systemsim.get_rigid_body(o.rigid_body).unwrap();
util::rigidbody_position(r)
};
self.last_update = Instant::now();
self.state_static = self.state_live.clone();
self.timing.mark_frame();
}
pub fn get_frame_state(&mut self) -> RenderInput {
pub fn get_frame_state(&mut self, player: &PlayerAgent) -> RenderInput {
RenderInput {
camera_pos: self.camera.pos,
camera_zoom: self.camera.zoom,
camera_pos: player.camera.pos,
camera_zoom: player.camera.zoom,
current_time: self.start_instant.elapsed().as_secs_f32(),
ct: &self.ct,
systemsim: &self.systemsim, // TODO: maybe system should be stored here?
systemsim: &self.state_static.systemsim, // TODO: system should be stored here, not in game
particles: &mut self.new_particles,
player_data: self.player,
gx: &self.gx,
player_data: player.ship.unwrap(),
gx: &self.state_static.gx,
current_system: SystemHandle { index: 0 },
timing: &mut self.timing,
}

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@ -1,9 +1,8 @@
mod camera;
mod game;
mod inputstatus;
use anyhow::{bail, Result};
use galactica_content::Content;
use galactica_playeragent::PlayerAgent;
use galactica_util::constants::ASSET_CACHE;
use std::{
fs,
@ -37,21 +36,26 @@ fn main() -> Result<()> {
let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
gpu.init(&content);
let mut game = game::Game::new(content);
game.set_camera_aspect(
let (mut game, p) = game::Game::new(content);
let mut player = PlayerAgent::new(p);
player.set_camera_aspect(
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
);
event_loop.run(move |event, _, control_flow| {
match event {
Event::RedrawRequested(window_id) if window_id == gpu.window().id() => {
match gpu.render(game.get_frame_state()) {
match gpu.render(game.get_frame_state(&player)) {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost) => gpu.resize(game.get_content()),
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
let status = game.get_player_status(&player);
player.step(game.get_content(), status);
}
Event::MainEventsCleared => {
@ -63,8 +67,8 @@ fn main() -> Result<()> {
ref event,
window_id,
} if window_id == gpu.window().id() => match event {
WindowEvent::Focused(state) => {
game.set_paused(!state);
WindowEvent::Focused(_state) => {
//game.set_paused(!state);
}
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput {
@ -75,23 +79,28 @@ fn main() -> Result<()> {
..
},
..
} => game.process_key(state, key),
} => {
player.process_key(state, key);
game.update_player_controls(&player);
}
WindowEvent::MouseInput { state, button, .. } => {
game.process_click(state, button);
player.process_click(state, button);
game.update_player_controls(&player);
}
WindowEvent::MouseWheel { delta, phase, .. } => {
game.process_scroll(delta, phase);
player.process_scroll(delta, phase);
game.update_player_controls(&player);
}
WindowEvent::Resized(_) => {
gpu.resize(game.get_content());
game.set_camera_aspect(
player.set_camera_aspect(
gpu.window().inner_size().width as f32
/ gpu.window().inner_size().height as f32,
);
}
WindowEvent::ScaleFactorChanged { .. } => {
gpu.resize(game.get_content());
game.set_camera_aspect(
player.set_camera_aspect(
gpu.window().inner_size().width as f32
/ gpu.window().inner_size().height as f32,
);

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@ -0,0 +1,28 @@
[package]
name = "galactica-playeragent"
description = "TODO"
categories = { workspace = true }
keywords = { workspace = true }
version = { workspace = true }
rust-version = { workspace = true }
authors = { workspace = true }
edition = { workspace = true }
homepage = { workspace = true }
repository = { workspace = true }
license = { workspace = true }
documentation = { workspace = true }
readme = { workspace = true }
[lints]
workspace = true
[dependencies]
galactica-content = { workspace = true }
galactica-util = { workspace = true }
galactica-galaxy = { workspace = true }
winit = { workspace = true }
wgpu = { workspace = true }
pollster = { workspace = true }
anyhow = { workspace = true }
cgmath = { workspace = true }

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@ -12,3 +12,13 @@ pub struct Camera {
/// Aspect ratio of viewport (width / height)
pub aspect: f32,
}
impl Camera {
pub fn new() -> Self {
Self {
pos: (0.0, 0.0).into(),
zoom: 500.0,
aspect: 1.0,
}
}
}

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@ -0,0 +1,9 @@
mod camera;
mod inputstatus;
mod playeragent;
mod playerstatus;
pub use camera::Camera;
pub use inputstatus::InputStatus;
pub use playeragent::PlayerAgent;
pub use playerstatus::PlayerStatus;

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@ -0,0 +1,56 @@
use galactica_content::Content;
use galactica_galaxy::GxShipHandle;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
pub struct PlayerAgent {
/// Which ship this player is controlling
pub ship: Option<GxShipHandle>,
/// This player's camera
pub camera: Camera,
/// What buttons this player is pressing
pub input: InputStatus,
/// What the player currently has selected
pub selection: Option<()>,
}
impl PlayerAgent {
pub fn new(ship: GxShipHandle) -> Self {
Self {
input: InputStatus::new(),
camera: Camera::new(),
ship: Some(ship),
selection: None,
}
}
pub fn set_camera_aspect(&mut self, v: f32) {
self.camera.aspect = v
}
pub fn process_key(&mut self, state: &ElementState, key: &VirtualKeyCode) {
self.input.process_key(state, key)
}
pub fn process_click(&mut self, state: &ElementState, key: &MouseButton) {
self.input.process_click(state, key)
}
pub fn process_scroll(&mut self, delta: &MouseScrollDelta, phase: &TouchPhase) {
self.input.process_scroll(delta, phase)
}
pub fn step(&mut self, ct: &Content, status: PlayerStatus) {
if self.input.v_scroll != 0.0 {
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;
}
}

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@ -0,0 +1,5 @@
use cgmath::Point2;
pub struct PlayerStatus {
pub pos: Point2<f32>,
}

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@ -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 }

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@ -13,3 +13,4 @@ mod wrapper;
pub use particlebuilder::*;
pub use stepresources::*;
pub use systemsim::SystemSim;
pub use wrapper::Wrapper;

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@ -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,
}

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@ -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

View File

@ -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,
);
}
}