master
Mark 2024-01-11 22:28:02 -08:00
parent e60670c189
commit 9f1db1c7b6
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
36 changed files with 144 additions and 157 deletions

19
Cargo.lock generated
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@ -643,10 +643,9 @@ dependencies = [
"anyhow",
"cgmath",
"galactica-content",
"galactica-galaxy",
"galactica-playeragent",
"galactica-render",
"galactica-systemsim",
"galactica-system",
"galactica-util",
"pollster",
"rand",
@ -668,15 +667,6 @@ dependencies = [
"walkdir",
]
[[package]]
name = "galactica-galaxy"
version = "0.0.0"
dependencies = [
"cgmath",
"galactica-content",
"rand",
]
[[package]]
name = "galactica-packer"
version = "0.0.0"
@ -696,7 +686,6 @@ dependencies = [
"anyhow",
"cgmath",
"galactica-content",
"galactica-galaxy",
"galactica-util",
"pollster",
"rapier2d",
@ -712,9 +701,8 @@ dependencies = [
"bytemuck",
"cgmath",
"galactica-content",
"galactica-galaxy",
"galactica-packer",
"galactica-systemsim",
"galactica-system",
"galactica-util",
"glyphon",
"image",
@ -724,13 +712,12 @@ dependencies = [
]
[[package]]
name = "galactica-systemsim"
name = "galactica-system"
version = "0.0.0"
dependencies = [
"cgmath",
"crossbeam",
"galactica-content",
"galactica-galaxy",
"galactica-playeragent",
"galactica-util",
"nalgebra",

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@ -45,8 +45,7 @@ readme = ""
galactica-util = { path = "crates/util" }
galactica-content = { path = "crates/content" }
galactica-render = { path = "crates/render" }
galactica-systemsim = { path = "crates/systemsim" }
galactica-galaxy = { path = "crates/galaxy" }
galactica-system = { path = "crates/system" }
galactica-packer = { path = "crates/packer" }
galactica-playeragent = { path = "crates/playeragent" }
galactica = { path = "crates/galactica" }

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@ -24,8 +24,7 @@ workspace = true
galactica-content = { workspace = true }
galactica-render = { workspace = true }
galactica-util = { workspace = true }
galactica-systemsim = { workspace = true }
galactica-galaxy = { workspace = true }
galactica-system = { workspace = true }
galactica-playeragent = { workspace = true }
rand = { workspace = true }

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@ -1,15 +1,17 @@
use cgmath::Point2;
use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
use galactica_galaxy::ship::ShipPersonality;
use galactica_playeragent::PlayerAgent;
use galactica_systemsim::{ParticleBuilder, StepResources, SySimShipHandle, SystemSim, Wrapper};
use galactica_system::data::ShipPersonality;
use galactica_system::phys::{
ParticleBuilder, PhysSim, PhysSimShipHandle, PhysStepResources, Wrapper,
};
use galactica_util::timing::Timing;
use rand::seq::SliceRandom;
use std::time::Instant;
#[derive(Clone)]
pub struct GameState {
pub systemsim: SystemSim,
pub systemsim: PhysSim,
pub timing: Timing,
pub start_instant: Instant,
}
@ -36,7 +38,7 @@ pub struct Game {
unsafe impl<'a> Send for Game {}
impl<'a> Game {
pub fn make_player(&mut self) -> SySimShipHandle {
pub fn make_player(&mut self) -> PhysSimShipHandle {
let player = self.state.systemsim.add_ship(
&self.ct,
ShipHandle { index: 0 },
@ -57,7 +59,7 @@ impl<'a> Game {
}
pub fn new(ct: Content) -> Self {
let mut systemsim = SystemSim::new(&ct, SystemHandle { index: 0 });
let mut systemsim = PhysSim::new(&ct, SystemHandle { index: 0 });
let a = systemsim.add_ship(
&ct,
@ -119,7 +121,7 @@ impl<'a> Game {
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
self.new_particles.clear();
self.state.systemsim.step(StepResources {
self.state.systemsim.step(PhysStepResources {
ct: &self.ct,
particles: &mut self.new_particles,
timing: &mut self.state.timing,

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@ -4,7 +4,7 @@ use anyhow::{bail, Result};
use galactica_content::{Content, SystemHandle};
use galactica_playeragent::{PlayerAgent, PlayerStatus};
use galactica_render::RenderInput;
use galactica_systemsim::{util, SySimShipHandle};
use galactica_system::phys::{util, PhysSimShipHandle};
use galactica_util::constants::ASSET_CACHE;
use std::{
fs,
@ -56,7 +56,7 @@ fn main() -> Result<()> {
ct: &content,
systemsim: &game.get_state().systemsim,
particles: game.get_particles(),
player_ship: SySimShipHandle(player.ship.unwrap()),
player_ship: PhysSimShipHandle(player.ship.unwrap()),
current_system: SystemHandle { index: 0 },
timing: game.get_state().timing.clone(),
};
@ -79,7 +79,7 @@ fn main() -> Result<()> {
let o = &game
.get_state()
.systemsim
.get_ship(&SySimShipHandle(player.ship.unwrap()));
.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
if let Some(o) = o {
let r = &game.get_state().systemsim.get_rigid_body(o.rigid_body);
if let Some(r) = r {

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@ -1,23 +0,0 @@
[package]
name = "galactica-galaxy"
description = "Galactica's game data manager"
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 }
cgmath = { workspace = true }
rand = { workspace = true }

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@ -1 +0,0 @@
pub mod ship;

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@ -19,7 +19,6 @@ workspace = true
[dependencies]
galactica-content = { workspace = true }
galactica-util = { workspace = true }
galactica-galaxy = { workspace = true }
winit = { workspace = true }
wgpu = { workspace = true }

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@ -20,8 +20,7 @@ workspace = true
galactica-content = { workspace = true }
galactica-util = { workspace = true }
galactica-packer = { workspace = true }
galactica-systemsim = { workspace = true }
galactica-galaxy = { workspace = true }
galactica-system = { workspace = true }
anyhow = { workspace = true }
cgmath = { workspace = true }

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@ -1,6 +1,6 @@
use cgmath::Point2;
use galactica_content::{Content, SystemHandle};
use galactica_systemsim::{ParticleBuilder, SySimShipHandle, SystemSim};
use galactica_system::phys::{ParticleBuilder, PhysSim, PhysSimShipHandle};
use galactica_util::timing::Timing;
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
use std::rc::Rc;
@ -15,7 +15,7 @@ pub struct RenderInput<'a> {
pub camera_pos: Point2<f32>,
/// Player ship data
pub player_ship: SySimShipHandle,
pub player_ship: PhysSimShipHandle,
/// The system we're currently in
pub current_system: SystemHandle,
@ -24,7 +24,7 @@ pub struct RenderInput<'a> {
pub camera_zoom: f32,
/// The world state to render
pub systemsim: &'a SystemSim,
pub systemsim: &'a PhysSim,
// TODO: handle overflow. is it a problem?
/// The current time, in seconds

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@ -10,8 +10,8 @@ use crate::{
/// GPUState is very big, so its methods have been split
/// among the following files.
mod new;
mod phys;
mod render;
mod systemsim;
/// A high-level GPU wrapper. Reads game state (via RenderInput),
/// produces pretty pictures.

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@ -2,7 +2,7 @@
use bytemuck;
use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
use galactica_systemsim::util;
use galactica_system::phys::util;
use galactica_util::constants::OBJECT_SPRITE_INSTANCE_LIMIT;
use crate::{
@ -12,7 +12,7 @@ use crate::{
};
impl GPUState {
pub(super) fn sysim_push_ship(
pub(super) fn phys_push_ship(
&mut self,
state: &RenderInput,
// NE and SW corners of screen
@ -120,7 +120,7 @@ impl GPUState {
}
}
pub(super) fn sysim_push_projectile(
pub(super) fn phys_push_projectile(
&mut self,
state: &RenderInput,
// NE and SW corners of screen
@ -190,7 +190,7 @@ impl GPUState {
}
}
pub(super) fn sysim_push_system(
pub(super) fn phys_push_system(
&mut self,
state: &RenderInput,
// NE and SW corners of screen

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@ -116,9 +116,9 @@ impl super::GPUState {
// Order matters, it determines what is drawn on top.
// The order inside ships and projectiles doesn't matter,
// but ships should always be under projectiles.
self.sysim_push_system(&input, (clip_ne, clip_sw));
self.sysim_push_ship(&input, (clip_ne, clip_sw));
self.sysim_push_projectile(&input, (clip_ne, clip_sw));
self.phys_push_system(&input, (clip_ne, clip_sw));
self.phys_push_ship(&input, (clip_ne, clip_sw));
self.phys_push_projectile(&input, (clip_ne, clip_sw));
self.ui.draw(&input, &mut self.state);
// These should match the indices in each shader,

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@ -1,6 +1,5 @@
use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
use galactica_galaxy::ship::ShipState;
use galactica_systemsim::util;
use galactica_system::{data::ShipState, phys::util};
use galactica_util::constants::UI_SPRITE_INSTANCE_LIMIT;
use crate::{

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@ -1,5 +1,6 @@
use std::f32::consts::TAU;
use galactica_system::data::ShipState;
use galactica_util::constants::{RADIALBAR_SPRITE_INSTANCE_LIMIT, UI_SPRITE_INSTANCE_LIMIT};
use crate::{
@ -32,8 +33,7 @@ impl Status {
let player_ship = input.systemsim.get_ship(&input.player_ship).unwrap();
match player_ship.data.get_state() {
galactica_galaxy::ship::ShipState::Collapsing { .. }
| galactica_galaxy::ship::ShipState::Flying => {
ShipState::Collapsing { .. } | ShipState::Flying => {
max_shields = player_ship.data.get_outfits().get_shield_strength();
current_shields = player_ship.data.get_shields();
current_hull = player_ship.data.get_hull();

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@ -1,6 +1,6 @@
[package]
name = "galactica-systemsim"
description = "Physics interactions for Galactica"
name = "galactica-system"
description = "Galactica's star system simulations"
categories = { workspace = true }
keywords = { workspace = true }
version = { workspace = true }
@ -18,7 +18,6 @@ workspace = true
[dependencies]
galactica-content = { workspace = true }
galactica-galaxy = { workspace = true }
galactica-util = { workspace = true }
galactica-playeragent = { workspace = true }

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@ -0,0 +1,4 @@
//! This module contains data structs shared between all simulations
mod ship;
pub use ship::*;

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@ -160,6 +160,8 @@ impl OutfitSet {
}
// TODO: pick these better
/// Returns the flare sprite that should be shown when this
/// ship is using its thrusters
pub fn get_flare_sprite(&self, ct: &Content) -> Option<SpriteHandle> {
for i in self.outfits.keys() {
let c = ct.get_outfit(*i);

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@ -14,8 +14,13 @@ pub enum ShipState {
Flying, // TODO: system, position (also in collapse)?
/// This ship has been destroyed, and is playing its collapse sequence.
/// Parameters are total collapse sequence length and remaining sequence length, in seconds.
Collapsing { total: f32, elapsed: f32 },
Collapsing {
/// Total collapse sequence length, in seconds
total: f32,
/// How many seconds of the collapse sequence we've played
elapsed: f32,
},
}
impl ShipState {
@ -57,8 +62,9 @@ impl ShipState {
}
}
/// Represents all attributes of a single ship
#[derive(Debug, Clone)]
pub struct GxShip {
pub struct ShipData {
// Metadata values
ct_handle: ShipHandle,
faction: FactionHandle,
@ -82,15 +88,16 @@ pub struct GxShip {
last_hit: Instant,
}
impl GxShip {
pub fn new(
impl ShipData {
/// Create a new ShipData
pub(crate) fn new(
ct: &Content,
ct_handle: ShipHandle,
faction: FactionHandle,
personality: ShipPersonality,
) -> Self {
let s = ct.get_ship(ct_handle);
GxShip {
ShipData {
ct_handle,
faction,
outfits: OutfitSet::new(s.space, &s.guns),
@ -124,7 +131,7 @@ impl GxShip {
/// Will panic if `which` isn't a point on this ship.
/// Returns `true` if this gun was fired,
/// and `false` if it is on cooldown or empty.
pub fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
pub(crate) fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
let c = self.gun_cooldowns.get_mut(which).unwrap();
if *c > 0.0 {
@ -143,7 +150,7 @@ impl GxShip {
}
/// Hit this ship with the given amount of damage
pub fn apply_damage(&mut self, ct: &Content, mut d: f32) {
pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
if self.state.is_collapsing() {
return;
}
@ -166,7 +173,7 @@ impl GxShip {
}
/// Update this ship's state by `t` seconds
pub fn step(&mut self, t: f32) {
pub(crate) fn step(&mut self, t: f32) {
match self.state {
ShipState::Collapsing {
ref mut elapsed, ..
@ -201,7 +208,7 @@ impl GxShip {
}
// Misc getters, so internal state is untouchable
impl GxShip {
impl ShipData {
/// Get this ship's state
pub fn get_state(&self) -> &ShipState {
&self.state

8
crates/system/src/lib.rs Normal file
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@ -0,0 +1,8 @@
#![warn(missing_docs)]
//! Galactica's system simulation.
//! data contains shared object data,
//! phys contains the physics system simulation (the one you see)
pub mod data;
pub mod phys;

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@ -9,9 +9,9 @@ use point::PointShipController;
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::{collections::HashMap, fmt::Debug};
use crate::{
objects::{ShipControls, SySimShip},
StepResources,
use super::{
objects::{PhysSimShip, ShipControls},
PhysStepResources,
};
/// Represents a ship controller
@ -38,9 +38,9 @@ impl ShipController {
/// Compute new ship controls from world state
pub fn update_controls(
&mut self,
res: &StepResources,
res: &PhysStepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<ColliderHandle, SySimShip>,
ships: &HashMap<ColliderHandle, PhysSimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls> {
match self {
@ -61,9 +61,9 @@ where
/// or None if no change is to be made.
fn update_controls(
&mut self,
res: &StepResources,
res: &PhysStepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<ColliderHandle, SySimShip>,
ships: &HashMap<ColliderHandle, PhysSimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls>;
}

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@ -1,10 +1,12 @@
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::collections::HashMap;
use super::ShipControllerStruct;
use crate::{
objects::{ShipControls, SySimShip},
StepResources,
use super::{
super::{
objects::{PhysSimShip, ShipControls},
PhysStepResources,
},
ShipControllerStruct,
};
/// The Null controller is assigned to objects that are static or not controlled by the computer.
@ -22,9 +24,9 @@ impl NullShipController {
impl ShipControllerStruct for NullShipController {
fn update_controls(
&mut self,
_res: &StepResources,
_res: &PhysStepResources,
_rigid_bodies: &RigidBodySet,
_ships: &HashMap<ColliderHandle, SySimShip>,
_ships: &HashMap<ColliderHandle, PhysSimShip>,
_this_ship: ColliderHandle,
) -> Option<ShipControls> {
None

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@ -3,10 +3,12 @@ use galactica_content::Relationship;
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::collections::HashMap;
use super::ShipControllerStruct;
use crate::{
objects::{ShipControls, SySimShip},
util, StepResources,
use super::{
super::{
objects::{PhysSimShip, ShipControls},
util, PhysStepResources,
},
ShipControllerStruct,
};
/// "Point" ship controller.
@ -24,9 +26,9 @@ impl PointShipController {
impl ShipControllerStruct for PointShipController {
fn update_controls(
&mut self,
res: &StepResources,
res: &PhysStepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<ColliderHandle, SySimShip>,
ships: &HashMap<ColliderHandle, PhysSimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls> {
let mut controls = ShipControls::new();

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@ -1,6 +1,4 @@
#![warn(missing_docs)]
//! This module provides a physics-based simulation of one galaxy system.
//! This module provides a physics-based simulation of one system.
pub mod controller;
pub mod objects;
@ -12,5 +10,5 @@ mod wrapper;
pub use particlebuilder::*;
pub use stepresources::*;
pub use systemsim::{SySimShipHandle, SystemSim};
pub use systemsim::{PhysSim, PhysSimShipHandle};
pub use wrapper::Wrapper;

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@ -1,11 +1,11 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
use galactica_content::{CollapseEvent, Ship};
use galactica_galaxy::ship::GxShip;
use nalgebra::point;
use rand::{rngs::ThreadRng, Rng};
use rapier2d::{dynamics::RigidBody, geometry::Collider};
use crate::{util, ParticleBuilder, StepResources};
use super::super::{util, ParticleBuilder, PhysStepResources};
use crate::data::ShipData;
#[derive(Debug, Clone)]
pub(super) struct ShipCollapseSequence {
@ -40,8 +40,8 @@ impl ShipCollapseSequence {
/// Step this sequence `t` seconds
pub(super) fn step(
&mut self,
res: &mut StepResources,
ship_data: &GxShip,
res: &mut PhysStepResources,
ship_data: &ShipData,
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
@ -57,6 +57,8 @@ impl ShipCollapseSequence {
// The fraction of this collapse sequence that has been played
let frac_done = elapsed / total;
// TODO: slight random offset for event particles
// Trigger collapse events
for event in &ship_content.collapse.events {
match event {

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@ -3,5 +3,5 @@ mod collapse;
mod projectile;
mod ship;
pub use projectile::SySimProjectile;
pub use ship::{ShipControls, SySimShip};
pub use projectile::PhysProjectile;
pub use ship::{PhysSimShip, ShipControls};

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@ -2,9 +2,9 @@ use galactica_content::{FactionHandle, Projectile};
use rand::Rng;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
/// A single projectile in this sim
/// A single projectile in this simulation
#[derive(Debug, Clone)]
pub struct SySimProjectile {
pub struct PhysProjectile {
/// This projectile's game data
pub content: Projectile,
@ -24,7 +24,7 @@ pub struct SySimProjectile {
pub size_rng: f32,
}
impl SySimProjectile {
impl PhysProjectile {
/// Create a new projectile
pub fn new(
content: Projectile, // TODO: use a handle
@ -35,7 +35,7 @@ impl SySimProjectile {
let mut rng = rand::thread_rng();
let size_rng = content.size_rng;
let lifetime = content.lifetime;
SySimProjectile {
PhysProjectile {
rigid_body,
collider,
content,

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@ -1,6 +1,5 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
use galactica_content::{Content, FactionHandle, ShipHandle};
use galactica_galaxy::ship::{GxShip, ShipPersonality, ShipState};
use nalgebra::{point, vector};
use rand::Rng;
use rapier2d::{
@ -8,9 +7,12 @@ use rapier2d::{
geometry::{Collider, ColliderHandle},
};
use crate::{util, ParticleBuilder, StepResources};
use crate::data::{ShipData, ShipPersonality, ShipState};
use super::collapse::ShipCollapseSequence;
use super::{
super::{util, ParticleBuilder, PhysStepResources},
collapse::ShipCollapseSequence,
};
/// A ship's controls
#[derive(Debug, Clone)]
@ -42,7 +44,7 @@ impl ShipControls {
/// A ship instance in the physics system
#[derive(Debug, Clone)]
pub struct SySimShip {
pub struct PhysSimShip {
/// This ship's physics handle
pub rigid_body: RigidBodyHandle,
@ -50,7 +52,7 @@ pub struct SySimShip {
pub collider: ColliderHandle,
/// This ship's game data
pub data: GxShip,
pub data: ShipData,
/// This ship's controls
pub(crate) controls: ShipControls,
@ -59,7 +61,7 @@ pub struct SySimShip {
collapse_sequence: Option<ShipCollapseSequence>,
}
impl SySimShip {
impl PhysSimShip {
/// Make a new ship
pub(crate) fn new(
ct: &Content,
@ -69,10 +71,10 @@ impl SySimShip {
rigid_body: RigidBodyHandle,
collider: ColliderHandle,
) -> Self {
SySimShip {
PhysSimShip {
rigid_body,
collider,
data: GxShip::new(ct, handle, faction, personality),
data: ShipData::new(ct, handle, faction, personality),
controls: ShipControls::new(),
collapse_sequence: Some(ShipCollapseSequence::new()),
}
@ -81,7 +83,7 @@ impl SySimShip {
/// Step this ship's state by t seconds
pub fn step(
&mut self,
res: &mut StepResources,
res: &mut PhysStepResources,
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
@ -103,7 +105,7 @@ impl SySimShip {
/// Step this ship's state by t seconds (called when alive)
fn step_live(
&mut self,
res: &mut StepResources,
res: &mut PhysStepResources,
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
@ -180,7 +182,7 @@ impl SySimShip {
}
}
impl SySimShip {
impl PhysSimShip {
/// Get this ship's control state
pub fn get_controls(&self) -> &ShipControls {
&self.controls

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@ -1,9 +1,9 @@
use crate::{wrapper::Wrapper, ParticleBuilder};
use super::{wrapper::Wrapper, ParticleBuilder};
use galactica_content::Content;
use galactica_util::timing::Timing;
/// External resources we need to compute time steps
pub struct StepResources<'a> {
pub struct PhysStepResources<'a> {
/// Game content
pub ct: &'a Content,

View File

@ -3,7 +3,6 @@ use galactica_content::{
Content, FactionHandle, GunPoint, OutfitHandle, ProjectileCollider, Relationship, ShipHandle,
SystemHandle,
};
use galactica_galaxy::ship::ShipPersonality;
use galactica_playeragent::PlayerAgent;
use nalgebra::{point, vector};
use rand::Rng;
@ -14,39 +13,41 @@ use rapier2d::{
};
use std::{collections::HashMap, f32::consts::PI};
use crate::{
use crate::data::ShipPersonality;
use super::{
controller::ShipController,
objects::{SySimProjectile, SySimShip},
util, ParticleBuilder, StepResources,
objects::{PhysProjectile, PhysSimShip},
util, ParticleBuilder, PhysStepResources,
};
// TODO: replace with a more generic handle
/// A handle for a ship in this simulation
/// This lets other crates reference ships
/// without including `rapier2d`.
pub struct SySimShipHandle(pub ColliderHandle);
pub struct PhysSimShipHandle(pub ColliderHandle);
/// Manages the physics state of one system
#[derive(Clone)]
pub struct SystemSim {
pub struct PhysSim {
/// The system this sim is attached to
_system: SystemHandle,
rigid_body_set: RigidBodySet,
collider_set: ColliderSet,
projectiles: HashMap<ColliderHandle, SySimProjectile>,
ships: HashMap<ColliderHandle, SySimShip>,
projectiles: HashMap<ColliderHandle, PhysProjectile>,
ships: HashMap<ColliderHandle, PhysSimShip>,
ship_behaviors: HashMap<ColliderHandle, ShipController>,
}
// Private methods
impl<'a> SystemSim {
impl<'a> PhysSim {
fn remove_projectile(
&mut self,
res: &mut StepResources,
res: &mut PhysStepResources,
c: ColliderHandle,
) -> Option<(RigidBody, SySimProjectile)> {
) -> Option<(RigidBody, PhysProjectile)> {
let p = match self.projectiles.remove(&c) {
Some(p) => p,
None => return None,
@ -66,7 +67,7 @@ impl<'a> SystemSim {
return Some((r, p));
}
fn remove_ship(&mut self, res: &mut StepResources, colliderhandle: ColliderHandle) {
fn remove_ship(&mut self, res: &mut PhysStepResources, colliderhandle: ColliderHandle) {
let ship = match self.ships.get(&colliderhandle) {
None => return,
Some(s) => s,
@ -86,7 +87,7 @@ impl<'a> SystemSim {
fn collide_projectile_ship(
&mut self,
res: &mut StepResources,
res: &mut PhysStepResources,
projectile_h: ColliderHandle,
ship_h: ColliderHandle,
) {
@ -151,7 +152,7 @@ impl<'a> SystemSim {
}
// Public methods
impl SystemSim {
impl PhysSim {
/// Create a new physics system
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
Self {
@ -172,7 +173,7 @@ impl SystemSim {
faction: FactionHandle,
personality: ShipPersonality,
position: Point2<f32>,
) -> SySimShipHandle {
) -> PhysSimShipHandle {
let ship_content = ct.get_ship(handle);
let cl = ColliderBuilder::convex_decomposition(
&ship_content.collision.points[..],
@ -205,10 +206,10 @@ impl SystemSim {
self.ships.insert(
collider,
SySimShip::new(ct, handle, personality, faction, ridid_body, collider),
PhysSimShip::new(ct, handle, personality, faction, ridid_body, collider),
);
return SySimShipHandle(collider);
return PhysSimShipHandle(collider);
}
/// Update a player ship's controls
@ -229,7 +230,7 @@ impl SystemSim {
/// - updates ship controls (runs behaviors)
/// - applies ship controls
/// - creates projectiles
fn step_ships(&mut self, res: &mut StepResources) {
fn step_ships(&mut self, res: &mut PhysStepResources) {
// We can't apply these right away since self is borrowed
// by the iterator
// TODO: don't allocate!
@ -350,7 +351,7 @@ impl SystemSim {
self.projectiles.insert(
collider.clone(),
SySimProjectile::new(
PhysProjectile::new(
outfit.projectile.clone(),
rigid_body,
ship.data.get_faction(),
@ -361,7 +362,7 @@ impl SystemSim {
}
/// Step this physics system by `t` seconds
pub fn step(&mut self, mut res: StepResources) {
pub fn step(&mut self, mut res: PhysStepResources) {
res.timing.start_physics_ships();
self.step_ships(&mut res);
res.timing.mark_physics_ships();
@ -441,14 +442,14 @@ impl SystemSim {
}
// Public getters
impl SystemSim {
impl PhysSim {
/// Get a ship physics object
pub fn get_ship(&self, ship: &SySimShipHandle) -> Option<&SySimShip> {
pub fn get_ship(&self, ship: &PhysSimShipHandle) -> Option<&PhysSimShip> {
self.ships.get(&ship.0)
}
/// Get a ship physics object
pub fn get_ship_mut(&mut self, ship: &SySimShipHandle) -> Option<&mut SySimShip> {
pub fn get_ship_mut(&mut self, ship: &PhysSimShipHandle) -> Option<&mut PhysSimShip> {
self.ships.get_mut(&ship.0)
}
@ -463,19 +464,19 @@ impl SystemSim {
}
/// Iterate over all ships in this physics system
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&SySimShip, &RigidBody)> + '_ {
pub fn iter_ship_body(&self) -> impl Iterator<Item = (&PhysSimShip, &RigidBody)> + '_ {
self.ships
.values()
.map(|x| (x, self.rigid_body_set.get(x.rigid_body).unwrap()))
}
/// Iterate over all ships in this physics system
pub fn iter_ships(&self) -> impl Iterator<Item = &SySimShip> + '_ {
pub fn iter_ships(&self) -> impl Iterator<Item = &PhysSimShip> + '_ {
self.ships.values()
}
/// Iterate over all ships in this physics system
pub fn iter_projectiles(&self) -> impl Iterator<Item = &SySimProjectile> + '_ {
pub fn iter_projectiles(&self) -> impl Iterator<Item = &PhysProjectile> + '_ {
self.projectiles.values()
}
}

View File

@ -48,7 +48,7 @@ impl Timing {
self.physics_ship_timer = Instant::now();
}
/// Record galaxy simulation time.
/// Record total frame compute time
pub fn mark_frame(&mut self) {
self.frame = self.frame_timer.elapsed();
}