# state.ludic - the port, the kinds and layers, the facts, and what the world holds # what the package asks the world: the water's surface under a point and the current there. # Unbound there is no water. export port PhysWater { height: fn(float, float) -> float = fn ph_dry current_x: fn(float, float) -> float = fn ph_still current_z: fn(float, float) -> float = fn ph_still } function ph_dry(x: float, z: float) -> float { return PHYS_NONE } function ph_still(x: float, z: float) -> float { return 0.0 } export const PHYS_NONE: float = -1000000000.0 # no height: no water, nothing under a query # what a query sees, as a mask: the ground, the still things on it, and what moves export const PHYS_M_GROUND: int = 1 export const PHYS_M_STATIC: int = 2 export const PHYS_M_MOVING: int = 4 export const PHYS_M_SOLID: int = 3 export const PHYS_M_ALL: int = 7 # what happened export const PHYS_HIT: int = 0 # two bodies met at least ph_hard metres a second apart export const PHYS_SPLASH: int = 1 # a floating body reached the water export property PhysFact { what: int = 0 a: int = -1 b: int = -1 x: float = 0.0 y: float = 0.0 z: float = 0.0 speed: float = 0.0 } export const PH_CAP: int = 512 # contacts drained a step, queries' buffers export state PhysicsState { ph_world: pointer = null @max(262144) ph_shapes: []pointer = new []pointer # a shape id is its place here; null once freed @max(262144) ph_spare: []int = new []int # the freed places, handed out again (shape_ids.ludic) @max(262144) ph_own: []int = new []int # by a body's index: the shape it owns, freed with it (owned.ludic) ph_step: float = 0.016666668 # seconds a step ph_sub: int = 1 # collision steps in each ph_max_steps: int = 4 # a slow frame catches up this far and no further ph_max: int = 0 # the bodies the world was opened for: one more is a failure, not a -1 ph_acc: float = 0.0 ph_steps: int = 0 ph_gen: int = 0 # how many worlds have been opened: an id from an older one is stale ph_hard: float = 2.0 # metres a second: a contact under this is not a fact ph_floats: words = words(256) # buoyant bodies' ids, the first ph_nf of them ph_float_k: floats = floats(256 * 4) # and theirs: buoyancy, linear drag, angular drag, wet ph_nf: int = 0 ph_rx: float = 0.0 # where the last phys_resolve put a body ph_rz: float = 0.0 @max(64) ph_walkers: []pointer = new []pointer # a walker id is its place here; null once removed ph_ids: []int = words(PH_CAP * 2) ph_vals: []float = floats(PH_CAP * 4) ph_facts: Queue = ph_facts__new() @max(1024) ph_fpool: []PhysFact = ph_fpool_new() # every fact record made, reused once no drain holds it @max(1024) ph_ffree: []PhysFact = ph_ffree_new() ph_fnext: int = 0 } # the facts, oldest first export function phys_facts(physics_st: PhysicsState) -> Queue { return physics_st.ph_facts } function ph_buffers() -> void { } # a step's length, its collision steps, and how hard a contact must be to be a fact export function phys_config(physics_st: mut PhysicsState, step: float, sub: int, hard: float) -> void { physics_st.ph_step = step physics_st.ph_sub = sub physics_st.ph_hard = hard } function ph_facts__new() -> Queue { return queue_new("physics.facts") } # what moves, sized: touching pairs, contact constraints and the step's temp heap (KB). A valley's still # things make no pairs between them; drops, boats and the walkers do. Past a size a step fails loudly export const PH_PAIRS: int = 4096 export const PH_CONTACTS: int = 2048 export const PH_TEMP_KB: int = 4096