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wip client physics
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@ -1,9 +1,9 @@
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//TODO client-side physics
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//TODO move this to shared
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use glam::{Mat4, Vec3};
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use kubi_shared::transform::Transform;
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use glam::{vec3, IVec3, Mat4, Vec3};
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use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut};
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use crate::delta_time::DeltaTime;
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use kubi_shared::{block::{Block, CollisionType}, transform::Transform};
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use crate::{delta_time::DeltaTime, world::ChunkStorage};
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#[derive(Unique)]
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pub struct GlobalClPhysicsConfig {
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@ -12,20 +12,35 @@ pub struct GlobalClPhysicsConfig {
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#[derive(Component)]
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pub struct ClPhysicsActor {
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pub offset: Vec3,
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pub forces: Vec3,
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pub velocity: Vec3,
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pub terminal_velocity: f32,
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//TODO: this should be configurable per block
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pub friction_agains_ground: f32,
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on_ground_flag: bool,
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}
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impl ClPhysicsActor {
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pub fn apply_force(&mut self, force: Vec3) {
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self.forces += force;
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}
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pub fn on_ground(&self) -> bool {
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self.on_ground_flag
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}
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}
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impl Default for ClPhysicsActor {
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fn default() -> Self {
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Self {
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//HACK: for player
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offset: vec3(0., 1.5, 0.),
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forces: Vec3::ZERO,
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velocity: Vec3::ZERO,
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terminal_velocity: 40.,
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friction_agains_ground: 0.5,
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on_ground_flag: false,
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}
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}
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}
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@ -34,16 +49,64 @@ pub fn init_client_physics(
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storages: AllStoragesView,
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) {
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storages.add_unique(GlobalClPhysicsConfig {
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gravity: Vec3::new(0., -9.8, 0.),
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gravity: Vec3::new(0., -1.0, 0.),
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});
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}
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pub fn update_client_physics_late(
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controllers: View<ClPhysicsActor>,
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mut actors: ViewMut<ClPhysicsActor>,
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mut transforms: ViewMut<Transform, track::All>,
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dt: UniqueView<DeltaTime>,
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phy_conf: UniqueView<GlobalClPhysicsConfig>,
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world: UniqueView<ChunkStorage>,
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dt: UniqueView<DeltaTime>,
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) {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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//apply forces
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let actor_forces = actor.forces;
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actor.velocity += actor_forces + phy_conf.gravity;
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actor.forces = Vec3::ZERO;
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let (scale, rotation, mut actor_position) = transform.0.to_scale_rotation_translation();
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actor_position -= actor.offset;
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let actor_block_pos = actor_position.floor().as_ivec3();
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let actor_block = world.get_block(actor_block_pos);
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let actor_block_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
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actor.on_ground_flag =
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actor_block_below.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid) ||
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actor_block.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid);
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//push actor back out of the block
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if actor_block.is_some() {
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//first, compute the normal (assuming actor is a point)
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//must be accurate!
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let mut normal = Vec3::ZERO;
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for i in 0..3 {
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let mut offset = Vec3::ZERO;
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offset[i] = 0.5;
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let block_pos = actor_block_pos + offset.as_ivec3();
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let block = world.get_block(block_pos).unwrap_or(Block::Air);
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if block.descriptor().collision == CollisionType::Solid {
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normal[i] = 1.;
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}
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}
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//then, based on normal:
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//push the actor back
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actor_position += normal * 0.5;
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//cancel out velocity in the direction of the normal
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// let dot = actor.velocity.dot(normal);
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// if dot > 0. {
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// //actor.velocity -= normal * dot;
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// actor.velocity = Vec3::ZERO;
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// }
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if actor.on_ground_flag {
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actor.velocity.y = 0.;
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}
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}
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//Apply velocity
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actor_position += actor.velocity * dt.0.as_secs_f32();
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actor_position += actor.offset;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position);
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}
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// for (_, mut transform) in (&controllers, &mut transforms).iter() {
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// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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// translation.y -= dt.0.as_secs_f32() * 100.;
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