diff --git a/kubi/src/client_physics.rs b/kubi/src/client_physics.rs index cacbaf1..17bcb7b 100644 --- a/kubi/src/client_physics.rs +++ b/kubi/src/client_physics.rs @@ -1,9 +1,9 @@ //TODO client-side physics //TODO move this to shared -use glam::{Mat4, Vec3}; -use kubi_shared::transform::Transform; +use glam::{vec3, IVec3, Mat4, Vec3}; use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut}; -use crate::delta_time::DeltaTime; +use kubi_shared::{block::{Block, CollisionType}, transform::Transform}; +use crate::{delta_time::DeltaTime, world::ChunkStorage}; #[derive(Unique)] pub struct GlobalClPhysicsConfig { @@ -12,20 +12,35 @@ pub struct GlobalClPhysicsConfig { #[derive(Component)] pub struct ClPhysicsActor { + pub offset: Vec3, pub forces: Vec3, pub velocity: Vec3, pub terminal_velocity: f32, //TODO: this should be configurable per block pub friction_agains_ground: f32, + on_ground_flag: bool, +} + +impl ClPhysicsActor { + pub fn apply_force(&mut self, force: Vec3) { + self.forces += force; + } + + pub fn on_ground(&self) -> bool { + self.on_ground_flag + } } impl Default for ClPhysicsActor { fn default() -> Self { Self { + //HACK: for player + offset: vec3(0., 1.5, 0.), forces: Vec3::ZERO, velocity: Vec3::ZERO, terminal_velocity: 40., friction_agains_ground: 0.5, + on_ground_flag: false, } } } @@ -34,16 +49,64 @@ pub fn init_client_physics( storages: AllStoragesView, ) { storages.add_unique(GlobalClPhysicsConfig { - gravity: Vec3::new(0., -9.8, 0.), + gravity: Vec3::new(0., -1.0, 0.), }); } pub fn update_client_physics_late( - controllers: View, + mut actors: ViewMut, mut transforms: ViewMut, - dt: UniqueView, phy_conf: UniqueView, + world: UniqueView, + dt: UniqueView, ) { + for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() { + //apply forces + let actor_forces = actor.forces; + actor.velocity += actor_forces + phy_conf.gravity; + actor.forces = Vec3::ZERO; + + let (scale, rotation, mut actor_position) = transform.0.to_scale_rotation_translation(); + actor_position -= actor.offset; + let actor_block_pos = actor_position.floor().as_ivec3(); + let actor_block = world.get_block(actor_block_pos); + let actor_block_below = world.get_block(actor_block_pos + IVec3::NEG_Y); + actor.on_ground_flag = + actor_block_below.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid) || + actor_block.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid); + //push actor back out of the block + if actor_block.is_some() { + //first, compute the normal (assuming actor is a point) + //must be accurate! + let mut normal = Vec3::ZERO; + for i in 0..3 { + let mut offset = Vec3::ZERO; + offset[i] = 0.5; + let block_pos = actor_block_pos + offset.as_ivec3(); + let block = world.get_block(block_pos).unwrap_or(Block::Air); + if block.descriptor().collision == CollisionType::Solid { + normal[i] = 1.; + } + } + //then, based on normal: + //push the actor back + actor_position += normal * 0.5; + //cancel out velocity in the direction of the normal + // let dot = actor.velocity.dot(normal); + // if dot > 0. { + // //actor.velocity -= normal * dot; + // actor.velocity = Vec3::ZERO; + // } + if actor.on_ground_flag { + actor.velocity.y = 0.; + } + } + //Apply velocity + actor_position += actor.velocity * dt.0.as_secs_f32(); + actor_position += actor.offset; + transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position); + } + // for (_, mut transform) in (&controllers, &mut transforms).iter() { // let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); // translation.y -= dt.0.as_secs_f32() * 100.;