wip client physics

This commit is contained in:
griffi-gh 2024-02-14 01:59:37 +01:00
parent c162893fd0
commit 0ae87b6ddd

View file

@ -1,9 +1,9 @@
//TODO client-side physics //TODO client-side physics
//TODO move this to shared //TODO move this to shared
use glam::{Mat4, Vec3}; use glam::{vec3, IVec3, Mat4, Vec3};
use kubi_shared::transform::Transform;
use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut}; 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)] #[derive(Unique)]
pub struct GlobalClPhysicsConfig { pub struct GlobalClPhysicsConfig {
@ -12,20 +12,35 @@ pub struct GlobalClPhysicsConfig {
#[derive(Component)] #[derive(Component)]
pub struct ClPhysicsActor { pub struct ClPhysicsActor {
pub offset: Vec3,
pub forces: Vec3, pub forces: Vec3,
pub velocity: Vec3, pub velocity: Vec3,
pub terminal_velocity: f32, pub terminal_velocity: f32,
//TODO: this should be configurable per block //TODO: this should be configurable per block
pub friction_agains_ground: f32, 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 { impl Default for ClPhysicsActor {
fn default() -> Self { fn default() -> Self {
Self { Self {
//HACK: for player
offset: vec3(0., 1.5, 0.),
forces: Vec3::ZERO, forces: Vec3::ZERO,
velocity: Vec3::ZERO, velocity: Vec3::ZERO,
terminal_velocity: 40., terminal_velocity: 40.,
friction_agains_ground: 0.5, friction_agains_ground: 0.5,
on_ground_flag: false,
} }
} }
} }
@ -34,16 +49,64 @@ pub fn init_client_physics(
storages: AllStoragesView, storages: AllStoragesView,
) { ) {
storages.add_unique(GlobalClPhysicsConfig { storages.add_unique(GlobalClPhysicsConfig {
gravity: Vec3::new(0., -9.8, 0.), gravity: Vec3::new(0., -1.0, 0.),
}); });
} }
pub fn update_client_physics_late( pub fn update_client_physics_late(
controllers: View<ClPhysicsActor>, mut actors: ViewMut<ClPhysicsActor>,
mut transforms: ViewMut<Transform, track::All>, mut transforms: ViewMut<Transform, track::All>,
dt: UniqueView<DeltaTime>,
phy_conf: UniqueView<GlobalClPhysicsConfig>, phy_conf: UniqueView<GlobalClPhysicsConfig>,
world: UniqueView<ChunkStorage>,
dt: UniqueView<DeltaTime>,
) { ) {
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() { // for (_, mut transform) in (&controllers, &mut transforms).iter() {
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); // let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
// translation.y -= dt.0.as_secs_f32() * 100.; // translation.y -= dt.0.as_secs_f32() * 100.;