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fun
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@ -31,7 +31,7 @@ pub struct ClPhysicsActor {
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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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pub ground_friction: f32,
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pub gravity_scale: f32,
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flag_ground: bool,
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flag_collision: bool,
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@ -56,7 +56,7 @@ impl Default for ClPhysicsActor {
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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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ground_friction: 10.,
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gravity_scale: 1.,
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flag_ground: false,
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flag_collision: false,
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@ -114,7 +114,8 @@ pub fn update_client_physics_late(
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//get grid-aligned pos and blocks
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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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let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3();
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let actor_block_below = world.get_block(actor_block_pos_slightly_below);
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//update flags
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actor.flag_collision = actor_block.is_solid();
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@ -139,7 +140,7 @@ pub fn update_client_physics_late(
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//HACK: for now, just stop the vertical velocity if on ground altogether,
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//as we don't have proper collision velocity resolution yet (we need to compute dot product or sth)
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if actor.flag_ground {
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actor.velocity.y = 0.;
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actor.velocity.y = actor.velocity.y.max(0.);
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}
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}
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@ -147,6 +148,13 @@ pub fn update_client_physics_late(
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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.normalize(), actor_position);
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//Apply friction
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// if actor.flag_ground {
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// let actor_velocity = actor.velocity;
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// let actor_friction = actor.ground_friction;
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// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.);
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// }
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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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@ -2,7 +2,7 @@ use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
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use winit::keyboard::KeyCode;
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use std::f32::consts::PI;
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use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
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use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum PlayerControllerType {
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@ -62,10 +62,12 @@ fn update_movement(
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mut transforms: ViewMut<Transform, track::All>,
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mut actors: ViewMut<ClPhysicsActor>,
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inputs: UniqueView<Inputs>,
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prev_inputs: UniqueView<PrevInputs>,
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dt: UniqueView<DeltaTime>,
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) {
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if (inputs.movement == Vec2::ZERO) && !inputs.jump { return }
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let movement = inputs.movement.extend(inputs.jump as u32 as f32).xzy();
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let jump = inputs.jump && !prev_inputs.0.jump;
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if (inputs.movement == Vec2::ZERO) && !jump { return }
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let movement = inputs.movement.extend(jump as u32 as f32).xzy();
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for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
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let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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let rotation_norm = rotation.normalize();
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@ -78,6 +80,7 @@ fn update_movement(
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},
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PlayerControllerType::FpsCtl => {
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let mut actor = (&mut actors).get(id).unwrap();
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let actor_on_ground = actor.on_ground();
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let euler = rotation_norm.to_euler(EulerRot::YZX);
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let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
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@ -86,7 +89,8 @@ fn update_movement(
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actor.apply_force(ctl.speed * (
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(forward * movement.z) +
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(right * movement.x) +
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(Vec3::Y * movement.y)
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//TODO: remove hardcoded jump force
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(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32))
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));
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// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
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