This commit is contained in:
griffi-gh 2024-02-15 19:39:09 +01:00
parent 8d673ed82f
commit 1b87553f79
2 changed files with 20 additions and 8 deletions

View file

@ -31,7 +31,7 @@ pub struct ClPhysicsActor {
pub velocity: Vec3,
pub terminal_velocity: f32,
//TODO: this should be configurable per block
pub friction_agains_ground: f32,
pub ground_friction: f32,
pub gravity_scale: f32,
flag_ground: bool,
flag_collision: bool,
@ -56,7 +56,7 @@ impl Default for ClPhysicsActor {
forces: Vec3::ZERO,
velocity: Vec3::ZERO,
terminal_velocity: 40.,
friction_agains_ground: 0.5,
ground_friction: 10.,
gravity_scale: 1.,
flag_ground: false,
flag_collision: false,
@ -114,7 +114,8 @@ pub fn update_client_physics_late(
//get grid-aligned pos and blocks
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);
let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3();
let actor_block_below = world.get_block(actor_block_pos_slightly_below);
//update flags
actor.flag_collision = actor_block.is_solid();
@ -139,7 +140,7 @@ pub fn update_client_physics_late(
//HACK: for now, just stop the vertical velocity if on ground altogether,
//as we don't have proper collision velocity resolution yet (we need to compute dot product or sth)
if actor.flag_ground {
actor.velocity.y = 0.;
actor.velocity.y = actor.velocity.y.max(0.);
}
}
@ -147,6 +148,13 @@ pub fn update_client_physics_late(
actor_position += actor.velocity * dt.0.as_secs_f32();
actor_position += actor.offset;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
//Apply friction
// if actor.flag_ground {
// let actor_velocity = actor.velocity;
// let actor_friction = actor.ground_friction;
// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.);
// }
}
// for (_, mut transform) in (&controllers, &mut transforms).iter() {
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();

View file

@ -2,7 +2,7 @@ use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
use winit::keyboard::KeyCode;
use std::f32::consts::PI;
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PlayerControllerType {
@ -62,10 +62,12 @@ fn update_movement(
mut transforms: ViewMut<Transform, track::All>,
mut actors: ViewMut<ClPhysicsActor>,
inputs: UniqueView<Inputs>,
prev_inputs: UniqueView<PrevInputs>,
dt: UniqueView<DeltaTime>,
) {
if (inputs.movement == Vec2::ZERO) && !inputs.jump { return }
let movement = inputs.movement.extend(inputs.jump as u32 as f32).xzy();
let jump = inputs.jump && !prev_inputs.0.jump;
if (inputs.movement == Vec2::ZERO) && !jump { return }
let movement = inputs.movement.extend(jump as u32 as f32).xzy();
for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
let rotation_norm = rotation.normalize();
@ -78,6 +80,7 @@ fn update_movement(
},
PlayerControllerType::FpsCtl => {
let mut actor = (&mut actors).get(id).unwrap();
let actor_on_ground = actor.on_ground();
let euler = rotation_norm.to_euler(EulerRot::YZX);
let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
@ -86,7 +89,8 @@ fn update_movement(
actor.apply_force(ctl.speed * (
(forward * movement.z) +
(right * movement.x) +
(Vec3::Y * movement.y)
//TODO: remove hardcoded jump force
(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32))
));
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();