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Merge pull request #14 from griffi-gh/client-physics
Client physics (wip)
This commit is contained in:
commit
4cae827233
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@ -1,334 +1,342 @@
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use bracket_noise::prelude::*;
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use rand::prelude::*;
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use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
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use rand_xoshiro::Xoshiro256StarStar;
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use crate::{
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chunk::{BlockData, CHUNK_SIZE},
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block::Block,
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queue::QueuedBlock,
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};
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fn mountain_ramp(mut x: f32) -> f32 {
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x *= 2.0;
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if x < 0.4 {
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0.5 * x
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} else if x < 0.55 {
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4. * (x - 0.4) + 0.2
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} else {
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0.4444 * (x - 0.55) + 0.8
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}
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}
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fn local_height(height: i32, chunk_position: IVec3) -> usize {
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let offset = chunk_position * CHUNK_SIZE as i32;
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(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
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}
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fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let position = height - offset.y;
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(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
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}
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pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
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let mut queue = Vec::with_capacity(0);
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let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| {
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if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
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let event_pos = offset + position;
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queue.retain(|block: &QueuedBlock| {
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block.position != event_pos
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});
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queue.push(QueuedBlock {
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position: event_pos,
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block_type: block,
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soft: true
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});
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} else {
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blocks[position.x as usize][position.y as usize][position.z as usize] = block;
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}
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};
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let mut height_noise = FastNoise::seeded(seed);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_octaves(4);
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height_noise.set_frequency(0.003);
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let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1));
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elevation_noise.set_fractal_type(FractalType::FBM);
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elevation_noise.set_fractal_octaves(1);
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elevation_noise.set_frequency(0.001);
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let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
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cave_noise_a.set_fractal_type(FractalType::FBM);
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cave_noise_a.set_fractal_octaves(2);
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cave_noise_a.set_frequency(0.01);
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let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
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cave_noise_b.set_fractal_type(FractalType::FBM);
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cave_noise_b.set_fractal_octaves(3);
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cave_noise_b.set_frequency(0.015);
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let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
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cave_noise_holes.set_fractal_type(FractalType::FBM);
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cave_noise_holes.set_fractal_octaves(2);
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cave_noise_holes.set_frequency(0.005);
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let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
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ravine_nose_line.set_fractal_type(FractalType::Billow);
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ravine_nose_line.set_fractal_octaves(2);
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ravine_nose_line.set_frequency(0.005);
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let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
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ravine_noise_location.set_fractal_type(FractalType::FBM);
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ravine_noise_location.set_fractal_octaves(1);
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ravine_noise_location.set_frequency(0.005);
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let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
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river_noise.set_fractal_type(FractalType::Billow);
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river_noise.set_fractal_octaves(2);
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river_noise.set_frequency(0.5 * 0.005);
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let mut rng = Xoshiro256StarStar::seed_from_u64(
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seed
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^ (chunk_position.x as u32 as u64)
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^ ((chunk_position.z as u32 as u64) << 32)
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);
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let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
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let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
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//Generate height map
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let mut within_heightmap = false;
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let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
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//sample noises (that are needed right now)
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let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
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let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
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let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
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//compute height
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let mut is_surface = true;
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let mut river_fill_height = None;
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let height = {
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let local_elevation = raw_elevation_value.powi(4).sqrt();
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let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
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//Flatten valleys
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if height < 0 {
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height /= 2;
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}
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//Generate rivers
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{
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let river_width = (height as f32 / -5.).clamp(0.5, 1.);
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let river_value = river_noise.get_noise(noise_x, noise_y);
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if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) {
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is_surface = false;
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river_fill_height = Some(height - 1);
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//river_fill_height = Some(-3);
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height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32;
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}
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}
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//Generate ravines
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if height < 0 && raw_ravine_location_value > 0.4 {
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let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
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if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
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is_surface = false;
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height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
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}
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}
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height
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};
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//add to heightmap
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if is_surface {
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deco_heightmap[x][z] = Some(height);
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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within_heightmap = true;
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}
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//place stone
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for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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//place grass
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Grass;
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within_heightmap = true;
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}
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} else if let Some(river_fill_height) = river_fill_height {
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//Place water
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for y in 0..local_height(river_fill_height, chunk_position) {
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blocks[x][y][z] = Block::Water;
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within_heightmap = true;
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}
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//Place stone
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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//Place dirt
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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within_heightmap = true;
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}
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} else {
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//Place stone
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for y in 0..local_height(height, chunk_position) {
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blocks[x][y][z] = Block::Stone;
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within_heightmap = true;
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}
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}
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}
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}
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//Carve out caves
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if within_heightmap {
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for z in 0..CHUNK_SIZE {
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for y in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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if blocks[x][y][z] != Block::Stone { continue }
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let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
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let inv_cave_size = 1. - cave_size;
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if cave_size < 0.1 { continue }
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let position = ivec3(x as i32, y as i32, z as i32) + offset;
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let is_cave = || {
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let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
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((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
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};
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let is_hole_cave = || {
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let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
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((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
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};
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if is_cave() || is_hole_cave() {
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blocks[x][y][z] = Block::Air;
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if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
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deco_heightmap[x][z] = None
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}
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}
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}
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}
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}
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}
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//Add decorations
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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//get height
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let Some(height) = deco_heightmap[x][z] else { continue };
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//check for air
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// if blocks[x][local_y][z] == Block::Air {
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// continue
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// }
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//place tall grass
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if rng_map_a[x][z] < 0.03 {
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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blocks[x][y][z] = Block::TallGrass;
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}
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}
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//place trees!
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if rng_map_a[x][z] < 0.001 {
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//Replace grass with dirt under the tree
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if let Some(y) = local_y_position(height, chunk_position) {
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blocks[x][y][z] = Block::Dirt;
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}
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//Place wood (no smart_place needed here!)
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let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
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for tree_y in 0..tree_height {
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if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
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blocks[x][y][z] = Block::Wood;
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}
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}
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let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
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//Place leaf blocks
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if let Some(y) = local_y_position(height + 1, chunk_position) {
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let tree_pos = ivec3(x as i32, y as i32, z as i32);
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// Place wood (smart_place)
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// for tree_y in 0..tree_height {
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// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
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// }
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// Part that wraps around the tree
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{
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let tree_leaf_height = tree_height - 3;
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let leaf_width = 2;
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for tree_y in tree_leaf_height..tree_height {
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for tree_x in (-leaf_width)..=leaf_width {
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for tree_z in (-leaf_width)..=leaf_width {
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let tree_offset = ivec3(tree_x, tree_y, tree_z);
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if tree_offset.xz() == IVec2::ZERO { continue }
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smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
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}
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}
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}
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}
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//part above the tree
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{
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let leaf_above_height = 2;
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let leaf_width = 1;
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for tree_y in tree_height..(tree_height + leaf_above_height) {
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for tree_x in (-leaf_width)..=leaf_width {
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for tree_z in (-leaf_width)..=leaf_width {
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let tree_offset = ivec3(tree_x, tree_y, tree_z);
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smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
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}
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}
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}
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}
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}
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}
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}
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}
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(blocks, queue)
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// let mut cave_noise = FastNoise::seeded(seed);
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// cave_noise.set_fractal_type(FractalType::FBM);
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// cave_noise.set_frequency(0.1);
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// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
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// dirt_noise.set_fractal_type(FractalType::FBM);
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// dirt_noise.set_frequency(0.1);
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//
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// if chunk_position.y >= 0 {
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// if chunk_position.y == 0 {
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// for x in 0..CHUNK_SIZE {
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// for z in 0..CHUNK_SIZE {
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// blocks[x][0][z] = Block::Dirt;
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// blocks[x][1][z] = Block::Grass;
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// }
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// }
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// }
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// } else {
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// for x in 0..CHUNK_SIZE {
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// for y in 0..CHUNK_SIZE {
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// for z in 0..CHUNK_SIZE {
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// let position = ivec3(x as i32, y as i32, z as i32) + offset;
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// let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
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// let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
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// if v_cave_noise > 0.5 {
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// blocks[x][y][z] = Block::Stone;
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// } else if v_dirt_noise > 0.5 {
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// blocks[x][y][z] = Block::Dirt;
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// }
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// }
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// }
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// }
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// }
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// blocks
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}
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use bracket_noise::prelude::*;
|
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use rand::prelude::*;
|
||||
use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
|
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use rand_xoshiro::Xoshiro256StarStar;
|
||||
use crate::{
|
||||
chunk::{BlockData, CHUNK_SIZE},
|
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block::Block,
|
||||
queue::QueuedBlock,
|
||||
};
|
||||
|
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fn mountain_ramp(mut x: f32) -> f32 {
|
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x *= 2.0;
|
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if x < 0.4 {
|
||||
0.5 * x
|
||||
} else if x < 0.55 {
|
||||
4. * (x - 0.4) + 0.2
|
||||
} else {
|
||||
0.4444 * (x - 0.55) + 0.8
|
||||
}
|
||||
}
|
||||
|
||||
fn local_height(height: i32, chunk_position: IVec3) -> usize {
|
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let offset = chunk_position * CHUNK_SIZE as i32;
|
||||
(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
|
||||
}
|
||||
|
||||
fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
|
||||
let offset = chunk_position * CHUNK_SIZE as i32;
|
||||
let position = height - offset.y;
|
||||
(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
|
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}
|
||||
|
||||
|
||||
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
|
||||
let offset = chunk_position * CHUNK_SIZE as i32;
|
||||
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
|
||||
let mut queue = Vec::with_capacity(0);
|
||||
|
||||
let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| {
|
||||
if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
|
||||
let event_pos = offset + position;
|
||||
queue.retain(|block: &QueuedBlock| {
|
||||
block.position != event_pos
|
||||
});
|
||||
queue.push(QueuedBlock {
|
||||
position: event_pos,
|
||||
block_type: block,
|
||||
soft: true
|
||||
});
|
||||
} else {
|
||||
blocks[position.x as usize][position.y as usize][position.z as usize] = block;
|
||||
}
|
||||
};
|
||||
|
||||
//STICK
|
||||
if chunk_position.x == 0 && chunk_position.y == 5 {
|
||||
for z in 0..CHUNK_SIZE {
|
||||
blocks[0][0][z] = Block::Stone;
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
let mut height_noise = FastNoise::seeded(seed);
|
||||
height_noise.set_fractal_type(FractalType::FBM);
|
||||
height_noise.set_fractal_octaves(4);
|
||||
height_noise.set_frequency(0.003);
|
||||
|
||||
let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1));
|
||||
elevation_noise.set_fractal_type(FractalType::FBM);
|
||||
elevation_noise.set_fractal_octaves(1);
|
||||
elevation_noise.set_frequency(0.001);
|
||||
|
||||
let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
|
||||
cave_noise_a.set_fractal_type(FractalType::FBM);
|
||||
cave_noise_a.set_fractal_octaves(2);
|
||||
cave_noise_a.set_frequency(0.01);
|
||||
|
||||
let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
|
||||
cave_noise_b.set_fractal_type(FractalType::FBM);
|
||||
cave_noise_b.set_fractal_octaves(3);
|
||||
cave_noise_b.set_frequency(0.015);
|
||||
|
||||
let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
|
||||
cave_noise_holes.set_fractal_type(FractalType::FBM);
|
||||
cave_noise_holes.set_fractal_octaves(2);
|
||||
cave_noise_holes.set_frequency(0.005);
|
||||
|
||||
let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
|
||||
ravine_nose_line.set_fractal_type(FractalType::Billow);
|
||||
ravine_nose_line.set_fractal_octaves(2);
|
||||
ravine_nose_line.set_frequency(0.005);
|
||||
|
||||
let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
|
||||
ravine_noise_location.set_fractal_type(FractalType::FBM);
|
||||
ravine_noise_location.set_fractal_octaves(1);
|
||||
ravine_noise_location.set_frequency(0.005);
|
||||
|
||||
let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
|
||||
river_noise.set_fractal_type(FractalType::Billow);
|
||||
river_noise.set_fractal_octaves(2);
|
||||
river_noise.set_frequency(0.5 * 0.005);
|
||||
|
||||
let mut rng = Xoshiro256StarStar::seed_from_u64(
|
||||
seed
|
||||
^ (chunk_position.x as u32 as u64)
|
||||
^ ((chunk_position.z as u32 as u64) << 32)
|
||||
);
|
||||
let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
|
||||
let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
|
||||
|
||||
//Generate height map
|
||||
let mut within_heightmap = false;
|
||||
let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
|
||||
|
||||
for x in 0..CHUNK_SIZE {
|
||||
for z in 0..CHUNK_SIZE {
|
||||
let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
|
||||
//sample noises (that are needed right now)
|
||||
let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
|
||||
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
|
||||
let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
|
||||
//compute height
|
||||
let mut is_surface = true;
|
||||
let mut river_fill_height = None;
|
||||
let height = {
|
||||
let local_elevation = raw_elevation_value.powi(4).sqrt();
|
||||
let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
|
||||
//Flatten valleys
|
||||
if height < 0 {
|
||||
height /= 2;
|
||||
}
|
||||
//Generate rivers
|
||||
{
|
||||
let river_width = (height as f32 / -5.).clamp(0.5, 1.);
|
||||
let river_value = river_noise.get_noise(noise_x, noise_y);
|
||||
if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) {
|
||||
is_surface = false;
|
||||
river_fill_height = Some(height - 1);
|
||||
//river_fill_height = Some(-3);
|
||||
height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32;
|
||||
}
|
||||
}
|
||||
//Generate ravines
|
||||
if height < 0 && raw_ravine_location_value > 0.4 {
|
||||
let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
|
||||
if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
|
||||
is_surface = false;
|
||||
height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
|
||||
}
|
||||
}
|
||||
height
|
||||
};
|
||||
//add to heightmap
|
||||
if is_surface {
|
||||
deco_heightmap[x][z] = Some(height);
|
||||
//place dirt
|
||||
for y in 0..local_height(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Dirt;
|
||||
within_heightmap = true;
|
||||
}
|
||||
//place stone
|
||||
for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
|
||||
blocks[x][y][z] = Block::Stone;
|
||||
within_heightmap = true;
|
||||
}
|
||||
//place grass
|
||||
if let Some(y) = local_y_position(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Grass;
|
||||
within_heightmap = true;
|
||||
}
|
||||
} else if let Some(river_fill_height) = river_fill_height {
|
||||
//Place water
|
||||
for y in 0..local_height(river_fill_height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Water;
|
||||
within_heightmap = true;
|
||||
}
|
||||
//Place stone
|
||||
for y in 0..local_height(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Stone;
|
||||
within_heightmap = true;
|
||||
}
|
||||
//Place dirt
|
||||
if let Some(y) = local_y_position(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Dirt;
|
||||
within_heightmap = true;
|
||||
}
|
||||
} else {
|
||||
//Place stone
|
||||
for y in 0..local_height(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Stone;
|
||||
within_heightmap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Carve out caves
|
||||
if within_heightmap {
|
||||
for z in 0..CHUNK_SIZE {
|
||||
for y in 0..CHUNK_SIZE {
|
||||
for x in 0..CHUNK_SIZE {
|
||||
if blocks[x][y][z] != Block::Stone { continue }
|
||||
|
||||
let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
|
||||
let inv_cave_size = 1. - cave_size;
|
||||
if cave_size < 0.1 { continue }
|
||||
|
||||
let position = ivec3(x as i32, y as i32, z as i32) + offset;
|
||||
|
||||
let is_cave = || {
|
||||
let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
|
||||
let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
|
||||
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
|
||||
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
|
||||
};
|
||||
let is_hole_cave = || {
|
||||
let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
|
||||
((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
|
||||
};
|
||||
|
||||
if is_cave() || is_hole_cave() {
|
||||
blocks[x][y][z] = Block::Air;
|
||||
if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
|
||||
deco_heightmap[x][z] = None
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Add decorations
|
||||
for x in 0..CHUNK_SIZE {
|
||||
for z in 0..CHUNK_SIZE {
|
||||
//get height
|
||||
let Some(height) = deco_heightmap[x][z] else { continue };
|
||||
//check for air
|
||||
// if blocks[x][local_y][z] == Block::Air {
|
||||
// continue
|
||||
// }
|
||||
//place tall grass
|
||||
if rng_map_a[x][z] < 0.03 {
|
||||
if let Some(y) = local_y_position(height + 1, chunk_position) {
|
||||
blocks[x][y][z] = Block::TallGrass;
|
||||
}
|
||||
}
|
||||
//place trees!
|
||||
if rng_map_a[x][z] < 0.001 {
|
||||
//Replace grass with dirt under the tree
|
||||
if let Some(y) = local_y_position(height, chunk_position) {
|
||||
blocks[x][y][z] = Block::Dirt;
|
||||
}
|
||||
|
||||
//Place wood (no smart_place needed here!)
|
||||
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
|
||||
for tree_y in 0..tree_height {
|
||||
if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
|
||||
blocks[x][y][z] = Block::Wood;
|
||||
}
|
||||
}
|
||||
|
||||
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
|
||||
|
||||
//Place leaf blocks
|
||||
if let Some(y) = local_y_position(height + 1, chunk_position) {
|
||||
let tree_pos = ivec3(x as i32, y as i32, z as i32);
|
||||
// Place wood (smart_place)
|
||||
// for tree_y in 0..tree_height {
|
||||
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
|
||||
// }
|
||||
// Part that wraps around the tree
|
||||
{
|
||||
let tree_leaf_height = tree_height - 3;
|
||||
let leaf_width = 2;
|
||||
for tree_y in tree_leaf_height..tree_height {
|
||||
for tree_x in (-leaf_width)..=leaf_width {
|
||||
for tree_z in (-leaf_width)..=leaf_width {
|
||||
let tree_offset = ivec3(tree_x, tree_y, tree_z);
|
||||
if tree_offset.xz() == IVec2::ZERO { continue }
|
||||
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//part above the tree
|
||||
{
|
||||
let leaf_above_height = 2;
|
||||
let leaf_width = 1;
|
||||
for tree_y in tree_height..(tree_height + leaf_above_height) {
|
||||
for tree_x in (-leaf_width)..=leaf_width {
|
||||
for tree_z in (-leaf_width)..=leaf_width {
|
||||
let tree_offset = ivec3(tree_x, tree_y, tree_z);
|
||||
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
(blocks, queue)
|
||||
|
||||
// let mut cave_noise = FastNoise::seeded(seed);
|
||||
// cave_noise.set_fractal_type(FractalType::FBM);
|
||||
// cave_noise.set_frequency(0.1);
|
||||
|
||||
// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
|
||||
// dirt_noise.set_fractal_type(FractalType::FBM);
|
||||
// dirt_noise.set_frequency(0.1);
|
||||
|
||||
//
|
||||
|
||||
// if chunk_position.y >= 0 {
|
||||
// if chunk_position.y == 0 {
|
||||
// for x in 0..CHUNK_SIZE {
|
||||
// for z in 0..CHUNK_SIZE {
|
||||
// blocks[x][0][z] = Block::Dirt;
|
||||
// blocks[x][1][z] = Block::Grass;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// } else {
|
||||
// for x in 0..CHUNK_SIZE {
|
||||
// for y in 0..CHUNK_SIZE {
|
||||
// for z in 0..CHUNK_SIZE {
|
||||
// let position = ivec3(x as i32, y as i32, z as i32) + offset;
|
||||
// let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
|
||||
// let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
|
||||
// if v_cave_noise > 0.5 {
|
||||
// blocks[x][y][z] = Block::Stone;
|
||||
// } else if v_dirt_noise > 0.5 {
|
||||
// blocks[x][y][z] = Block::Dirt;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// blocks
|
||||
|
||||
}
|
||||
|
|
|
@ -1,49 +1,185 @@
|
|||
//TODO client-side physics
|
||||
//TODO move this to shared
|
||||
use glam::{Mat4, Vec3};
|
||||
use kubi_shared::transform::Transform;
|
||||
use glam::{vec3, IVec3, Mat4, Vec3, Vec3Swizzles};
|
||||
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 {
|
||||
pub gravity: Vec3,
|
||||
///XXX: currenly unused:
|
||||
pub iterations: usize,
|
||||
}
|
||||
|
||||
impl Default for GlobalClPhysicsConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
gravity: Vec3::new(0., -9.8, 0.),
|
||||
iterations: 10,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: actors should be represented by a vertical line, not a point.
|
||||
//XXX: maybe a capsule? (or configurable hull?)
|
||||
//TODO: per block friction
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct ClPhysicsActor {
|
||||
pub disable: bool,
|
||||
pub offset: Vec3,
|
||||
pub forces: Vec3,
|
||||
pub frame_velocity: Vec3,
|
||||
pub velocity: Vec3,
|
||||
pub terminal_velocity: f32,
|
||||
//TODO: this should be configurable per block
|
||||
pub friction_agains_ground: f32,
|
||||
pub decel: Vec3,
|
||||
pub gravity_scale: f32,
|
||||
pub max_velocity: (Option<f32>, Option<f32>, Option<f32>),
|
||||
pub hack_xz_circular: bool,
|
||||
flag_ground: bool,
|
||||
flag_collision: bool,
|
||||
}
|
||||
|
||||
impl ClPhysicsActor {
|
||||
pub fn apply_force(&mut self, force: Vec3) {
|
||||
self.forces += force;
|
||||
}
|
||||
|
||||
pub fn add_frame_velocity(&mut self, force: Vec3) {
|
||||
self.frame_velocity += force;
|
||||
}
|
||||
|
||||
pub fn on_ground(&self) -> bool {
|
||||
self.flag_ground
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for ClPhysicsActor {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
//HACK: for player
|
||||
disable: false,
|
||||
offset: vec3(0., 1.5, 0.),
|
||||
forces: Vec3::ZERO,
|
||||
frame_velocity: Vec3::ZERO,
|
||||
velocity: Vec3::ZERO,
|
||||
terminal_velocity: 40.,
|
||||
friction_agains_ground: 0.5,
|
||||
//constant deceleration, in ratio per second. e.g. value of 1 should stop the actor in 1 second.
|
||||
decel: vec3(1., 0., 1.),
|
||||
gravity_scale: 1.,
|
||||
max_velocity: (Some(20.), None, Some(20.)),
|
||||
hack_xz_circular: true,
|
||||
flag_ground: false,
|
||||
flag_collision: false,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trait BlockCollisionExt {
|
||||
fn collision_type(&self) -> CollisionType;
|
||||
fn is_solid(&self) -> bool {
|
||||
self.collision_type() == CollisionType::Solid
|
||||
}
|
||||
}
|
||||
|
||||
impl BlockCollisionExt for Option<Block> {
|
||||
fn collision_type(&self) -> CollisionType {
|
||||
self.unwrap_or(Block::Air).descriptor().collision
|
||||
}
|
||||
}
|
||||
|
||||
impl BlockCollisionExt for Block {
|
||||
fn collision_type(&self) -> CollisionType {
|
||||
self.descriptor().collision
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_client_physics(
|
||||
storages: AllStoragesView,
|
||||
) {
|
||||
storages.add_unique(GlobalClPhysicsConfig {
|
||||
gravity: Vec3::new(0., -9.8, 0.),
|
||||
});
|
||||
storages.add_unique(GlobalClPhysicsConfig::default());
|
||||
}
|
||||
|
||||
pub fn update_client_physics_late(
|
||||
controllers: View<ClPhysicsActor>,
|
||||
mut actors: ViewMut<ClPhysicsActor>,
|
||||
mut transforms: ViewMut<Transform, track::All>,
|
||||
conf: UniqueView<GlobalClPhysicsConfig>,
|
||||
world: UniqueView<ChunkStorage>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
phy_conf: UniqueView<GlobalClPhysicsConfig>,
|
||||
) {
|
||||
for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
|
||||
if actor.disable {
|
||||
actor.forces = Vec3::ZERO;
|
||||
continue;
|
||||
}
|
||||
|
||||
//apply forces
|
||||
let actor_forces = actor.forces;
|
||||
actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
|
||||
actor.forces = Vec3::ZERO;
|
||||
|
||||
//get position
|
||||
let (scale, rotation, mut actor_position) = transform.0.to_scale_rotation_translation();
|
||||
actor_position -= actor.offset;
|
||||
|
||||
//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_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();
|
||||
actor.flag_ground = actor.flag_collision || actor_block_below.is_solid();
|
||||
|
||||
//push actor back out of the block
|
||||
if actor.flag_collision {
|
||||
//first, compute restitution, based on position inside the block
|
||||
// let block_center = actor_block_pos.as_f32() + Vec3::ONE * 0.5;
|
||||
// let to_block_center = actor_position - block_center;
|
||||
|
||||
//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;
|
||||
// }
|
||||
|
||||
//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 = actor.velocity.y.max(0.);
|
||||
}
|
||||
}
|
||||
|
||||
//clamp velocity
|
||||
let max_velocity = actor.max_velocity;
|
||||
if actor.hack_xz_circular && actor.max_velocity.0.is_some() && (actor.max_velocity.0 == actor.max_velocity.2) {
|
||||
actor.velocity.y = actor.velocity.y.clamp(-max_velocity.1.unwrap_or(f32::MAX), max_velocity.1.unwrap_or(f32::MAX));
|
||||
let clamped = actor.velocity.xz().clamp_length_max(actor.max_velocity.0.unwrap_or(f32::MAX));
|
||||
actor.velocity.x = clamped.x;
|
||||
actor.velocity.z = clamped.y;
|
||||
} else {
|
||||
actor.velocity = vec3(
|
||||
actor.velocity.x.clamp(-max_velocity.0.unwrap_or(f32::MAX), max_velocity.0.unwrap_or(f32::MAX)),
|
||||
actor.velocity.y.clamp(-max_velocity.1.unwrap_or(f32::MAX), max_velocity.1.unwrap_or(f32::MAX)),
|
||||
actor.velocity.z.clamp(-max_velocity.2.unwrap_or(f32::MAX), max_velocity.2.unwrap_or(f32::MAX)),
|
||||
);
|
||||
}
|
||||
|
||||
//Apply velocity
|
||||
actor_position += (actor.velocity + actor.frame_velocity) * dt.0.as_secs_f32();
|
||||
actor.frame_velocity = Vec3::ZERO;
|
||||
actor_position += actor.offset;
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
|
||||
|
||||
//Apply "friction"
|
||||
let actor_velocity = actor.velocity;
|
||||
let actor_decel = actor.decel;
|
||||
actor.velocity -= actor_velocity * actor_decel * dt.0.as_secs_f32();
|
||||
}
|
||||
// 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.;
|
||||
|
|
|
@ -1,35 +1,39 @@
|
|||
use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track};
|
||||
use glam::{IVec3, Quat, Vec3};
|
||||
use kubi_shared::block::Block;
|
||||
use crate::{
|
||||
player::MainPlayer,
|
||||
transform::Transform
|
||||
};
|
||||
use super::EventComponent;
|
||||
|
||||
#[derive(Component, Clone, Copy, Debug)]
|
||||
pub enum PlayerActionEvent {
|
||||
PositionChanged {
|
||||
position: Vec3,
|
||||
direction: Quat
|
||||
},
|
||||
UpdatedBlock {
|
||||
position: IVec3,
|
||||
block: Block,
|
||||
},
|
||||
}
|
||||
|
||||
pub fn generate_move_events(
|
||||
transforms: View<Transform, track::All>,
|
||||
player: View<MainPlayer>,
|
||||
mut entities: EntitiesViewMut,
|
||||
mut events: ViewMut<EventComponent>,
|
||||
mut actions: ViewMut<PlayerActionEvent>,
|
||||
) {
|
||||
let Some((_, transform)) = (&player, transforms.inserted_or_modified()).iter().next() else { return };
|
||||
let (_, direction, position) = transform.0.to_scale_rotation_translation();
|
||||
entities.add_entity(
|
||||
(&mut events, &mut actions),
|
||||
(EventComponent, PlayerActionEvent::PositionChanged { position, direction })
|
||||
);
|
||||
}
|
||||
use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track};
|
||||
use glam::{IVec3, Quat, Vec3};
|
||||
use kubi_shared::block::Block;
|
||||
use crate::{
|
||||
client_physics::ClPhysicsActor, player::MainPlayer, transform::Transform
|
||||
};
|
||||
use super::EventComponent;
|
||||
|
||||
#[derive(Component, Clone, Copy, Debug)]
|
||||
pub enum PlayerActionEvent {
|
||||
PositionChanged {
|
||||
position: Vec3,
|
||||
//XXX: should this even be here?
|
||||
velocity: Vec3,
|
||||
direction: Quat
|
||||
},
|
||||
UpdatedBlock {
|
||||
position: IVec3,
|
||||
block: Block,
|
||||
},
|
||||
}
|
||||
|
||||
pub fn generate_move_events(
|
||||
transforms: View<Transform, track::All>,
|
||||
player: View<MainPlayer>,
|
||||
actors: View<ClPhysicsActor>,
|
||||
mut entities: EntitiesViewMut,
|
||||
mut events: ViewMut<EventComponent>,
|
||||
mut actions: ViewMut<PlayerActionEvent>,
|
||||
) {
|
||||
let Some((_, transform, actor)) = (&player, transforms.inserted_or_modified(), &actors).iter().next() else { return };
|
||||
let (_, direction, position) = transform.0.to_scale_rotation_translation();
|
||||
//HACK: if the actor is disabled, the velocity is irrelevant, so we just set it to zero.
|
||||
let velocity = if actor.disable { Vec3::ZERO } else { actor.velocity };
|
||||
entities.add_entity(
|
||||
(&mut events, &mut actions),
|
||||
(EventComponent, PlayerActionEvent::PositionChanged { position, velocity, direction })
|
||||
);
|
||||
}
|
||||
|
|
|
@ -1,53 +0,0 @@
|
|||
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
|
||||
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
|
||||
use std::f32::consts::PI;
|
||||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct FlyController;
|
||||
|
||||
pub fn update_controllers() -> Workload {
|
||||
(
|
||||
update_look,
|
||||
update_movement
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
const MAX_PITCH: f32 = PI/2. - 0.05;
|
||||
|
||||
fn update_look(
|
||||
controllers: View<FlyController>,
|
||||
mut transforms: ViewMut<Transform, track::All>,
|
||||
inputs: UniqueView<Inputs>,
|
||||
settings: UniqueView<GameSettings>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
) {
|
||||
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
|
||||
if look == Vec2::ZERO { return }
|
||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
|
||||
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
|
||||
yaw -= look.x;
|
||||
pitch -= look.y;
|
||||
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
|
||||
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
|
||||
}
|
||||
}
|
||||
|
||||
fn update_movement(
|
||||
controllers: View<FlyController>,
|
||||
mut transforms: ViewMut<Transform, track::All>,
|
||||
inputs: UniqueView<Inputs>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
) {
|
||||
if inputs.movement == Vec2::ZERO { return }
|
||||
let movement = inputs.movement * 30. * dt.0.as_secs_f32();
|
||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
||||
let rotation_norm = rotation.normalize();
|
||||
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y;
|
||||
translation += (rotation_norm * Vec3::X).normalize() * movement.x;
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||
}
|
||||
}
|
|
@ -1,297 +1,301 @@
|
|||
use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
|
||||
use glam::{Vec2, DVec2, vec2, dvec2};
|
||||
use winit::{
|
||||
keyboard::{KeyCode, PhysicalKey},
|
||||
event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
|
||||
};
|
||||
use hashbrown::HashMap;
|
||||
use tinyset::{SetU32, SetU64};
|
||||
use nohash_hasher::BuildNoHashHasher;
|
||||
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
|
||||
use crate::{
|
||||
events::{InputDeviceEvent, TouchEvent},
|
||||
rendering::WindowSize
|
||||
};
|
||||
|
||||
#[derive(Unique, Clone, Copy, Default, Debug)]
|
||||
pub struct Inputs {
|
||||
pub movement: Vec2,
|
||||
pub look: Vec2,
|
||||
pub action_a: bool,
|
||||
pub action_b: bool,
|
||||
}
|
||||
|
||||
#[derive(Unique, Clone, Copy, Default, Debug)]
|
||||
pub struct PrevInputs(pub Inputs);
|
||||
|
||||
#[derive(Unique, Clone, Default, Debug)]
|
||||
pub struct RawKbmInputState {
|
||||
pub keyboard_state: SetU32,
|
||||
pub button_state: [bool; 32],
|
||||
pub mouse_delta: DVec2
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Default)]
|
||||
pub enum FingerCheck {
|
||||
#[default]
|
||||
Start,
|
||||
Current,
|
||||
StartOrCurrent,
|
||||
StartAndCurrent,
|
||||
NotMoved,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct Finger {
|
||||
pub id: u64,
|
||||
pub device_id: DeviceId,
|
||||
pub prev_position: DVec2,
|
||||
pub start_position: DVec2,
|
||||
pub current_position: DVec2,
|
||||
pub has_moved: bool,
|
||||
}
|
||||
impl Finger {
|
||||
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
|
||||
let within_area = |pos: DVec2| -> bool {
|
||||
((pos - area_pos).min_element() >= 0.) &&
|
||||
((pos - (area_pos + area_size)).max_element() <= 0.)
|
||||
};
|
||||
let start = within_area(self.start_position);
|
||||
let current = within_area(self.current_position);
|
||||
match check {
|
||||
FingerCheck::Start => start,
|
||||
FingerCheck::Current => current,
|
||||
FingerCheck::StartOrCurrent => start || current,
|
||||
FingerCheck::StartAndCurrent => start && current,
|
||||
FingerCheck::NotMoved => current && !self.has_moved,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Unique, Clone, Default, Debug)]
|
||||
pub struct RawTouchState {
|
||||
//TODO: handle multiple touch devices somehow
|
||||
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
|
||||
}
|
||||
|
||||
impl RawTouchState {
|
||||
pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
|
||||
self.fingers.iter().filter_map(move |(_, &finger)| {
|
||||
finger.within_area(area_pos, area_size, check).then_some(finger)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct GilrsWrapper(Option<Gilrs>);
|
||||
|
||||
#[derive(Unique, Default, Clone, Copy)]
|
||||
pub struct ActiveGamepad(Option<GamepadId>);
|
||||
|
||||
//maybe we should manage gamepad state ourselves just like keyboard?
|
||||
//at least for the sake of consitency
|
||||
|
||||
fn process_events(
|
||||
device_events: View<InputDeviceEvent>,
|
||||
mut input_state: UniqueViewMut<RawKbmInputState>,
|
||||
) {
|
||||
input_state.mouse_delta = DVec2::ZERO;
|
||||
for event in device_events.iter() {
|
||||
match &event.event {
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
input_state.mouse_delta = DVec2::from(*delta);
|
||||
},
|
||||
DeviceEvent::Key(input) => {
|
||||
if let PhysicalKey::Code(code) = input.physical_key {
|
||||
match input.state {
|
||||
ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
|
||||
ElementState::Released => input_state.keyboard_state.remove(code as u32),
|
||||
};
|
||||
}
|
||||
},
|
||||
DeviceEvent::Button { button, state } => {
|
||||
if *button < 32 {
|
||||
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
|
||||
}
|
||||
},
|
||||
_ => ()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_touch_events(
|
||||
touch_events: View<TouchEvent>,
|
||||
mut touch_state: UniqueViewMut<RawTouchState>,
|
||||
) {
|
||||
for (_, finger) in &mut touch_state.fingers {
|
||||
finger.prev_position = finger.current_position;
|
||||
}
|
||||
for event in touch_events.iter() {
|
||||
let position = dvec2(event.0.location.x, event.0.location.y);
|
||||
match event.0.phase {
|
||||
TouchPhase::Started => {
|
||||
//println!("touch started: finger {}", event.0.id);
|
||||
touch_state.fingers.insert(event.0.id, Finger {
|
||||
id: event.0.id,
|
||||
device_id: event.0.device_id,
|
||||
start_position: position,
|
||||
current_position: position,
|
||||
prev_position: position,
|
||||
has_moved: false
|
||||
});
|
||||
},
|
||||
TouchPhase::Moved => {
|
||||
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
|
||||
finger.has_moved = true;
|
||||
finger.current_position = position;
|
||||
}
|
||||
},
|
||||
TouchPhase::Ended | TouchPhase::Cancelled => {
|
||||
//println!("touch ended: finger {}", event.0.id);
|
||||
touch_state.fingers.remove(&event.0.id);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_gilrs_events(
|
||||
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
|
||||
mut active_gamepad: UniqueViewMut<ActiveGamepad>
|
||||
) {
|
||||
if let Some(gilrs) = &mut gilrs.0 {
|
||||
while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
|
||||
active_gamepad.0 = Some(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn input_start(
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
mut prev_inputs: UniqueViewMut<PrevInputs>,
|
||||
) {
|
||||
prev_inputs.0 = *inputs;
|
||||
*inputs = Inputs::default();
|
||||
}
|
||||
|
||||
fn update_input_state (
|
||||
raw_inputs: UniqueView<RawKbmInputState>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
inputs.movement += Vec2::new(
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
|
||||
);
|
||||
inputs.look += raw_inputs.mouse_delta.as_vec2();
|
||||
inputs.action_a |= raw_inputs.button_state[0];
|
||||
inputs.action_b |= raw_inputs.button_state[1];
|
||||
}
|
||||
|
||||
fn update_input_state_gamepad (
|
||||
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
|
||||
active_gamepad: UniqueView<ActiveGamepad>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
if let Some(gilrs) = &gilrs.0 {
|
||||
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
|
||||
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
|
||||
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
|
||||
inputs.movement += left_stick;
|
||||
inputs.look += right_stick;
|
||||
inputs.action_a |= gamepad.is_pressed(Button::South);
|
||||
inputs.action_b |= gamepad.is_pressed(Button::East);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_input_state_touch (
|
||||
touch_state: UniqueView<RawTouchState>,
|
||||
win_size: UniqueView<WindowSize>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
let w = win_size.0.as_dvec2();
|
||||
|
||||
//Movement
|
||||
if let Some(finger) = touch_state.query_area(
|
||||
dvec2(0., 0.),
|
||||
dvec2(w.x / 2., w.y),
|
||||
FingerCheck::Start
|
||||
).next() {
|
||||
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
|
||||
}
|
||||
|
||||
//Action buttons
|
||||
let action_button_fingers = {
|
||||
let mut action_button_fingers = SetU64::new();
|
||||
|
||||
//Creates iterator of fingers that started within action button area
|
||||
let action_finger_iter = || touch_state.query_area(
|
||||
dvec2(w.x * 0.75, w.y * 0.666),
|
||||
dvec2(w.x * 0.25, w.y * 0.333),
|
||||
FingerCheck::Start
|
||||
);
|
||||
|
||||
//Action button A
|
||||
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
|
||||
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
|
||||
dvec2(w.x * 0.125, w.y * 0.333),
|
||||
FingerCheck::StartOrCurrent
|
||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||
|
||||
//Action button B
|
||||
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
|
||||
dvec2(w.x * 0.75, w.y * 0.666),
|
||||
dvec2(w.x * 0.125, w.y * 0.333),
|
||||
FingerCheck::StartOrCurrent
|
||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||
|
||||
action_button_fingers
|
||||
};
|
||||
|
||||
//Camera controls
|
||||
if let Some(finger) = touch_state.query_area(
|
||||
dvec2(w.x / 2., 0.),
|
||||
dvec2(w.x / 2., w.y),
|
||||
FingerCheck::Start
|
||||
).find(|x| !action_button_fingers.contains(x.id)) {
|
||||
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
|
||||
}
|
||||
}
|
||||
|
||||
fn input_end(
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
if inputs.movement.length() >= 1. {
|
||||
inputs.movement = inputs.movement.normalize();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_input (
|
||||
storages: AllStoragesView
|
||||
) {
|
||||
storages.add_unique_non_send_sync(GilrsWrapper(
|
||||
Gilrs::new().map_err(|x| {
|
||||
log::error!("Failed to initialize Gilrs");
|
||||
x
|
||||
}).ok()
|
||||
));
|
||||
storages.add_unique(ActiveGamepad::default());
|
||||
storages.add_unique(Inputs::default());
|
||||
storages.add_unique(PrevInputs::default());
|
||||
storages.add_unique(RawKbmInputState::default());
|
||||
storages.add_unique(RawTouchState::default());
|
||||
}
|
||||
|
||||
pub fn process_inputs() -> Workload {
|
||||
(
|
||||
process_events,
|
||||
process_touch_events,
|
||||
process_gilrs_events,
|
||||
input_start,
|
||||
update_input_state,
|
||||
update_input_state_touch,
|
||||
update_input_state_gamepad,
|
||||
input_end,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
|
||||
use glam::{Vec2, DVec2, vec2, dvec2};
|
||||
use winit::{
|
||||
keyboard::{KeyCode, PhysicalKey},
|
||||
event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
|
||||
};
|
||||
use hashbrown::HashMap;
|
||||
use tinyset::{SetU32, SetU64};
|
||||
use nohash_hasher::BuildNoHashHasher;
|
||||
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
|
||||
use crate::{
|
||||
events::{InputDeviceEvent, TouchEvent},
|
||||
rendering::WindowSize
|
||||
};
|
||||
|
||||
#[derive(Unique, Clone, Copy, Default, Debug)]
|
||||
pub struct Inputs {
|
||||
pub movement: Vec2,
|
||||
pub look: Vec2,
|
||||
pub action_a: bool,
|
||||
pub action_b: bool,
|
||||
pub jump: bool,
|
||||
}
|
||||
|
||||
#[derive(Unique, Clone, Copy, Default, Debug)]
|
||||
pub struct PrevInputs(pub Inputs);
|
||||
|
||||
#[derive(Unique, Clone, Default, Debug)]
|
||||
pub struct RawKbmInputState {
|
||||
pub keyboard_state: SetU32,
|
||||
pub button_state: [bool; 32],
|
||||
pub mouse_delta: DVec2
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Default)]
|
||||
pub enum FingerCheck {
|
||||
#[default]
|
||||
Start,
|
||||
Current,
|
||||
StartOrCurrent,
|
||||
StartAndCurrent,
|
||||
NotMoved,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
pub struct Finger {
|
||||
pub id: u64,
|
||||
pub device_id: DeviceId,
|
||||
pub prev_position: DVec2,
|
||||
pub start_position: DVec2,
|
||||
pub current_position: DVec2,
|
||||
pub has_moved: bool,
|
||||
}
|
||||
impl Finger {
|
||||
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
|
||||
let within_area = |pos: DVec2| -> bool {
|
||||
((pos - area_pos).min_element() >= 0.) &&
|
||||
((pos - (area_pos + area_size)).max_element() <= 0.)
|
||||
};
|
||||
let start = within_area(self.start_position);
|
||||
let current = within_area(self.current_position);
|
||||
match check {
|
||||
FingerCheck::Start => start,
|
||||
FingerCheck::Current => current,
|
||||
FingerCheck::StartOrCurrent => start || current,
|
||||
FingerCheck::StartAndCurrent => start && current,
|
||||
FingerCheck::NotMoved => current && !self.has_moved,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Unique, Clone, Default, Debug)]
|
||||
pub struct RawTouchState {
|
||||
//TODO: handle multiple touch devices somehow
|
||||
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>>
|
||||
}
|
||||
|
||||
impl RawTouchState {
|
||||
pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
|
||||
self.fingers.iter().filter_map(move |(_, &finger)| {
|
||||
finger.within_area(area_pos, area_size, check).then_some(finger)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct GilrsWrapper(Option<Gilrs>);
|
||||
|
||||
#[derive(Unique, Default, Clone, Copy)]
|
||||
pub struct ActiveGamepad(Option<GamepadId>);
|
||||
|
||||
//maybe we should manage gamepad state ourselves just like keyboard?
|
||||
//at least for the sake of consitency
|
||||
|
||||
fn process_events(
|
||||
device_events: View<InputDeviceEvent>,
|
||||
mut input_state: UniqueViewMut<RawKbmInputState>,
|
||||
) {
|
||||
input_state.mouse_delta = DVec2::ZERO;
|
||||
for event in device_events.iter() {
|
||||
match &event.event {
|
||||
DeviceEvent::MouseMotion { delta } => {
|
||||
input_state.mouse_delta = DVec2::from(*delta);
|
||||
},
|
||||
DeviceEvent::Key(input) => {
|
||||
if let PhysicalKey::Code(code) = input.physical_key {
|
||||
match input.state {
|
||||
ElementState::Pressed => input_state.keyboard_state.insert(code as u32),
|
||||
ElementState::Released => input_state.keyboard_state.remove(code as u32),
|
||||
};
|
||||
}
|
||||
},
|
||||
DeviceEvent::Button { button, state } => {
|
||||
if *button < 32 {
|
||||
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
|
||||
}
|
||||
},
|
||||
_ => ()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_touch_events(
|
||||
touch_events: View<TouchEvent>,
|
||||
mut touch_state: UniqueViewMut<RawTouchState>,
|
||||
) {
|
||||
for (_, finger) in &mut touch_state.fingers {
|
||||
finger.prev_position = finger.current_position;
|
||||
}
|
||||
for event in touch_events.iter() {
|
||||
let position = dvec2(event.0.location.x, event.0.location.y);
|
||||
match event.0.phase {
|
||||
TouchPhase::Started => {
|
||||
//println!("touch started: finger {}", event.0.id);
|
||||
touch_state.fingers.insert(event.0.id, Finger {
|
||||
id: event.0.id,
|
||||
device_id: event.0.device_id,
|
||||
start_position: position,
|
||||
current_position: position,
|
||||
prev_position: position,
|
||||
has_moved: false
|
||||
});
|
||||
},
|
||||
TouchPhase::Moved => {
|
||||
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
|
||||
finger.has_moved = true;
|
||||
finger.current_position = position;
|
||||
}
|
||||
},
|
||||
TouchPhase::Ended | TouchPhase::Cancelled => {
|
||||
//println!("touch ended: finger {}", event.0.id);
|
||||
touch_state.fingers.remove(&event.0.id);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn process_gilrs_events(
|
||||
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>,
|
||||
mut active_gamepad: UniqueViewMut<ActiveGamepad>
|
||||
) {
|
||||
if let Some(gilrs) = &mut gilrs.0 {
|
||||
while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
|
||||
active_gamepad.0 = Some(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn input_start(
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
mut prev_inputs: UniqueViewMut<PrevInputs>,
|
||||
) {
|
||||
prev_inputs.0 = *inputs;
|
||||
*inputs = Inputs::default();
|
||||
}
|
||||
|
||||
fn update_input_state (
|
||||
raw_inputs: UniqueView<RawKbmInputState>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
inputs.movement += Vec2::new(
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyD as u32) as u32 as f32 -
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32,
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyW as u32) as u32 as f32 -
|
||||
raw_inputs.keyboard_state.contains(KeyCode::KeyS as u32) as u32 as f32
|
||||
);
|
||||
inputs.look += raw_inputs.mouse_delta.as_vec2();
|
||||
inputs.action_a |= raw_inputs.button_state[0];
|
||||
inputs.action_b |= raw_inputs.button_state[1];
|
||||
inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32);
|
||||
}
|
||||
|
||||
fn update_input_state_gamepad (
|
||||
gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
|
||||
active_gamepad: UniqueView<ActiveGamepad>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
if let Some(gilrs) = &gilrs.0 {
|
||||
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
|
||||
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
|
||||
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
|
||||
inputs.movement += left_stick;
|
||||
//HACK: for now, we multiply look by 2 to make it feel more responsive
|
||||
inputs.look += right_stick * 2.;
|
||||
inputs.action_a |= gamepad.is_pressed(Button::West);
|
||||
inputs.action_b |= gamepad.is_pressed(Button::East);
|
||||
inputs.jump |= gamepad.is_pressed(Button::South);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_input_state_touch (
|
||||
touch_state: UniqueView<RawTouchState>,
|
||||
win_size: UniqueView<WindowSize>,
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
let w = win_size.0.as_dvec2();
|
||||
|
||||
//Movement
|
||||
if let Some(finger) = touch_state.query_area(
|
||||
dvec2(0., 0.),
|
||||
dvec2(w.x / 2., w.y),
|
||||
FingerCheck::Start
|
||||
).next() {
|
||||
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
|
||||
}
|
||||
|
||||
//Action buttons
|
||||
let action_button_fingers = {
|
||||
let mut action_button_fingers = SetU64::new();
|
||||
|
||||
//Creates iterator of fingers that started within action button area
|
||||
let action_finger_iter = || touch_state.query_area(
|
||||
dvec2(w.x * 0.75, w.y * 0.666),
|
||||
dvec2(w.x * 0.25, w.y * 0.333),
|
||||
FingerCheck::Start
|
||||
);
|
||||
|
||||
//Action button A
|
||||
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
|
||||
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
|
||||
dvec2(w.x * 0.125, w.y * 0.333),
|
||||
FingerCheck::StartOrCurrent
|
||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||
|
||||
//Action button B
|
||||
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
|
||||
dvec2(w.x * 0.75, w.y * 0.666),
|
||||
dvec2(w.x * 0.125, w.y * 0.333),
|
||||
FingerCheck::StartOrCurrent
|
||||
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
|
||||
|
||||
action_button_fingers
|
||||
};
|
||||
|
||||
//Camera controls
|
||||
if let Some(finger) = touch_state.query_area(
|
||||
dvec2(w.x / 2., 0.),
|
||||
dvec2(w.x / 2., w.y),
|
||||
FingerCheck::Start
|
||||
).find(|x| !action_button_fingers.contains(x.id)) {
|
||||
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
|
||||
}
|
||||
}
|
||||
|
||||
fn input_end(
|
||||
mut inputs: UniqueViewMut<Inputs>,
|
||||
) {
|
||||
if inputs.movement.length() >= 1. {
|
||||
inputs.movement = inputs.movement.normalize();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_input (
|
||||
storages: AllStoragesView
|
||||
) {
|
||||
storages.add_unique_non_send_sync(GilrsWrapper(
|
||||
Gilrs::new().map_err(|x| {
|
||||
log::error!("Failed to initialize Gilrs");
|
||||
x
|
||||
}).ok()
|
||||
));
|
||||
storages.add_unique(ActiveGamepad::default());
|
||||
storages.add_unique(Inputs::default());
|
||||
storages.add_unique(PrevInputs::default());
|
||||
storages.add_unique(RawKbmInputState::default());
|
||||
storages.add_unique(RawTouchState::default());
|
||||
}
|
||||
|
||||
pub fn process_inputs() -> Workload {
|
||||
(
|
||||
process_events,
|
||||
process_touch_events,
|
||||
process_gilrs_events,
|
||||
input_start,
|
||||
update_input_state,
|
||||
update_input_state_touch,
|
||||
update_input_state_gamepad,
|
||||
input_end,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
|
|
@ -23,7 +23,7 @@ pub(crate) mod settings;
|
|||
pub(crate) mod camera;
|
||||
pub(crate) mod events;
|
||||
pub(crate) mod input;
|
||||
pub(crate) mod fly_controller;
|
||||
pub(crate) mod player_controller;
|
||||
pub(crate) mod block_placement;
|
||||
pub(crate) mod delta_time;
|
||||
pub(crate) mod cursor_lock;
|
||||
|
@ -57,7 +57,7 @@ use events::{
|
|||
player_actions::generate_move_events,
|
||||
};
|
||||
use input::{init_input, process_inputs};
|
||||
use fly_controller::update_controllers;
|
||||
use player_controller::{debug_switch_ctl_type, update_player_controllers};
|
||||
use rendering::{
|
||||
Renderer,
|
||||
RenderTarget,
|
||||
|
@ -133,7 +133,8 @@ fn update() -> Workload {
|
|||
update_loaded_world_around_player,
|
||||
).into_sequential_workload().run_if(is_ingame_or_loading),
|
||||
(
|
||||
update_controllers,
|
||||
debug_switch_ctl_type,
|
||||
update_player_controllers,
|
||||
update_client_physics_late,
|
||||
generate_move_events,
|
||||
update_raycasts,
|
||||
|
|
|
@ -1,101 +1,101 @@
|
|||
use glam::{Vec3, Mat4};
|
||||
use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesView, AllStoragesViewMut, UniqueView, ViewMut, Get};
|
||||
use uflow::{SendMode, client::Event as ClientEvent};
|
||||
use kubi_shared::{
|
||||
transform::Transform,
|
||||
networking::{
|
||||
messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType},
|
||||
channels::Channel,
|
||||
client::ClientIdMap,
|
||||
},
|
||||
};
|
||||
use crate::{
|
||||
events::player_actions::PlayerActionEvent,
|
||||
player::spawn_remote_player_multiplayer,
|
||||
};
|
||||
use super::{UdpClient, NetworkEvent};
|
||||
|
||||
pub fn init_client_map(
|
||||
storages: AllStoragesView,
|
||||
) {
|
||||
storages.add_unique(ClientIdMap::new());
|
||||
}
|
||||
|
||||
pub fn send_player_movement_events(
|
||||
actions: View<PlayerActionEvent>,
|
||||
mut client: UniqueViewMut<UdpClient>,
|
||||
) {
|
||||
for event in actions.iter() {
|
||||
let PlayerActionEvent::PositionChanged { position, direction } = event else {
|
||||
continue
|
||||
};
|
||||
client.0.send(
|
||||
postcard::to_allocvec(&ClientToServerMessage::PositionChanged {
|
||||
position: *position,
|
||||
velocity: Vec3::ZERO,
|
||||
direction: *direction
|
||||
}).unwrap().into_boxed_slice(),
|
||||
Channel::Move as usize,
|
||||
SendMode::TimeSensitive
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn receive_player_movement_events(
|
||||
mut transforms: ViewMut<Transform>,
|
||||
network_events: View<NetworkEvent>,
|
||||
id_map: UniqueView<ClientIdMap>
|
||||
) {
|
||||
for event in network_events.iter() {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
continue
|
||||
};
|
||||
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerPositionChanged as u8}>() {
|
||||
continue
|
||||
}
|
||||
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
continue
|
||||
};
|
||||
|
||||
let ServerToClientMessage::PlayerPositionChanged {
|
||||
client_id, position, direction
|
||||
} = parsed_message else { unreachable!() };
|
||||
|
||||
let Some(&ent_id) = id_map.0.get(&client_id) else {
|
||||
log::error!("Not in client-id map");
|
||||
continue
|
||||
};
|
||||
|
||||
let mut transform = (&mut transforms).get(ent_id)
|
||||
.expect("invalid player entity id");
|
||||
|
||||
transform.0 = Mat4::from_rotation_translation(direction, position);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn receive_player_connect_events(
|
||||
mut storages: AllStoragesViewMut,
|
||||
) {
|
||||
let messages: Vec<ServerToClientMessage> = storages.borrow::<View<NetworkEvent>>().unwrap().iter().filter_map(|event| {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
return None
|
||||
};
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerConnected as u8}>() {
|
||||
return None
|
||||
};
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
return None
|
||||
};
|
||||
Some(parsed_message)
|
||||
}).collect();
|
||||
|
||||
for message in messages {
|
||||
let ServerToClientMessage::PlayerConnected { init } = message else { unreachable!() };
|
||||
log::info!("player connected: {} (id {})", init.username, init.client_id);
|
||||
spawn_remote_player_multiplayer(&mut storages, init);
|
||||
}
|
||||
}
|
||||
use glam::{Vec3, Mat4};
|
||||
use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesView, AllStoragesViewMut, UniqueView, ViewMut, Get};
|
||||
use uflow::{SendMode, client::Event as ClientEvent};
|
||||
use kubi_shared::{
|
||||
transform::Transform,
|
||||
networking::{
|
||||
messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType},
|
||||
channels::Channel,
|
||||
client::ClientIdMap,
|
||||
},
|
||||
};
|
||||
use crate::{
|
||||
events::player_actions::PlayerActionEvent,
|
||||
player::spawn_remote_player_multiplayer,
|
||||
};
|
||||
use super::{UdpClient, NetworkEvent};
|
||||
|
||||
pub fn init_client_map(
|
||||
storages: AllStoragesView,
|
||||
) {
|
||||
storages.add_unique(ClientIdMap::new());
|
||||
}
|
||||
|
||||
pub fn send_player_movement_events(
|
||||
actions: View<PlayerActionEvent>,
|
||||
mut client: UniqueViewMut<UdpClient>,
|
||||
) {
|
||||
for event in actions.iter() {
|
||||
let PlayerActionEvent::PositionChanged { position, velocity, direction } = event else {
|
||||
continue
|
||||
};
|
||||
client.0.send(
|
||||
postcard::to_allocvec(&ClientToServerMessage::PositionChanged {
|
||||
position: *position,
|
||||
velocity: *velocity,
|
||||
direction: *direction
|
||||
}).unwrap().into_boxed_slice(),
|
||||
Channel::Move as usize,
|
||||
SendMode::TimeSensitive
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn receive_player_movement_events(
|
||||
mut transforms: ViewMut<Transform>,
|
||||
network_events: View<NetworkEvent>,
|
||||
id_map: UniqueView<ClientIdMap>
|
||||
) {
|
||||
for event in network_events.iter() {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
continue
|
||||
};
|
||||
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerPositionChanged as u8}>() {
|
||||
continue
|
||||
}
|
||||
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
continue
|
||||
};
|
||||
|
||||
let ServerToClientMessage::PlayerPositionChanged {
|
||||
client_id, position, direction
|
||||
} = parsed_message else { unreachable!() };
|
||||
|
||||
let Some(&ent_id) = id_map.0.get(&client_id) else {
|
||||
log::error!("Not in client-id map");
|
||||
continue
|
||||
};
|
||||
|
||||
let mut transform = (&mut transforms).get(ent_id)
|
||||
.expect("invalid player entity id");
|
||||
|
||||
transform.0 = Mat4::from_rotation_translation(direction, position);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn receive_player_connect_events(
|
||||
mut storages: AllStoragesViewMut,
|
||||
) {
|
||||
let messages: Vec<ServerToClientMessage> = storages.borrow::<View<NetworkEvent>>().unwrap().iter().filter_map(|event| {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
return None
|
||||
};
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerConnected as u8}>() {
|
||||
return None
|
||||
};
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
return None
|
||||
};
|
||||
Some(parsed_message)
|
||||
}).collect();
|
||||
|
||||
for message in messages {
|
||||
let ServerToClientMessage::PlayerConnected { init } = message else { unreachable!() };
|
||||
log::info!("player connected: {} (id {})", init.username, init.client_id);
|
||||
spawn_remote_player_multiplayer(&mut storages, init);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -12,7 +12,7 @@ use kubi_shared::{
|
|||
use crate::{
|
||||
camera::Camera,
|
||||
client_physics::ClPhysicsActor,
|
||||
fly_controller::FlyController,
|
||||
player_controller::PlayerController,
|
||||
transform::Transform,
|
||||
world::raycast::LookingAtBlock
|
||||
};
|
||||
|
@ -31,7 +31,7 @@ pub fn spawn_player (
|
|||
Health::new(PLAYER_HEALTH),
|
||||
Transform::default(),
|
||||
Camera::default(),
|
||||
FlyController,
|
||||
PlayerController::DEFAULT_FPS_CTL,
|
||||
LookingAtBlock::default(),
|
||||
PlayerHolding(Some(Block::Cobblestone)),
|
||||
Username("LocalPlayer".into()),
|
||||
|
@ -53,7 +53,7 @@ pub fn spawn_local_player_multiplayer (
|
|||
init.health,
|
||||
Transform(Mat4::from_rotation_translation(init.direction, init.position)),
|
||||
Camera::default(),
|
||||
FlyController,
|
||||
PlayerController::DEFAULT_FPS_CTL,
|
||||
LookingAtBlock::default(),
|
||||
PlayerHolding::default(),
|
||||
),(
|
||||
|
|
130
kubi/src/player_controller.rs
Normal file
130
kubi/src/player_controller.rs
Normal file
|
@ -0,0 +1,130 @@
|
|||
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, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum PlayerControllerType {
|
||||
FlyCam,
|
||||
FpsCtl,
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct PlayerController {
|
||||
pub control_type: PlayerControllerType,
|
||||
pub speed: f32,
|
||||
}
|
||||
|
||||
impl PlayerController {
|
||||
pub const DEFAULT_FLY_CAM: Self = Self {
|
||||
control_type: PlayerControllerType::FlyCam,
|
||||
speed: 50.,
|
||||
};
|
||||
|
||||
pub const DEFAULT_FPS_CTL: Self = Self {
|
||||
control_type: PlayerControllerType::FpsCtl,
|
||||
speed: 10.,
|
||||
};
|
||||
}
|
||||
|
||||
pub fn update_player_controllers() -> Workload {
|
||||
(
|
||||
update_look,
|
||||
update_movement
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
const MAX_PITCH: f32 = PI/2. - 0.05;
|
||||
|
||||
fn update_look(
|
||||
controllers: View<PlayerController>,
|
||||
mut transforms: ViewMut<Transform, track::All>,
|
||||
inputs: UniqueView<Inputs>,
|
||||
settings: UniqueView<GameSettings>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
) {
|
||||
let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
|
||||
if look == Vec2::ZERO { return }
|
||||
for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||
let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
|
||||
let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
|
||||
yaw -= look.x;
|
||||
pitch -= look.y;
|
||||
pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
|
||||
rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
|
||||
}
|
||||
}
|
||||
|
||||
fn update_movement(
|
||||
controllers: View<PlayerController>,
|
||||
mut transforms: ViewMut<Transform, track::All>,
|
||||
mut actors: ViewMut<ClPhysicsActor>,
|
||||
inputs: UniqueView<Inputs>,
|
||||
prev_inputs: UniqueView<PrevInputs>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
) {
|
||||
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();
|
||||
match ctl.control_type {
|
||||
PlayerControllerType::FlyCam => {
|
||||
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.z * ctl.speed * dt.0.as_secs_f32();
|
||||
translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed * dt.0.as_secs_f32();
|
||||
translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||
},
|
||||
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();
|
||||
let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
|
||||
|
||||
//TODO: remove hardcoded jump force
|
||||
// actor.apply_constant_force(ctl.speed * (
|
||||
// (forward * movement.z) +
|
||||
// (right * movement.x)
|
||||
// ));
|
||||
actor.apply_force(
|
||||
ctl.speed * (
|
||||
(forward * movement.z) +
|
||||
(right * movement.x)
|
||||
) +
|
||||
Vec3::Y * movement.y * 1250. * (actor_on_ground as u8 as f32)
|
||||
);
|
||||
|
||||
// actor.decel =
|
||||
// (right * (1. - inputs.movement.x.abs()) * 10.) +
|
||||
// (forward * (1. - inputs.movement.y.abs()) * 10.);
|
||||
|
||||
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
|
||||
// translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
|
||||
// translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
|
||||
|
||||
// transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn debug_switch_ctl_type(
|
||||
mut controllers: ViewMut<PlayerController>,
|
||||
mut actors: ViewMut<ClPhysicsActor>,
|
||||
kbm_state: UniqueView<RawKbmInputState>,
|
||||
) {
|
||||
for (mut controller, mut actor) in (&mut controllers, &mut actors).iter() {
|
||||
if kbm_state.keyboard_state.contains(KeyCode::F4 as u32) {
|
||||
*controller = PlayerController::DEFAULT_FPS_CTL;
|
||||
actor.disable = false;
|
||||
} else if kbm_state.keyboard_state.contains(KeyCode::F5 as u32) {
|
||||
*controller = PlayerController::DEFAULT_FLY_CAM;
|
||||
actor.disable = true;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue