Merge pull request #14 from griffi-gh/client-physics

Client physics (wip)
This commit is contained in:
griffi-gh 2024-02-17 23:59:12 +03:00 committed by GitHub
commit 4cae827233
9 changed files with 1069 additions and 839 deletions

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@ -1,334 +1,342 @@
use bracket_noise::prelude::*; use bracket_noise::prelude::*;
use rand::prelude::*; use rand::prelude::*;
use glam::{IVec3, ivec3, Vec3Swizzles, IVec2}; use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
use rand_xoshiro::Xoshiro256StarStar; use rand_xoshiro::Xoshiro256StarStar;
use crate::{ use crate::{
chunk::{BlockData, CHUNK_SIZE}, chunk::{BlockData, CHUNK_SIZE},
block::Block, block::Block,
queue::QueuedBlock, queue::QueuedBlock,
}; };
fn mountain_ramp(mut x: f32) -> f32 { fn mountain_ramp(mut x: f32) -> f32 {
x *= 2.0; x *= 2.0;
if x < 0.4 { if x < 0.4 {
0.5 * x 0.5 * x
} else if x < 0.55 { } else if x < 0.55 {
4. * (x - 0.4) + 0.2 4. * (x - 0.4) + 0.2
} else { } else {
0.4444 * (x - 0.55) + 0.8 0.4444 * (x - 0.55) + 0.8
} }
} }
fn local_height(height: i32, chunk_position: IVec3) -> usize { fn local_height(height: i32, chunk_position: IVec3) -> usize {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize (height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
} }
fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> { fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
let position = height - offset.y; let position = height - offset.y;
(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize) (0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
} }
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) { pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
let mut queue = Vec::with_capacity(0); let mut queue = Vec::with_capacity(0);
let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| { 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))) { if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
let event_pos = offset + position; let event_pos = offset + position;
queue.retain(|block: &QueuedBlock| { queue.retain(|block: &QueuedBlock| {
block.position != event_pos block.position != event_pos
}); });
queue.push(QueuedBlock { queue.push(QueuedBlock {
position: event_pos, position: event_pos,
block_type: block, block_type: block,
soft: true soft: true
}); });
} else { } else {
blocks[position.x as usize][position.y as usize][position.z as usize] = block; blocks[position.x as usize][position.y as usize][position.z as usize] = block;
} }
}; };
let mut height_noise = FastNoise::seeded(seed); //STICK
height_noise.set_fractal_type(FractalType::FBM); if chunk_position.x == 0 && chunk_position.y == 5 {
height_noise.set_fractal_octaves(4); for z in 0..CHUNK_SIZE {
height_noise.set_frequency(0.003); blocks[0][0][z] = Block::Stone;
}
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 height_noise = FastNoise::seeded(seed);
height_noise.set_fractal_type(FractalType::FBM);
let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2)); height_noise.set_fractal_octaves(4);
cave_noise_a.set_fractal_type(FractalType::FBM); height_noise.set_frequency(0.003);
cave_noise_a.set_fractal_octaves(2);
cave_noise_a.set_frequency(0.01); let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1));
elevation_noise.set_fractal_type(FractalType::FBM);
let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3)); elevation_noise.set_fractal_octaves(1);
cave_noise_b.set_fractal_type(FractalType::FBM); elevation_noise.set_frequency(0.001);
cave_noise_b.set_fractal_octaves(3);
cave_noise_b.set_frequency(0.015); let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
cave_noise_a.set_fractal_type(FractalType::FBM);
let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4)); cave_noise_a.set_fractal_octaves(2);
cave_noise_holes.set_fractal_type(FractalType::FBM); cave_noise_a.set_frequency(0.01);
cave_noise_holes.set_fractal_octaves(2);
cave_noise_holes.set_frequency(0.005); let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
cave_noise_b.set_fractal_type(FractalType::FBM);
let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5)); cave_noise_b.set_fractal_octaves(3);
ravine_nose_line.set_fractal_type(FractalType::Billow); cave_noise_b.set_frequency(0.015);
ravine_nose_line.set_fractal_octaves(2);
ravine_nose_line.set_frequency(0.005); let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
cave_noise_holes.set_fractal_type(FractalType::FBM);
let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6)); cave_noise_holes.set_fractal_octaves(2);
ravine_noise_location.set_fractal_type(FractalType::FBM); cave_noise_holes.set_frequency(0.005);
ravine_noise_location.set_fractal_octaves(1);
ravine_noise_location.set_frequency(0.005); let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
ravine_nose_line.set_fractal_type(FractalType::Billow);
let mut river_noise = FastNoise::seeded(seed.rotate_left(7)); ravine_nose_line.set_fractal_octaves(2);
river_noise.set_fractal_type(FractalType::Billow); ravine_nose_line.set_frequency(0.005);
river_noise.set_fractal_octaves(2);
river_noise.set_frequency(0.5 * 0.005); let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
ravine_noise_location.set_fractal_type(FractalType::FBM);
let mut rng = Xoshiro256StarStar::seed_from_u64( ravine_noise_location.set_fractal_octaves(1);
seed ravine_noise_location.set_frequency(0.005);
^ (chunk_position.x as u32 as u64)
^ ((chunk_position.z as u32 as u64) << 32) let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
); river_noise.set_fractal_type(FractalType::Billow);
let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); river_noise.set_fractal_octaves(2);
let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); river_noise.set_frequency(0.5 * 0.005);
//Generate height map let mut rng = Xoshiro256StarStar::seed_from_u64(
let mut within_heightmap = false; seed
let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE]; ^ (chunk_position.x as u32 as u64)
^ ((chunk_position.z as u32 as u64) << 32)
for x in 0..CHUNK_SIZE { );
for z in 0..CHUNK_SIZE { let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32); let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
//sample noises (that are needed right now)
let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y); //Generate height map
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y); let mut within_heightmap = false;
let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y); let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
//compute height
let mut is_surface = true; for x in 0..CHUNK_SIZE {
let mut river_fill_height = None; for z in 0..CHUNK_SIZE {
let height = { let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
let local_elevation = raw_elevation_value.powi(4).sqrt(); //sample noises (that are needed right now)
let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32; let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
//Flatten valleys let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
if height < 0 { let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
height /= 2; //compute height
} let mut is_surface = true;
//Generate rivers let mut river_fill_height = None;
{ let height = {
let river_width = (height as f32 / -5.).clamp(0.5, 1.); let local_elevation = raw_elevation_value.powi(4).sqrt();
let river_value = river_noise.get_noise(noise_x, noise_y); let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) { //Flatten valleys
is_surface = false; if height < 0 {
river_fill_height = Some(height - 1); height /= 2;
//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 rivers
} {
} let river_width = (height as f32 / -5.).clamp(0.5, 1.);
//Generate ravines let river_value = river_noise.get_noise(noise_x, noise_y);
if height < 0 && raw_ravine_location_value > 0.4 { if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) {
let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y); is_surface = false;
if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) { river_fill_height = Some(height - 1);
is_surface = false; //river_fill_height = Some(-3);
height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32; height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32;
} }
} }
height //Generate ravines
}; if height < 0 && raw_ravine_location_value > 0.4 {
//add to heightmap let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
if is_surface { if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
deco_heightmap[x][z] = Some(height); is_surface = false;
//place dirt height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
for y in 0..local_height(height, chunk_position) { }
blocks[x][y][z] = Block::Dirt; }
within_heightmap = true; height
} };
//place stone //add to heightmap
for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) { if is_surface {
blocks[x][y][z] = Block::Stone; deco_heightmap[x][z] = Some(height);
within_heightmap = true; //place dirt
} for y in 0..local_height(height, chunk_position) {
//place grass blocks[x][y][z] = Block::Dirt;
if let Some(y) = local_y_position(height, chunk_position) { within_heightmap = true;
blocks[x][y][z] = Block::Grass; }
within_heightmap = true; //place stone
} for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
} else if let Some(river_fill_height) = river_fill_height { blocks[x][y][z] = Block::Stone;
//Place water within_heightmap = true;
for y in 0..local_height(river_fill_height, chunk_position) { }
blocks[x][y][z] = Block::Water; //place grass
within_heightmap = true; if let Some(y) = local_y_position(height, chunk_position) {
} blocks[x][y][z] = Block::Grass;
//Place stone within_heightmap = true;
for y in 0..local_height(height, chunk_position) { }
blocks[x][y][z] = Block::Stone; } else if let Some(river_fill_height) = river_fill_height {
within_heightmap = true; //Place water
} for y in 0..local_height(river_fill_height, chunk_position) {
//Place dirt blocks[x][y][z] = Block::Water;
if let Some(y) = local_y_position(height, chunk_position) { within_heightmap = true;
blocks[x][y][z] = Block::Dirt; }
within_heightmap = true; //Place stone
} for y in 0..local_height(height, chunk_position) {
} else { blocks[x][y][z] = Block::Stone;
//Place stone within_heightmap = true;
for y in 0..local_height(height, chunk_position) { }
blocks[x][y][z] = Block::Stone; //Place dirt
within_heightmap = true; if let Some(y) = local_y_position(height, chunk_position) {
} blocks[x][y][z] = Block::Dirt;
} within_heightmap = true;
} }
} } else {
//Place stone
//Carve out caves for y in 0..local_height(height, chunk_position) {
if within_heightmap { blocks[x][y][z] = Block::Stone;
for z in 0..CHUNK_SIZE { within_heightmap = true;
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; //Carve out caves
if cave_size < 0.1 { continue } if within_heightmap {
for z in 0..CHUNK_SIZE {
let position = ivec3(x as i32, y as i32, z as i32) + offset; for y in 0..CHUNK_SIZE {
for x in 0..CHUNK_SIZE {
let is_cave = || { if blocks[x][y][z] != Block::Stone { continue }
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); let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) && let inv_cave_size = 1. - cave_size;
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b) if cave_size < 0.1 { continue }
};
let is_hole_cave = || { let position = ivec3(x as i32, y as i32, z as i32) + offset;
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()) 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);
if is_cave() || is_hole_cave() { ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
blocks[x][y][z] = Block::Air; ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
if deco_heightmap[x][z] == Some(y as i32 + offset.y) { };
deco_heightmap[x][z] = None 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) {
//Add decorations deco_heightmap[x][z] = None
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
// } //Add decorations
//place tall grass for x in 0..CHUNK_SIZE {
if rng_map_a[x][z] < 0.03 { for z in 0..CHUNK_SIZE {
if let Some(y) = local_y_position(height + 1, chunk_position) { //get height
blocks[x][y][z] = Block::TallGrass; let Some(height) = deco_heightmap[x][z] else { continue };
} //check for air
} // if blocks[x][local_y][z] == Block::Air {
//place trees! // continue
if rng_map_a[x][z] < 0.001 { // }
//Replace grass with dirt under the tree //place tall grass
if let Some(y) = local_y_position(height, chunk_position) { if rng_map_a[x][z] < 0.03 {
blocks[x][y][z] = Block::Dirt; if let Some(y) = local_y_position(height + 1, chunk_position) {
} blocks[x][y][z] = Block::TallGrass;
}
//Place wood (no smart_place needed here!) }
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; //place trees!
for tree_y in 0..tree_height { if rng_map_a[x][z] < 0.001 {
if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) { //Replace grass with dirt under the tree
blocks[x][y][z] = Block::Wood; if let Some(y) = local_y_position(height, chunk_position) {
} blocks[x][y][z] = Block::Dirt;
} }
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; //Place wood (no smart_place needed here!)
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
//Place leaf blocks for tree_y in 0..tree_height {
if let Some(y) = local_y_position(height + 1, chunk_position) { if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
let tree_pos = ivec3(x as i32, y as i32, z as i32); blocks[x][y][z] = Block::Wood;
// Place wood (smart_place) }
// for tree_y in 0..tree_height { }
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
// } let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
// Part that wraps around the tree
{ //Place leaf blocks
let tree_leaf_height = tree_height - 3; if let Some(y) = local_y_position(height + 1, chunk_position) {
let leaf_width = 2; let tree_pos = ivec3(x as i32, y as i32, z as i32);
for tree_y in tree_leaf_height..tree_height { // Place wood (smart_place)
for tree_x in (-leaf_width)..=leaf_width { // for tree_y in 0..tree_height {
for tree_z in (-leaf_width)..=leaf_width { // smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
let tree_offset = ivec3(tree_x, tree_y, tree_z); // }
if tree_offset.xz() == IVec2::ZERO { continue } // Part that wraps around the tree
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); {
} 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 {
//part above the tree for tree_z in (-leaf_width)..=leaf_width {
{ let tree_offset = ivec3(tree_x, tree_y, tree_z);
let leaf_above_height = 2; if tree_offset.xz() == IVec2::ZERO { continue }
let leaf_width = 1; smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
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); //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); (blocks, queue)
// // let mut cave_noise = FastNoise::seeded(seed);
// cave_noise.set_fractal_type(FractalType::FBM);
// if chunk_position.y >= 0 { // cave_noise.set_frequency(0.1);
// if chunk_position.y == 0 {
// for x in 0..CHUNK_SIZE { // let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
// for z in 0..CHUNK_SIZE { // dirt_noise.set_fractal_type(FractalType::FBM);
// blocks[x][0][z] = Block::Dirt; // dirt_noise.set_frequency(0.1);
// blocks[x][1][z] = Block::Grass;
// } //
// }
// } // if chunk_position.y >= 0 {
// } else { // if chunk_position.y == 0 {
// for x in 0..CHUNK_SIZE { // for x in 0..CHUNK_SIZE {
// for y in 0..CHUNK_SIZE { // for z in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE { // blocks[x][0][z] = Block::Dirt;
// let position = ivec3(x as i32, y as i32, z as i32) + offset; // blocks[x][1][z] = Block::Grass;
// 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 {
// } else if v_dirt_noise > 0.5 { // for x in 0..CHUNK_SIZE {
// blocks[x][y][z] = Block::Dirt; // 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 // blocks[x][y][z] = Block::Stone;
// } else if v_dirt_noise > 0.5 {
} // blocks[x][y][z] = Block::Dirt;
// }
// }
// }
// }
// }
// blocks
}

View file

@ -1,49 +1,185 @@
//TODO client-side physics //TODO client-side physics
//TODO move this to shared //TODO move this to shared
use glam::{Mat4, Vec3}; use glam::{vec3, IVec3, Mat4, Vec3, Vec3Swizzles};
use kubi_shared::transform::Transform;
use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut}; use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut};
use crate::delta_time::DeltaTime; use kubi_shared::{block::{Block, CollisionType}, transform::Transform};
use crate::{delta_time::DeltaTime, world::ChunkStorage};
#[derive(Unique)] #[derive(Unique)]
pub struct GlobalClPhysicsConfig { pub struct GlobalClPhysicsConfig {
pub gravity: Vec3, 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)] #[derive(Component)]
pub struct ClPhysicsActor { pub struct ClPhysicsActor {
pub disable: bool,
pub offset: Vec3,
pub forces: Vec3, pub forces: Vec3,
pub frame_velocity: Vec3,
pub velocity: Vec3, pub velocity: Vec3,
pub terminal_velocity: f32, pub decel: Vec3,
//TODO: this should be configurable per block pub gravity_scale: f32,
pub friction_agains_ground: 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 { impl Default for ClPhysicsActor {
fn default() -> Self { fn default() -> Self {
Self { Self {
//HACK: for player
disable: false,
offset: vec3(0., 1.5, 0.),
forces: Vec3::ZERO, forces: Vec3::ZERO,
frame_velocity: Vec3::ZERO,
velocity: Vec3::ZERO, velocity: Vec3::ZERO,
terminal_velocity: 40., //constant deceleration, in ratio per second. e.g. value of 1 should stop the actor in 1 second.
friction_agains_ground: 0.5, 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( pub fn init_client_physics(
storages: AllStoragesView, storages: AllStoragesView,
) { ) {
storages.add_unique(GlobalClPhysicsConfig { storages.add_unique(GlobalClPhysicsConfig::default());
gravity: Vec3::new(0., -9.8, 0.),
});
} }
pub fn update_client_physics_late( pub fn update_client_physics_late(
controllers: View<ClPhysicsActor>, mut actors: ViewMut<ClPhysicsActor>,
mut transforms: ViewMut<Transform, track::All>, mut transforms: ViewMut<Transform, track::All>,
conf: UniqueView<GlobalClPhysicsConfig>,
world: UniqueView<ChunkStorage>,
dt: UniqueView<DeltaTime>, 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() { // for (_, mut transform) in (&controllers, &mut transforms).iter() {
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); // let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
// translation.y -= dt.0.as_secs_f32() * 100.; // translation.y -= dt.0.as_secs_f32() * 100.;

View file

@ -1,35 +1,39 @@
use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track}; use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track};
use glam::{IVec3, Quat, Vec3}; use glam::{IVec3, Quat, Vec3};
use kubi_shared::block::Block; use kubi_shared::block::Block;
use crate::{ use crate::{
player::MainPlayer, client_physics::ClPhysicsActor, player::MainPlayer, transform::Transform
transform::Transform };
}; use super::EventComponent;
use super::EventComponent;
#[derive(Component, Clone, Copy, Debug)]
#[derive(Component, Clone, Copy, Debug)] pub enum PlayerActionEvent {
pub enum PlayerActionEvent { PositionChanged {
PositionChanged { position: Vec3,
position: Vec3, //XXX: should this even be here?
direction: Quat velocity: Vec3,
}, direction: Quat
UpdatedBlock { },
position: IVec3, UpdatedBlock {
block: Block, position: IVec3,
}, block: Block,
} },
}
pub fn generate_move_events(
transforms: View<Transform, track::All>, pub fn generate_move_events(
player: View<MainPlayer>, transforms: View<Transform, track::All>,
mut entities: EntitiesViewMut, player: View<MainPlayer>,
mut events: ViewMut<EventComponent>, actors: View<ClPhysicsActor>,
mut actions: ViewMut<PlayerActionEvent>, mut entities: EntitiesViewMut,
) { mut events: ViewMut<EventComponent>,
let Some((_, transform)) = (&player, transforms.inserted_or_modified()).iter().next() else { return }; mut actions: ViewMut<PlayerActionEvent>,
let (_, direction, position) = transform.0.to_scale_rotation_translation(); ) {
entities.add_entity( let Some((_, transform, actor)) = (&player, transforms.inserted_or_modified(), &actors).iter().next() else { return };
(&mut events, &mut actions), let (_, direction, position) = transform.0.to_scale_rotation_translation();
(EventComponent, PlayerActionEvent::PositionChanged { position, direction }) //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 })
);
}

View file

@ -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);
}
}

View file

@ -1,297 +1,301 @@
use gilrs::{Gilrs, GamepadId, Button, Event, Axis}; use gilrs::{Gilrs, GamepadId, Button, Event, Axis};
use glam::{Vec2, DVec2, vec2, dvec2}; use glam::{Vec2, DVec2, vec2, dvec2};
use winit::{ use winit::{
keyboard::{KeyCode, PhysicalKey}, keyboard::{KeyCode, PhysicalKey},
event::{DeviceEvent, DeviceId, ElementState, TouchPhase} event::{DeviceEvent, DeviceId, ElementState, TouchPhase}
}; };
use hashbrown::HashMap; use hashbrown::HashMap;
use tinyset::{SetU32, SetU64}; use tinyset::{SetU32, SetU64};
use nohash_hasher::BuildNoHashHasher; use nohash_hasher::BuildNoHashHasher;
use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync}; use shipyard::{AllStoragesView, Unique, View, IntoIter, UniqueViewMut, Workload, IntoWorkload, UniqueView, NonSendSync};
use crate::{ use crate::{
events::{InputDeviceEvent, TouchEvent}, events::{InputDeviceEvent, TouchEvent},
rendering::WindowSize rendering::WindowSize
}; };
#[derive(Unique, Clone, Copy, Default, Debug)] #[derive(Unique, Clone, Copy, Default, Debug)]
pub struct Inputs { pub struct Inputs {
pub movement: Vec2, pub movement: Vec2,
pub look: Vec2, pub look: Vec2,
pub action_a: bool, pub action_a: bool,
pub action_b: bool, pub action_b: bool,
} pub jump: bool,
}
#[derive(Unique, Clone, Copy, Default, Debug)]
pub struct PrevInputs(pub Inputs); #[derive(Unique, Clone, Copy, Default, Debug)]
pub struct PrevInputs(pub Inputs);
#[derive(Unique, Clone, Default, Debug)]
pub struct RawKbmInputState { #[derive(Unique, Clone, Default, Debug)]
pub keyboard_state: SetU32, pub struct RawKbmInputState {
pub button_state: [bool; 32], pub keyboard_state: SetU32,
pub mouse_delta: DVec2 pub button_state: [bool; 32],
} pub mouse_delta: DVec2
}
#[derive(Clone, Copy, Debug, Default)]
pub enum FingerCheck { #[derive(Clone, Copy, Debug, Default)]
#[default] pub enum FingerCheck {
Start, #[default]
Current, Start,
StartOrCurrent, Current,
StartAndCurrent, StartOrCurrent,
NotMoved, StartAndCurrent,
} NotMoved,
}
#[derive(Clone, Copy, Debug)]
pub struct Finger { #[derive(Clone, Copy, Debug)]
pub id: u64, pub struct Finger {
pub device_id: DeviceId, pub id: u64,
pub prev_position: DVec2, pub device_id: DeviceId,
pub start_position: DVec2, pub prev_position: DVec2,
pub current_position: DVec2, pub start_position: DVec2,
pub has_moved: bool, pub current_position: DVec2,
} pub has_moved: bool,
impl Finger { }
pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool { impl Finger {
let within_area = |pos: DVec2| -> bool { pub fn within_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> bool {
((pos - area_pos).min_element() >= 0.) && let within_area = |pos: DVec2| -> bool {
((pos - (area_pos + area_size)).max_element() <= 0.) ((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); let start = within_area(self.start_position);
match check { let current = within_area(self.current_position);
FingerCheck::Start => start, match check {
FingerCheck::Current => current, FingerCheck::Start => start,
FingerCheck::StartOrCurrent => start || current, FingerCheck::Current => current,
FingerCheck::StartAndCurrent => start && current, FingerCheck::StartOrCurrent => start || current,
FingerCheck::NotMoved => current && !self.has_moved, FingerCheck::StartAndCurrent => start && current,
} FingerCheck::NotMoved => current && !self.has_moved,
} }
} }
}
#[derive(Unique, Clone, Default, Debug)]
pub struct RawTouchState { #[derive(Unique, Clone, Default, Debug)]
//TODO: handle multiple touch devices somehow pub struct RawTouchState {
pub fingers: HashMap<u64, Finger, BuildNoHashHasher<u64>> //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> + '_ { impl RawTouchState {
self.fingers.iter().filter_map(move |(_, &finger)| { pub fn query_area(&self, area_pos: DVec2, area_size: DVec2, check: FingerCheck) -> impl Iterator<Item = Finger> + '_ {
finger.within_area(area_pos, area_size, check).then_some(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)]
pub struct GilrsWrapper(Option<Gilrs>);
#[derive(Unique, Default, Clone, Copy)]
pub struct ActiveGamepad(Option<GamepadId>); #[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 //maybe we should manage gamepad state ourselves just like keyboard?
//at least for the sake of consitency
fn process_events(
device_events: View<InputDeviceEvent>, fn process_events(
mut input_state: UniqueViewMut<RawKbmInputState>, device_events: View<InputDeviceEvent>,
) { mut input_state: UniqueViewMut<RawKbmInputState>,
input_state.mouse_delta = DVec2::ZERO; ) {
for event in device_events.iter() { input_state.mouse_delta = DVec2::ZERO;
match &event.event { for event in device_events.iter() {
DeviceEvent::MouseMotion { delta } => { match &event.event {
input_state.mouse_delta = DVec2::from(*delta); DeviceEvent::MouseMotion { delta } => {
}, input_state.mouse_delta = DVec2::from(*delta);
DeviceEvent::Key(input) => { },
if let PhysicalKey::Code(code) = input.physical_key { DeviceEvent::Key(input) => {
match input.state { if let PhysicalKey::Code(code) = input.physical_key {
ElementState::Pressed => input_state.keyboard_state.insert(code as u32), match input.state {
ElementState::Released => input_state.keyboard_state.remove(code as u32), 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 { DeviceEvent::Button { button, state } => {
input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed); if *button < 32 {
} input_state.button_state[*button as usize] = matches!(*state, ElementState::Pressed);
}, }
_ => () },
} _ => ()
} }
} }
}
fn process_touch_events(
touch_events: View<TouchEvent>, fn process_touch_events(
mut touch_state: UniqueViewMut<RawTouchState>, touch_events: View<TouchEvent>,
) { mut touch_state: UniqueViewMut<RawTouchState>,
for (_, finger) in &mut touch_state.fingers { ) {
finger.prev_position = finger.current_position; 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); for event in touch_events.iter() {
match event.0.phase { let position = dvec2(event.0.location.x, event.0.location.y);
TouchPhase::Started => { match event.0.phase {
//println!("touch started: finger {}", event.0.id); TouchPhase::Started => {
touch_state.fingers.insert(event.0.id, Finger { //println!("touch started: finger {}", event.0.id);
id: event.0.id, touch_state.fingers.insert(event.0.id, Finger {
device_id: event.0.device_id, id: event.0.id,
start_position: position, device_id: event.0.device_id,
current_position: position, start_position: position,
prev_position: position, current_position: position,
has_moved: false prev_position: position,
}); has_moved: false
}, });
TouchPhase::Moved => { },
if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) { TouchPhase::Moved => {
finger.has_moved = true; if let Some(finger) = touch_state.fingers.get_mut(&event.0.id) {
finger.current_position = position; finger.has_moved = true;
} finger.current_position = position;
}, }
TouchPhase::Ended | TouchPhase::Cancelled => { },
//println!("touch ended: finger {}", event.0.id); TouchPhase::Ended | TouchPhase::Cancelled => {
touch_state.fingers.remove(&event.0.id); //println!("touch ended: finger {}", event.0.id);
}, touch_state.fingers.remove(&event.0.id);
} },
} }
} }
}
fn process_gilrs_events(
mut gilrs: NonSendSync<UniqueViewMut<GilrsWrapper>>, fn process_gilrs_events(
mut active_gamepad: UniqueViewMut<ActiveGamepad> 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() { if let Some(gilrs) = &mut gilrs.0 {
active_gamepad.0 = Some(id); while let Some(Event { id, event: _, time: _ }) = gilrs.next_event() {
} active_gamepad.0 = Some(id);
} }
} }
}
fn input_start(
mut inputs: UniqueViewMut<Inputs>, fn input_start(
mut prev_inputs: UniqueViewMut<PrevInputs>, mut inputs: UniqueViewMut<Inputs>,
) { mut prev_inputs: UniqueViewMut<PrevInputs>,
prev_inputs.0 = *inputs; ) {
*inputs = Inputs::default(); prev_inputs.0 = *inputs;
} *inputs = Inputs::default();
}
fn update_input_state (
raw_inputs: UniqueView<RawKbmInputState>, fn update_input_state (
mut inputs: UniqueViewMut<Inputs>, 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 - inputs.movement += Vec2::new(
raw_inputs.keyboard_state.contains(KeyCode::KeyA as u32) as u32 as f32, raw_inputs.keyboard_state.contains(KeyCode::KeyD 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::KeyA as u32) as u32 as f32,
raw_inputs.keyboard_state.contains(KeyCode::KeyS 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.look += raw_inputs.mouse_delta.as_vec2();
inputs.action_b |= raw_inputs.button_state[1]; 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>, fn update_input_state_gamepad (
mut inputs: UniqueViewMut<Inputs>, gilrs: NonSendSync<UniqueView<GilrsWrapper>>,
) { active_gamepad: UniqueView<ActiveGamepad>,
if let Some(gilrs) = &gilrs.0 { mut inputs: UniqueViewMut<Inputs>,
if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) { ) {
let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY)); if let Some(gilrs) = &gilrs.0 {
let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY)); if let Some(gamepad) = active_gamepad.0.map(|id| gilrs.gamepad(id)) {
inputs.movement += left_stick; let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
inputs.look += right_stick; let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
inputs.action_a |= gamepad.is_pressed(Button::South); inputs.movement += left_stick;
inputs.action_b |= gamepad.is_pressed(Button::East); //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>,
) { fn update_input_state_touch (
let w = win_size.0.as_dvec2(); touch_state: UniqueView<RawTouchState>,
win_size: UniqueView<WindowSize>,
//Movement mut inputs: UniqueViewMut<Inputs>,
if let Some(finger) = touch_state.query_area( ) {
dvec2(0., 0.), let w = win_size.0.as_dvec2();
dvec2(w.x / 2., w.y),
FingerCheck::Start //Movement
).next() { if let Some(finger) = touch_state.query_area(
inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2(); dvec2(0., 0.),
} dvec2(w.x / 2., w.y),
FingerCheck::Start
//Action buttons ).next() {
let action_button_fingers = { inputs.movement += (((finger.current_position - finger.start_position) / (w.x / 4.)) * dvec2(1., -1.)).as_vec2();
let mut action_button_fingers = SetU64::new(); }
//Creates iterator of fingers that started within action button area //Action buttons
let action_finger_iter = || touch_state.query_area( let action_button_fingers = {
dvec2(w.x * 0.75, w.y * 0.666), let mut action_button_fingers = SetU64::new();
dvec2(w.x * 0.25, w.y * 0.333),
FingerCheck::Start //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),
//Action button A dvec2(w.x * 0.25, w.y * 0.333),
inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area( FingerCheck::Start
dvec2(w.x * (0.75 + 0.125), w.y * 0.666), );
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent //Action button A
)).map(|x| action_button_fingers.insert(x.id)).next().is_some(); inputs.action_a |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * (0.75 + 0.125), w.y * 0.666),
//Action button B dvec2(w.x * 0.125, w.y * 0.333),
inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area( FingerCheck::StartOrCurrent
dvec2(w.x * 0.75, w.y * 0.666), )).map(|x| action_button_fingers.insert(x.id)).next().is_some();
dvec2(w.x * 0.125, w.y * 0.333),
FingerCheck::StartOrCurrent //Action button B
)).map(|x| action_button_fingers.insert(x.id)).next().is_some(); inputs.action_b |= action_finger_iter().filter(|finger| finger.within_area(
dvec2(w.x * 0.75, w.y * 0.666),
action_button_fingers dvec2(w.x * 0.125, w.y * 0.333),
}; FingerCheck::StartOrCurrent
)).map(|x| action_button_fingers.insert(x.id)).next().is_some();
//Camera controls
if let Some(finger) = touch_state.query_area( action_button_fingers
dvec2(w.x / 2., 0.), };
dvec2(w.x / 2., w.y),
FingerCheck::Start //Camera controls
).find(|x| !action_button_fingers.contains(x.id)) { if let Some(finger) = touch_state.query_area(
inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2(); dvec2(w.x / 2., 0.),
} dvec2(w.x / 2., w.y),
} FingerCheck::Start
).find(|x| !action_button_fingers.contains(x.id)) {
fn input_end( inputs.look += (((finger.current_position - finger.prev_position) / (w.x / 4.)) * 300.).as_vec2();
mut inputs: UniqueViewMut<Inputs>, }
) { }
if inputs.movement.length() >= 1. {
inputs.movement = inputs.movement.normalize(); fn input_end(
} mut inputs: UniqueViewMut<Inputs>,
} ) {
if inputs.movement.length() >= 1. {
pub fn init_input ( inputs.movement = inputs.movement.normalize();
storages: AllStoragesView }
) { }
storages.add_unique_non_send_sync(GilrsWrapper(
Gilrs::new().map_err(|x| { pub fn init_input (
log::error!("Failed to initialize Gilrs"); storages: AllStoragesView
x ) {
}).ok() storages.add_unique_non_send_sync(GilrsWrapper(
)); Gilrs::new().map_err(|x| {
storages.add_unique(ActiveGamepad::default()); log::error!("Failed to initialize Gilrs");
storages.add_unique(Inputs::default()); x
storages.add_unique(PrevInputs::default()); }).ok()
storages.add_unique(RawKbmInputState::default()); ));
storages.add_unique(RawTouchState::default()); storages.add_unique(ActiveGamepad::default());
} storages.add_unique(Inputs::default());
storages.add_unique(PrevInputs::default());
pub fn process_inputs() -> Workload { storages.add_unique(RawKbmInputState::default());
( storages.add_unique(RawTouchState::default());
process_events, }
process_touch_events,
process_gilrs_events, pub fn process_inputs() -> Workload {
input_start, (
update_input_state, process_events,
update_input_state_touch, process_touch_events,
update_input_state_gamepad, process_gilrs_events,
input_end, input_start,
).into_sequential_workload() update_input_state,
} update_input_state_touch,
update_input_state_gamepad,
input_end,
).into_sequential_workload()
}

View file

@ -23,7 +23,7 @@ pub(crate) mod settings;
pub(crate) mod camera; pub(crate) mod camera;
pub(crate) mod events; pub(crate) mod events;
pub(crate) mod input; pub(crate) mod input;
pub(crate) mod fly_controller; pub(crate) mod player_controller;
pub(crate) mod block_placement; pub(crate) mod block_placement;
pub(crate) mod delta_time; pub(crate) mod delta_time;
pub(crate) mod cursor_lock; pub(crate) mod cursor_lock;
@ -57,7 +57,7 @@ use events::{
player_actions::generate_move_events, player_actions::generate_move_events,
}; };
use input::{init_input, process_inputs}; use input::{init_input, process_inputs};
use fly_controller::update_controllers; use player_controller::{debug_switch_ctl_type, update_player_controllers};
use rendering::{ use rendering::{
Renderer, Renderer,
RenderTarget, RenderTarget,
@ -133,7 +133,8 @@ fn update() -> Workload {
update_loaded_world_around_player, update_loaded_world_around_player,
).into_sequential_workload().run_if(is_ingame_or_loading), ).into_sequential_workload().run_if(is_ingame_or_loading),
( (
update_controllers, debug_switch_ctl_type,
update_player_controllers,
update_client_physics_late, update_client_physics_late,
generate_move_events, generate_move_events,
update_raycasts, update_raycasts,

View file

@ -1,101 +1,101 @@
use glam::{Vec3, Mat4}; use glam::{Vec3, Mat4};
use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesView, AllStoragesViewMut, UniqueView, ViewMut, Get}; use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesView, AllStoragesViewMut, UniqueView, ViewMut, Get};
use uflow::{SendMode, client::Event as ClientEvent}; use uflow::{SendMode, client::Event as ClientEvent};
use kubi_shared::{ use kubi_shared::{
transform::Transform, transform::Transform,
networking::{ networking::{
messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType}, messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType},
channels::Channel, channels::Channel,
client::ClientIdMap, client::ClientIdMap,
}, },
}; };
use crate::{ use crate::{
events::player_actions::PlayerActionEvent, events::player_actions::PlayerActionEvent,
player::spawn_remote_player_multiplayer, player::spawn_remote_player_multiplayer,
}; };
use super::{UdpClient, NetworkEvent}; use super::{UdpClient, NetworkEvent};
pub fn init_client_map( pub fn init_client_map(
storages: AllStoragesView, storages: AllStoragesView,
) { ) {
storages.add_unique(ClientIdMap::new()); storages.add_unique(ClientIdMap::new());
} }
pub fn send_player_movement_events( pub fn send_player_movement_events(
actions: View<PlayerActionEvent>, actions: View<PlayerActionEvent>,
mut client: UniqueViewMut<UdpClient>, mut client: UniqueViewMut<UdpClient>,
) { ) {
for event in actions.iter() { for event in actions.iter() {
let PlayerActionEvent::PositionChanged { position, direction } = event else { let PlayerActionEvent::PositionChanged { position, velocity, direction } = event else {
continue continue
}; };
client.0.send( client.0.send(
postcard::to_allocvec(&ClientToServerMessage::PositionChanged { postcard::to_allocvec(&ClientToServerMessage::PositionChanged {
position: *position, position: *position,
velocity: Vec3::ZERO, velocity: *velocity,
direction: *direction direction: *direction
}).unwrap().into_boxed_slice(), }).unwrap().into_boxed_slice(),
Channel::Move as usize, Channel::Move as usize,
SendMode::TimeSensitive SendMode::TimeSensitive
); );
} }
} }
pub fn receive_player_movement_events( pub fn receive_player_movement_events(
mut transforms: ViewMut<Transform>, mut transforms: ViewMut<Transform>,
network_events: View<NetworkEvent>, network_events: View<NetworkEvent>,
id_map: UniqueView<ClientIdMap> id_map: UniqueView<ClientIdMap>
) { ) {
for event in network_events.iter() { for event in network_events.iter() {
let ClientEvent::Receive(data) = &event.0 else { let ClientEvent::Receive(data) = &event.0 else {
continue continue
}; };
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerPositionChanged as u8}>() { if !event.is_message_of_type::<{ServerToClientMessageType::PlayerPositionChanged as u8}>() {
continue continue
} }
let Ok(parsed_message) = postcard::from_bytes(data) else { let Ok(parsed_message) = postcard::from_bytes(data) else {
log::error!("Malformed message"); log::error!("Malformed message");
continue continue
}; };
let ServerToClientMessage::PlayerPositionChanged { let ServerToClientMessage::PlayerPositionChanged {
client_id, position, direction client_id, position, direction
} = parsed_message else { unreachable!() }; } = parsed_message else { unreachable!() };
let Some(&ent_id) = id_map.0.get(&client_id) else { let Some(&ent_id) = id_map.0.get(&client_id) else {
log::error!("Not in client-id map"); log::error!("Not in client-id map");
continue continue
}; };
let mut transform = (&mut transforms).get(ent_id) let mut transform = (&mut transforms).get(ent_id)
.expect("invalid player entity id"); .expect("invalid player entity id");
transform.0 = Mat4::from_rotation_translation(direction, position); transform.0 = Mat4::from_rotation_translation(direction, position);
} }
} }
pub fn receive_player_connect_events( pub fn receive_player_connect_events(
mut storages: AllStoragesViewMut, mut storages: AllStoragesViewMut,
) { ) {
let messages: Vec<ServerToClientMessage> = storages.borrow::<View<NetworkEvent>>().unwrap().iter().filter_map(|event| { let messages: Vec<ServerToClientMessage> = storages.borrow::<View<NetworkEvent>>().unwrap().iter().filter_map(|event| {
let ClientEvent::Receive(data) = &event.0 else { let ClientEvent::Receive(data) = &event.0 else {
return None return None
}; };
if !event.is_message_of_type::<{ServerToClientMessageType::PlayerConnected as u8}>() { if !event.is_message_of_type::<{ServerToClientMessageType::PlayerConnected as u8}>() {
return None return None
}; };
let Ok(parsed_message) = postcard::from_bytes(data) else { let Ok(parsed_message) = postcard::from_bytes(data) else {
log::error!("Malformed message"); log::error!("Malformed message");
return None return None
}; };
Some(parsed_message) Some(parsed_message)
}).collect(); }).collect();
for message in messages { for message in messages {
let ServerToClientMessage::PlayerConnected { init } = message else { unreachable!() }; let ServerToClientMessage::PlayerConnected { init } = message else { unreachable!() };
log::info!("player connected: {} (id {})", init.username, init.client_id); log::info!("player connected: {} (id {})", init.username, init.client_id);
spawn_remote_player_multiplayer(&mut storages, init); spawn_remote_player_multiplayer(&mut storages, init);
} }
} }

View file

@ -12,7 +12,7 @@ use kubi_shared::{
use crate::{ use crate::{
camera::Camera, camera::Camera,
client_physics::ClPhysicsActor, client_physics::ClPhysicsActor,
fly_controller::FlyController, player_controller::PlayerController,
transform::Transform, transform::Transform,
world::raycast::LookingAtBlock world::raycast::LookingAtBlock
}; };
@ -31,7 +31,7 @@ pub fn spawn_player (
Health::new(PLAYER_HEALTH), Health::new(PLAYER_HEALTH),
Transform::default(), Transform::default(),
Camera::default(), Camera::default(),
FlyController, PlayerController::DEFAULT_FPS_CTL,
LookingAtBlock::default(), LookingAtBlock::default(),
PlayerHolding(Some(Block::Cobblestone)), PlayerHolding(Some(Block::Cobblestone)),
Username("LocalPlayer".into()), Username("LocalPlayer".into()),
@ -53,7 +53,7 @@ pub fn spawn_local_player_multiplayer (
init.health, init.health,
Transform(Mat4::from_rotation_translation(init.direction, init.position)), Transform(Mat4::from_rotation_translation(init.direction, init.position)),
Camera::default(), Camera::default(),
FlyController, PlayerController::DEFAULT_FPS_CTL,
LookingAtBlock::default(), LookingAtBlock::default(),
PlayerHolding::default(), PlayerHolding::default(),
),( ),(

View 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;
}
}
}