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Merge pull request #14 from griffi-gh/client-physics
Client physics (wip)
This commit is contained in:
commit
5c40e68d66
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@ -52,6 +52,14 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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};
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//STICK
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if chunk_position.x == 0 && chunk_position.y == 5 {
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for z in 0..CHUNK_SIZE {
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blocks[0][0][z] = Block::Stone;
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}
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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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@ -1,49 +1,185 @@
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//TODO client-side physics
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//TODO move this to shared
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use glam::{Mat4, Vec3};
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use kubi_shared::transform::Transform;
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use glam::{vec3, IVec3, Mat4, Vec3, Vec3Swizzles};
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use shipyard::{track, AllStoragesView, Component, IntoIter, Unique, UniqueView, View, ViewMut};
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use crate::delta_time::DeltaTime;
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use kubi_shared::{block::{Block, CollisionType}, transform::Transform};
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use crate::{delta_time::DeltaTime, world::ChunkStorage};
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#[derive(Unique)]
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pub struct GlobalClPhysicsConfig {
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pub gravity: Vec3,
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///XXX: currenly unused:
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pub iterations: usize,
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}
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impl Default for GlobalClPhysicsConfig {
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fn default() -> Self {
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Self {
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gravity: Vec3::new(0., -9.8, 0.),
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iterations: 10,
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}
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}
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}
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//TODO: actors should be represented by a vertical line, not a point.
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//XXX: maybe a capsule? (or configurable hull?)
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//TODO: per block friction
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#[derive(Component)]
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pub struct ClPhysicsActor {
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pub disable: bool,
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pub offset: Vec3,
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pub forces: Vec3,
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pub frame_velocity: Vec3,
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pub velocity: Vec3,
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pub terminal_velocity: f32,
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//TODO: this should be configurable per block
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pub friction_agains_ground: f32,
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pub decel: Vec3,
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pub gravity_scale: f32,
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pub max_velocity: (Option<f32>, Option<f32>, Option<f32>),
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pub hack_xz_circular: bool,
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flag_ground: bool,
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flag_collision: bool,
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}
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impl ClPhysicsActor {
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pub fn apply_force(&mut self, force: Vec3) {
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self.forces += force;
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}
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pub fn add_frame_velocity(&mut self, force: Vec3) {
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self.frame_velocity += force;
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}
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pub fn on_ground(&self) -> bool {
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self.flag_ground
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}
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}
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impl Default for ClPhysicsActor {
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fn default() -> Self {
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Self {
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//HACK: for player
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disable: false,
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offset: vec3(0., 1.5, 0.),
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forces: Vec3::ZERO,
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frame_velocity: Vec3::ZERO,
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velocity: Vec3::ZERO,
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terminal_velocity: 40.,
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friction_agains_ground: 0.5,
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//constant deceleration, in ratio per second. e.g. value of 1 should stop the actor in 1 second.
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decel: vec3(1., 0., 1.),
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gravity_scale: 1.,
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max_velocity: (Some(20.), None, Some(20.)),
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hack_xz_circular: true,
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flag_ground: false,
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flag_collision: false,
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}
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}
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}
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trait BlockCollisionExt {
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fn collision_type(&self) -> CollisionType;
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fn is_solid(&self) -> bool {
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self.collision_type() == CollisionType::Solid
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}
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}
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impl BlockCollisionExt for Option<Block> {
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fn collision_type(&self) -> CollisionType {
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self.unwrap_or(Block::Air).descriptor().collision
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}
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}
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impl BlockCollisionExt for Block {
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fn collision_type(&self) -> CollisionType {
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self.descriptor().collision
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}
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}
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pub fn init_client_physics(
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storages: AllStoragesView,
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) {
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storages.add_unique(GlobalClPhysicsConfig {
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gravity: Vec3::new(0., -9.8, 0.),
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});
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storages.add_unique(GlobalClPhysicsConfig::default());
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}
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pub fn update_client_physics_late(
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controllers: View<ClPhysicsActor>,
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mut actors: ViewMut<ClPhysicsActor>,
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mut transforms: ViewMut<Transform, track::All>,
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conf: UniqueView<GlobalClPhysicsConfig>,
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world: UniqueView<ChunkStorage>,
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dt: UniqueView<DeltaTime>,
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phy_conf: UniqueView<GlobalClPhysicsConfig>,
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) {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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if actor.disable {
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actor.forces = Vec3::ZERO;
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continue;
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}
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//apply forces
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let actor_forces = actor.forces;
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actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
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actor.forces = Vec3::ZERO;
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//get position
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let (scale, rotation, mut actor_position) = transform.0.to_scale_rotation_translation();
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actor_position -= actor.offset;
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//get grid-aligned pos and blocks
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let actor_block_pos = actor_position.floor().as_ivec3();
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let actor_block = world.get_block(actor_block_pos);
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let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3();
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let actor_block_below = world.get_block(actor_block_pos_slightly_below);
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//update flags
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actor.flag_collision = actor_block.is_solid();
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actor.flag_ground = actor.flag_collision || actor_block_below.is_solid();
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//push actor back out of the block
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if actor.flag_collision {
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//first, compute restitution, based on position inside the block
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// let block_center = actor_block_pos.as_f32() + Vec3::ONE * 0.5;
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// let to_block_center = actor_position - block_center;
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//then, based on normal:
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//push the actor back
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//actor_position += normal * 0.5;
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//cancel out velocity in the direction of the normal
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// let dot = actor.velocity.dot(normal);
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// if dot > 0. {
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// //actor.velocity -= normal * dot;
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// actor.velocity = Vec3::ZERO;
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// }
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//HACK: for now, just stop the vertical velocity if on ground altogether,
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//as we don't have proper collision velocity resolution yet (we need to compute dot product or sth)
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if actor.flag_ground {
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actor.velocity.y = actor.velocity.y.max(0.);
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}
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}
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//clamp velocity
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let max_velocity = actor.max_velocity;
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if actor.hack_xz_circular && actor.max_velocity.0.is_some() && (actor.max_velocity.0 == actor.max_velocity.2) {
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actor.velocity.y = actor.velocity.y.clamp(-max_velocity.1.unwrap_or(f32::MAX), max_velocity.1.unwrap_or(f32::MAX));
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let clamped = actor.velocity.xz().clamp_length_max(actor.max_velocity.0.unwrap_or(f32::MAX));
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actor.velocity.x = clamped.x;
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actor.velocity.z = clamped.y;
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} else {
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actor.velocity = vec3(
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actor.velocity.x.clamp(-max_velocity.0.unwrap_or(f32::MAX), max_velocity.0.unwrap_or(f32::MAX)),
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actor.velocity.y.clamp(-max_velocity.1.unwrap_or(f32::MAX), max_velocity.1.unwrap_or(f32::MAX)),
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actor.velocity.z.clamp(-max_velocity.2.unwrap_or(f32::MAX), max_velocity.2.unwrap_or(f32::MAX)),
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);
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}
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//Apply velocity
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actor_position += (actor.velocity + actor.frame_velocity) * dt.0.as_secs_f32();
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actor.frame_velocity = Vec3::ZERO;
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actor_position += actor.offset;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
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//Apply "friction"
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let actor_velocity = actor.velocity;
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let actor_decel = actor.decel;
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actor.velocity -= actor_velocity * actor_decel * dt.0.as_secs_f32();
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}
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// for (_, mut transform) in (&controllers, &mut transforms).iter() {
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// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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// translation.y -= dt.0.as_secs_f32() * 100.;
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@ -2,8 +2,7 @@ use shipyard::{Component, View, ViewMut, EntitiesViewMut, IntoIter, track};
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use glam::{IVec3, Quat, Vec3};
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use kubi_shared::block::Block;
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use crate::{
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player::MainPlayer,
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transform::Transform
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client_physics::ClPhysicsActor, player::MainPlayer, transform::Transform
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};
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use super::EventComponent;
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@ -11,6 +10,8 @@ use super::EventComponent;
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pub enum PlayerActionEvent {
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PositionChanged {
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position: Vec3,
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//XXX: should this even be here?
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velocity: Vec3,
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direction: Quat
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},
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UpdatedBlock {
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@ -22,14 +23,17 @@ pub enum PlayerActionEvent {
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pub fn generate_move_events(
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transforms: View<Transform, track::All>,
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player: View<MainPlayer>,
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actors: View<ClPhysicsActor>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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mut actions: ViewMut<PlayerActionEvent>,
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) {
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let Some((_, transform)) = (&player, transforms.inserted_or_modified()).iter().next() else { return };
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let Some((_, transform, actor)) = (&player, transforms.inserted_or_modified(), &actors).iter().next() else { return };
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let (_, direction, position) = transform.0.to_scale_rotation_translation();
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//HACK: if the actor is disabled, the velocity is irrelevant, so we just set it to zero.
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let velocity = if actor.disable { Vec3::ZERO } else { actor.velocity };
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entities.add_entity(
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(&mut events, &mut actions),
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(EventComponent, PlayerActionEvent::PositionChanged { position, direction })
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(EventComponent, PlayerActionEvent::PositionChanged { position, velocity, direction })
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);
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}
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@ -1,53 +0,0 @@
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use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
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use std::f32::consts::PI;
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use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
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#[derive(Component)]
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pub struct FlyController;
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pub fn update_controllers() -> Workload {
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(
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update_look,
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update_movement
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).into_sequential_workload()
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}
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const MAX_PITCH: f32 = PI/2. - 0.05;
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fn update_look(
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform, track::All>,
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inputs: UniqueView<Inputs>,
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settings: UniqueView<GameSettings>,
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dt: UniqueView<DeltaTime>,
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) {
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let look = inputs.look * settings.mouse_sensitivity * dt.0.as_secs_f32();
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if look == Vec2::ZERO { return }
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for (_, mut transform) in (&controllers, &mut transforms).iter() {
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let (scale, mut rotation, translation) = transform.0.to_scale_rotation_translation();
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let (mut yaw, mut pitch, _roll) = rotation.to_euler(EulerRot::YXZ);
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yaw -= look.x;
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pitch -= look.y;
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pitch = pitch.clamp(-MAX_PITCH, MAX_PITCH);
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rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, 0.).normalize();
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, translation);
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}
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}
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fn update_movement(
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controllers: View<FlyController>,
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mut transforms: ViewMut<Transform, track::All>,
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inputs: UniqueView<Inputs>,
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dt: UniqueView<DeltaTime>,
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) {
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if inputs.movement == Vec2::ZERO { return }
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let movement = inputs.movement * 30. * dt.0.as_secs_f32();
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for (_, mut transform) in (&controllers, &mut transforms).iter() {
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let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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let rotation_norm = rotation.normalize();
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translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y;
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translation += (rotation_norm * Vec3::X).normalize() * movement.x;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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}
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}
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@ -19,6 +19,7 @@ pub struct Inputs {
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pub look: Vec2,
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pub action_a: bool,
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pub action_b: bool,
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pub jump: bool,
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}
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#[derive(Unique, Clone, Copy, Default, Debug)]
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@ -186,6 +187,7 @@ fn update_input_state (
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.action_a |= raw_inputs.button_state[0];
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32);
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}
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fn update_input_state_gamepad (
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|
@ -198,9 +200,11 @@ fn update_input_state_gamepad (
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let left_stick = vec2(gamepad.value(Axis::LeftStickX), gamepad.value(Axis::LeftStickY));
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let right_stick = vec2(gamepad.value(Axis::RightStickX), -gamepad.value(Axis::RightStickY));
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inputs.movement += left_stick;
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inputs.look += right_stick;
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inputs.action_a |= gamepad.is_pressed(Button::South);
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//HACK: for now, we multiply look by 2 to make it feel more responsive
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inputs.look += right_stick * 2.;
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inputs.action_a |= gamepad.is_pressed(Button::West);
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inputs.action_b |= gamepad.is_pressed(Button::East);
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inputs.jump |= gamepad.is_pressed(Button::South);
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}
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}
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}
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|
|
|
@ -23,7 +23,7 @@ pub(crate) mod settings;
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pub(crate) mod camera;
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pub(crate) mod events;
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pub(crate) mod input;
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pub(crate) mod fly_controller;
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pub(crate) mod player_controller;
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pub(crate) mod block_placement;
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pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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|
@ -57,7 +57,7 @@ use events::{
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player_actions::generate_move_events,
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};
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use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use player_controller::{debug_switch_ctl_type, update_player_controllers};
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use rendering::{
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Renderer,
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RenderTarget,
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|
@ -133,7 +133,8 @@ fn update() -> Workload {
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update_loaded_world_around_player,
|
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).into_sequential_workload().run_if(is_ingame_or_loading),
|
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(
|
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update_controllers,
|
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debug_switch_ctl_type,
|
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update_player_controllers,
|
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update_client_physics_late,
|
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generate_move_events,
|
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update_raycasts,
|
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|
|
|
@ -26,13 +26,13 @@ pub fn send_player_movement_events(
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mut client: UniqueViewMut<UdpClient>,
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) {
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for event in actions.iter() {
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let PlayerActionEvent::PositionChanged { position, direction } = event else {
|
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let PlayerActionEvent::PositionChanged { position, velocity, direction } = event else {
|
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continue
|
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};
|
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client.0.send(
|
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postcard::to_allocvec(&ClientToServerMessage::PositionChanged {
|
||||
position: *position,
|
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velocity: Vec3::ZERO,
|
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velocity: *velocity,
|
||||
direction: *direction
|
||||
}).unwrap().into_boxed_slice(),
|
||||
Channel::Move as usize,
|
||||
|
|
|
@ -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