mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-22 03:48:21 -06:00
fun
This commit is contained in:
parent
778c2b279e
commit
6a96d6c3d3
|
@ -31,7 +31,7 @@ pub struct ClPhysicsActor {
|
|||
pub velocity: Vec3,
|
||||
pub terminal_velocity: f32,
|
||||
//TODO: this should be configurable per block
|
||||
pub friction_agains_ground: f32,
|
||||
pub ground_friction: f32,
|
||||
pub gravity_scale: f32,
|
||||
flag_ground: bool,
|
||||
flag_collision: bool,
|
||||
|
@ -56,7 +56,7 @@ impl Default for ClPhysicsActor {
|
|||
forces: Vec3::ZERO,
|
||||
velocity: Vec3::ZERO,
|
||||
terminal_velocity: 40.,
|
||||
friction_agains_ground: 0.5,
|
||||
ground_friction: 10.,
|
||||
gravity_scale: 1.,
|
||||
flag_ground: false,
|
||||
flag_collision: false,
|
||||
|
@ -114,7 +114,8 @@ pub fn update_client_physics_late(
|
|||
//get grid-aligned pos and blocks
|
||||
let actor_block_pos = actor_position.floor().as_ivec3();
|
||||
let actor_block = world.get_block(actor_block_pos);
|
||||
let actor_block_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
|
||||
let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3();
|
||||
let actor_block_below = world.get_block(actor_block_pos_slightly_below);
|
||||
|
||||
//update flags
|
||||
actor.flag_collision = actor_block.is_solid();
|
||||
|
@ -139,7 +140,7 @@ pub fn update_client_physics_late(
|
|||
//HACK: for now, just stop the vertical velocity if on ground altogether,
|
||||
//as we don't have proper collision velocity resolution yet (we need to compute dot product or sth)
|
||||
if actor.flag_ground {
|
||||
actor.velocity.y = 0.;
|
||||
actor.velocity.y = actor.velocity.y.max(0.);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -147,6 +148,13 @@ pub fn update_client_physics_late(
|
|||
actor_position += actor.velocity * dt.0.as_secs_f32();
|
||||
actor_position += actor.offset;
|
||||
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
|
||||
|
||||
//Apply friction
|
||||
// if actor.flag_ground {
|
||||
// let actor_velocity = actor.velocity;
|
||||
// let actor_friction = actor.ground_friction;
|
||||
// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.);
|
||||
// }
|
||||
}
|
||||
// for (_, mut transform) in (&controllers, &mut transforms).iter() {
|
||||
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
||||
|
|
|
@ -2,7 +2,7 @@ use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
|
|||
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
|
||||
use winit::keyboard::KeyCode;
|
||||
use std::f32::consts::PI;
|
||||
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
|
||||
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||
pub enum PlayerControllerType {
|
||||
|
@ -62,10 +62,12 @@ fn update_movement(
|
|||
mut transforms: ViewMut<Transform, track::All>,
|
||||
mut actors: ViewMut<ClPhysicsActor>,
|
||||
inputs: UniqueView<Inputs>,
|
||||
prev_inputs: UniqueView<PrevInputs>,
|
||||
dt: UniqueView<DeltaTime>,
|
||||
) {
|
||||
if (inputs.movement == Vec2::ZERO) && !inputs.jump { return }
|
||||
let movement = inputs.movement.extend(inputs.jump as u32 as f32).xzy();
|
||||
let jump = inputs.jump && !prev_inputs.0.jump;
|
||||
if (inputs.movement == Vec2::ZERO) && !jump { return }
|
||||
let movement = inputs.movement.extend(jump as u32 as f32).xzy();
|
||||
for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
|
||||
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
|
||||
let rotation_norm = rotation.normalize();
|
||||
|
@ -78,6 +80,7 @@ fn update_movement(
|
|||
},
|
||||
PlayerControllerType::FpsCtl => {
|
||||
let mut actor = (&mut actors).get(id).unwrap();
|
||||
let actor_on_ground = actor.on_ground();
|
||||
|
||||
let euler = rotation_norm.to_euler(EulerRot::YZX);
|
||||
let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
|
||||
|
@ -86,7 +89,8 @@ fn update_movement(
|
|||
actor.apply_force(ctl.speed * (
|
||||
(forward * movement.z) +
|
||||
(right * movement.x) +
|
||||
(Vec3::Y * movement.y)
|
||||
//TODO: remove hardcoded jump force
|
||||
(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32))
|
||||
));
|
||||
|
||||
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
|
||||
|
|
Loading…
Reference in a new issue