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fps ctl test impl
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@ -25,12 +25,14 @@ impl Default for GlobalClPhysicsConfig {
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//XXX: maybe a capsule? (or configurable hull?)
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//XXX: maybe a capsule? (or configurable hull?)
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#[derive(Component)]
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#[derive(Component)]
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pub struct ClPhysicsActor {
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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 offset: Vec3,
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pub forces: Vec3,
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pub forces: Vec3,
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pub velocity: Vec3,
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pub velocity: Vec3,
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pub terminal_velocity: f32,
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pub terminal_velocity: f32,
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//TODO: this should be configurable per block
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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 friction_agains_ground: f32,
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pub gravity_scale: f32,
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flag_ground: bool,
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flag_ground: bool,
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flag_collision: bool,
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flag_collision: bool,
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}
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}
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@ -49,11 +51,13 @@ impl Default for ClPhysicsActor {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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//HACK: for player
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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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offset: vec3(0., 1.5, 0.),
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forces: Vec3::ZERO,
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forces: Vec3::ZERO,
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velocity: Vec3::ZERO,
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velocity: Vec3::ZERO,
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terminal_velocity: 40.,
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terminal_velocity: 40.,
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friction_agains_ground: 0.5,
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friction_agains_ground: 0.5,
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gravity_scale: 1.,
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flag_ground: false,
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flag_ground: false,
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flag_collision: false,
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flag_collision: false,
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}
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}
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@ -93,6 +97,11 @@ pub fn update_client_physics_late(
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dt: UniqueView<DeltaTime>,
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dt: UniqueView<DeltaTime>,
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) {
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) {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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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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//apply forces
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let actor_forces = actor.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.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
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@ -137,7 +146,7 @@ pub fn update_client_physics_late(
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//Apply velocity
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//Apply velocity
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actor_position += actor.velocity * dt.0.as_secs_f32();
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actor_position += actor.velocity * dt.0.as_secs_f32();
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actor_position += actor.offset;
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actor_position += actor.offset;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position);
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
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}
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}
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// for (_, mut transform) in (&controllers, &mut transforms).iter() {
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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 (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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@ -187,7 +187,7 @@ fn update_input_state (
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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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_a |= raw_inputs.button_state[0];
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.jump |= raw_inputs.button_state[2];
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inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32);
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}
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}
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fn update_input_state_gamepad (
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fn update_input_state_gamepad (
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@ -57,7 +57,7 @@ use events::{
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player_actions::generate_move_events,
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player_actions::generate_move_events,
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};
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};
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use input::{init_input, process_inputs};
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use input::{init_input, process_inputs};
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use player_controller::update_player_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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use rendering::{
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Renderer,
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Renderer,
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RenderTarget,
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RenderTarget,
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@ -133,6 +133,7 @@ fn update() -> Workload {
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update_loaded_world_around_player,
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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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).into_sequential_workload().run_if(is_ingame_or_loading),
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(
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(
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debug_switch_ctl_type,
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update_player_controllers,
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update_player_controllers,
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update_client_physics_late,
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update_client_physics_late,
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generate_move_events,
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generate_move_events,
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@ -1,7 +1,8 @@
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use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
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use glam::{EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
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use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
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use winit::keyboard::KeyCode;
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use std::f32::consts::PI;
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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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use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum PlayerControllerType {
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pub enum PlayerControllerType {
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@ -18,7 +19,7 @@ pub struct PlayerController {
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impl PlayerController {
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impl PlayerController {
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pub const DEFAULT_FLY_CAM: Self = Self {
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pub const DEFAULT_FLY_CAM: Self = Self {
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control_type: PlayerControllerType::FlyCam,
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control_type: PlayerControllerType::FlyCam,
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speed: 30.,
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speed: 50.,
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};
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};
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pub const DEFAULT_FPS_CTL: Self = Self {
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pub const DEFAULT_FPS_CTL: Self = Self {
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@ -59,16 +60,51 @@ fn update_look(
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fn update_movement(
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fn update_movement(
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controllers: View<PlayerController>,
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controllers: View<PlayerController>,
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mut transforms: ViewMut<Transform, track::All>,
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mut transforms: ViewMut<Transform, track::All>,
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mut actors: ViewMut<ClPhysicsActor>,
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inputs: UniqueView<Inputs>,
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inputs: UniqueView<Inputs>,
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dt: UniqueView<DeltaTime>,
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dt: UniqueView<DeltaTime>,
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) {
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) {
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if inputs.movement == Vec2::ZERO { return }
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if (inputs.movement == Vec2::ZERO) && !inputs.jump { return }
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let movement = inputs.movement * dt.0.as_secs_f32();
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let movement = inputs.movement.extend(inputs.jump as u32 as f32).xzy();
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for (ctl, mut transform) in (&controllers, &mut transforms).iter() {
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for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
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let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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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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let rotation_norm = rotation.normalize();
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translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed;
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match ctl.control_type {
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translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed;
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PlayerControllerType::FlyCam => {
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.z * ctl.speed * dt.0.as_secs_f32();
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translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed * dt.0.as_secs_f32();
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translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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},
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PlayerControllerType::FpsCtl => {
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let actor = (&mut actors).get(id).unwrap();
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let euler = rotation_norm.to_euler(EulerRot::YZX);
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let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
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let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
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translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
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translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
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translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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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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}
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}
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pub fn debug_switch_ctl_type(
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mut controllers: ViewMut<PlayerController>,
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mut actors: ViewMut<ClPhysicsActor>,
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kbm_state: UniqueView<RawKbmInputState>,
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) {
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for (mut controller, mut actor) in (&mut controllers, &mut actors).iter() {
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if kbm_state.keyboard_state.contains(KeyCode::F4 as u32) {
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*controller = PlayerController::DEFAULT_FPS_CTL;
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actor.disable = false;
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} else if kbm_state.keyboard_state.contains(KeyCode::F5 as u32) {
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*controller = PlayerController::DEFAULT_FLY_CAM;
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actor.disable = true;
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}
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}
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}
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}
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}
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