use force for plr

This commit is contained in:
griffi-gh 2024-02-15 15:51:06 +01:00
parent f84fe5d022
commit 8d673ed82f
2 changed files with 354 additions and 340 deletions

View file

@ -52,6 +52,14 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
}
};
//STICK
if chunk_position.x == 0 && chunk_position.y == 5 {
for z in 0..CHUNK_SIZE {
blocks[0][0][z] = Block::Stone;
}
}
//
let mut height_noise = FastNoise::seeded(seed);
height_noise.set_fractal_type(FractalType::FBM);
height_noise.set_fractal_octaves(4);

View file

@ -1,4 +1,4 @@
use glam::{EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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;
@ -77,17 +77,23 @@ fn update_movement(
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
},
PlayerControllerType::FpsCtl => {
let actor = (&mut actors).get(id).unwrap();
let mut actor = (&mut actors).get(id).unwrap();
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();
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();
actor.apply_force(ctl.speed * (
(forward * movement.z) +
(right * movement.x) +
(Vec3::Y * movement.y)
));
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
// 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);
}
}
}