refactor stuff

This commit is contained in:
griffi-gh 2024-02-14 21:56:59 +01:00
parent 0ae87b6ddd
commit 93e34b2c88

View file

@ -8,8 +8,21 @@ use crate::{delta_time::DeltaTime, world::ChunkStorage};
#[derive(Unique)]
pub struct GlobalClPhysicsConfig {
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?)
#[derive(Component)]
pub struct ClPhysicsActor {
pub offset: Vec3,
@ -18,7 +31,8 @@ pub struct ClPhysicsActor {
pub terminal_velocity: f32,
//TODO: this should be configurable per block
pub friction_agains_ground: f32,
on_ground_flag: bool,
flag_ground: bool,
flag_collision: bool,
}
impl ClPhysicsActor {
@ -27,7 +41,7 @@ impl ClPhysicsActor {
}
pub fn on_ground(&self) -> bool {
self.on_ground_flag
self.flag_ground
}
}
@ -40,73 +54,91 @@ impl Default for ClPhysicsActor {
velocity: Vec3::ZERO,
terminal_velocity: 40.,
friction_agains_ground: 0.5,
on_ground_flag: false,
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(
storages: AllStoragesView,
) {
storages.add_unique(GlobalClPhysicsConfig {
gravity: Vec3::new(0., -1.0, 0.),
});
storages.add_unique(GlobalClPhysicsConfig::default());
}
pub fn update_client_physics_late(
mut actors: ViewMut<ClPhysicsActor>,
mut transforms: ViewMut<Transform, track::All>,
phy_conf: UniqueView<GlobalClPhysicsConfig>,
conf: UniqueView<GlobalClPhysicsConfig>,
world: UniqueView<ChunkStorage>,
dt: UniqueView<DeltaTime>,
) {
for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
//apply forces
let actor_forces = actor.forces;
actor.velocity += actor_forces + phy_conf.gravity;
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_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
actor.on_ground_flag =
actor_block_below.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid) ||
actor_block.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid);
//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_block.is_some() {
//first, compute the normal (assuming actor is a point)
//must be accurate!
let mut normal = Vec3::ZERO;
for i in 0..3 {
let mut offset = Vec3::ZERO;
offset[i] = 0.5;
let block_pos = actor_block_pos + offset.as_ivec3();
let block = world.get_block(block_pos).unwrap_or(Block::Air);
if block.descriptor().collision == CollisionType::Solid {
normal[i] = 1.;
}
}
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;
//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;
// }
if actor.on_ground_flag {
//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.;
}
}
//Apply velocity
actor_position += actor.velocity * dt.0.as_secs_f32();
actor_position += actor.offset;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position);
}
// for (_, mut transform) in (&controllers, &mut transforms).iter() {
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
// translation.y -= dt.0.as_secs_f32() * 100.;