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synced 2024-11-22 06:48:43 -06:00
refactor stuff
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0ae87b6ddd
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@ -8,8 +8,21 @@ 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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#[derive(Component)]
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pub struct ClPhysicsActor {
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pub offset: Vec3,
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@ -18,7 +31,8 @@ pub struct ClPhysicsActor {
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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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on_ground_flag: 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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@ -27,7 +41,7 @@ impl ClPhysicsActor {
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}
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pub fn on_ground(&self) -> bool {
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self.on_ground_flag
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self.flag_ground
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}
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}
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@ -40,73 +54,91 @@ impl Default for ClPhysicsActor {
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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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on_ground_flag: false,
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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., -1.0, 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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mut actors: ViewMut<ClPhysicsActor>,
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mut transforms: ViewMut<Transform, track::All>,
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phy_conf: UniqueView<GlobalClPhysicsConfig>,
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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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) {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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//apply forces
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let actor_forces = actor.forces;
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actor.velocity += actor_forces + phy_conf.gravity;
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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_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
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actor.on_ground_flag =
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actor_block_below.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid) ||
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actor_block.map_or_else(|| false, |x| x.descriptor().collision == CollisionType::Solid);
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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_block.is_some() {
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//first, compute the normal (assuming actor is a point)
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//must be accurate!
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let mut normal = Vec3::ZERO;
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for i in 0..3 {
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let mut offset = Vec3::ZERO;
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offset[i] = 0.5;
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let block_pos = actor_block_pos + offset.as_ivec3();
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let block = world.get_block(block_pos).unwrap_or(Block::Air);
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if block.descriptor().collision == CollisionType::Solid {
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normal[i] = 1.;
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}
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}
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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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//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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if actor.on_ground_flag {
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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 = 0.;
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}
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}
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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.offset;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position);
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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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