This commit is contained in:
griffi-gh 2024-02-16 00:43:11 +01:00
parent 6a96d6c3d3
commit f97b922943
2 changed files with 33 additions and 16 deletions

View file

@ -23,15 +23,17 @@ impl Default for GlobalClPhysicsConfig {
//TODO: actors should be represented by a vertical line, not a point. //TODO: actors should be represented by a vertical line, not a point.
//XXX: maybe a capsule? (or configurable hull?) //XXX: maybe a capsule? (or configurable hull?)
//TODO: per block friction
#[derive(Component)] #[derive(Component)]
pub struct ClPhysicsActor { pub struct ClPhysicsActor {
pub disable: bool, pub disable: bool,
pub offset: Vec3, pub offset: Vec3,
pub forces: Vec3, pub forces: Vec3,
pub constant_forces: Vec3,
pub velocity: Vec3, pub velocity: Vec3,
pub terminal_velocity: f32, pub terminal_velocity: f32,
//TODO: this should be configurable per block pub decel: Vec3,
pub ground_friction: f32,
pub gravity_scale: f32, pub gravity_scale: f32,
flag_ground: bool, flag_ground: bool,
flag_collision: bool, flag_collision: bool,
@ -42,6 +44,10 @@ impl ClPhysicsActor {
self.forces += force; self.forces += force;
} }
pub fn apply_constant_force(&mut self, force: Vec3) {
self.constant_forces += force;
}
pub fn on_ground(&self) -> bool { pub fn on_ground(&self) -> bool {
self.flag_ground self.flag_ground
} }
@ -54,9 +60,11 @@ impl Default for ClPhysicsActor {
disable: false, disable: false,
offset: vec3(0., 1.5, 0.), offset: vec3(0., 1.5, 0.),
forces: Vec3::ZERO, forces: Vec3::ZERO,
constant_forces: Vec3::ZERO,
velocity: Vec3::ZERO, velocity: Vec3::ZERO,
terminal_velocity: 40., terminal_velocity: 40.,
ground_friction: 10., //constant deceleration, in ratio per second. e.g. value of 1 should stop the actor in 1 second.
decel: vec3(0., 0., 0.),
gravity_scale: 1., gravity_scale: 1.,
flag_ground: false, flag_ground: false,
flag_collision: false, flag_collision: false,
@ -145,16 +153,15 @@ pub fn update_client_physics_late(
} }
//Apply velocity //Apply velocity
actor_position += actor.velocity * dt.0.as_secs_f32(); actor_position += (actor.velocity + actor.constant_forces) * dt.0.as_secs_f32();
actor.constant_forces = Vec3::ZERO;
actor_position += actor.offset; actor_position += actor.offset;
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position); transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
//Apply friction //Apply "friction"
// if actor.flag_ground {
// let actor_velocity = actor.velocity; // let actor_velocity = actor.velocity;
// let actor_friction = actor.ground_friction; // let actor_decel = actor.decel;
// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.); // actor.velocity -= actor_velocity * actor_decel * dt.0.as_secs_f32();
// }
} }
// for (_, mut transform) in (&controllers, &mut transforms).iter() { // for (_, mut transform) in (&controllers, &mut transforms).iter() {
// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); // let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();

View file

@ -86,12 +86,22 @@ fn update_movement(
let right = Vec2::from_angle(-euler.0).extend(0.).xzy(); let right = Vec2::from_angle(-euler.0).extend(0.).xzy();
let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy(); let forward = Vec2::from_angle(-(euler.0 + PI/2.)).extend(0.).xzy();
actor.apply_force(ctl.speed * (
(forward * movement.z) +
(right * movement.x) +
//TODO: remove hardcoded jump force //TODO: remove hardcoded jump force
(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32)) // actor.apply_constant_force(ctl.speed * (
)); // (forward * movement.z) +
// (right * movement.x)
// ));
actor.apply_force(
ctl.speed * (
(forward * movement.z) +
(right * movement.x)
) +
Vec3::Y * movement.y * 1250. * (actor_on_ground as u8 as f32)
);
// actor.decel =
// (right * (1. - inputs.movement.x.abs()) * 10.) +
// (forward * (1. - inputs.movement.y.abs()) * 10.);
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32(); // translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
// translation += right * movement.x * ctl.speed * dt.0.as_secs_f32(); // translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();