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uwu
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@ -23,15 +23,17 @@ impl Default for GlobalClPhysicsConfig {
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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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//TODO: per block friction
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#[derive(Component)]
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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 forces: Vec3,
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pub constant_forces: Vec3,
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pub velocity: Vec3,
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pub terminal_velocity: f32,
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//TODO: this should be configurable per block
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pub ground_friction: f32,
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pub decel: Vec3,
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pub gravity_scale: f32,
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flag_ground: bool,
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flag_collision: bool,
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@ -42,6 +44,10 @@ impl ClPhysicsActor {
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self.forces += force;
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}
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pub fn apply_constant_force(&mut self, force: Vec3) {
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self.constant_forces += force;
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}
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pub fn on_ground(&self) -> bool {
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self.flag_ground
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}
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@ -54,9 +60,11 @@ impl Default for ClPhysicsActor {
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disable: false,
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offset: vec3(0., 1.5, 0.),
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forces: Vec3::ZERO,
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constant_forces: Vec3::ZERO,
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velocity: Vec3::ZERO,
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terminal_velocity: 40.,
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ground_friction: 10.,
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//constant deceleration, in ratio per second. e.g. value of 1 should stop the actor in 1 second.
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decel: vec3(0., 0., 0.),
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gravity_scale: 1.,
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flag_ground: false,
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flag_collision: false,
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@ -145,16 +153,15 @@ pub fn update_client_physics_late(
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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.velocity + actor.constant_forces) * dt.0.as_secs_f32();
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actor.constant_forces = Vec3::ZERO;
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actor_position += actor.offset;
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), actor_position);
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//Apply friction
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// if actor.flag_ground {
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//Apply "friction"
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// let actor_velocity = actor.velocity;
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// let actor_friction = actor.ground_friction;
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// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.);
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// }
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// let actor_decel = actor.decel;
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// actor.velocity -= actor_velocity * actor_decel * dt.0.as_secs_f32();
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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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@ -86,12 +86,22 @@ fn update_movement(
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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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actor.apply_force(ctl.speed * (
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(forward * movement.z) +
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(right * movement.x) +
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//TODO: remove hardcoded jump force
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(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32))
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));
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// actor.apply_constant_force(ctl.speed * (
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// (forward * movement.z) +
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// (right * movement.x)
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// ));
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actor.apply_force(
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ctl.speed * (
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(forward * movement.z) +
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(right * movement.x)
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) +
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Vec3::Y * movement.y * 1250. * (actor_on_ground as u8 as f32)
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);
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// actor.decel =
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// (right * (1. - inputs.movement.x.abs()) * 10.) +
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// (forward * (1. - inputs.movement.y.abs()) * 10.);
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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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