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synced 2024-11-25 16:28:42 -06:00
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No commits in common. "6a96d6c3d3ef68d2b956b553d4909c7c23514ed4" and "b34f1a94b180d65e6c7b40c496919ae6b75b1a73" have entirely different histories.
6a96d6c3d3
...
b34f1a94b1
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@ -52,14 +52,6 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
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}
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}
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};
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};
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//STICK
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if chunk_position.x == 0 && chunk_position.y == 5 {
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for z in 0..CHUNK_SIZE {
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blocks[0][0][z] = Block::Stone;
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}
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}
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//
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let mut height_noise = FastNoise::seeded(seed);
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let mut height_noise = FastNoise::seeded(seed);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_type(FractalType::FBM);
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height_noise.set_fractal_octaves(4);
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height_noise.set_fractal_octaves(4);
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@ -25,14 +25,12 @@ impl Default for GlobalClPhysicsConfig {
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//XXX: maybe a capsule? (or configurable hull?)
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//XXX: maybe a capsule? (or configurable hull?)
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#[derive(Component)]
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#[derive(Component)]
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pub struct ClPhysicsActor {
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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 offset: Vec3,
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pub forces: Vec3,
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pub forces: Vec3,
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pub velocity: Vec3,
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pub velocity: Vec3,
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pub terminal_velocity: f32,
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pub terminal_velocity: f32,
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//TODO: this should be configurable per block
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//TODO: this should be configurable per block
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pub ground_friction: f32,
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pub friction_agains_ground: f32,
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pub gravity_scale: f32,
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flag_ground: bool,
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flag_ground: bool,
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flag_collision: bool,
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flag_collision: bool,
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}
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}
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@ -51,13 +49,11 @@ impl Default for ClPhysicsActor {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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//HACK: for player
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//HACK: for player
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disable: false,
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offset: vec3(0., 1.5, 0.),
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offset: vec3(0., 1.5, 0.),
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forces: Vec3::ZERO,
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forces: Vec3::ZERO,
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velocity: Vec3::ZERO,
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velocity: Vec3::ZERO,
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terminal_velocity: 40.,
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terminal_velocity: 40.,
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ground_friction: 10.,
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friction_agains_ground: 0.5,
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gravity_scale: 1.,
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flag_ground: false,
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flag_ground: false,
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flag_collision: false,
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flag_collision: false,
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}
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}
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@ -97,11 +93,6 @@ pub fn update_client_physics_late(
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dt: UniqueView<DeltaTime>,
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dt: UniqueView<DeltaTime>,
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) {
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) {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
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if actor.disable {
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actor.forces = Vec3::ZERO;
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continue;
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}
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//apply forces
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//apply forces
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let actor_forces = actor.forces;
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let actor_forces = actor.forces;
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actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
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actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
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@ -114,8 +105,7 @@ pub fn update_client_physics_late(
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//get grid-aligned pos and blocks
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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_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 = world.get_block(actor_block_pos);
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let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3();
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let actor_block_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
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let actor_block_below = world.get_block(actor_block_pos_slightly_below);
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//update flags
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//update flags
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actor.flag_collision = actor_block.is_solid();
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actor.flag_collision = actor_block.is_solid();
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@ -140,21 +130,14 @@ pub fn update_client_physics_late(
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//HACK: for now, just stop the vertical velocity if on ground altogether,
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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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//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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if actor.flag_ground {
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actor.velocity.y = actor.velocity.y.max(0.);
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actor.velocity.y = 0.;
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}
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}
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}
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}
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//Apply velocity
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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 * dt.0.as_secs_f32();
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actor_position += actor.offset;
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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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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation, actor_position);
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//Apply friction
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// if actor.flag_ground {
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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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}
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}
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// for (_, mut transform) in (&controllers, &mut transforms).iter() {
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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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// let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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@ -187,7 +187,7 @@ fn update_input_state (
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.look += raw_inputs.mouse_delta.as_vec2();
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inputs.action_a |= raw_inputs.button_state[0];
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inputs.action_a |= raw_inputs.button_state[0];
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.action_b |= raw_inputs.button_state[1];
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inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32);
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inputs.jump |= raw_inputs.button_state[2];
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}
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}
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fn update_input_state_gamepad (
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fn update_input_state_gamepad (
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@ -57,7 +57,7 @@ use events::{
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player_actions::generate_move_events,
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player_actions::generate_move_events,
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};
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};
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use input::{init_input, process_inputs};
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use input::{init_input, process_inputs};
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use player_controller::{debug_switch_ctl_type, update_player_controllers};
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use player_controller::update_player_controllers;
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use rendering::{
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use rendering::{
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Renderer,
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Renderer,
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RenderTarget,
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RenderTarget,
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@ -133,7 +133,6 @@ fn update() -> Workload {
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update_loaded_world_around_player,
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update_loaded_world_around_player,
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).into_sequential_workload().run_if(is_ingame_or_loading),
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).into_sequential_workload().run_if(is_ingame_or_loading),
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(
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(
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debug_switch_ctl_type,
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update_player_controllers,
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update_player_controllers,
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update_client_physics_late,
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update_client_physics_late,
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generate_move_events,
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generate_move_events,
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@ -1,8 +1,7 @@
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use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
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use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
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use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
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use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
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use winit::keyboard::KeyCode;
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use std::f32::consts::PI;
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use std::f32::consts::PI;
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use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
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use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum PlayerControllerType {
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pub enum PlayerControllerType {
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@ -19,7 +18,7 @@ pub struct PlayerController {
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impl PlayerController {
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impl PlayerController {
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pub const DEFAULT_FLY_CAM: Self = Self {
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pub const DEFAULT_FLY_CAM: Self = Self {
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control_type: PlayerControllerType::FlyCam,
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control_type: PlayerControllerType::FlyCam,
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speed: 50.,
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speed: 30.,
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};
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};
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pub const DEFAULT_FPS_CTL: Self = Self {
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pub const DEFAULT_FPS_CTL: Self = Self {
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@ -60,61 +59,16 @@ fn update_look(
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fn update_movement(
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fn update_movement(
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controllers: View<PlayerController>,
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controllers: View<PlayerController>,
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mut transforms: ViewMut<Transform, track::All>,
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mut transforms: ViewMut<Transform, track::All>,
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mut actors: ViewMut<ClPhysicsActor>,
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inputs: UniqueView<Inputs>,
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inputs: UniqueView<Inputs>,
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prev_inputs: UniqueView<PrevInputs>,
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dt: UniqueView<DeltaTime>,
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dt: UniqueView<DeltaTime>,
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) {
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) {
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let jump = inputs.jump && !prev_inputs.0.jump;
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if inputs.movement == Vec2::ZERO { return }
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if (inputs.movement == Vec2::ZERO) && !jump { return }
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let movement = inputs.movement * dt.0.as_secs_f32();
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let movement = inputs.movement.extend(jump as u32 as f32).xzy();
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for (ctl, mut transform) in (&controllers, &mut transforms).iter() {
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for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
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let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
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let rotation_norm = rotation.normalize();
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let rotation_norm = rotation.normalize();
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match ctl.control_type {
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translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed;
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PlayerControllerType::FlyCam => {
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translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed;
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translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.z * ctl.speed * dt.0.as_secs_f32();
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translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed * dt.0.as_secs_f32();
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translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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},
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PlayerControllerType::FpsCtl => {
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let mut actor = (&mut actors).get(id).unwrap();
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let actor_on_ground = actor.on_ground();
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let euler = rotation_norm.to_euler(EulerRot::YZX);
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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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// 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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// translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
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// transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
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}
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}
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}
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}
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pub fn debug_switch_ctl_type(
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mut controllers: ViewMut<PlayerController>,
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mut actors: ViewMut<ClPhysicsActor>,
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kbm_state: UniqueView<RawKbmInputState>,
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) {
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for (mut controller, mut actor) in (&mut controllers, &mut actors).iter() {
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if kbm_state.keyboard_state.contains(KeyCode::F4 as u32) {
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*controller = PlayerController::DEFAULT_FPS_CTL;
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actor.disable = false;
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} else if kbm_state.keyboard_state.contains(KeyCode::F5 as u32) {
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*controller = PlayerController::DEFAULT_FLY_CAM;
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actor.disable = true;
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}
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}
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}
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}
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}
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