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5 changed files with 351 additions and 423 deletions

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@ -1,342 +1,334 @@
use bracket_noise::prelude::*; use bracket_noise::prelude::*;
use rand::prelude::*; use rand::prelude::*;
use glam::{IVec3, ivec3, Vec3Swizzles, IVec2}; use glam::{IVec3, ivec3, Vec3Swizzles, IVec2};
use rand_xoshiro::Xoshiro256StarStar; use rand_xoshiro::Xoshiro256StarStar;
use crate::{ use crate::{
chunk::{BlockData, CHUNK_SIZE}, chunk::{BlockData, CHUNK_SIZE},
block::Block, block::Block,
queue::QueuedBlock, queue::QueuedBlock,
}; };
fn mountain_ramp(mut x: f32) -> f32 { fn mountain_ramp(mut x: f32) -> f32 {
x *= 2.0; x *= 2.0;
if x < 0.4 { if x < 0.4 {
0.5 * x 0.5 * x
} else if x < 0.55 { } else if x < 0.55 {
4. * (x - 0.4) + 0.2 4. * (x - 0.4) + 0.2
} else { } else {
0.4444 * (x - 0.55) + 0.8 0.4444 * (x - 0.55) + 0.8
} }
} }
fn local_height(height: i32, chunk_position: IVec3) -> usize { fn local_height(height: i32, chunk_position: IVec3) -> usize {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize (height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
} }
fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> { fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
let position = height - offset.y; let position = height - offset.y;
(0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize) (0..CHUNK_SIZE as i32).contains(&position).then_some(position as usize)
} }
pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) { pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<QueuedBlock>) {
let offset = chunk_position * CHUNK_SIZE as i32; let offset = chunk_position * CHUNK_SIZE as i32;
let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]);
let mut queue = Vec::with_capacity(0); let mut queue = Vec::with_capacity(0);
let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| { let mut smart_place = |blocks: &mut BlockData, position: IVec3, block: Block| {
if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) { if position.to_array().iter().any(|&x| !(0..CHUNK_SIZE).contains(&(x as usize))) {
let event_pos = offset + position; let event_pos = offset + position;
queue.retain(|block: &QueuedBlock| { queue.retain(|block: &QueuedBlock| {
block.position != event_pos block.position != event_pos
}); });
queue.push(QueuedBlock { queue.push(QueuedBlock {
position: event_pos, position: event_pos,
block_type: block, block_type: block,
soft: true soft: true
}); });
} else { } else {
blocks[position.x as usize][position.y as usize][position.z as usize] = block; blocks[position.x as usize][position.y as usize][position.z as usize] = block;
} }
}; };
//STICK let mut height_noise = FastNoise::seeded(seed);
if chunk_position.x == 0 && chunk_position.y == 5 { height_noise.set_fractal_type(FractalType::FBM);
for z in 0..CHUNK_SIZE { height_noise.set_fractal_octaves(4);
blocks[0][0][z] = Block::Stone; height_noise.set_frequency(0.003);
}
} let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1));
// elevation_noise.set_fractal_type(FractalType::FBM);
elevation_noise.set_fractal_octaves(1);
let mut height_noise = FastNoise::seeded(seed); elevation_noise.set_frequency(0.001);
height_noise.set_fractal_type(FractalType::FBM);
height_noise.set_fractal_octaves(4); let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2));
height_noise.set_frequency(0.003); cave_noise_a.set_fractal_type(FractalType::FBM);
cave_noise_a.set_fractal_octaves(2);
let mut elevation_noise = FastNoise::seeded(seed.rotate_left(1)); cave_noise_a.set_frequency(0.01);
elevation_noise.set_fractal_type(FractalType::FBM);
elevation_noise.set_fractal_octaves(1); let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3));
elevation_noise.set_frequency(0.001); cave_noise_b.set_fractal_type(FractalType::FBM);
cave_noise_b.set_fractal_octaves(3);
let mut cave_noise_a = FastNoise::seeded(seed.rotate_left(2)); cave_noise_b.set_frequency(0.015);
cave_noise_a.set_fractal_type(FractalType::FBM);
cave_noise_a.set_fractal_octaves(2); let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4));
cave_noise_a.set_frequency(0.01); cave_noise_holes.set_fractal_type(FractalType::FBM);
cave_noise_holes.set_fractal_octaves(2);
let mut cave_noise_b = FastNoise::seeded(seed.rotate_left(3)); cave_noise_holes.set_frequency(0.005);
cave_noise_b.set_fractal_type(FractalType::FBM);
cave_noise_b.set_fractal_octaves(3); let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5));
cave_noise_b.set_frequency(0.015); ravine_nose_line.set_fractal_type(FractalType::Billow);
ravine_nose_line.set_fractal_octaves(2);
let mut cave_noise_holes = FastNoise::seeded(seed.rotate_left(4)); ravine_nose_line.set_frequency(0.005);
cave_noise_holes.set_fractal_type(FractalType::FBM);
cave_noise_holes.set_fractal_octaves(2); let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6));
cave_noise_holes.set_frequency(0.005); ravine_noise_location.set_fractal_type(FractalType::FBM);
ravine_noise_location.set_fractal_octaves(1);
let mut ravine_nose_line = FastNoise::seeded(seed.rotate_left(5)); ravine_noise_location.set_frequency(0.005);
ravine_nose_line.set_fractal_type(FractalType::Billow);
ravine_nose_line.set_fractal_octaves(2); let mut river_noise = FastNoise::seeded(seed.rotate_left(7));
ravine_nose_line.set_frequency(0.005); river_noise.set_fractal_type(FractalType::Billow);
river_noise.set_fractal_octaves(2);
let mut ravine_noise_location = FastNoise::seeded(seed.rotate_left(6)); river_noise.set_frequency(0.5 * 0.005);
ravine_noise_location.set_fractal_type(FractalType::FBM);
ravine_noise_location.set_fractal_octaves(1); let mut rng = Xoshiro256StarStar::seed_from_u64(
ravine_noise_location.set_frequency(0.005); seed
^ (chunk_position.x as u32 as u64)
let mut river_noise = FastNoise::seeded(seed.rotate_left(7)); ^ ((chunk_position.z as u32 as u64) << 32)
river_noise.set_fractal_type(FractalType::Billow); );
river_noise.set_fractal_octaves(2); let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
river_noise.set_frequency(0.5 * 0.005); let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen();
let mut rng = Xoshiro256StarStar::seed_from_u64( //Generate height map
seed let mut within_heightmap = false;
^ (chunk_position.x as u32 as u64) let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE];
^ ((chunk_position.z as u32 as u64) << 32)
); for x in 0..CHUNK_SIZE {
let rng_map_a: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); for z in 0..CHUNK_SIZE {
let rng_map_b: [[f32; CHUNK_SIZE]; CHUNK_SIZE] = rng.gen(); let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32);
//sample noises (that are needed right now)
//Generate height map let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y);
let mut within_heightmap = false; let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y);
let mut deco_heightmap = [[None; CHUNK_SIZE]; CHUNK_SIZE]; let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y);
//compute height
for x in 0..CHUNK_SIZE { let mut is_surface = true;
for z in 0..CHUNK_SIZE { let mut river_fill_height = None;
let (noise_x, noise_y) = ((offset.x + x as i32) as f32, (offset.z + z as i32) as f32); let height = {
//sample noises (that are needed right now) let local_elevation = raw_elevation_value.powi(4).sqrt();
let raw_heightmap_value = height_noise.get_noise(noise_x, noise_y); let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
let raw_elevation_value = elevation_noise.get_noise(noise_x, noise_y); //Flatten valleys
let raw_ravine_location_value = ravine_noise_location.get_noise(noise_x, noise_y); if height < 0 {
//compute height height /= 2;
let mut is_surface = true; }
let mut river_fill_height = None; //Generate rivers
let height = { {
let local_elevation = raw_elevation_value.powi(4).sqrt(); let river_width = (height as f32 / -5.).clamp(0.5, 1.);
let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32; let river_value = river_noise.get_noise(noise_x, noise_y);
//Flatten valleys if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) {
if height < 0 { is_surface = false;
height /= 2; river_fill_height = Some(height - 1);
} //river_fill_height = Some(-3);
//Generate rivers height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32;
{ }
let river_width = (height as f32 / -5.).clamp(0.5, 1.); }
let river_value = river_noise.get_noise(noise_x, noise_y); //Generate ravines
if ((-0.00625 * river_width)..(0.00625 * river_width)).contains(&(river_value.powi(2))) { if height < 0 && raw_ravine_location_value > 0.4 {
is_surface = false; let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y);
river_fill_height = Some(height - 1); if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) {
//river_fill_height = Some(-3); is_surface = false;
height -= (river_width * 15. * ((0.00625 * river_width) - river_value.powi(2)) * (1. / (0.00625 * river_width))).round() as i32; height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32;
} }
} }
//Generate ravines height
if height < 0 && raw_ravine_location_value > 0.4 { };
let raw_ravine_value = ravine_nose_line.get_noise(noise_x, noise_y); //add to heightmap
if (-0.0125..0.0125).contains(&(raw_ravine_value.powi(2))) { if is_surface {
is_surface = false; deco_heightmap[x][z] = Some(height);
height -= (100. * (0.0125 - raw_ravine_value.powi(2)) * (1. / 0.0125)).round() as i32; //place dirt
} for y in 0..local_height(height, chunk_position) {
} blocks[x][y][z] = Block::Dirt;
height within_heightmap = true;
}; }
//add to heightmap //place stone
if is_surface { for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) {
deco_heightmap[x][z] = Some(height); blocks[x][y][z] = Block::Stone;
//place dirt within_heightmap = true;
for y in 0..local_height(height, chunk_position) { }
blocks[x][y][z] = Block::Dirt; //place grass
within_heightmap = true; if let Some(y) = local_y_position(height, chunk_position) {
} blocks[x][y][z] = Block::Grass;
//place stone within_heightmap = true;
for y in 0..local_height(height - 5 - (raw_heightmap_value * 5.) as i32, chunk_position) { }
blocks[x][y][z] = Block::Stone; } else if let Some(river_fill_height) = river_fill_height {
within_heightmap = true; //Place water
} for y in 0..local_height(river_fill_height, chunk_position) {
//place grass blocks[x][y][z] = Block::Water;
if let Some(y) = local_y_position(height, chunk_position) { within_heightmap = true;
blocks[x][y][z] = Block::Grass; }
within_heightmap = true; //Place stone
} for y in 0..local_height(height, chunk_position) {
} else if let Some(river_fill_height) = river_fill_height { blocks[x][y][z] = Block::Stone;
//Place water within_heightmap = true;
for y in 0..local_height(river_fill_height, chunk_position) { }
blocks[x][y][z] = Block::Water; //Place dirt
within_heightmap = true; if let Some(y) = local_y_position(height, chunk_position) {
} blocks[x][y][z] = Block::Dirt;
//Place stone within_heightmap = true;
for y in 0..local_height(height, chunk_position) { }
blocks[x][y][z] = Block::Stone; } else {
within_heightmap = true; //Place stone
} for y in 0..local_height(height, chunk_position) {
//Place dirt blocks[x][y][z] = Block::Stone;
if let Some(y) = local_y_position(height, chunk_position) { within_heightmap = true;
blocks[x][y][z] = Block::Dirt; }
within_heightmap = true; }
} }
} else { }
//Place stone
for y in 0..local_height(height, chunk_position) { //Carve out caves
blocks[x][y][z] = Block::Stone; if within_heightmap {
within_heightmap = true; for z in 0..CHUNK_SIZE {
} for y in 0..CHUNK_SIZE {
} for x in 0..CHUNK_SIZE {
} if blocks[x][y][z] != Block::Stone { continue }
}
let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.);
//Carve out caves let inv_cave_size = 1. - cave_size;
if within_heightmap { if cave_size < 0.1 { continue }
for z in 0..CHUNK_SIZE {
for y in 0..CHUNK_SIZE { let position = ivec3(x as i32, y as i32, z as i32) + offset;
for x in 0..CHUNK_SIZE {
if blocks[x][y][z] != Block::Stone { continue } let is_cave = || {
let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
let cave_size = ((offset.y + y as i32) as f32 / -100.).clamp(0., 1.); let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
let inv_cave_size = 1. - cave_size; ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) &&
if cave_size < 0.1 { continue } ((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b)
};
let position = ivec3(x as i32, y as i32, z as i32) + offset; let is_hole_cave = || {
let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
let is_cave = || { ((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs())
let raw_cavemap_value_a = cave_noise_a.get_noise3d(position.x as f32, position.y as f32, position.z as f32); };
let raw_cavemap_value_b = cave_noise_b.get_noise3d(position.x as f32, position.y as f32, position.z as f32);
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_a) && if is_cave() || is_hole_cave() {
((cave_size * -0.15)..=(cave_size * 0.15)).contains(&raw_cavemap_value_b) blocks[x][y][z] = Block::Air;
}; if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
let is_hole_cave = || { deco_heightmap[x][z] = None
let raw_cavemap_value_holes = cave_noise_holes.get_noise3d(position.x as f32, position.y as f32, position.z as f32); }
((0.9 + (0.1 * inv_cave_size))..=1.0).contains(&raw_cavemap_value_holes.abs()) }
}; }
}
if is_cave() || is_hole_cave() { }
blocks[x][y][z] = Block::Air; }
if deco_heightmap[x][z] == Some(y as i32 + offset.y) {
deco_heightmap[x][z] = None //Add decorations
} for x in 0..CHUNK_SIZE {
} for z in 0..CHUNK_SIZE {
} //get height
} let Some(height) = deco_heightmap[x][z] else { continue };
} //check for air
} // if blocks[x][local_y][z] == Block::Air {
// continue
//Add decorations // }
for x in 0..CHUNK_SIZE { //place tall grass
for z in 0..CHUNK_SIZE { if rng_map_a[x][z] < 0.03 {
//get height if let Some(y) = local_y_position(height + 1, chunk_position) {
let Some(height) = deco_heightmap[x][z] else { continue }; blocks[x][y][z] = Block::TallGrass;
//check for air }
// if blocks[x][local_y][z] == Block::Air { }
// continue //place trees!
// } if rng_map_a[x][z] < 0.001 {
//place tall grass //Replace grass with dirt under the tree
if rng_map_a[x][z] < 0.03 { if let Some(y) = local_y_position(height, chunk_position) {
if let Some(y) = local_y_position(height + 1, chunk_position) { blocks[x][y][z] = Block::Dirt;
blocks[x][y][z] = Block::TallGrass; }
}
} //Place wood (no smart_place needed here!)
//place trees! let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
if rng_map_a[x][z] < 0.001 { for tree_y in 0..tree_height {
//Replace grass with dirt under the tree if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) {
if let Some(y) = local_y_position(height, chunk_position) { blocks[x][y][z] = Block::Wood;
blocks[x][y][z] = Block::Dirt; }
} }
//Place wood (no smart_place needed here!) let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32;
for tree_y in 0..tree_height { //Place leaf blocks
if let Some(y) = local_y_position(height + 1 + tree_y, chunk_position) { if let Some(y) = local_y_position(height + 1, chunk_position) {
blocks[x][y][z] = Block::Wood; let tree_pos = ivec3(x as i32, y as i32, z as i32);
} // Place wood (smart_place)
} // for tree_y in 0..tree_height {
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood);
let tree_height = 4 + (rng_map_b[x][z] * 3.).round() as i32; // }
// Part that wraps around the tree
//Place leaf blocks {
if let Some(y) = local_y_position(height + 1, chunk_position) { let tree_leaf_height = tree_height - 3;
let tree_pos = ivec3(x as i32, y as i32, z as i32); let leaf_width = 2;
// Place wood (smart_place) for tree_y in tree_leaf_height..tree_height {
// for tree_y in 0..tree_height { for tree_x in (-leaf_width)..=leaf_width {
// smart_place(&mut blocks, tree_pos + tree_y * IVec3::Y, Block::Wood); for tree_z in (-leaf_width)..=leaf_width {
// } let tree_offset = ivec3(tree_x, tree_y, tree_z);
// Part that wraps around the tree if tree_offset.xz() == IVec2::ZERO { continue }
{ smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
let tree_leaf_height = tree_height - 3; }
let leaf_width = 2; }
for tree_y in tree_leaf_height..tree_height { }
for tree_x in (-leaf_width)..=leaf_width { }
for tree_z in (-leaf_width)..=leaf_width { //part above the tree
let tree_offset = ivec3(tree_x, tree_y, tree_z); {
if tree_offset.xz() == IVec2::ZERO { continue } let leaf_above_height = 2;
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); let leaf_width = 1;
} for tree_y in tree_height..(tree_height + leaf_above_height) {
} for tree_x in (-leaf_width)..=leaf_width {
} for tree_z in (-leaf_width)..=leaf_width {
} let tree_offset = ivec3(tree_x, tree_y, tree_z);
//part above the tree smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf);
{ }
let leaf_above_height = 2; }
let leaf_width = 1; }
for tree_y in tree_height..(tree_height + leaf_above_height) { }
for tree_x in (-leaf_width)..=leaf_width { }
for tree_z in (-leaf_width)..=leaf_width { }
let tree_offset = ivec3(tree_x, tree_y, tree_z); }
smart_place(&mut blocks, tree_pos + tree_offset, Block::Leaf); }
}
} (blocks, queue)
}
} // let mut cave_noise = FastNoise::seeded(seed);
} // cave_noise.set_fractal_type(FractalType::FBM);
} // cave_noise.set_frequency(0.1);
}
} // let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1));
// dirt_noise.set_fractal_type(FractalType::FBM);
(blocks, queue) // dirt_noise.set_frequency(0.1);
// let mut cave_noise = FastNoise::seeded(seed); //
// cave_noise.set_fractal_type(FractalType::FBM);
// cave_noise.set_frequency(0.1); // if chunk_position.y >= 0 {
// if chunk_position.y == 0 {
// let mut dirt_noise = FastNoise::seeded(seed.rotate_left(1)); // for x in 0..CHUNK_SIZE {
// dirt_noise.set_fractal_type(FractalType::FBM); // for z in 0..CHUNK_SIZE {
// dirt_noise.set_frequency(0.1); // blocks[x][0][z] = Block::Dirt;
// blocks[x][1][z] = Block::Grass;
// // }
// }
// if chunk_position.y >= 0 { // }
// if chunk_position.y == 0 { // } else {
// for x in 0..CHUNK_SIZE { // for x in 0..CHUNK_SIZE {
// for z in 0..CHUNK_SIZE { // for y in 0..CHUNK_SIZE {
// blocks[x][0][z] = Block::Dirt; // for z in 0..CHUNK_SIZE {
// blocks[x][1][z] = Block::Grass; // let position = ivec3(x as i32, y as i32, z as i32) + offset;
// } // let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.);
// } // let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.);
// } // if v_cave_noise > 0.5 {
// } else { // blocks[x][y][z] = Block::Stone;
// for x in 0..CHUNK_SIZE { // } else if v_dirt_noise > 0.5 {
// for y in 0..CHUNK_SIZE { // blocks[x][y][z] = Block::Dirt;
// for z in 0..CHUNK_SIZE { // }
// let position = ivec3(x as i32, y as i32, z as i32) + offset; // }
// let v_cave_noise = cave_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32 - 10.0).clamp(0., 1.); // }
// let v_dirt_noise = dirt_noise.get_noise3d(position.x as f32, position.y as f32, position.z as f32) * (-position.y as f32).clamp(0., 1.); // }
// if v_cave_noise > 0.5 { // }
// blocks[x][y][z] = Block::Stone; // blocks
// } else if v_dirt_noise > 0.5 {
// blocks[x][y][z] = Block::Dirt; }
// }
// }
// }
// }
// }
// blocks
}

View file

@ -25,14 +25,12 @@ impl Default for GlobalClPhysicsConfig {
//XXX: maybe a capsule? (or configurable hull?) //XXX: maybe a capsule? (or configurable hull?)
#[derive(Component)] #[derive(Component)]
pub struct ClPhysicsActor { pub struct ClPhysicsActor {
pub disable: bool,
pub offset: Vec3, pub offset: Vec3,
pub forces: Vec3, pub forces: Vec3,
pub velocity: Vec3, pub velocity: Vec3,
pub terminal_velocity: f32, pub terminal_velocity: f32,
//TODO: this should be configurable per block //TODO: this should be configurable per block
pub ground_friction: f32, pub friction_agains_ground: f32,
pub gravity_scale: f32,
flag_ground: bool, flag_ground: bool,
flag_collision: bool, flag_collision: bool,
} }
@ -51,13 +49,11 @@ impl Default for ClPhysicsActor {
fn default() -> Self { fn default() -> Self {
Self { Self {
//HACK: for player //HACK: for player
disable: false,
offset: vec3(0., 1.5, 0.), offset: vec3(0., 1.5, 0.),
forces: Vec3::ZERO, forces: Vec3::ZERO,
velocity: Vec3::ZERO, velocity: Vec3::ZERO,
terminal_velocity: 40., terminal_velocity: 40.,
ground_friction: 10., friction_agains_ground: 0.5,
gravity_scale: 1.,
flag_ground: false, flag_ground: false,
flag_collision: false, flag_collision: false,
} }
@ -97,11 +93,6 @@ pub fn update_client_physics_late(
dt: UniqueView<DeltaTime>, dt: UniqueView<DeltaTime>,
) { ) {
for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() { for (mut actor, mut transform) in (&mut actors, &mut transforms).iter() {
if actor.disable {
actor.forces = Vec3::ZERO;
continue;
}
//apply forces //apply forces
let actor_forces = actor.forces; let actor_forces = actor.forces;
actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32(); actor.velocity += (actor_forces + conf.gravity) * dt.0.as_secs_f32();
@ -114,8 +105,7 @@ pub fn update_client_physics_late(
//get grid-aligned pos and blocks //get grid-aligned pos and blocks
let actor_block_pos = actor_position.floor().as_ivec3(); let actor_block_pos = actor_position.floor().as_ivec3();
let actor_block = world.get_block(actor_block_pos); let actor_block = world.get_block(actor_block_pos);
let actor_block_pos_slightly_below = (actor_position + Vec3::NEG_Y * 0.01).floor().as_ivec3(); let actor_block_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
let actor_block_below = world.get_block(actor_block_pos_slightly_below);
//update flags //update flags
actor.flag_collision = actor_block.is_solid(); actor.flag_collision = actor_block.is_solid();
@ -140,21 +130,14 @@ pub fn update_client_physics_late(
//HACK: for now, just stop the vertical velocity if on ground altogether, //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) //as we don't have proper collision velocity resolution yet (we need to compute dot product or sth)
if actor.flag_ground { if actor.flag_ground {
actor.velocity.y = actor.velocity.y.max(0.); actor.velocity.y = 0.;
} }
} }
//Apply velocity //Apply velocity
actor_position += actor.velocity * dt.0.as_secs_f32(); actor_position += actor.velocity * dt.0.as_secs_f32();
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, actor_position);
//Apply friction
// if actor.flag_ground {
// let actor_velocity = actor.velocity;
// let actor_friction = actor.ground_friction;
// actor.velocity -= (actor_velocity * actor_friction * dt.0.as_secs_f32()) * vec3(1., 0., 1.);
// }
} }
// 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

@ -187,7 +187,7 @@ fn update_input_state (
inputs.look += raw_inputs.mouse_delta.as_vec2(); inputs.look += raw_inputs.mouse_delta.as_vec2();
inputs.action_a |= raw_inputs.button_state[0]; inputs.action_a |= raw_inputs.button_state[0];
inputs.action_b |= raw_inputs.button_state[1]; inputs.action_b |= raw_inputs.button_state[1];
inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32); inputs.jump |= raw_inputs.button_state[2];
} }
fn update_input_state_gamepad ( fn update_input_state_gamepad (

View file

@ -57,7 +57,7 @@ use events::{
player_actions::generate_move_events, player_actions::generate_move_events,
}; };
use input::{init_input, process_inputs}; use input::{init_input, process_inputs};
use player_controller::{debug_switch_ctl_type, update_player_controllers}; use player_controller::update_player_controllers;
use rendering::{ use rendering::{
Renderer, Renderer,
RenderTarget, RenderTarget,
@ -133,7 +133,6 @@ fn update() -> Workload {
update_loaded_world_around_player, update_loaded_world_around_player,
).into_sequential_workload().run_if(is_ingame_or_loading), ).into_sequential_workload().run_if(is_ingame_or_loading),
( (
debug_switch_ctl_type,
update_player_controllers, update_player_controllers,
update_client_physics_late, update_client_physics_late,
generate_move_events, generate_move_events,

View file

@ -1,8 +1,7 @@
use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles}; use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload}; use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
use winit::keyboard::KeyCode;
use std::f32::consts::PI; use std::f32::consts::PI;
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform}; use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
#[derive(Clone, Copy, Debug, PartialEq, Eq)] #[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum PlayerControllerType { pub enum PlayerControllerType {
@ -19,7 +18,7 @@ pub struct PlayerController {
impl PlayerController { impl PlayerController {
pub const DEFAULT_FLY_CAM: Self = Self { pub const DEFAULT_FLY_CAM: Self = Self {
control_type: PlayerControllerType::FlyCam, control_type: PlayerControllerType::FlyCam,
speed: 50., speed: 30.,
}; };
pub const DEFAULT_FPS_CTL: Self = Self { pub const DEFAULT_FPS_CTL: Self = Self {
@ -60,61 +59,16 @@ fn update_look(
fn update_movement( fn update_movement(
controllers: View<PlayerController>, controllers: View<PlayerController>,
mut transforms: ViewMut<Transform, track::All>, mut transforms: ViewMut<Transform, track::All>,
mut actors: ViewMut<ClPhysicsActor>,
inputs: UniqueView<Inputs>, inputs: UniqueView<Inputs>,
prev_inputs: UniqueView<PrevInputs>,
dt: UniqueView<DeltaTime>, dt: UniqueView<DeltaTime>,
) { ) {
let jump = inputs.jump && !prev_inputs.0.jump; if inputs.movement == Vec2::ZERO { return }
if (inputs.movement == Vec2::ZERO) && !jump { return } let movement = inputs.movement * dt.0.as_secs_f32();
let movement = inputs.movement.extend(jump as u32 as f32).xzy(); for (ctl, mut transform) in (&controllers, &mut transforms).iter() {
for (id, (ctl, mut transform)) in (&controllers, &mut transforms).iter().with_id() {
let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation(); let (scale, rotation, mut translation) = transform.0.to_scale_rotation_translation();
let rotation_norm = rotation.normalize(); let rotation_norm = rotation.normalize();
match ctl.control_type { translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed;
PlayerControllerType::FlyCam => { translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed;
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.z * ctl.speed * dt.0.as_secs_f32(); transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed * dt.0.as_secs_f32();
translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
},
PlayerControllerType::FpsCtl => {
let mut actor = (&mut actors).get(id).unwrap();
let actor_on_ground = actor.on_ground();
let euler = rotation_norm.to_euler(EulerRot::YZX);
let right = Vec2::from_angle(-euler.0).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
(Vec3::Y * movement.y * 125. * (actor_on_ground as u8 as f32))
));
// translation += forward * movement.z * ctl.speed * dt.0.as_secs_f32();
// translation += right * movement.x * ctl.speed * dt.0.as_secs_f32();
// translation += Vec3::Y * movement.y * ctl.speed * dt.0.as_secs_f32();
// transform.0 = Mat4::from_scale_rotation_translation(scale, rotation_norm, translation);
}
}
}
}
pub fn debug_switch_ctl_type(
mut controllers: ViewMut<PlayerController>,
mut actors: ViewMut<ClPhysicsActor>,
kbm_state: UniqueView<RawKbmInputState>,
) {
for (mut controller, mut actor) in (&mut controllers, &mut actors).iter() {
if kbm_state.keyboard_state.contains(KeyCode::F4 as u32) {
*controller = PlayerController::DEFAULT_FPS_CTL;
actor.disable = false;
} else if kbm_state.keyboard_state.contains(KeyCode::F5 as u32) {
*controller = PlayerController::DEFAULT_FLY_CAM;
actor.disable = true;
}
} }
} }