mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
Compare commits
3 commits
b34f1a94b1
...
6a96d6c3d3
Author | SHA1 | Date | |
---|---|---|---|
griffi-gh | 6a96d6c3d3 | ||
griffi-gh | 778c2b279e | ||
griffi-gh | 89ccd595ac |
|
@ -52,6 +52,14 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> (BlockData, Vec<Queue
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//STICK
|
||||||
|
if chunk_position.x == 0 && chunk_position.y == 5 {
|
||||||
|
for z in 0..CHUNK_SIZE {
|
||||||
|
blocks[0][0][z] = Block::Stone;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//
|
||||||
|
|
||||||
let mut height_noise = FastNoise::seeded(seed);
|
let mut height_noise = FastNoise::seeded(seed);
|
||||||
height_noise.set_fractal_type(FractalType::FBM);
|
height_noise.set_fractal_type(FractalType::FBM);
|
||||||
height_noise.set_fractal_octaves(4);
|
height_noise.set_fractal_octaves(4);
|
||||||
|
|
|
@ -25,12 +25,14 @@ 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 friction_agains_ground: f32,
|
pub ground_friction: f32,
|
||||||
|
pub gravity_scale: f32,
|
||||||
flag_ground: bool,
|
flag_ground: bool,
|
||||||
flag_collision: bool,
|
flag_collision: bool,
|
||||||
}
|
}
|
||||||
|
@ -49,11 +51,13 @@ 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.,
|
||||||
friction_agains_ground: 0.5,
|
ground_friction: 10.,
|
||||||
|
gravity_scale: 1.,
|
||||||
flag_ground: false,
|
flag_ground: false,
|
||||||
flag_collision: false,
|
flag_collision: false,
|
||||||
}
|
}
|
||||||
|
@ -93,6 +97,11 @@ 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();
|
||||||
|
@ -105,7 +114,8 @@ 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_below = world.get_block(actor_block_pos + IVec3::NEG_Y);
|
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_slightly_below);
|
||||||
|
|
||||||
//update flags
|
//update flags
|
||||||
actor.flag_collision = actor_block.is_solid();
|
actor.flag_collision = actor_block.is_solid();
|
||||||
|
@ -130,14 +140,21 @@ 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 = 0.;
|
actor.velocity.y = actor.velocity.y.max(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, actor_position);
|
transform.0 = Mat4::from_scale_rotation_translation(scale, rotation.normalize(), 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();
|
||||||
|
|
|
@ -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.button_state[2];
|
inputs.jump |= raw_inputs.keyboard_state.contains(KeyCode::Space as u32);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update_input_state_gamepad (
|
fn update_input_state_gamepad (
|
||||||
|
|
|
@ -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::update_player_controllers;
|
use player_controller::{debug_switch_ctl_type, update_player_controllers};
|
||||||
use rendering::{
|
use rendering::{
|
||||||
Renderer,
|
Renderer,
|
||||||
RenderTarget,
|
RenderTarget,
|
||||||
|
@ -133,6 +133,7 @@ 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,
|
||||||
|
|
|
@ -1,7 +1,8 @@
|
||||||
use glam::{Vec3, Mat4, Quat, EulerRot, Vec2};
|
use glam::{vec3, EulerRot, Mat4, Quat, Vec2, Vec2Swizzles, Vec3, Vec3Swizzles};
|
||||||
use shipyard::{Component, View, ViewMut, IntoIter, UniqueView, Workload, IntoWorkload, track};
|
use shipyard::{track, Component, Get, IntoIter, IntoWithId, IntoWorkload, Unique, UniqueView, View, ViewMut, Workload};
|
||||||
|
use winit::keyboard::KeyCode;
|
||||||
use std::f32::consts::PI;
|
use std::f32::consts::PI;
|
||||||
use crate::{transform::Transform, input::Inputs, settings::GameSettings, delta_time::DeltaTime};
|
use crate::{client_physics::ClPhysicsActor, delta_time::DeltaTime, input::{Inputs, PrevInputs, RawKbmInputState}, settings::GameSettings, transform::Transform};
|
||||||
|
|
||||||
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
|
||||||
pub enum PlayerControllerType {
|
pub enum PlayerControllerType {
|
||||||
|
@ -18,7 +19,7 @@ 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: 30.,
|
speed: 50.,
|
||||||
};
|
};
|
||||||
|
|
||||||
pub const DEFAULT_FPS_CTL: Self = Self {
|
pub const DEFAULT_FPS_CTL: Self = Self {
|
||||||
|
@ -59,16 +60,61 @@ 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>,
|
||||||
) {
|
) {
|
||||||
if inputs.movement == Vec2::ZERO { return }
|
let jump = inputs.jump && !prev_inputs.0.jump;
|
||||||
let movement = inputs.movement * dt.0.as_secs_f32();
|
if (inputs.movement == Vec2::ZERO) && !jump { return }
|
||||||
for (ctl, mut transform) in (&controllers, &mut transforms).iter() {
|
let movement = inputs.movement.extend(jump as u32 as f32).xzy();
|
||||||
|
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();
|
||||||
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.y * ctl.speed;
|
match ctl.control_type {
|
||||||
translation += (rotation_norm * Vec3::X).normalize() * movement.x * ctl.speed;
|
PlayerControllerType::FlyCam => {
|
||||||
|
translation += (rotation_norm * Vec3::NEG_Z).normalize() * movement.z * ctl.speed * dt.0.as_secs_f32();
|
||||||
|
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);
|
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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue