2019-03-02 03:48:30 +00:00
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use crate::{
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2019-06-29 20:11:21 +00:00
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comp::{ActionState, Gliding, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel},
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2019-03-02 03:48:30 +00:00
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state::DeltaTime,
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2019-04-23 22:48:31 +00:00
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terrain::TerrainMap,
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2019-04-29 20:37:19 +00:00
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vol::{ReadVol, Vox},
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2019-03-02 03:48:30 +00:00
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};
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2019-06-09 19:33:20 +00:00
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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2019-04-29 20:37:19 +00:00
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use vek::*;
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2019-03-02 03:48:30 +00:00
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2019-05-01 16:55:29 +00:00
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const GRAVITY: f32 = 9.81 * 4.0;
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2019-06-04 16:09:34 +00:00
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const FRIC_GROUND: f32 = 0.15;
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const FRIC_AIR: f32 = 0.015;
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2019-06-16 13:57:01 +00:00
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const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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2019-06-11 19:28:25 +00:00
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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2019-06-29 13:28:09 +00:00
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const HUMANOID_JUMP_ACCEL: f32 = 17.0;
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2019-06-27 14:21:41 +00:00
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const ROLL_ACCEL: f32 = 120.0;
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2019-06-16 15:37:31 +00:00
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const ROLL_SPEED: f32 = 550.0;
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2019-06-11 19:28:25 +00:00
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const GLIDE_ACCEL: f32 = 15.0;
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const GLIDE_SPEED: f32 = 45.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
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const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
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2019-04-23 22:48:31 +00:00
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2019-06-29 20:11:21 +00:00
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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2019-06-04 15:42:31 +00:00
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// Integrates forces, calculates the new velocity based off of the old velocity
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// dt = delta time
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// lv = linear velocity
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// damp = linear damping
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// Friction is a type of damping.
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fn integrate_forces(dt: f32, mut lv: Vec3<f32>, damp: f32) -> Vec3<f32> {
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2019-06-27 14:21:41 +00:00
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lv.z = (lv.z - GRAVITY * dt).max(-50.0);
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2019-06-04 15:42:31 +00:00
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2019-06-27 14:21:41 +00:00
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let linear_damp = (1.0 - dt * damp).max(0.0);
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2019-06-04 15:42:31 +00:00
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2019-06-27 14:21:41 +00:00
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lv * linear_damp
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2019-06-04 15:42:31 +00:00
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}
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2019-06-11 19:28:25 +00:00
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/// This system applies forces and calculates new positions and velocities.
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2019-06-09 19:33:20 +00:00
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pub struct Sys;
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2019-04-16 21:06:33 +00:00
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impl<'a> System<'a> for Sys {
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2019-03-02 03:48:30 +00:00
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type SystemData = (
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2019-06-09 19:33:20 +00:00
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Entities<'a>,
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2019-04-23 22:48:31 +00:00
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ReadExpect<'a, TerrainMap>,
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2019-03-02 03:48:30 +00:00
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Read<'a, DeltaTime>,
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2019-06-11 19:28:25 +00:00
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Gliding>,
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2019-06-11 04:08:55 +00:00
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ReadStorage<'a, Stats>,
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2019-06-29 20:11:21 +00:00
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ReadStorage<'a, ActionState>,
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2019-06-16 17:00:44 +00:00
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WriteStorage<'a, Jumping>,
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2019-06-16 12:56:07 +00:00
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WriteStorage<'a, Rolling>,
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2019-06-13 18:09:50 +00:00
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WriteStorage<'a, OnGround>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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2019-03-02 03:48:30 +00:00
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);
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2019-06-09 19:33:20 +00:00
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fn run(
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&mut self,
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2019-06-11 19:28:25 +00:00
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(
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entities,
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terrain,
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dt,
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move_dirs,
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glidings,
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stats,
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2019-06-29 20:11:21 +00:00
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action_states,
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2019-06-16 17:00:44 +00:00
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mut jumpings,
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2019-06-16 12:56:07 +00:00
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mut rollings,
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2019-06-13 18:09:50 +00:00
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mut on_grounds,
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mut positions,
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mut velocities,
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mut orientations,
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2019-06-11 19:28:25 +00:00
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): Self::SystemData,
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2019-06-09 19:33:20 +00:00
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) {
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2019-06-11 19:28:25 +00:00
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// Apply movement inputs
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2019-06-29 20:11:21 +00:00
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for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
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2019-06-13 18:09:50 +00:00
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&entities,
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&stats,
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2019-06-29 20:11:21 +00:00
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&action_states,
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2019-06-13 18:09:50 +00:00
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move_dirs.maybe(),
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&mut positions,
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&mut velocities,
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&mut orientations,
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)
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.join()
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2019-06-09 19:33:20 +00:00
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{
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2019-06-11 19:28:25 +00:00
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// Disable while dead TODO: Replace with client states?
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2019-05-28 16:37:49 +00:00
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if stats.is_dead {
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continue;
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}
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2019-06-11 19:28:25 +00:00
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// Move player according to move_dir
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if let Some(move_dir) = move_dir {
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vel.0 += Vec2::broadcast(dt.0)
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* move_dir.0
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2019-06-29 20:11:21 +00:00
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* match (a.on_ground, a.gliding, a.rolling) {
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(true, false, false)
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if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
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{
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2019-06-16 02:16:22 +00:00
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HUMANOID_ACCEL
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}
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2019-06-29 20:11:21 +00:00
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(false, true, false)
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if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
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{
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GLIDE_ACCEL
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}
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(false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
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{
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2019-06-11 19:28:25 +00:00
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HUMANOID_AIR_ACCEL
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}
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2019-06-29 20:11:21 +00:00
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(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
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ROLL_ACCEL
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}
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2019-06-16 02:16:22 +00:00
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2019-06-11 19:28:25 +00:00
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_ => 0.0,
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};
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}
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// Jump
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2019-06-16 17:00:44 +00:00
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if jumpings.get(entity).is_some() {
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2019-06-11 19:28:25 +00:00
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vel.0.z = HUMANOID_JUMP_ACCEL;
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2019-06-16 17:00:44 +00:00
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jumpings.remove(entity);
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2019-06-11 19:28:25 +00:00
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}
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// Glide
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2019-06-29 20:40:40 +00:00
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if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
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2019-06-11 19:28:25 +00:00
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let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
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vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
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}
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2019-06-16 13:57:01 +00:00
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// Roll
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2019-06-16 12:56:07 +00:00
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if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
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*time += dt.0;
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2019-06-29 20:11:21 +00:00
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if *time > 0.55 || !a.moving {
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2019-06-16 12:56:07 +00:00
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rollings.remove(entity);
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}
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}
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2019-06-11 04:08:55 +00:00
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2019-06-11 19:28:25 +00:00
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// Set direction based on velocity
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2019-06-29 13:28:09 +00:00
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if vel.0.magnitude_squared() > 0.1 {
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2019-06-11 19:28:25 +00:00
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ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
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}
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2019-06-04 15:42:31 +00:00
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// Integrate forces
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// Friction is assumed to be a constant dependent on location
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2019-06-29 20:11:21 +00:00
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let friction = 50.0 * if a.on_ground { FRIC_GROUND } else { FRIC_AIR };
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2019-06-04 15:42:31 +00:00
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vel.0 = integrate_forces(dt.0, vel.0, friction);
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2019-04-23 22:48:31 +00:00
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// Basic collision with terrain
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2019-06-27 14:37:33 +00:00
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let player_rad = 0.3f32; // half-width of the player's AABB
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2019-06-29 13:28:09 +00:00
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let player_height = 1.5f32;
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2019-06-27 14:37:33 +00:00
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// Probe distances
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let hdist = player_rad.ceil() as i32;
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let vdist = player_height.ceil() as i32;
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// Neighbouring blocks iterator
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let near_iter = (-hdist..=hdist)
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.map(move |i| (-hdist..=hdist).map(move |j| (0..=vdist).map(move |k| (i, j, k))))
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2019-06-25 16:13:30 +00:00
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.flatten()
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.flatten();
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2019-06-26 00:28:30 +00:00
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// Function for determining whether the player at a specific position collides with the ground
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2019-06-25 18:57:44 +00:00
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let collision_with = |pos: Vec3<f32>, near_iter| {
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for (i, j, k) in near_iter {
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let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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2019-06-25 20:26:04 +00:00
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if terrain
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.get(block_pos)
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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{
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2019-06-26 09:40:07 +00:00
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let player_aabb = Aabb {
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2019-06-26 00:28:30 +00:00
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min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos + Vec3::new(player_rad, player_rad, player_height),
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};
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let block_aabb = Aabb {
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min: block_pos.map(|e| e as f32),
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max: block_pos.map(|e| e as f32) + 1.0,
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};
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2019-06-25 18:57:44 +00:00
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2019-06-26 09:40:07 +00:00
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if player_aabb.collides_with_aabb(block_aabb) {
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2019-06-25 20:26:04 +00:00
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return true;
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}
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2019-06-25 18:57:44 +00:00
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}
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}
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false
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};
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2019-06-29 20:11:21 +00:00
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let was_on_ground = a.on_ground;
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2019-06-26 10:50:55 +00:00
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on_grounds.remove(entity); // Assume we're in the air - unless we can prove otherwise
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2019-06-25 18:57:44 +00:00
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pos.0.z -= 0.0001; // To force collision with the floor
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let mut on_ground = false;
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2019-06-26 10:50:55 +00:00
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let mut attempts = 0; // Don't loop infinitely here
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2019-06-26 21:43:47 +00:00
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// Don't jump too far at once
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let increments = ((vel.0 * dt.0).map(|e| e.abs()).reduce_partial_max() / 0.3)
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.ceil()
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.max(1.0);
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for _ in 0..increments as usize {
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pos.0 += vel.0 * dt.0 / increments;
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2019-06-25 16:13:30 +00:00
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2019-06-26 21:43:47 +00:00
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// While the player is colliding with the terrain...
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while collision_with(pos.0, near_iter.clone()) && attempts < 32 {
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// Calculate the player's AABB
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let player_aabb = Aabb {
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min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
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max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
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};
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2019-06-25 16:13:30 +00:00
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2019-06-26 21:43:47 +00:00
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// Determine the block that we are colliding with most (based on minimum collision axis)
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let (block_pos, block_aabb) = near_iter
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.clone()
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// Calculate the block's position in world space
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.map(|(i, j, k)| pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k))
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// Calculate the AABB of the block
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.map(|block_pos| {
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(
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block_pos,
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Aabb {
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min: block_pos.map(|e| e as f32),
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max: block_pos.map(|e| e as f32) + 1.0,
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},
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)
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})
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// Determine whether the block's AABB collides with the player's AABB
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.filter(|(_, block_aabb)| block_aabb.collides_with_aabb(player_aabb))
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// Make sure the block is actually solid
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.filter(|(block_pos, _)| {
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terrain
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.get(*block_pos)
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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})
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// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)
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.max_by_key(|(_, block_aabb)| {
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((player_aabb.collision_vector_with_aabb(*block_aabb) / vel.0)
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.map(|e| e.abs())
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.reduce_partial_min()
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* 1000.0) as i32
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})
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.expect("Collision detected, but no colliding blocks found!");
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2019-06-25 16:13:30 +00:00
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2019-06-26 21:43:47 +00:00
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// Find the intrusion vector of the collision
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let dir = player_aabb.collision_vector_with_aabb(block_aabb);
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2019-06-25 16:13:30 +00:00
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2019-06-26 21:43:47 +00:00
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// Determine an appropriate resolution vector (i.e: the minimum distance needed to push out of the block)
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let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
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let resolve_dir = -dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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2019-06-26 09:40:07 +00:00
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2019-06-26 21:43:47 +00:00
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// When the resolution direction is pointing upwards, we must be on the ground
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2019-06-27 14:21:41 +00:00
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if resolve_dir.z > 0.0 && vel.0.z <= 0.0 {
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2019-06-26 21:43:47 +00:00
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on_ground = true;
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}
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2019-06-26 09:43:03 +00:00
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2019-06-26 21:43:47 +00:00
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// When the resolution direction is non-vertical, we must be colliding with a wall
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// If the space above is free...
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2019-06-29 13:28:09 +00:00
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if !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
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&& resolve_dir.z == 0.0
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2019-06-29 21:42:20 +00:00
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&& collision_with(
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pos.0 + resolve_dir - Vec3::unit_z() * 1.05,
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near_iter.clone(),
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)
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2019-06-26 21:43:47 +00:00
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{
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// ...block-hop!
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pos.0.z = (pos.0.z + 1.0).ceil();
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on_ground = true;
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break;
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} else {
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// Resolve the collision normally
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|
|
|
pos.0 += resolve_dir;
|
|
|
|
vel.0 = vel
|
|
|
|
.0
|
|
|
|
.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
|
|
|
|
}
|
|
|
|
|
|
|
|
attempts += 1;
|
|
|
|
}
|
2019-04-23 22:48:31 +00:00
|
|
|
}
|
2019-06-25 18:57:44 +00:00
|
|
|
|
|
|
|
if on_ground {
|
|
|
|
on_grounds.insert(entity, OnGround);
|
2019-06-26 10:50:55 +00:00
|
|
|
// If we're not on the ground but the space below us is free, then "snap" to the ground
|
2019-06-29 21:09:36 +00:00
|
|
|
} else if collision_with(pos.0 - Vec3::unit_z() * 1.05, near_iter.clone())
|
2019-06-26 00:28:30 +00:00
|
|
|
&& vel.0.z < 0.0
|
|
|
|
&& vel.0.z > -1.0
|
2019-06-27 14:21:41 +00:00
|
|
|
&& was_on_ground
|
2019-06-26 00:28:30 +00:00
|
|
|
{
|
2019-06-25 20:26:04 +00:00
|
|
|
pos.0.z = (pos.0.z - 0.05).floor();
|
|
|
|
on_grounds.insert(entity, OnGround);
|
|
|
|
}
|
2019-04-23 22:48:31 +00:00
|
|
|
}
|
2019-03-02 03:48:30 +00:00
|
|
|
}
|
|
|
|
}
|