2019-03-02 03:48:30 +00:00
|
|
|
use crate::{
|
2019-07-06 19:00:05 +00:00
|
|
|
comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding},
|
2019-03-02 03:48:30 +00:00
|
|
|
state::DeltaTime,
|
2019-04-23 22:48:31 +00:00
|
|
|
terrain::TerrainMap,
|
2019-04-29 20:37:19 +00:00
|
|
|
vol::{ReadVol, Vox},
|
2019-03-02 03:48:30 +00:00
|
|
|
};
|
2019-06-09 19:33:20 +00:00
|
|
|
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
|
2019-04-29 20:37:19 +00:00
|
|
|
use vek::*;
|
2019-03-02 03:48:30 +00:00
|
|
|
|
2019-05-01 16:55:29 +00:00
|
|
|
const GRAVITY: f32 = 9.81 * 4.0;
|
2019-06-04 16:09:34 +00:00
|
|
|
const FRIC_GROUND: f32 = 0.15;
|
|
|
|
const FRIC_AIR: f32 = 0.015;
|
2019-06-29 20:11:21 +00:00
|
|
|
|
2019-06-04 15:42:31 +00:00
|
|
|
// Integrates forces, calculates the new velocity based off of the old velocity
|
|
|
|
// dt = delta time
|
|
|
|
// lv = linear velocity
|
|
|
|
// damp = linear damping
|
|
|
|
// Friction is a type of damping.
|
|
|
|
fn integrate_forces(dt: f32, mut lv: Vec3<f32>, damp: f32) -> Vec3<f32> {
|
2019-06-27 14:21:41 +00:00
|
|
|
lv.z = (lv.z - GRAVITY * dt).max(-50.0);
|
2019-06-04 15:42:31 +00:00
|
|
|
|
2019-06-27 14:21:41 +00:00
|
|
|
let linear_damp = (1.0 - dt * damp).max(0.0);
|
2019-06-04 15:42:31 +00:00
|
|
|
|
2019-06-27 14:21:41 +00:00
|
|
|
lv * linear_damp
|
2019-06-04 15:42:31 +00:00
|
|
|
}
|
|
|
|
|
2019-06-11 19:28:25 +00:00
|
|
|
/// This system applies forces and calculates new positions and velocities.
|
2019-06-09 19:33:20 +00:00
|
|
|
pub struct Sys;
|
2019-04-16 21:06:33 +00:00
|
|
|
impl<'a> System<'a> for Sys {
|
2019-03-02 03:48:30 +00:00
|
|
|
type SystemData = (
|
2019-06-09 19:33:20 +00:00
|
|
|
Entities<'a>,
|
2019-04-23 22:48:31 +00:00
|
|
|
ReadExpect<'a, TerrainMap>,
|
2019-03-02 03:48:30 +00:00
|
|
|
Read<'a, DeltaTime>,
|
2019-06-29 20:11:21 +00:00
|
|
|
ReadStorage<'a, ActionState>,
|
2019-06-13 18:09:50 +00:00
|
|
|
WriteStorage<'a, OnGround>,
|
|
|
|
WriteStorage<'a, Pos>,
|
|
|
|
WriteStorage<'a, Vel>,
|
|
|
|
WriteStorage<'a, Ori>,
|
2019-03-02 03:48:30 +00:00
|
|
|
);
|
|
|
|
|
2019-06-09 19:33:20 +00:00
|
|
|
fn run(
|
|
|
|
&mut self,
|
2019-06-11 19:28:25 +00:00
|
|
|
(
|
|
|
|
entities,
|
|
|
|
terrain,
|
|
|
|
dt,
|
2019-06-29 20:11:21 +00:00
|
|
|
action_states,
|
2019-06-13 18:09:50 +00:00
|
|
|
mut on_grounds,
|
|
|
|
mut positions,
|
|
|
|
mut velocities,
|
|
|
|
mut orientations,
|
2019-06-11 19:28:25 +00:00
|
|
|
): Self::SystemData,
|
2019-06-09 19:33:20 +00:00
|
|
|
) {
|
2019-06-11 19:28:25 +00:00
|
|
|
// Apply movement inputs
|
2019-07-21 12:42:45 +00:00
|
|
|
for (entity, a, mut pos, mut vel, mut ori) in (
|
2019-06-13 18:09:50 +00:00
|
|
|
&entities,
|
2019-06-29 20:11:21 +00:00
|
|
|
&action_states,
|
2019-06-13 18:09:50 +00:00
|
|
|
&mut positions,
|
|
|
|
&mut velocities,
|
|
|
|
&mut orientations,
|
|
|
|
)
|
|
|
|
.join()
|
2019-06-09 19:33:20 +00:00
|
|
|
{
|
2019-06-04 15:42:31 +00:00
|
|
|
// Integrate forces
|
|
|
|
// Friction is assumed to be a constant dependent on location
|
2019-06-29 20:11:21 +00:00
|
|
|
let friction = 50.0 * if a.on_ground { FRIC_GROUND } else { FRIC_AIR };
|
2019-06-04 15:42:31 +00:00
|
|
|
vel.0 = integrate_forces(dt.0, vel.0, friction);
|
2019-04-23 22:48:31 +00:00
|
|
|
|
|
|
|
// Basic collision with terrain
|
2019-06-27 14:37:33 +00:00
|
|
|
let player_rad = 0.3f32; // half-width of the player's AABB
|
2019-06-29 13:28:09 +00:00
|
|
|
let player_height = 1.5f32;
|
2019-06-27 14:37:33 +00:00
|
|
|
|
|
|
|
// Probe distances
|
|
|
|
let hdist = player_rad.ceil() as i32;
|
|
|
|
let vdist = player_height.ceil() as i32;
|
|
|
|
// Neighbouring blocks iterator
|
|
|
|
let near_iter = (-hdist..=hdist)
|
|
|
|
.map(move |i| (-hdist..=hdist).map(move |j| (0..=vdist).map(move |k| (i, j, k))))
|
2019-06-25 16:13:30 +00:00
|
|
|
.flatten()
|
|
|
|
.flatten();
|
|
|
|
|
2019-06-26 00:28:30 +00:00
|
|
|
// Function for determining whether the player at a specific position collides with the ground
|
2019-06-25 18:57:44 +00:00
|
|
|
let collision_with = |pos: Vec3<f32>, near_iter| {
|
|
|
|
for (i, j, k) in near_iter {
|
|
|
|
let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
|
|
|
|
|
2019-06-25 20:26:04 +00:00
|
|
|
if terrain
|
|
|
|
.get(block_pos)
|
|
|
|
.map(|vox| !vox.is_empty())
|
|
|
|
.unwrap_or(false)
|
|
|
|
{
|
2019-06-26 09:40:07 +00:00
|
|
|
let player_aabb = Aabb {
|
2019-06-26 00:28:30 +00:00
|
|
|
min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
|
|
|
|
max: pos + Vec3::new(player_rad, player_rad, player_height),
|
|
|
|
};
|
|
|
|
let block_aabb = Aabb {
|
|
|
|
min: block_pos.map(|e| e as f32),
|
|
|
|
max: block_pos.map(|e| e as f32) + 1.0,
|
|
|
|
};
|
2019-06-25 18:57:44 +00:00
|
|
|
|
2019-06-26 09:40:07 +00:00
|
|
|
if player_aabb.collides_with_aabb(block_aabb) {
|
2019-06-25 20:26:04 +00:00
|
|
|
return true;
|
|
|
|
}
|
2019-06-25 18:57:44 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
false
|
|
|
|
};
|
|
|
|
|
2019-06-29 20:11:21 +00:00
|
|
|
let was_on_ground = a.on_ground;
|
2019-06-26 10:50:55 +00:00
|
|
|
on_grounds.remove(entity); // Assume we're in the air - unless we can prove otherwise
|
2019-06-25 18:57:44 +00:00
|
|
|
|
|
|
|
let mut on_ground = false;
|
2019-06-26 10:50:55 +00:00
|
|
|
let mut attempts = 0; // Don't loop infinitely here
|
|
|
|
|
2019-06-30 17:58:40 +00:00
|
|
|
// Don't move if we're not in a loaded chunk
|
|
|
|
let pos_delta = if terrain
|
|
|
|
.get_key(terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
|
|
|
|
.is_some()
|
|
|
|
{
|
|
|
|
vel.0 * dt.0
|
|
|
|
} else {
|
|
|
|
Vec3::zero()
|
|
|
|
};
|
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// Don't jump too far at once
|
2019-06-30 17:58:40 +00:00
|
|
|
let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
|
2019-06-26 21:43:47 +00:00
|
|
|
.ceil()
|
|
|
|
.max(1.0);
|
2019-07-25 17:41:06 +00:00
|
|
|
let old_pos = pos.0;
|
2019-06-26 21:43:47 +00:00
|
|
|
for _ in 0..increments as usize {
|
2019-06-30 17:58:40 +00:00
|
|
|
pos.0 += pos_delta / increments;
|
2019-06-25 16:13:30 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// While the player is colliding with the terrain...
|
2019-07-09 14:07:53 +00:00
|
|
|
while collision_with(pos.0, near_iter.clone()) && attempts < 16 {
|
2019-06-26 21:43:47 +00:00
|
|
|
// Calculate the player's AABB
|
|
|
|
let player_aabb = Aabb {
|
|
|
|
min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
|
|
|
|
max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
|
|
|
|
};
|
2019-06-25 16:13:30 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// Determine the block that we are colliding with most (based on minimum collision axis)
|
2019-07-01 20:42:43 +00:00
|
|
|
let (_block_pos, block_aabb) = near_iter
|
2019-06-26 21:43:47 +00:00
|
|
|
.clone()
|
|
|
|
// Calculate the block's position in world space
|
|
|
|
.map(|(i, j, k)| pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k))
|
|
|
|
// Calculate the AABB of the block
|
|
|
|
.map(|block_pos| {
|
|
|
|
(
|
|
|
|
block_pos,
|
|
|
|
Aabb {
|
|
|
|
min: block_pos.map(|e| e as f32),
|
|
|
|
max: block_pos.map(|e| e as f32) + 1.0,
|
|
|
|
},
|
|
|
|
)
|
|
|
|
})
|
|
|
|
// Determine whether the block's AABB collides with the player's AABB
|
|
|
|
.filter(|(_, block_aabb)| block_aabb.collides_with_aabb(player_aabb))
|
|
|
|
// Make sure the block is actually solid
|
|
|
|
.filter(|(block_pos, _)| {
|
|
|
|
terrain
|
|
|
|
.get(*block_pos)
|
|
|
|
.map(|vox| !vox.is_empty())
|
|
|
|
.unwrap_or(false)
|
|
|
|
})
|
|
|
|
// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)
|
|
|
|
.max_by_key(|(_, block_aabb)| {
|
|
|
|
((player_aabb.collision_vector_with_aabb(*block_aabb) / vel.0)
|
|
|
|
.map(|e| e.abs())
|
|
|
|
.reduce_partial_min()
|
2019-06-30 22:46:46 +00:00
|
|
|
* 1_000_000.0) as i32
|
2019-06-26 21:43:47 +00:00
|
|
|
})
|
|
|
|
.expect("Collision detected, but no colliding blocks found!");
|
2019-06-25 16:13:30 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// Find the intrusion vector of the collision
|
|
|
|
let dir = player_aabb.collision_vector_with_aabb(block_aabb);
|
2019-06-25 16:13:30 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// Determine an appropriate resolution vector (i.e: the minimum distance needed to push out of the block)
|
|
|
|
let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
|
2019-07-01 20:42:43 +00:00
|
|
|
let resolve_dir = -dir.map(|e| {
|
|
|
|
if e.abs().to_bits() == max_axis.to_bits() {
|
|
|
|
e
|
|
|
|
} else {
|
|
|
|
0.0
|
|
|
|
}
|
|
|
|
});
|
2019-06-26 09:40:07 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// When the resolution direction is pointing upwards, we must be on the ground
|
2019-06-27 14:21:41 +00:00
|
|
|
if resolve_dir.z > 0.0 && vel.0.z <= 0.0 {
|
2019-06-26 21:43:47 +00:00
|
|
|
on_ground = true;
|
|
|
|
}
|
2019-06-26 09:43:03 +00:00
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
// When the resolution direction is non-vertical, we must be colliding with a wall
|
|
|
|
// If the space above is free...
|
2019-07-09 14:07:53 +00:00
|
|
|
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), near_iter.clone())
|
2019-06-30 22:46:46 +00:00
|
|
|
// ...and we're being pushed out horizontally...
|
2019-06-29 13:28:09 +00:00
|
|
|
&& resolve_dir.z == 0.0
|
2019-07-09 10:51:00 +00:00
|
|
|
// ...and the vertical resolution direction is sufficiently great...
|
2019-07-09 12:37:51 +00:00
|
|
|
&& -dir.z > 0.1
|
2019-06-30 22:46:46 +00:00
|
|
|
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
|
2019-07-25 22:52:28 +00:00
|
|
|
&& (vel.0.z > 0.0 || terrain
|
2019-06-30 22:46:46 +00:00
|
|
|
.get((pos.0 - Vec3::unit_z()).map(|e| e.floor() as i32))
|
|
|
|
.map(|vox| !vox.is_empty())
|
|
|
|
.unwrap_or(false))
|
|
|
|
// ...and there is a collision with a block beneath our current hitbox...
|
2019-06-29 21:42:20 +00:00
|
|
|
&& collision_with(
|
2019-07-25 17:41:06 +00:00
|
|
|
old_pos + resolve_dir - Vec3::unit_z() * 1.05,
|
2019-06-29 21:42:20 +00:00
|
|
|
near_iter.clone(),
|
|
|
|
)
|
2019-06-26 21:43:47 +00:00
|
|
|
{
|
|
|
|
// ...block-hop!
|
2019-07-09 10:51:00 +00:00
|
|
|
pos.0.z = (pos.0.z + 0.1).ceil();
|
2019-06-26 21:43:47 +00:00
|
|
|
on_ground = true;
|
|
|
|
break;
|
|
|
|
} else {
|
2019-07-09 14:07:53 +00:00
|
|
|
// Correct the velocity
|
2019-07-09 12:37:51 +00:00
|
|
|
vel.0 = vel.0.map2(
|
|
|
|
resolve_dir,
|
|
|
|
|e, d| if d * e.signum() < 0.0 { 0.0 } else { e },
|
|
|
|
);
|
2019-06-26 21:43:47 +00:00
|
|
|
}
|
|
|
|
|
2019-07-09 14:07:53 +00:00
|
|
|
// Resolve the collision normally
|
|
|
|
pos.0 += resolve_dir;
|
|
|
|
|
2019-06-26 21:43:47 +00:00
|
|
|
attempts += 1;
|
|
|
|
}
|
2019-04-23 22:48:31 +00:00
|
|
|
}
|
2019-06-25 18:57:44 +00:00
|
|
|
|
|
|
|
if on_ground {
|
2019-07-01 20:42:43 +00:00
|
|
|
let _ = on_grounds.insert(entity, OnGround);
|
2019-07-09 10:51:00 +00:00
|
|
|
// If the space below us is free, then "snap" to the ground
|
2019-07-09 14:07:53 +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
|
2019-07-09 14:07:53 +00:00
|
|
|
&& vel.0.z > -1.5
|
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();
|
2019-07-01 20:42:43 +00:00
|
|
|
let _ = on_grounds.insert(entity, OnGround);
|
2019-06-25 20:26:04 +00:00
|
|
|
}
|
2019-04-23 22:48:31 +00:00
|
|
|
}
|
2019-03-02 03:48:30 +00:00
|
|
|
}
|
|
|
|
}
|