veloren/common/src/sys/phys.rs

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use crate::{
comp::phys::{Pos, Vel},
state::DeltaTime,
terrain::TerrainMap,
vol::{ReadVol, Vox},
};
use specs::{Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
use vek::*;
// Basic ECS physics system
pub struct Sys;
const GRAVITY: f32 = 9.81 * 4.0;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadExpect<'a, TerrainMap>,
Read<'a, DeltaTime>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
);
fn run(&mut self, (terrain, dt, mut positions, mut velocities): Self::SystemData) {
for (pos, vel) in (&mut positions, &mut velocities).join() {
// Gravity
vel.0.z = (vel.0.z - GRAVITY * dt.0).max(-50.0);
// Movement
pos.0 += vel.0 * dt.0;
// Don't fall into the void.
// TODO: This shouldn't be needed when we have proper physics and chunk loading.
if pos.0.z < 0.0 {
pos.0.z = 0.0;
vel.0.z = 0.0;
}
// Basic collision with terrain
let mut i = 0;
while terrain
.get(pos.0.map(|e| e.floor() as i32))
.map(|vox| !vox.is_empty())
.unwrap_or(false)
&& i < 100
{
pos.0.z += 0.0025;
vel.0.z = 0.0;
i += 1;
}
}
}
}