veloren/common/src/comp/states/glide.rs

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use crate::comp::{ActionState::*, EcsStateData, MoveState::*, StateHandler, StateUpdate};
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use vek::{Vec2, Vec3};
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.96;
const GLIDE_ACCEL: f32 = 15.0;
const GLIDE_SPEED: f32 = 45.0;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct GlideState;
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impl StateHandler for GlideState {
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fn new(_ecs_data: &EcsStateData) -> Self {
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Self {}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
character: *ecs_data.character,
};
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// Defaults for this state
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update.character.action_state = Idle(None);
update.character.move_state = Glide(None);
// If glide button isn't held, start falling
if !ecs_data.inputs.glide.is_pressed() {
update.character.move_state = Fall(None);
return update;
}
// If there is a wall in front of character go to climb
if let Some(_wall_dir) = ecs_data.physics.on_wall {
update.character.move_state = Climb(None);
return update;
}
// If on ground go to stand
if ecs_data.physics.on_ground {
update.character.move_state = Stand(None);
return update;
}
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// Move player according to movement direction vector
update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
* ecs_data.inputs.move_dir
* if ecs_data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) {
GLIDE_ACCEL
} else {
0.0
};
// Determine orientation vector from movement direction vector
let ori_dir = Vec2::from(update.vel.0);
if ori_dir.magnitude_squared() > 0.0001
&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001
{
update.ori.0 =
vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 2.0 * ecs_data.dt.0);
}
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// Apply Glide antigrav lift
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if Vec2::<f32>::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0)
&& update.vel.0.z < 0.0
{
let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15;
update.vel.0.z += ecs_data.dt.0
* lift
* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
.min(1.0)
.max(0.2);
}
// Otherwise keep gliding
return update;
}
}