2019-03-02 03:48:30 +00:00
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use crate::{
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comp::phys::{Pos, Vel},
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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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2019-04-29 20:37:19 +00:00
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use specs::{Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use vek::*;
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2019-03-02 03:48:30 +00:00
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// Basic ECS physics system
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2019-04-16 21:06:33 +00:00
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pub struct Sys;
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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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2019-04-23 22:48:31 +00:00
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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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2019-04-23 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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2019-04-23 22:48:31 +00:00
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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2019-03-02 03:48:30 +00:00
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);
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2019-04-23 22:48:31 +00:00
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fn run(&mut self, (terrain, dt, mut positions, mut velocities): Self::SystemData) {
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for (pos, vel) in (&mut positions, &mut velocities).join() {
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// Gravity
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2019-05-01 11:28:26 +00:00
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vel.0.z = (vel.0.z - GRAVITY * dt.0).max(-50.0);
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2019-04-23 22:48:31 +00:00
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// Movement
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2019-05-01 11:28:26 +00:00
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pos.0 += vel.0 * dt.0;
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2019-04-23 22:48:31 +00:00
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2019-05-17 09:22:32 +00:00
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// Don't fall into the void.
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// TODO: This shouldn't be needed when we have proper physics and chunk loading.
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2019-05-11 19:37:23 +00:00
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if pos.0.z < 0.0 {
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pos.0.z = 0.0;
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vel.0.z = 0.0;
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}
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2019-04-23 22:48:31 +00:00
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// Basic collision with terrain
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2019-05-17 22:42:44 +00:00
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let mut i = 0.0;
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2019-04-23 22:48:31 +00:00
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while terrain
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2019-04-25 15:04:36 +00:00
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.get(pos.0.map(|e| e.floor() as i32))
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2019-04-23 22:48:31 +00:00
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.map(|vox| !vox.is_empty())
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2019-04-29 20:37:19 +00:00
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.unwrap_or(false)
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2019-05-17 22:42:44 +00:00
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&& i < 6000.0 * dt.0
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2019-04-23 22:48:31 +00:00
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{
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2019-05-09 15:15:46 +00:00
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pos.0.z += 0.0025;
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2019-04-23 22:48:31 +00:00
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vel.0.z = 0.0;
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2019-05-17 22:42:44 +00:00
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i += 1.0;
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2019-04-23 22:48:31 +00:00
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}
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}
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2019-03-02 03:48:30 +00:00
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}
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}
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