2019-03-02 03:48:30 +00:00
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use crate::{
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2019-06-14 15:27:05 +00:00
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comp::{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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const HUMANOID_JUMP_ACCEL: f32 = 16.0;
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2019-06-16 15:37:31 +00:00
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const ROLL_ACCEL: f32 = 160.0;
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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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2019-06-04 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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lv.z -= (GRAVITY * dt).max(-50.0);
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let mut linear_damp = 1.0 - dt * damp;
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if linear_damp < 0.0
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// reached zero in the given time
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{
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linear_damp = 0.0;
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}
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lv *= linear_damp;
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lv
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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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2019-06-16 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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mut jumpings,
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mut rollings,
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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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): Self::SystemData,
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) {
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// Apply movement inputs
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for (entity, stats, move_dir, gliding, 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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move_dirs.maybe(),
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glidings.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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// 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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2019-06-13 18:09:50 +00:00
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* match (
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on_grounds.get(entity).is_some(),
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glidings.get(entity).is_some(),
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2019-06-16 02:16:22 +00:00
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rollings.get(entity).is_some(),
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) {
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2019-06-16 02:16:22 +00:00
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(true, false, false) if vel.0.magnitude() < HUMANOID_SPEED => {
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HUMANOID_ACCEL
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}
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(false, true, false) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
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(false, false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
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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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2019-06-16 02:16:22 +00:00
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(true, false, true) if vel.0.magnitude() < ROLL_SPEED => ROLL_ACCEL,
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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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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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}
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// Glide
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if gliding.is_some() && vel.0.magnitude() < GLIDE_SPEED && vel.0.z < 0.0 {
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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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2019-06-16 15:54:02 +00:00
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if *time > 0.55 {
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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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if vel.0.magnitude_squared() != 0.0 {
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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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2019-06-09 19:33:20 +00:00
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// Movement
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pos.0 += vel.0 * dt.0;
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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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2019-06-09 19:33:20 +00:00
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let friction = 50.0
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2019-06-13 18:09:50 +00:00
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* if on_grounds.get(entity).is_some() {
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2019-06-09 19:33:20 +00:00
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FRIC_GROUND
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} else {
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FRIC_AIR
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};
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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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2019-06-25 16:13:30 +00:00
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// Iterate through nearby blocks, prioritise closer ones
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2019-06-25 18:57:44 +00:00
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let near_iter = [0, -1, 1, -2, 2, 3].into_iter()
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.map(move |k| [0, -1, 1, -2, 2].into_iter()
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.map(move |j| [0, -1, 1, -2, 2].into_iter()
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.map(move |i| (*i, *j, *k))))
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.flatten()
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.flatten();
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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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let this_aabb = Aabb { min: pos + Vec3::new(-0.3, -0.3, 0.0), max: pos + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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2019-06-25 18:57:44 +00:00
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2019-06-25 20:26:04 +00:00
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if this_aabb.collides_with_aabb(block_aabb) {
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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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on_grounds.remove(entity);
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pos.0.z -= 0.0001; // To force collision with the floor
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2019-06-25 16:13:30 +00:00
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// For every nearby block...
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2019-06-25 18:57:44 +00:00
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let mut on_ground = false;
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2019-06-25 20:26:04 +00:00
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for (i, j, k) in near_iter.clone() {
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2019-06-25 16:13:30 +00:00
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let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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// ...check to see whether it is solid...
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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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// ...and calculate bounding boxes for both the player's body and the block.
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2019-06-25 18:57:44 +00:00
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let this_aabb = Aabb { min: pos.0 + Vec3::new(-0.3, -0.3, 0.0), max: pos.0 + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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2019-06-25 16:13:30 +00:00
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// If the bounding boxes collide, resolve the collision
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2019-06-25 18:57:44 +00:00
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if this_aabb.collides_with_aabb(block_aabb) {
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let dir = this_aabb.collision_vector_with_aabb(block_aabb);
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2019-06-25 16:13:30 +00:00
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let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
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2019-06-25 18:57:44 +00:00
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let resolve_dir = -dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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2019-06-25 16:13:30 +00:00
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2019-06-25 18:57:44 +00:00
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// When the resolution direction is pointing upwards, we must be on the ground
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if resolve_dir.z > 0.0 {
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on_ground = true;
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}
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2019-06-25 16:13:30 +00:00
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2019-06-25 20:26:04 +00:00
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if resolve_dir.z == 0.0 && !collision_with(pos.0 + Vec3::unit_z() * 1.0, near_iter.clone()) {
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pos.0.z += 1.0;
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break;
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} else {
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2019-06-25 18:57:44 +00:00
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pos.0 += resolve_dir;
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vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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2019-06-25 20:26:04 +00:00
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}
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2019-06-25 16:13:30 +00:00
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}
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}
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2019-04-23 22:48:31 +00:00
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}
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2019-06-25 18:57:44 +00:00
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if on_ground {
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on_grounds.insert(entity, OnGround);
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2019-06-25 20:26:04 +00:00
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} else if collision_with(pos.0 - Vec3::unit_z() * 1.0, near_iter.clone()) && vel.0.z < 0.0 && vel.0.z > -1.0 {
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pos.0.z = (pos.0.z - 0.05).floor();
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on_grounds.insert(entity, OnGround);
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}
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2019-04-23 22:48:31 +00:00
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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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