mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added object entities
This commit is contained in:
parent
56433f0b40
commit
1dc654dde7
@ -403,7 +403,9 @@ impl Client {
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self.state.write_component(entity, pos);
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self.state.write_component(entity, vel);
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self.state.write_component(entity, ori);
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self.state.write_component(entity, action_state);
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if let Some(a_s) = action_state {
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self.state.write_component(entity, a_s);
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}
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}
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}
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ServerMsg::TerrainChunkUpdate { key, chunk } => {
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@ -1,4 +1,5 @@
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pub mod humanoid;
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pub mod object;
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pub mod quadruped;
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pub mod quadruped_medium;
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@ -9,6 +10,7 @@ pub enum Body {
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Humanoid(humanoid::Body),
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Quadruped(quadruped::Body),
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QuadrupedMedium(quadruped_medium::Body),
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Object(object::Body),
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}
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impl Component for Body {
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18
common/src/comp/body/object.rs
Normal file
18
common/src/comp/body/object.rs
Normal file
@ -0,0 +1,18 @@
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use rand::{seq::SliceRandom, thread_rng};
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Body {
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Bomb,
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Scarecrow,
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Chest,
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Pumpkin,
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}
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impl Body {
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pub fn random() -> Self {
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let mut rng = thread_rng();
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*(&ALL_OBJECTS).choose(&mut rng).unwrap()
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}
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}
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const ALL_OBJECTS: [Body; 4] = [Body::Bomb, Body::Scarecrow, Body::Chest, Body::Pumpkin];
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@ -13,7 +13,7 @@ mod stats;
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pub use action_state::ActionState;
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pub use agent::Agent;
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pub use animation::{Animation, AnimationInfo};
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pub use body::{humanoid, quadruped, quadruped_medium, Body};
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pub use body::{humanoid, object, quadruped, quadruped_medium, Body};
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pub use controller::Controller;
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pub use inputs::{
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Attacking, CanBuild, Gliding, Jumping, MoveDir, OnGround, Respawning, Rolling, Wielding,
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@ -40,7 +40,7 @@ pub enum ServerMsg {
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pos: comp::Pos,
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vel: comp::Vel,
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ori: comp::Ori,
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action_state: comp::ActionState,
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action_state: Option<comp::ActionState>,
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},
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TerrainChunkUpdate {
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key: Vec2<i32>,
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@ -1,6 +1,6 @@
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use crate::{
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comp::{ActionState, Attacking, Controller, Gliding, OnGround, Rolling, Vel, Wielding},
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sys::phys::MOVEMENT_THRESHOLD_VEL,
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sys::movement::MOVEMENT_THRESHOLD_VEL,
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};
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use specs::{Entities, Join, ReadStorage, System, WriteStorage};
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@ -3,6 +3,7 @@ pub mod agent;
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pub mod animation;
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pub mod combat;
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pub mod controller;
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pub mod movement;
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pub mod phys;
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mod stats;
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@ -14,6 +15,7 @@ const AGENT_SYS: &str = "agent_sys";
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const CONTROLLER_SYS: &str = "controller_sys";
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const ACTION_STATE_SYS: &str = "action_state_sys";
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const PHYS_SYS: &str = "phys_sys";
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const MOVEMENT_SYS: &str = "movement_sys";
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const COMBAT_SYS: &str = "combat_sys";
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const ANIMATION_SYS: &str = "animation_sys";
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const STATS_SYS: &str = "stats_sys";
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@ -22,6 +24,7 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
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dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
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dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
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dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS]);
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dispatch_builder.add(movement::Sys, MOVEMENT_SYS, &[PHYS_SYS]);
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dispatch_builder.add(
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action_state::Sys,
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ACTION_STATE_SYS,
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138
common/src/sys/movement.rs
Normal file
138
common/src/sys/movement.rs
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@ -0,0 +1,138 @@
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use crate::{
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comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding},
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state::DeltaTime,
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terrain::TerrainMap,
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vol::{ReadVol, Vox},
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};
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use vek::*;
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const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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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 = 16.5;
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const ROLL_ACCEL: f32 = 120.0;
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const ROLL_SPEED: f32 = 550.0;
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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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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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/// This system applies forces and calculates new positions and velocities.
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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ReadExpect<'a, TerrainMap>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, ActionState>,
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WriteStorage<'a, Jumping>,
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WriteStorage<'a, Wielding>,
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WriteStorage<'a, Rolling>,
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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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);
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fn run(
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&mut self,
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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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stats,
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action_states,
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mut jumpings,
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mut wieldings,
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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, a, move_dir, mut pos, mut vel, mut ori) in (
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&entities,
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&stats,
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&action_states,
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move_dirs.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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{
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// Disable while dead TODO: Replace with client states?
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if stats.is_dead {
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continue;
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}
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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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* match (a.on_ground, a.gliding, a.rolling) {
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(true, false, false)
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if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
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{
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HUMANOID_ACCEL
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}
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(false, true, false)
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if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
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{
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GLIDE_ACCEL
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}
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(false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
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{
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HUMANOID_AIR_ACCEL
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}
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(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
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ROLL_ACCEL
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}
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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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vel.0.z = HUMANOID_JUMP_ACCEL;
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jumpings.remove(entity);
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}
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// Glide
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if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
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let _ = wieldings.remove(entity);
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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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// Roll
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if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
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let _ = wieldings.remove(entity);
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*time += dt.0;
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if *time > 0.55 || !a.moving {
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rollings.remove(entity);
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}
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}
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// Set direction based on velocity when on the ground
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
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ori.0 = Lerp::lerp(
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ori.0,
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vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
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10.0 * dt.0,
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);
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}
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}
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}
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}
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@ -10,19 +10,6 @@ use vek::*;
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const GRAVITY: f32 = 9.81 * 4.0;
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const FRIC_GROUND: f32 = 0.15;
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const FRIC_AIR: f32 = 0.015;
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const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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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 = 16.5;
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const ROLL_ACCEL: f32 = 120.0;
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const ROLL_SPEED: f32 = 550.0;
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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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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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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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@ -44,12 +31,7 @@ impl<'a> System<'a> for Sys {
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Entities<'a>,
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ReadExpect<'a, TerrainMap>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, ActionState>,
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WriteStorage<'a, Jumping>,
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WriteStorage<'a, Wielding>,
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WriteStorage<'a, Rolling>,
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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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@ -62,12 +44,7 @@ impl<'a> System<'a> for Sys {
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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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stats,
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action_states,
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mut jumpings,
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mut wieldings,
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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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@ -75,81 +52,15 @@ impl<'a> System<'a> for Sys {
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): Self::SystemData,
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) {
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// Apply movement inputs
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for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in (
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for (entity, a, mut pos, mut vel, mut ori) in (
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&entities,
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&stats,
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&action_states,
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move_dirs.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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{
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// Disable while dead TODO: Replace with client states?
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if stats.is_dead {
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continue;
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}
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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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* match (a.on_ground, a.gliding, a.rolling) {
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(true, false, false)
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if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) =>
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{
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HUMANOID_ACCEL
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}
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(false, true, false)
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if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) =>
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{
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GLIDE_ACCEL
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}
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(false, false, false)
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if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
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{
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HUMANOID_AIR_ACCEL
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}
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(true, false, true) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => {
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ROLL_ACCEL
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}
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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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vel.0.z = HUMANOID_JUMP_ACCEL;
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jumpings.remove(entity);
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}
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// Glide
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if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 {
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let _ = wieldings.remove(entity);
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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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// Roll
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if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
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let _ = wieldings.remove(entity);
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*time += dt.0;
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if *time > 0.55 || !a.moving {
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rollings.remove(entity);
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}
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}
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// Set direction based on velocity when on the ground
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
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ori.0 = Lerp::lerp(
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ori.0,
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vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
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10.0 * dt.0,
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);
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}
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// Integrate forces
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// Friction is assumed to be a constant dependent on location
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let friction = 50.0 * if a.on_ground { FRIC_GROUND } else { FRIC_AIR };
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|
@ -130,7 +130,13 @@ lazy_static! {
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"{}",
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"/killnpcs : Kill the NPCs",
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handle_killnpcs,
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),
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),
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ChatCommand::new(
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"object",
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"{}",
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"/object : Spawn a random object",
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handle_object,
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),
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];
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}
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@ -444,6 +450,27 @@ fn handle_killnpcs(server: &mut Server, entity: EcsEntity, _args: String, _actio
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server.clients.notify(entity, ServerMsg::Chat(text));
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}
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fn handle_object(server: &mut Server, entity: EcsEntity, _args: String, _action: &ChatCommand) {
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let pos = server
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.state
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.ecs()
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.read_storage::<comp::Pos>()
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.get(entity)
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.copied();
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if let Some(pos) = pos {
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server
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.create_object(pos, comp::object::Body::random())
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.build();
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server
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.clients
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.notify(entity, ServerMsg::Chat(format!("Spawned object.")));
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} else {
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server
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.clients
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.notify(entity, ServerMsg::Chat(format!("You have no position!")));
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}
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}
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fn handle_tell(server: &mut Server, entity: EcsEntity, args: String, action: &ChatCommand) {
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let opt_alias = scan_fmt!(&args, action.arg_fmt, String);
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match opt_alias {
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|
@ -158,6 +158,24 @@ impl Server {
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.with(comp::ForceUpdate)
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}
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/// Build a static object entity
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#[allow(dead_code)]
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pub fn create_object(
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&mut self,
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pos: comp::Pos,
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object: comp::object::Body,
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) -> EcsEntityBuilder {
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self.state
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.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori(Vec3::unit_y()))
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.with(comp::Body::Object(object))
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.with(comp::ActionState::default())
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.with(comp::ForceUpdate)
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}
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pub fn create_player_character(
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state: &mut State,
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entity: EcsEntity,
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@ -645,12 +663,12 @@ impl Server {
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state.write_component(entity, player);
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// Sync physics
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for (&uid, &pos, &vel, &ori, &action_state) in (
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for (&uid, &pos, &vel, &ori, action_state) in (
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&state.ecs().read_storage::<Uid>(),
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&state.ecs().read_storage::<comp::Pos>(),
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&state.ecs().read_storage::<comp::Vel>(),
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&state.ecs().read_storage::<comp::Ori>(),
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&state.ecs().read_storage::<comp::ActionState>(),
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state.ecs().read_storage::<comp::ActionState>().maybe(),
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)
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.join()
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{
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@ -659,7 +677,7 @@ impl Server {
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pos,
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vel,
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ori,
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action_state,
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action_state: action_state.copied(),
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});
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}
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@ -743,13 +761,13 @@ impl Server {
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}
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// Sync physics
|
||||
for (entity, &uid, &pos, &vel, &ori, &action_state, force_update) in (
|
||||
for (entity, &uid, &pos, &vel, &ori, action_state, force_update) in (
|
||||
&self.state.ecs().entities(),
|
||||
&self.state.ecs().read_storage::<Uid>(),
|
||||
&self.state.ecs().read_storage::<comp::Pos>(),
|
||||
&self.state.ecs().read_storage::<comp::Vel>(),
|
||||
&self.state.ecs().read_storage::<comp::Ori>(),
|
||||
&self.state.ecs().read_storage::<comp::ActionState>(),
|
||||
self.state.ecs().read_storage::<comp::ActionState>().maybe(),
|
||||
self.state.ecs().read_storage::<comp::ForceUpdate>().maybe(),
|
||||
)
|
||||
.join()
|
||||
@ -759,7 +777,7 @@ impl Server {
|
||||
pos,
|
||||
vel,
|
||||
ori,
|
||||
action_state,
|
||||
action_state: action_state.copied(),
|
||||
};
|
||||
|
||||
let state = &self.state;
|
||||
|
@ -1,6 +1,7 @@
|
||||
use super::Skeleton;
|
||||
use crate::render::FigureBoneData;
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct FixtureSkeleton;
|
||||
|
||||
impl FixtureSkeleton {
|
||||
|
@ -1,5 +1,6 @@
|
||||
pub mod character;
|
||||
pub mod fixture;
|
||||
pub mod object;
|
||||
pub mod quadruped;
|
||||
pub mod quadrupedmedium;
|
||||
|
||||
|
39
voxygen/src/anim/object/mod.rs
Normal file
39
voxygen/src/anim/object/mod.rs
Normal file
@ -0,0 +1,39 @@
|
||||
use super::Skeleton;
|
||||
use crate::render::FigureBoneData;
|
||||
use vek::*;
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct ObjectSkeleton;
|
||||
|
||||
impl ObjectSkeleton {
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
}
|
||||
|
||||
const SCALE: f32 = 1.0 / 11.0;
|
||||
|
||||
impl Skeleton for ObjectSkeleton {
|
||||
fn compute_matrices(&self) -> [FigureBoneData; 16] {
|
||||
[
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
FigureBoneData::new(Mat4::scaling_3d(Vec3::broadcast(SCALE))),
|
||||
]
|
||||
}
|
||||
|
||||
fn interpolate(&mut self, _target: &Self, _dt: f32) {}
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
use crate::{
|
||||
anim::{
|
||||
self, character::CharacterSkeleton, quadruped::QuadrupedSkeleton,
|
||||
self, character::CharacterSkeleton, object::ObjectSkeleton, quadruped::QuadrupedSkeleton,
|
||||
quadrupedmedium::QuadrupedMediumSkeleton, Animation, Skeleton, SkeletonAttr,
|
||||
},
|
||||
mesh::Meshable,
|
||||
@ -11,7 +11,7 @@ use crate::{
|
||||
use client::Client;
|
||||
use common::{
|
||||
assets,
|
||||
comp::{self, humanoid, item::Weapon, quadruped, quadruped_medium, Body},
|
||||
comp::{self, humanoid, item::Weapon, object, quadruped, quadruped_medium, Body},
|
||||
figure::Segment,
|
||||
terrain::TerrainChunkSize,
|
||||
vol::VolSize,
|
||||
@ -105,6 +105,24 @@ impl FigureModelCache {
|
||||
None,
|
||||
None,
|
||||
],
|
||||
Body::Object(object) => [
|
||||
Some(Self::load_object(object)),
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
],
|
||||
};
|
||||
|
||||
let skeleton_attr = match body {
|
||||
@ -493,6 +511,18 @@ impl FigureModelCache {
|
||||
Vec3::new(-2.5, -4.0, -2.5),
|
||||
)
|
||||
}
|
||||
|
||||
fn load_object(obj: object::Body) -> Mesh<FigurePipeline> {
|
||||
Self::load_mesh(
|
||||
match obj {
|
||||
object::Body::Bomb => "object/bomb.vox",
|
||||
object::Body::Scarecrow => "object/scarecrow.vox",
|
||||
object::Body::Chest => "object/chest_vines.vox",
|
||||
object::Body::Pumpkin => "object/pumpkin.vox",
|
||||
},
|
||||
Vec3::new(-3.5, -3.5, 0.0),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub struct FigureMgr {
|
||||
@ -500,6 +530,7 @@ pub struct FigureMgr {
|
||||
character_states: HashMap<EcsEntity, FigureState<CharacterSkeleton>>,
|
||||
quadruped_states: HashMap<EcsEntity, FigureState<QuadrupedSkeleton>>,
|
||||
quadruped_medium_states: HashMap<EcsEntity, FigureState<QuadrupedMediumSkeleton>>,
|
||||
object_states: HashMap<EcsEntity, FigureState<ObjectSkeleton>>,
|
||||
}
|
||||
|
||||
impl FigureMgr {
|
||||
@ -509,6 +540,7 @@ impl FigureMgr {
|
||||
character_states: HashMap::new(),
|
||||
quadruped_states: HashMap::new(),
|
||||
quadruped_medium_states: HashMap::new(),
|
||||
object_states: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
@ -534,7 +566,7 @@ impl FigureMgr {
|
||||
&ecs.read_storage::<comp::Vel>(),
|
||||
&ecs.read_storage::<comp::Ori>(),
|
||||
&ecs.read_storage::<comp::Body>(),
|
||||
&ecs.read_storage::<comp::AnimationInfo>(),
|
||||
ecs.read_storage::<comp::AnimationInfo>().maybe(),
|
||||
ecs.read_storage::<comp::Stats>().maybe(),
|
||||
)
|
||||
.join()
|
||||
@ -556,6 +588,9 @@ impl FigureMgr {
|
||||
Body::QuadrupedMedium(_) => {
|
||||
self.quadruped_medium_states.remove(&entity);
|
||||
}
|
||||
Body::Object(_) => {
|
||||
self.object_states.remove(&entity);
|
||||
}
|
||||
}
|
||||
continue;
|
||||
} else if vd_frac > 1.0 {
|
||||
@ -584,6 +619,11 @@ impl FigureMgr {
|
||||
.entry(entity)
|
||||
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
|
||||
|
||||
let animation_info = match animation_info {
|
||||
Some(a_i) => a_i,
|
||||
None => continue,
|
||||
};
|
||||
|
||||
let target_skeleton = match animation_info.animation {
|
||||
comp::Animation::Idle => anim::character::IdleAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
@ -654,6 +694,11 @@ impl FigureMgr {
|
||||
.entry(entity)
|
||||
.or_insert_with(|| FigureState::new(renderer, QuadrupedSkeleton::new()));
|
||||
|
||||
let animation_info = match animation_info {
|
||||
Some(a_i) => a_i,
|
||||
None => continue,
|
||||
};
|
||||
|
||||
let target_skeleton = match animation_info.animation {
|
||||
comp::Animation::Run => anim::quadruped::RunAnimation::update_skeleton(
|
||||
state.skeleton_mut(),
|
||||
@ -689,6 +734,11 @@ impl FigureMgr {
|
||||
FigureState::new(renderer, QuadrupedMediumSkeleton::new())
|
||||
});
|
||||
|
||||
let animation_info = match animation_info {
|
||||
Some(a_i) => a_i,
|
||||
None => continue,
|
||||
};
|
||||
|
||||
let target_skeleton = match animation_info.animation {
|
||||
comp::Animation::Run => {
|
||||
anim::quadrupedmedium::RunAnimation::update_skeleton(
|
||||
@ -722,6 +772,15 @@ impl FigureMgr {
|
||||
state.skeleton.interpolate(&target_skeleton, dt);
|
||||
state.update(renderer, pos.0, ori.0, col, dt);
|
||||
}
|
||||
Body::Object(_) => {
|
||||
let state = self
|
||||
.object_states
|
||||
.entry(entity)
|
||||
.or_insert_with(|| FigureState::new(renderer, ObjectSkeleton::new()));
|
||||
|
||||
state.skeleton = state.skeleton_mut().clone();
|
||||
state.update(renderer, pos.0, ori.0, col, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -732,6 +791,8 @@ impl FigureMgr {
|
||||
.retain(|entity, _| ecs.entities().is_alive(*entity));
|
||||
self.quadruped_medium_states
|
||||
.retain(|entity, _| ecs.entities().is_alive(*entity));
|
||||
self.object_states
|
||||
.retain(|entity, _| ecs.entities().is_alive(*entity));
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
@ -752,25 +813,24 @@ impl FigureMgr {
|
||||
.get(client.entity())
|
||||
.map_or(Vec3::zero(), |pos| pos.0);
|
||||
|
||||
for (entity, _, _, _, body, _, _) in (
|
||||
for (entity, _, _, _, body, _) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::Pos>(),
|
||||
&ecs.read_storage::<comp::Vel>(),
|
||||
&ecs.read_storage::<comp::Ori>(),
|
||||
&ecs.read_storage::<comp::Body>(),
|
||||
&ecs.read_storage::<comp::AnimationInfo>(),
|
||||
ecs.read_storage::<comp::Stats>().maybe(),
|
||||
)
|
||||
.join()
|
||||
// Don't render figures outside the vd
|
||||
.filter(|(_, pos, _, _, _, _, _)| {
|
||||
.filter(|(_, pos, _, _, _, _)| {
|
||||
(pos.0 - player_pos)
|
||||
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
|
||||
.magnitude()
|
||||
< view_distance as f32
|
||||
})
|
||||
// Don't render dead entities
|
||||
.filter(|(_, _, _, _, _, _, stats)| stats.map_or(true, |s| !s.is_dead))
|
||||
.filter(|(_, _, _, _, _, stats)| stats.map_or(true, |s| !s.is_dead))
|
||||
{
|
||||
if let Some((locals, bone_consts)) = match body {
|
||||
Body::Humanoid(_) => self
|
||||
@ -785,6 +845,10 @@ impl FigureMgr {
|
||||
.quadruped_medium_states
|
||||
.get(&entity)
|
||||
.map(|state| (state.locals(), state.bone_consts())),
|
||||
Body::Object(_) => self
|
||||
.object_states
|
||||
.get(&entity)
|
||||
.map(|state| (state.locals(), state.bone_consts())),
|
||||
} {
|
||||
let model = &self
|
||||
.model_cache
|
||||
|
@ -117,8 +117,9 @@ impl Scene {
|
||||
// Alter camera position to match player.
|
||||
let tilt = self.camera.get_orientation().y;
|
||||
let dist = self.camera.get_distance();
|
||||
self.camera
|
||||
.set_focus_pos(player_pos + Vec3::unit_z() * (3.0 - tilt.min(0.0) * dist * 0.75));
|
||||
self.camera.set_focus_pos(
|
||||
player_pos + Vec3::unit_z() * (1.2 + dist * 0.15 - tilt.min(0.0) * dist * 0.75),
|
||||
);
|
||||
|
||||
// Tick camera for interpolation.
|
||||
self.camera.update(client.state().get_time());
|
||||
|
Loading…
Reference in New Issue
Block a user