Fixed block-hopping, block-snapping, added interpolation to figures

This commit is contained in:
Joshua Barretto 2019-06-25 21:26:04 +01:00
parent 7a1359961c
commit 2c24ba7776
3 changed files with 30 additions and 21 deletions

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@ -165,31 +165,32 @@ impl<'a> System<'a> for Sys {
.flatten() .flatten()
.flatten(); .flatten();
/*
let collision_with = |pos: Vec3<f32>, near_iter| { let collision_with = |pos: Vec3<f32>, near_iter| {
for (i, j, k) in near_iter { for (i, j, k) in near_iter {
let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k); let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
let this_aabb = Aabb { min: pos + Vec3::new(-0.3, -0.3, 0.0), max: pos + Vec3::new(0.3, 0.3, 1.7) }; if terrain
let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 }; .get(block_pos)
.map(|vox| !vox.is_empty())
.unwrap_or(false)
{
let this_aabb = Aabb { min: pos + Vec3::new(-0.3, -0.3, 0.0), max: pos + Vec3::new(0.3, 0.3, 1.7) };
let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
if this_aabb.collides_with_aabb(block_aabb) { if this_aabb.collides_with_aabb(block_aabb) {
return true; return true;
}
} }
} }
false false
}; };
*/
//let collision_above = collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone());
//let collision_below = collision_with(pos.0 - Vec3::unit_z() * 1.01, near_iter.clone());
on_grounds.remove(entity); on_grounds.remove(entity);
pos.0.z -= 0.0001; // To force collision with the floor pos.0.z -= 0.0001; // To force collision with the floor
// For every nearby block... // For every nearby block...
let mut on_ground = false; let mut on_ground = false;
for (i, j, k) in near_iter { for (i, j, k) in near_iter.clone() {
let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k); let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
// ...check to see whether it is solid... // ...check to see whether it is solid...
@ -214,23 +215,23 @@ impl<'a> System<'a> for Sys {
on_ground = true; on_ground = true;
} }
//if resolve_dir.z == 0.0 && !collision_above { if resolve_dir.z == 0.0 && !collision_with(pos.0 + Vec3::unit_z() * 1.0, near_iter.clone()) {
// pos.0.z += 1.01; pos.0.z += 1.0;
// break; break;
//} else { } else {
pos.0 += resolve_dir; pos.0 += resolve_dir;
vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 }); vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
//} }
} }
} }
} }
if on_ground { if on_ground {
on_grounds.insert(entity, OnGround); on_grounds.insert(entity, OnGround);
}// else if collision_below && vel.0.z < 0.0 { } else if collision_with(pos.0 - Vec3::unit_z() * 1.0, near_iter.clone()) && vel.0.z < 0.0 && vel.0.z > -1.0 {
// pos.0.z -= 0.5; pos.0.z = (pos.0.z - 0.05).floor();
//} on_grounds.insert(entity, OnGround);
}
} }
} }
} }

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@ -6,7 +6,7 @@ use vek::*;
const NEAR_PLANE: f32 = 0.1; const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 10000.0; const FAR_PLANE: f32 = 10000.0;
const INTERP_TIME: f32 = 0.025; const INTERP_TIME: f32 = 0.05;
pub struct Camera { pub struct Camera {
tgt_focus: Vec3<f32>, tgt_focus: Vec3<f32>,

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@ -741,6 +741,8 @@ pub struct FigureState<S: Skeleton> {
bone_consts: Consts<FigureBoneData>, bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>, locals: Consts<FigureLocals>,
skeleton: S, skeleton: S,
pos: Vec3<f32>,
ori: Vec3<f32>,
} }
impl<S: Skeleton> FigureState<S> { impl<S: Skeleton> FigureState<S> {
@ -751,6 +753,8 @@ impl<S: Skeleton> FigureState<S> {
.unwrap(), .unwrap(),
locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(), locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(),
skeleton, skeleton,
pos: Vec3::zero(),
ori: Vec3::zero(),
} }
} }
@ -761,8 +765,12 @@ impl<S: Skeleton> FigureState<S> {
ori: Vec3<f32>, ori: Vec3<f32>,
col: Rgba<f32>, col: Rgba<f32>,
) { ) {
// Update interpolate pos
self.pos = Lerp::lerp(self.pos, pos, 0.4);
self.ori = Slerp::slerp(self.ori, ori, 0.2);
let mat = Mat4::<f32>::identity() let mat = Mat4::<f32>::identity()
* Mat4::translation_3d(pos) * Mat4::translation_3d(self.pos)
* Mat4::rotation_z(-ori.x.atan2(ori.y)) * Mat4::rotation_z(-ori.x.atan2(ori.y))
* Mat4::scaling_3d(Vec3::from(0.8)); * Mat4::scaling_3d(Vec3::from(0.8));