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Glider physics
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@ -48,6 +48,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- New large birds npcs
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- Day period dependant wildlife spawns
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- You can now block and parry with melee weapons
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- Lift is now calculated for gliders based on dimensions (currently same for all)
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### Changed
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@ -81,12 +82,14 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Projectiles now generally have a different arc because they no longer have their own gravity modifier
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- Increased agent system target search efficiency speeding up the server
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- Added more parallelization to terrain serialization and removed extra cloning speeding up the server
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- Energy now recharges while gliding
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### Removed
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- Removed command: "debug", use "/kit debug" instead
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- Gravity component has been removed
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- In-air movement has been removed
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- Energy cost of deploying the glider has been removed
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### Fixed
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@ -5,51 +5,51 @@
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),
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map: {
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"Starter": (
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vox_spec: ("glider.glider_starter", (-15.0, -5.0, -5.0)),
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vox_spec: ("glider.glider_starter", (-15.0, -5.0, 0.0)),
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color: None
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),
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"PlainCloth": (
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vox_spec: ("glider.glider_basic_white", (-25.0, -20.0, -5.0)),
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vox_spec: ("glider.glider_basic_white", (-25.0, -20.0, 0.0)),
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color: None
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),
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"RedCloth": (
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vox_spec: ("glider.glider_basic_red", (-25.0, -20.0, -5.0)),
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vox_spec: ("glider.glider_basic_red", (-25.0, -20.0, 0.0)),
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color: None
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),
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"Blue0": (
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vox_spec: ("glider.glider_blue", (-26.0, -26.0, -5.0)),
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vox_spec: ("glider.glider_blue", (-26.0, -26.0, 0.0)),
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color: None
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),
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"ButterflyMorpho": (
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vox_spec: ("glider.glider_butterfly1", (-26.0, -13.0, -5.0)),
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vox_spec: ("glider.glider_butterfly1", (-26.0, -13.0, 0.0)),
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color: None
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),
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"ButterflyMonarch": (
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vox_spec: ("glider.glider_butterfly2", (-26.0, -13.0, -5.0)),
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vox_spec: ("glider.glider_butterfly2", (-26.0, -13.0, 0.0)),
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color: None
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),
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"MothLuna": (
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vox_spec: ("glider.glider_moth", (-26.0, -22.0, -5.0)),
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vox_spec: ("glider.glider_moth", (-26.0, -22.0, 0.0)),
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color: None
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),
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"SandRaptor": (
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vox_spec: ("glider.glider_sandraptor", (-26.0, -25.0, -5.0)),
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vox_spec: ("glider.glider_sandraptor", (-26.0, -25.0, 0.0)),
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color: None
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),
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"SnowRaptor": (
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vox_spec: ("glider.glider_snowraptor", (-26.0, -25.0, -5.0)),
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vox_spec: ("glider.glider_snowraptor", (-26.0, -25.0, 0.0)),
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color: None
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),
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"WoodRaptor": (
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vox_spec: ("glider.glider_woodraptor", (-26.0, -25.0, -5.0)),
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vox_spec: ("glider.glider_woodraptor", (-26.0, -25.0, 0.0)),
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color: None
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),
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"Purple0": (
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vox_spec: ("glider.glider_cultists", (-26.0, -16.0, -5.0)),
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vox_spec: ("glider.glider_cultists", (-26.0, -26.0, 0.0)),
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color: None
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),
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"Leaves": (
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vox_spec: ("glider.glider_leaves", (-26.0, -26.0, -5.0)),
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vox_spec: ("glider.glider_leaves", (-26.0, -26.0, 0.0)),
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color: None
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),
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},
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@ -1224,7 +1224,7 @@ impl Client {
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.map(|cs| {
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matches!(
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cs,
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comp::CharacterState::GlideWield | comp::CharacterState::Glide
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comp::CharacterState::GlideWield | comp::CharacterState::Glide(_)
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)
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});
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@ -50,7 +50,7 @@ pub enum CharacterState {
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Dance,
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Talk,
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Sneak,
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Glide,
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Glide(glide::Data),
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GlideWield,
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/// A stunned state
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Stunned(stunned::Data),
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@ -173,7 +173,7 @@ impl CharacterState {
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CharacterState::Climb(_)
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| CharacterState::Equipping(_)
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| CharacterState::Dance
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| CharacterState::Glide
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| CharacterState::Glide(_)
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| CharacterState::GlideWield
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| CharacterState::Talk
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| CharacterState::Roll(_),
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@ -17,7 +17,6 @@ pub struct Energy {
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pub enum EnergySource {
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Ability,
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Climb,
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Glide,
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LevelUp,
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HitEnemy,
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Regen,
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@ -1,10 +1,10 @@
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use super::{
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body::{object, Body},
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Density, Vel,
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CharacterState, Density, Ori, Vel,
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};
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use crate::{
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consts::{AIR_DENSITY, WATER_DENSITY},
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util::Dir,
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util::{Dir, Plane, Projection},
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};
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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@ -88,7 +88,12 @@ impl Default for Fluid {
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}
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impl Body {
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pub fn aerodynamic_forces(&self, rel_flow: &Vel, fluid_density: f32) -> Vec3<f32> {
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pub fn aerodynamic_forces(
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&self,
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rel_flow: &Vel,
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fluid_density: f32,
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character_state: Option<&CharacterState>,
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) -> Vec3<f32> {
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let v_sq = rel_flow.0.magnitude_squared();
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if v_sq < 0.25 {
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// don't bother with miniscule forces
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@ -96,7 +101,72 @@ impl Body {
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} else {
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let rel_flow_dir = Dir::new(rel_flow.0 / v_sq.sqrt());
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// All the coefficients come pre-multiplied by their reference area
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0.5 * fluid_density * v_sq * self.parasite_drag_coefficient() * *rel_flow_dir
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0.5 * fluid_density
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* v_sq
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* character_state
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.and_then(|cs| match cs {
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CharacterState::Glide(data) => {
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Some((data.aspect_ratio, data.planform_area, data.ori))
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},
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_ => None,
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})
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.map(|(ar, area, ori)| {
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if ar > 25.0 {
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tracing::warn!(
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"Calculating lift for wings with an aspect ratio of {}. The \
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formulas are only valid for aspect ratios below 25.",
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ar
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)
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};
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(ar.min(24.0), area, ori)
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})
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.map(|(ar, area, ori)| {
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// We have an elliptical wing; proceed to calculate its lift and drag
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// aoa will be positive when we're pitched up and negative otherwise
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let aoa = angle_of_attack(&ori, &rel_flow_dir);
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// c_l will be positive when aoa is positive (we have positive lift,
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// producing an upward force) and negative otherwise
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let c_l = lift_coefficient(ar, area, aoa);
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// lift dir will be orthogonal to the local relative flow vector.
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// Local relative flow is the resulting vector of (relative) freestream
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// flow + downwash (created by the vortices
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// of the wing tips)
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let lift_dir: Dir = {
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// induced angle of attack
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let aoa_i = c_l / (PI * ar);
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// effective angle of attack; the aoa as seen by aerofoil after
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// downwash
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let aoa_eff = aoa - aoa_i;
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// Angle between chord line and local relative wind is aoa_eff
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// radians. Direction of lift is
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// perpendicular to local relative wind.
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// At positive lift, local relative wind will be below our cord line
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// at an angle of aoa_eff. Thus if
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// we pitch down by aoa_eff radians then
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// our chord line will be colinear with local relative wind vector
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// and our up will be the direction
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// of lift.
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ori.pitched_down(aoa_eff).up()
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};
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// drag coefficient due to lift
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let c_d = {
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// Oswald's efficiency factor (empirically derived--very magical)
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// (this definition should not be used for aspect ratios > 25)
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let e = 1.78 * (1.0 - 0.045 * ar.powf(0.68)) - 0.64;
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zero_lift_drag_coefficient(area)
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+ self.parasite_drag_coefficient()
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+ c_l.powi(2) / (PI * e * ar)
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};
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debug_assert!(c_d.is_sign_positive());
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debug_assert!(c_l.is_sign_positive() || aoa.is_sign_negative());
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c_l * *lift_dir + c_d * *rel_flow_dir
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})
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.unwrap_or_else(|| self.parasite_drag_coefficient() * *rel_flow_dir)
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}
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}
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@ -125,24 +195,28 @@ impl Body {
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} else {
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1.0
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};
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cd * std::f32::consts::PI * dim.x * dim.z
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cd * PI * dim.x * dim.z
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},
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// Cross-section, zero-lift angle; exclude the wings (width * 0.2)
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Body::BirdMedium(_) | Body::BirdLarge(_) | Body::Dragon(_) => {
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let dim = self.dimensions().map(|a| a * 0.5);
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// "Field Estimates of Body Drag Coefficient on the Basis of Dives in Passerine
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// Birds", Anders Hedenström and Felix Liechti, 2001
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let cd = match self {
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Body::BirdMedium(_) => 0.2,
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Body::BirdLarge(_) => 0.4,
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Body::BirdLarge(_) | Body::BirdMedium(_) => 0.2,
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// arbitrary
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_ => 0.7,
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};
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cd * std::f32::consts::PI * dim.x * 0.2 * dim.z
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cd * PI * dim.x * 0.2 * dim.z
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},
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// Cross-section, zero-lift angle; exclude the fins (width * 0.2)
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Body::FishMedium(_) | Body::FishSmall(_) => {
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let dim = self.dimensions().map(|a| a * 0.5);
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0.031 * std::f32::consts::PI * dim.x * 0.2 * dim.z
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// "A Simple Method to Determine Drag Coefficients in Aquatic Animals",
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// D. Bilo and W. Nachtigall, 1980
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0.031 * PI * dim.x * 0.2 * dim.z
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},
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Body::Object(object) => match object {
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@ -158,7 +232,7 @@ impl Body {
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| object::Body::FireworkYellow
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| object::Body::MultiArrow => {
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let dim = self.dimensions().map(|a| a * 0.5);
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0.02 * std::f32::consts::PI * dim.x * dim.z
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0.02 * PI * dim.x * dim.z
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},
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// spherical-ish objects
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@ -176,12 +250,12 @@ impl Body {
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| object::Body::Pumpkin4
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| object::Body::Pumpkin5 => {
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let dim = self.dimensions().map(|a| a * 0.5);
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0.5 * std::f32::consts::PI * dim.x * dim.z
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0.5 * PI * dim.x * dim.z
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},
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_ => {
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let dim = self.dimensions();
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2.0 * (std::f32::consts::PI / 6.0 * dim.x * dim.y * dim.z).powf(2.0 / 3.0)
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2.0 * (PI / 6.0 * dim.x * dim.y * dim.z).powf(2.0 / 3.0)
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},
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},
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@ -189,17 +263,91 @@ impl Body {
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// Airships tend to use the square of the cube root of its volume for
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// reference area
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let dim = self.dimensions();
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(std::f32::consts::PI / 6.0 * dim.x * dim.y * dim.z).powf(2.0 / 3.0)
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(PI / 6.0 * dim.x * dim.y * dim.z).powf(2.0 / 3.0)
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},
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}
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}
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}
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/*
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## References:
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/// Geometric angle of attack
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///
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/// # Note
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/// This ignores spanwise flow (i.e. we remove the spanwise flow component).
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/// With greater yaw comes greater loss of accuracy as more flow goes
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/// unaccounted for.
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pub fn angle_of_attack(ori: &Ori, rel_flow_dir: &Dir) -> f32 {
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rel_flow_dir
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.projected(&Plane::from(ori.right()))
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.map(|flow_dir| PI / 2.0 - ori.up().angle_between(flow_dir.to_vec()))
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.unwrap_or(0.0)
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}
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1. "Field Estimates of Body Drag Coefficient on the Basis of Dives in Passerine Birds",
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Anders Hedenström and Felix Liechti, 2001
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2. "A Simple Method to Determine Drag Coefficients in Aquatic Animals",
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D. Bilo and W. Nachtigall, 1980
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*/
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/// Total lift coefficient for a finite wing of symmetric aerofoil shape and
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/// elliptical pressure distribution.
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pub fn lift_coefficient(aspect_ratio: f32, planform_area: f32, aoa: f32) -> f32 {
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let aoa_abs = aoa.abs();
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let stall_angle = PI * 0.1;
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planform_area
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* if aoa_abs < stall_angle {
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lift_slope(aspect_ratio, None) * aoa
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} else {
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// This is when flow separation and turbulence starts to kick in.
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// Going to just make something up (based on some data), as the alternative is
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// to just throw your hands up and return 0
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let aoa_s = aoa.signum();
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let c_l_max = lift_slope(aspect_ratio, None) * stall_angle;
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let deg_45 = PI / 4.0;
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if aoa_abs < deg_45 {
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// drop directly to 0.6 * max lift at stall angle
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// then climb back to max at 45°
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Lerp::lerp(0.6 * c_l_max, c_l_max, aoa_abs / deg_45) * aoa_s
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} else {
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// let's just say lift goes down linearly again until we're at 90°
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Lerp::lerp(c_l_max, 0.0, (aoa_abs - deg_45) / deg_45) * aoa_s
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}
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}
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}
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/// The zero-lift profile drag coefficient is the parasite drag on the wings
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/// at the angle of attack which generates no lift
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pub fn zero_lift_drag_coefficient(planform_area: f32) -> f32 {
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// TODO: verify that it's correct to multiply by planform
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// avg value for Harris' hawk (Parabuteo unicinctus) [1]
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planform_area * 0.02
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}
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/// The change in lift over change in angle of attack¹. Multiplying by angle
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/// of attack gives the lift coefficient (for a finite wing, not aerofoil).
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/// Aspect ratio is the ratio of total wing span squared over planform area.
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///
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/// # Notes
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/// Only valid for symmetric, elliptical wings at small² angles of attack³.
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/// Does not apply to twisted, cambered or delta wings. (It still gives a
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/// reasonably accurate approximation if the wing shape is not truly
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/// elliptical.)
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/// 1. geometric angle of attack, i.e. the pitch angle relative to
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/// freestream flow
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/// 2. up to around ~18°, at which point maximum lift has been achieved and
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/// thereafter falls precipitously, causing a stall (this is the stall
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/// angle) 3. effective aoa, i.e. geometric aoa - induced aoa; assumes
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/// no sideslip
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// TODO: Look into handling tapered wings
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fn lift_slope(aspect_ratio: f32, sweep_angle: Option<f32>) -> f32 {
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// lift slope for a thin aerofoil, given by Thin Aerofoil Theory
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let a0 = 2.0 * PI;
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if let Some(sweep) = sweep_angle {
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// for swept wings we use Kuchemann's modification to Helmbold's
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// equation
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let a0_cos_sweep = a0 * sweep.cos();
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let x = a0_cos_sweep / (PI * aspect_ratio);
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a0_cos_sweep / ((1.0 + x.powi(2)).sqrt() + x)
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} else if aspect_ratio < 4.0 {
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// for low aspect ratio wings (AR < 4) we use Helmbold's equation
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let x = a0 / (PI * aspect_ratio);
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a0 / ((1.0 + x.powi(2)).sqrt() + x)
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} else {
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// for high aspect ratio wings (AR > 4) we use the equation given by
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||||
// Prandtl's lifting-line theory
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a0 / (1.0 + (a0 / (PI * aspect_ratio)))
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}
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}
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|
@ -148,8 +148,26 @@ impl Ori {
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self.to_quat() * local
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}
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pub fn to_horizontal(self) -> Option<Self> {
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Dir::from_unnormalized(self.look_dir().xy().into()).map(|ori| ori.into())
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pub fn to_horizontal(self) -> Self {
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let fw = self.look_dir();
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Dir::from_unnormalized(fw.xy().into())
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.or_else(|| {
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// if look_dir is straight down, pitch up, or if straight up, pitch down
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Dir::from_unnormalized(
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if fw.dot(Vec3::unit_z()) < 0.0 {
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self.up()
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} else {
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self.down()
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}
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.xy()
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.into(),
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)
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})
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.map(|dir| dir.into())
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.expect(
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"If the horizontal component of a Dir can not be normalized, the horizontal \
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component of a Dir perpendicular to it must be",
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)
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}
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||||
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pub fn pitched_up(self, angle_radians: f32) -> Self {
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|
@ -1,71 +1,186 @@
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use super::utils::handle_climb;
|
||||
use crate::{
|
||||
comp::{inventory::slot::EquipSlot, CharacterState, Ori, StateUpdate},
|
||||
comp::{
|
||||
fluid_dynamics::angle_of_attack, inventory::slot::EquipSlot, CharacterState, Ori,
|
||||
StateUpdate, Vel,
|
||||
},
|
||||
states::behavior::{CharacterBehavior, JoinData},
|
||||
util::Dir,
|
||||
util::{Dir, Plane, Projection},
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use vek::Vec2;
|
||||
|
||||
const GLIDE_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.90;
|
||||
const GLIDE_ACCEL: f32 = 5.0;
|
||||
const GLIDE_MAX_SPEED: f32 = 30.0;
|
||||
use std::f32::consts::PI;
|
||||
use vek::*;
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data;
|
||||
pub struct Data {
|
||||
/// The aspect ratio is the ratio of the span squared to actual planform
|
||||
/// area
|
||||
pub aspect_ratio: f32,
|
||||
pub planform_area: f32,
|
||||
pub ori: Ori,
|
||||
last_vel: Vel,
|
||||
}
|
||||
|
||||
impl Data {
|
||||
/// A glider is modelled as an elliptical wing and has a span length
|
||||
/// (distance from wing tip to wing tip) and a chord length (distance from
|
||||
/// leading edge to trailing edge through its centre) measured in block
|
||||
/// units.
|
||||
///
|
||||
/// https://en.wikipedia.org/wiki/Elliptical_wing
|
||||
pub fn new(span_length: f32, chord_length: f32, ori: Ori) -> Self {
|
||||
let planform_area = PI * chord_length * span_length * 0.25;
|
||||
let aspect_ratio = span_length.powi(2) / planform_area;
|
||||
Self {
|
||||
aspect_ratio,
|
||||
planform_area,
|
||||
ori,
|
||||
last_vel: Vel::zero(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn tgt_dir(data: &JoinData) -> Dir {
|
||||
let look_ori = Ori::from(data.inputs.look_dir);
|
||||
look_ori
|
||||
.yawed_right(PI / 3.0 * look_ori.right().xy().dot(data.inputs.move_dir))
|
||||
.pitched_up(PI * 0.05)
|
||||
.pitched_down(
|
||||
data.inputs
|
||||
.look_dir
|
||||
.xy()
|
||||
.try_normalized()
|
||||
.map_or(0.0, |ld| PI * 0.1 * ld.dot(data.inputs.move_dir)),
|
||||
)
|
||||
.look_dir()
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
|
||||
// If player is on ground, end glide
|
||||
if data.physics.on_ground {
|
||||
if data.physics.on_ground
|
||||
&& (data.vel.0 - data.physics.ground_vel).magnitude_squared() < 2_f32.powi(2)
|
||||
{
|
||||
update.character = CharacterState::GlideWield;
|
||||
return update;
|
||||
}
|
||||
if data
|
||||
.physics
|
||||
.in_liquid()
|
||||
.map(|depth| depth > 0.5)
|
||||
.unwrap_or(false)
|
||||
update.ori = update.ori.to_horizontal();
|
||||
} else if data.physics.in_liquid().is_some()
|
||||
|| data.inventory.equipped(EquipSlot::Glider).is_none()
|
||||
{
|
||||
update.character = CharacterState::Idle;
|
||||
}
|
||||
if data.inventory.equipped(EquipSlot::Glider).is_none() {
|
||||
update.character = CharacterState::Idle
|
||||
update.ori = update.ori.to_horizontal();
|
||||
} else if !handle_climb(&data, &mut update) {
|
||||
let air_flow = data
|
||||
.physics
|
||||
.in_fluid
|
||||
.map(|fluid| fluid.relative_flow(data.vel))
|
||||
.unwrap_or_default();
|
||||
|
||||
let ori = {
|
||||
let slerp_s = {
|
||||
let angle = self.ori.look_dir().angle_between(*data.inputs.look_dir);
|
||||
let rate = 0.4 * PI / angle;
|
||||
(data.dt.0 * rate).min(0.1)
|
||||
};
|
||||
|
||||
let horiz_vel = Vec2::<f32>::from(update.vel.0);
|
||||
let horiz_speed_sq = horiz_vel.magnitude_squared();
|
||||
Dir::from_unnormalized(air_flow.0)
|
||||
.map(|flow_dir| {
|
||||
let tgt_dir = tgt_dir(data);
|
||||
let tgt_dir_ori = Ori::from(tgt_dir);
|
||||
let tgt_dir_up = tgt_dir_ori.up();
|
||||
// The desired up vector of our glider.
|
||||
// We begin by projecting the flow dir on the plane with the normal of
|
||||
// our tgt_dir to get an idea of how it will hit the glider
|
||||
let tgt_up = flow_dir
|
||||
.projected(&Plane::from(tgt_dir))
|
||||
.map(|d| {
|
||||
let d = if d.dot(*tgt_dir_up).is_sign_negative() {
|
||||
// when the final direction of flow is downward we don't roll
|
||||
// upside down but instead mirror the target up vector
|
||||
Quaternion::rotation_3d(PI, *tgt_dir_ori.right()) * d
|
||||
} else {
|
||||
d
|
||||
};
|
||||
// slerp from untilted up towards the direction by a factor of
|
||||
// lateral wind to prevent overly reactive adjustments
|
||||
let lateral_wind_speed =
|
||||
air_flow.0.projected(&self.ori.right()).magnitude();
|
||||
tgt_dir_up.slerped_to(d, lateral_wind_speed / 15.0)
|
||||
})
|
||||
.unwrap_or_else(Dir::up);
|
||||
let global_roll = tgt_dir_up.rotation_between(tgt_up);
|
||||
let global_pitch = angle_of_attack(&tgt_dir_ori, &flow_dir);
|
||||
|
||||
// Move player according to movement direction vector
|
||||
if horiz_speed_sq < GLIDE_MAX_SPEED.powi(2) {
|
||||
update.vel.0 += Vec2::broadcast(data.dt.0) * data.inputs.move_dir * GLIDE_ACCEL;
|
||||
}
|
||||
|
||||
// Determine orientation vector from movement direction vector
|
||||
if let Some(dir) = Dir::from_unnormalized(update.vel.0) {
|
||||
update.ori = update.ori.slerped_towards(Ori::from(dir), 2.0 * data.dt.0);
|
||||
self.ori.slerped_towards(
|
||||
tgt_dir_ori.prerotated(global_roll).pitched_up(global_pitch),
|
||||
slerp_s,
|
||||
)
|
||||
})
|
||||
.unwrap_or_else(|| self.ori.slerped_towards(self.ori.uprighted(), slerp_s))
|
||||
};
|
||||
|
||||
// Apply Glide antigrav lift
|
||||
if update.vel.0.z < 0.0 {
|
||||
let lift = (GLIDE_ANTIGRAV + update.vel.0.z.powi(2) * 0.15)
|
||||
* (horiz_speed_sq * f32::powf(0.075, 2.0)).clamp(0.2, 1.0);
|
||||
update.ori = {
|
||||
let slerp_s = {
|
||||
let angle = data.ori.look_dir().angle_between(*data.inputs.look_dir);
|
||||
let rate = data.body.base_ori_rate() * PI / angle;
|
||||
(data.dt.0 * rate).min(0.1)
|
||||
};
|
||||
|
||||
update.vel.0.z += lift * data.dt.0;
|
||||
let rot_from_drag = {
|
||||
let speed_factor =
|
||||
air_flow.0.magnitude_squared().min(40_f32.powi(2)) / 40_f32.powi(2);
|
||||
|
||||
Quaternion::rotation_3d(
|
||||
-PI / 2.0 * speed_factor,
|
||||
ori.up()
|
||||
.cross(air_flow.0)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(|| *data.ori.right()),
|
||||
)
|
||||
};
|
||||
|
||||
let rot_from_accel = {
|
||||
let accel = data.vel.0 - self.last_vel.0;
|
||||
let accel_factor = accel.magnitude_squared().min(1.0) / 1.0;
|
||||
|
||||
Quaternion::rotation_3d(
|
||||
PI / 2.0 * accel_factor,
|
||||
ori.up()
|
||||
.cross(accel)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(|| *data.ori.right()),
|
||||
)
|
||||
};
|
||||
|
||||
update.ori.slerped_towards(
|
||||
ori.to_horizontal()
|
||||
.prerotated(rot_from_drag * rot_from_accel),
|
||||
slerp_s,
|
||||
)
|
||||
};
|
||||
update.pos.0 = {
|
||||
// offset character pos such that it's the center of rotation is not around the
|
||||
// character
|
||||
let center_off = data.body.height() * 0.7;
|
||||
update.pos.0 + *data.ori.up() * center_off - *update.ori.up() * center_off
|
||||
};
|
||||
update.character = CharacterState::Glide(Self {
|
||||
ori,
|
||||
last_vel: *data.vel,
|
||||
..*self
|
||||
});
|
||||
} else {
|
||||
update.ori = update.ori.to_horizontal();
|
||||
}
|
||||
|
||||
// If there is a wall in front of character and they are trying to climb go to
|
||||
// climb
|
||||
handle_climb(&data, &mut update);
|
||||
|
||||
update
|
||||
}
|
||||
|
||||
fn unwield(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
update.character = CharacterState::Idle;
|
||||
update.ori = update.ori.to_horizontal();
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,10 @@
|
||||
use super::utils::*;
|
||||
use crate::{
|
||||
comp::{slot::EquipSlot, CharacterState, EnergySource, InventoryAction, StateUpdate},
|
||||
states::behavior::{CharacterBehavior, JoinData},
|
||||
comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
glide,
|
||||
},
|
||||
};
|
||||
|
||||
pub struct Data;
|
||||
@ -18,18 +21,7 @@ impl CharacterBehavior for Data {
|
||||
|
||||
// If not on the ground while wielding glider enter gliding state
|
||||
if !data.physics.on_ground {
|
||||
// Expend energy to slow a fall
|
||||
let energy_cost = (0.5 * (data.vel.0.z + 15.0).min(0.0).powi(2)) as i32;
|
||||
if update
|
||||
.energy
|
||||
.try_change_by(-energy_cost, EnergySource::Glide)
|
||||
.is_ok()
|
||||
{
|
||||
update.character = CharacterState::Glide;
|
||||
} else {
|
||||
update.energy.set_to(0, EnergySource::Glide);
|
||||
update.character = CharacterState::Idle;
|
||||
}
|
||||
update.character = CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori));
|
||||
}
|
||||
if data
|
||||
.physics
|
||||
|
@ -363,15 +363,24 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, submers
|
||||
|
||||
/// Updates components to move entity as if it's flying
|
||||
pub fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) -> bool {
|
||||
if let Some(force) = data.body.fly_thrust() {
|
||||
let glider = match data.character {
|
||||
CharacterState::Glide(data) => Some(data),
|
||||
_ => None,
|
||||
};
|
||||
if let Some(force) = data
|
||||
.body
|
||||
.fly_thrust()
|
||||
.or_else(|| glider.is_some().then_some(0.0))
|
||||
{
|
||||
let thrust = efficiency * force;
|
||||
|
||||
let accel = thrust / data.mass.0;
|
||||
|
||||
handle_orientation(data, update, efficiency);
|
||||
|
||||
// Elevation control
|
||||
match data.body {
|
||||
// flappy flappy
|
||||
Body::Dragon(_) | Body::BirdMedium(_) | Body::BirdLarge(_) => {
|
||||
Body::Dragon(_) | Body::BirdLarge(_) | Body::BirdMedium(_) => {
|
||||
let anti_grav = GRAVITY * (1.0 + data.inputs.move_z.min(0.0));
|
||||
update.vel.0.z += data.dt.0 * (anti_grav + accel * data.inputs.move_z.max(0.0));
|
||||
},
|
||||
@ -468,7 +477,7 @@ pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
|
||||
}
|
||||
|
||||
/// Checks that player can `Climb` and updates `CharacterState` if so
|
||||
pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
|
||||
pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) -> bool {
|
||||
if data.inputs.climb.is_some()
|
||||
&& data.physics.on_wall.is_some()
|
||||
&& !data.physics.on_ground
|
||||
@ -482,6 +491,9 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
|
||||
&& update.energy.current() > 100
|
||||
{
|
||||
update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -287,7 +287,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
|
||||
CharacterState::Talk => states::talk::Data.handle_event(&j, action),
|
||||
CharacterState::Climb(data) => data.handle_event(&j, action),
|
||||
CharacterState::Glide => states::glide::Data.handle_event(&j, action),
|
||||
CharacterState::Glide(data) => data.handle_event(&j, action),
|
||||
CharacterState::GlideWield => {
|
||||
states::glide_wield::Data.handle_event(&j, action)
|
||||
},
|
||||
@ -349,7 +349,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::Idle => states::idle::Data.behavior(&j),
|
||||
CharacterState::Talk => states::talk::Data.behavior(&j),
|
||||
CharacterState::Climb(data) => data.behavior(&j),
|
||||
CharacterState::Glide => states::glide::Data.behavior(&j),
|
||||
CharacterState::Glide(data) => data.behavior(&j),
|
||||
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
|
||||
CharacterState::Stunned(data) => data.behavior(&j),
|
||||
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
|
||||
|
@ -45,6 +45,7 @@ fn integrate_forces(
|
||||
body: &Body,
|
||||
density: &Density,
|
||||
mass: &Mass,
|
||||
character_state: Option<&CharacterState>,
|
||||
fluid: &Fluid,
|
||||
gravity: f32,
|
||||
) -> Vel {
|
||||
@ -58,7 +59,7 @@ fn integrate_forces(
|
||||
// Aerodynamic/hydrodynamic forces
|
||||
if !rel_flow.0.is_approx_zero() {
|
||||
debug_assert!(!rel_flow.0.map(|a| a.is_nan()).reduce_or());
|
||||
let impulse = dt.0 * body.aerodynamic_forces(&rel_flow, fluid_density.0);
|
||||
let impulse = dt.0 * body.aerodynamic_forces(&rel_flow, fluid_density.0, character_state);
|
||||
debug_assert!(!impulse.map(|a| a.is_nan()).reduce_or());
|
||||
if !impulse.is_approx_zero() {
|
||||
let new_v = vel.0 + impulse / mass.0;
|
||||
@ -564,6 +565,7 @@ impl<'a> PhysicsData<'a> {
|
||||
velocities,
|
||||
read.stickies.maybe(),
|
||||
&read.bodies,
|
||||
read.character_states.maybe(),
|
||||
&write.physics_states,
|
||||
&read.masses,
|
||||
&read.densities,
|
||||
@ -575,7 +577,18 @@ impl<'a> PhysicsData<'a> {
|
||||
prof_span!(guard, "velocity update rayon job");
|
||||
guard
|
||||
},
|
||||
|_guard, (pos, vel, sticky, body, physics_state, mass, density, _)| {
|
||||
|_guard,
|
||||
(
|
||||
pos,
|
||||
vel,
|
||||
sticky,
|
||||
body,
|
||||
character_state,
|
||||
physics_state,
|
||||
mass,
|
||||
density,
|
||||
_,
|
||||
)| {
|
||||
let in_loaded_chunk = read
|
||||
.terrain
|
||||
.get_key(read.terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
|
||||
@ -597,7 +610,14 @@ impl<'a> PhysicsData<'a> {
|
||||
},
|
||||
Some(fluid) => {
|
||||
vel.0 = integrate_forces(
|
||||
&dt, *vel, body, density, mass, &fluid, GRAVITY,
|
||||
&dt,
|
||||
*vel,
|
||||
body,
|
||||
density,
|
||||
mass,
|
||||
character_state,
|
||||
&fluid,
|
||||
GRAVITY,
|
||||
)
|
||||
.0
|
||||
},
|
||||
@ -688,7 +708,8 @@ impl<'a> PhysicsData<'a> {
|
||||
let mut tgt_pos = pos.0 + pos_delta;
|
||||
|
||||
let was_on_ground = physics_state.on_ground;
|
||||
let block_snap = body.map_or(false, |b| !matches!(b, Body::Ship(_)));
|
||||
let block_snap =
|
||||
body.map_or(false, |b| !matches!(b, Body::Object(_) | Body::Ship(_)));
|
||||
let climbing =
|
||||
character_state.map_or(false, |cs| matches!(cs, CharacterState::Climb(_)));
|
||||
|
||||
@ -841,11 +862,12 @@ impl<'a> PhysicsData<'a> {
|
||||
depth,
|
||||
vel: Vel::zero(),
|
||||
})
|
||||
.or_else(|| {
|
||||
Some(Fluid::Air {
|
||||
.or_else(|| match physics_state.in_fluid {
|
||||
Some(Fluid::Water { .. }) | None => Some(Fluid::Air {
|
||||
elevation: pos.0.z,
|
||||
vel: Vel::zero(),
|
||||
})
|
||||
vel: Vel::default(),
|
||||
}),
|
||||
fluid => fluid,
|
||||
});
|
||||
|
||||
tgt_pos = pos.0;
|
||||
@ -1517,11 +1539,12 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
|
||||
depth,
|
||||
vel: Vel::zero(),
|
||||
})
|
||||
.or_else(|| {
|
||||
Some(Fluid::Air {
|
||||
.or_else(|| match physics_state.in_fluid {
|
||||
Some(Fluid::Water { .. }) | None => Some(Fluid::Air {
|
||||
elevation: pos.0.z,
|
||||
vel: Vel::zero(),
|
||||
})
|
||||
vel: Vel::default(),
|
||||
}),
|
||||
fluid => fluid,
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -190,6 +190,7 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::Sit { .. }
|
||||
| CharacterState::Dance { .. }
|
||||
| CharacterState::Sneak { .. }
|
||||
| CharacterState::Glide { .. }
|
||||
| CharacterState::GlideWield { .. }
|
||||
| CharacterState::Wielding { .. }
|
||||
| CharacterState::Equipping { .. }
|
||||
@ -232,9 +233,8 @@ impl<'a> System<'a> for Sys {
|
||||
poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
|
||||
}
|
||||
},
|
||||
// Ability and glider use does not regen and sets the rate back to zero.
|
||||
CharacterState::Glide { .. }
|
||||
| CharacterState::BasicMelee { .. }
|
||||
// Ability use does not regen and sets the rate back to zero.
|
||||
CharacterState::BasicMelee { .. }
|
||||
| CharacterState::DashMelee { .. }
|
||||
| CharacterState::LeapMelee { .. }
|
||||
| CharacterState::SpinMelee { .. }
|
||||
|
@ -223,7 +223,7 @@ impl<'a> System<'a> for Sys {
|
||||
});
|
||||
let is_gliding = matches!(
|
||||
read_data.char_states.get(entity),
|
||||
Some(CharacterState::GlideWield) | Some(CharacterState::Glide)
|
||||
Some(CharacterState::GlideWield) | Some(CharacterState::Glide(_))
|
||||
) && !physics_state.on_ground;
|
||||
|
||||
// This controls how picky NPCs are about their pathfinding. Giants are larger
|
||||
|
@ -2,21 +2,11 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::ToolKind;
|
||||
|
||||
pub struct GlideWieldAnimation;
|
||||
|
||||
type GlideWieldAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
);
|
||||
|
||||
impl Animation for GlideWieldAnimation {
|
||||
type Dependency = GlideWieldAnimationDependency;
|
||||
type Dependency = ();
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -26,13 +16,12 @@ impl Animation for GlideWieldAnimation {
|
||||
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_active_tool_kind, _second_tool_kind, velocity, _orientation, _last_ori, _global_time): Self::Dependency,
|
||||
_: Self::Dependency,
|
||||
_anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
*rate = 1.0;
|
||||
|
||||
next.hand_l.position = Vec3::new(-2.0 - s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
|
||||
@ -41,14 +30,9 @@ impl Animation for GlideWieldAnimation {
|
||||
next.hand_r.position = Vec3::new(2.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2 + 15.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
|
||||
next.glider.scale = Vec3::one() * 1.0;
|
||||
|
||||
if speed > 0.5 {
|
||||
next.glider.orientation = Quaternion::rotation_x(0.8);
|
||||
next.glider.position = Vec3::new(0.0, -10.0, 15.0);
|
||||
} else {
|
||||
next.glider.orientation = Quaternion::rotation_x(0.35);
|
||||
next.glider.position = Vec3::new(0.0, -9.0, 17.0);
|
||||
}
|
||||
|
||||
next.glider.position = Vec3::new(0.0, -5.0, 13.0);
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -2,19 +2,11 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::ToolKind;
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use std::ops::Mul;
|
||||
|
||||
pub struct GlidingAnimation;
|
||||
|
||||
type GlidingAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
);
|
||||
type GlidingAnimationDependency = (Vec3<f32>, Quaternion<f32>, Quaternion<f32>, f32, f32);
|
||||
|
||||
impl Animation for GlidingAnimation {
|
||||
type Dependency = GlidingAnimationDependency;
|
||||
@ -27,89 +19,63 @@ impl Animation for GlidingAnimation {
|
||||
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_active_tool_kind, _second_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
|
||||
(velocity, orientation, glider_orientation, global_time, acc_vel): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let quick = (anim_time * 7.0).sin();
|
||||
let quicka = (anim_time * 7.0 + PI / 2.0).sin();
|
||||
let wave_stop = (anim_time * 1.5).min(PI / 2.0).sin();
|
||||
let slow = (anim_time * 3.0).sin();
|
||||
let slowb = (anim_time * 3.0 + PI).sin();
|
||||
let slowa = (anim_time * 3.0 + PI / 2.0).sin();
|
||||
let speednorm = velocity.magnitude().min(50.0) / 50.0;
|
||||
let slow = (acc_vel * 0.5).sin();
|
||||
|
||||
let head_look = Vec2::new(
|
||||
((global_time + anim_time) / 5.0).floor().mul(7331.0).sin() * 0.5,
|
||||
((global_time + anim_time) / 5.0).floor().mul(1337.0).sin() * 0.25,
|
||||
((global_time + anim_time) as f32 / 4.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.5,
|
||||
((global_time + anim_time) as f32 / 4.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
let ori: Vec2<f32> = Vec2::from(orientation);
|
||||
let last_ori = Vec2::from(last_ori);
|
||||
let tilt = if ::vek::Vec2::new(ori, last_ori)
|
||||
.map(|o| o.magnitude_squared())
|
||||
.map(|m| m > 0.0001 && m.is_finite())
|
||||
.reduce_and()
|
||||
&& ori.angle_between(last_ori).is_finite()
|
||||
{
|
||||
ori.angle_between(last_ori).min(0.05)
|
||||
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
let speedlog = speednorm.powi(2);
|
||||
let chest_ori = Quaternion::rotation_z(slow * 0.01);
|
||||
let chest_global_inv = (orientation * chest_ori).inverse();
|
||||
let glider_ori = chest_global_inv * glider_orientation;
|
||||
let glider_pos = Vec3::new(0.0, -5.0 + speedlog * 2.0, 13.0);
|
||||
|
||||
let tiltcancel = if anim_time > 1.0 { 1.0 } else { anim_time };
|
||||
next.head.orientation = Quaternion::rotation_x(0.5 + head_look.y * speednorm)
|
||||
* Quaternion::rotation_z(head_look.x);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + 1.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
|
||||
* Quaternion::rotation_z(head_look.x + slowa * 0.15);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(slowa * 0.02);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_z(slowa * 0.1 + tilt * tiltcancel * 12.0);
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_z(slowa * 0.12 + tilt * tiltcancel * 16.0);
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
||||
|
||||
next.hand_l.position = Vec3::new(-9.5, -3.0, 10.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(-2.7 + slowa * -0.1) * Quaternion::rotation_y(0.2);
|
||||
|
||||
next.hand_r.position = Vec3::new(9.5, -3.0, 10.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(-2.7 + slowa * -0.10) * Quaternion::rotation_y(-0.2);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + slowa * -1.0 + tilt * tiltcancel * -35.0,
|
||||
-1.0 + s_a.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(
|
||||
(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
|
||||
) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + slowa * 1.0 + tilt * tiltcancel * 35.0,
|
||||
-1.0 + s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(
|
||||
(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
|
||||
) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
|
||||
|
||||
next.glider.position = Vec3::new(0.0, -13.0 + slow * 0.10, 8.0);
|
||||
next.glider.orientation =
|
||||
Quaternion::rotation_x(0.8) * Quaternion::rotation_y(slowa * 0.04);
|
||||
next.glider.position = glider_pos;
|
||||
next.glider.orientation = glider_ori;
|
||||
next.glider.scale = Vec3::one();
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -1.0, 0.0) / 11.0 * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_x(-0.03 * speed.max(12.0) + slow * 0.04)
|
||||
* Quaternion::rotation_y(tilt * tiltcancel * 32.0);
|
||||
next.chest.orientation = chest_ori;
|
||||
|
||||
//necessary for overwriting jump anim
|
||||
next.belt.orientation = Quaternion::rotation_z(0.0);
|
||||
next.shorts.orientation = Quaternion::rotation_z(0.0);
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
||||
|
||||
next.hand_l.position =
|
||||
glider_pos + glider_ori * Vec3::new(-s_a.hand.0 + -2.0, s_a.hand.1 + 8.0, s_a.hand.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(0.2);
|
||||
|
||||
next.hand_r.position =
|
||||
glider_pos + glider_ori * Vec3::new(s_a.hand.0 + 2.0, s_a.hand.1 + 8.0, s_a.hand.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(3.35) * Quaternion::rotation_y(-0.2);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + speedlog * -1.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-speedlog + slow * -0.3 * speedlog);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + speedlog * -1.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-speedlog + slow * 0.3 * speedlog);
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -3,7 +3,7 @@ use crate::audio::sfx::SfxEvent;
|
||||
use common::{
|
||||
comp::{
|
||||
bird_large, humanoid, quadruped_medium, quadruped_small, Body, CharacterState, InputKind,
|
||||
PhysicsState,
|
||||
Ori, PhysicsState,
|
||||
},
|
||||
states,
|
||||
terrain::BlockKind,
|
||||
@ -236,7 +236,7 @@ fn maps_land_on_ground_to_run() {
|
||||
#[test]
|
||||
fn maps_glider_open() {
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState::Glide {},
|
||||
&CharacterState::Glide(states::glide::Data::new(10.0, 1.0, Ori::default())),
|
||||
&Default::default(),
|
||||
&PreviousEntityState {
|
||||
event: SfxEvent::Jump,
|
||||
@ -255,7 +255,7 @@ fn maps_glider_open() {
|
||||
#[test]
|
||||
fn maps_glide() {
|
||||
let result = MovementEventMapper::map_movement_event(
|
||||
&CharacterState::Glide {},
|
||||
&CharacterState::Glide(states::glide::Data::new(10.0, 1.0, Ori::default())),
|
||||
&Default::default(),
|
||||
&PreviousEntityState {
|
||||
event: SfxEvent::Glide,
|
||||
|
@ -1474,18 +1474,10 @@ impl FigureMgr {
|
||||
)
|
||||
}
|
||||
},
|
||||
CharacterState::Glide { .. } => {
|
||||
CharacterState::Glide(data) => {
|
||||
anim::character::GlidingAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
time,
|
||||
),
|
||||
(rel_vel, ori, data.ori.into(), time, state.acc_vel),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -1519,15 +1511,7 @@ impl FigureMgr {
|
||||
CharacterState::GlideWield { .. } => {
|
||||
anim::character::GlideWieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
time,
|
||||
),
|
||||
(),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
Loading…
Reference in New Issue
Block a user