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Correct for orientation movement on voxel entities
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610d1d8497
commit
465a62a072
@ -297,7 +297,6 @@ impl<'a> PhysicsData<'a> {
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Collider::Voxel { .. } | Collider::Volume(_) | Collider::Point => None,
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};
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phys_cache.origins = origins;
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phys_cache.ori = ori;
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}
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}
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@ -734,11 +733,10 @@ impl<'a> PhysicsData<'a> {
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// Update cached 'old' physics values to the current values ready for the next
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// tick
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prof_span!(guard, "record ori into phys_cache");
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for (pos, ori, previous_phys_cache, _) in (
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for (pos, ori, previous_phys_cache) in (
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&write.positions,
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&write.orientations,
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&mut write.previous_phys_cache,
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&read.colliders,
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)
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.join()
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{
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@ -1153,6 +1151,7 @@ impl<'a> PhysicsData<'a> {
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let ori_last_to = ori_last_from.inverted();
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let ori_from = Mat4::from(ori_other.to_quat());
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let ori_to = ori_from.inverted();
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// The velocity of the collider, taking into account
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// orientation.
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@ -1168,8 +1167,14 @@ impl<'a> PhysicsData<'a> {
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let vel_other = vel_other.0
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+ (wpos - (pos_other.0 + rpos_last)) / read.dt.0;
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// Velocity added due to change in orientation, relative to the
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// craft
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let ori_vel = previous_cache_other.ori.inverse()
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* (pos.0 - pos_other.0)
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- ori_other.to_quat().inverse() * (pos.0 - pos_other.0);
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cpos.0 = transform_last_to.mul_point(Vec3::zero());
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vel.0 = ori_last_to.mul_direction(vel.0 - vel_other);
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vel.0 = ori_last_to.mul_direction(vel.0 - vel_other) - ori_vel;
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let cylinder = (radius, z_min, z_max);
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box_voxel_collision(
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cylinder,
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@ -1193,14 +1198,15 @@ impl<'a> PhysicsData<'a> {
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);
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cpos.0 = transform_from.mul_point(cpos.0) + wpos;
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vel.0 = ori_from.mul_direction(vel.0) + vel_other;
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vel.0 = ori_from.mul_direction(vel.0 + ori_vel) + vel_other;
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tgt_pos = cpos.0;
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// union in the state updates, so that the state isn't just
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// based on the most
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// recent terrain that collision was attempted with
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if physics_state_delta.on_ground.is_some() {
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physics_state.ground_vel = vel_other;
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physics_state.ground_vel =
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vel_other + ori_from.mul_direction(ori_vel);
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// Rotate if on ground
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ori = ori.rotated(
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@ -587,7 +587,13 @@ impl Scene {
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let is_running = ecs
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.read_storage::<comp::Vel>()
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.get(scene_data.viewpoint_entity)
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.map(|v| v.0.magnitude_squared() > RUNNING_THRESHOLD.powi(2))
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.zip(
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ecs.read_storage::<comp::PhysicsState>()
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.get(scene_data.viewpoint_entity),
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)
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.map(|(v, ps)| {
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(v.0 - ps.ground_vel).magnitude_squared() > RUNNING_THRESHOLD.powi(2)
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})
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.unwrap_or(false);
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let on_ground = ecs
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