From 4edf2e3a4e913859bba2a22985a2dbb051061003 Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Thu, 16 May 2019 14:13:28 +0100 Subject: [PATCH] Improved falling glider physics Former-commit-id: 752c1291c7d38282312446c5391c2fb4fa7cbf6e --- common/src/sys/control.rs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/common/src/sys/control.rs b/common/src/sys/control.rs index b05ce97062..c01ab474fc 100644 --- a/common/src/sys/control.rs +++ b/common/src/sys/control.rs @@ -44,7 +44,7 @@ impl<'a> System<'a> for Sys { let (gliding, friction) = if on_ground { // TODO: Don't hard-code this // Apply physics to the player: acceleration and non-linear decceleration - vel.0 += control.move_dir * 4.0; + vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 200.0; if control.jumping { vel.0.z += 16.0; @@ -54,12 +54,12 @@ impl<'a> System<'a> for Sys { } else { // TODO: Don't hard-code this // Apply physics to the player: acceleration and non-linear decceleration - vel.0 += control.move_dir * 0.2; + vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 10.0; if control.gliding && vel.0.z < 0.0 { // TODO: Don't hard-code this - let anti_grav = 9.81 * 3.95; - vel.0.z += anti_grav * dt.0 * Vec2::::from(vel.0 * 0.15).magnitude().min(1.0); + let anti_grav = 9.81 * 3.95 + vel.0.z.powf(2.0) * 0.2; + vel.0.z += dt.0 * anti_grav * Vec2::::from(vel.0 * 0.15).magnitude().min(1.0); (true, 0.008) } else { @@ -68,7 +68,7 @@ impl<'a> System<'a> for Sys { }; // Friction - vel.0 -= vel.0.map(|e| (e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5)).min(e.abs()).copysign(e)) * Vec3::new(1.0, 1.0, 0.0); + vel.0 -= Vec2::broadcast(dt.0) * 50.0 * vel.0.map(|e| (e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5)).min(e.abs()).copysign(e)) * Vec3::new(1.0, 1.0, 0.0); if vel.0.magnitude_squared() != 0.0 { dir.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);