Merge branch 'imbris/speeeeeeeeeeeeeed' into 'master'

Combine 5 things into 1

See merge request veloren/veloren!1938
This commit is contained in:
Marcel 2021-03-18 15:51:54 +00:00
commit 587d94fceb
2 changed files with 64 additions and 33 deletions

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@ -1,4 +1,4 @@
#![feature(label_break_value, bool_to_option, option_unwrap_none)]
#![feature(label_break_value, bool_to_option, option_unwrap_none, array_map)]
#![allow(clippy::option_map_unit_fn)]
mod aura;

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@ -1138,8 +1138,8 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
radius,
z_range,
)
.count()
> 0
.next()
.is_some()
}
physics_state.on_ground = false;
@ -1330,43 +1330,74 @@ fn box_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
-Vec3::unit_y(),
];
if let (wall_dir, true) = dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
if collision_with(
pos.0 + *dir * 0.01,
&terrain,
block_true,
near_iter.clone(),
radius,
z_range.clone(),
) {
(a + dir, true)
} else {
(a, hit)
let player_aabb = Aabb {
min: pos.0 + Vec3::new(-radius, -radius, z_range.start),
max: pos.0 + Vec3::new(radius, radius, z_range.end),
};
let player_voxel_pos = pos.0.map(|e| e.floor() as i32);
let player_wall_aabbs = dirs.map(|dir| {
let pos = pos.0 + dir * 0.01;
Aabb {
min: pos + Vec3::new(-radius, -radius, z_range.start),
max: pos + Vec3::new(radius, radius, z_range.end),
}
}) {
physics_state.on_wall = Some(wall_dir);
} else {
physics_state.on_wall = None;
}
});
// Find liquid immersion and wall collision all in one round of iteration
let mut max_liquid_z = None::<f32>;
let mut wall_dir_collisions = [false; 4];
near_iter.for_each(|(i, j, k)| {
let block_pos = player_voxel_pos + Vec3::new(i, j, k);
if let Some(block) = terrain.get(block_pos).ok().copied() {
// Check for liquid blocks
if block.is_liquid() {
let liquid_aabb = Aabb {
min: block_pos.map(|e| e as f32),
// The liquid part of a liquid block always extends 1 block high.
max: block_pos.map(|e| e as f32) + Vec3::one(),
};
if player_aabb.collides_with_aabb(liquid_aabb) {
max_liquid_z = Some(match max_liquid_z {
Some(z) => z.max(liquid_aabb.max.z),
None => liquid_aabb.max.z,
});
}
}
// Check for walls
if block.is_solid() {
let block_aabb = Aabb {
min: block_pos.map(|e| e as f32),
max: block_pos.map(|e| e as f32) + Vec3::new(1.0, 1.0, block.solid_height()),
};
for dir in 0..4 {
if player_wall_aabbs[dir].collides_with_aabb(block_aabb) {
wall_dir_collisions[dir] = true;
}
}
}
}
});
// Use wall collision results to determine if we are against a wall
let mut on_wall = None;
for dir in 0..4 {
if wall_dir_collisions[dir] {
on_wall = Some(match on_wall {
Some(acc) => acc + dirs[dir],
None => dirs[dir],
});
}
}
physics_state.on_wall = on_wall;
if physics_state.on_ground || (physics_state.on_wall.is_some() && climbing) {
vel.0 *= (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
physics_state.ground_vel = ground_vel;
}
// Figure out if we're in water
physics_state.in_liquid = collision_iter(
pos.0,
&*terrain,
&|block| block.is_liquid(),
// The liquid part of a liquid block always extends 1 block high.
&|_block| 1.0,
near_iter,
radius,
z_min..z_max,
)
.max_by_key(|block_aabb| (block_aabb.max.z * 100.0) as i32)
.map(|block_aabb| block_aabb.max.z - pos.0.z);
// Set in_liquid state
physics_state.in_liquid = max_liquid_z.map(|max_z| max_z - pos.0.z);
}
fn voxel_collider_bounding_sphere(