mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
physics followup, fix arrow problems by adding the vel_dt to the collision boundry
This commit is contained in:
parent
fb9b7ce986
commit
6008109413
@ -25,11 +25,12 @@ impl Component for Vel {
|
||||
/// no need to send it via network
|
||||
#[derive(Copy, Clone, Default, Debug, PartialEq)]
|
||||
pub struct PreviousPhysCache {
|
||||
pub velocity: Vec3<f32>,
|
||||
pub middle: Vec3<f32>,
|
||||
///calculates a Sphere over the Entity for quick boundry checking
|
||||
pub radius: f32,
|
||||
pub velocity_dt: Vec3<f32>,
|
||||
pub center: Vec3<f32>,
|
||||
/// Calculates a Sphere over the Entity for quick boundary checking
|
||||
pub collision_boundary: f32,
|
||||
pub scale: f32,
|
||||
pub scaled_radius: f32,
|
||||
}
|
||||
|
||||
impl Component for PreviousPhysCache {
|
||||
|
@ -46,8 +46,23 @@ fn integrate_forces(dt: f32, mut lv: Vec3<f32>, grav: f32, damp: f32) -> Vec3<f3
|
||||
lv * linear_damp
|
||||
}
|
||||
|
||||
fn calc_z_limit(
|
||||
char_state_maybe: Option<&CharacterState>,
|
||||
collider: Option<&Collider>,
|
||||
) -> (f32, f32) {
|
||||
let modifier = if char_state_maybe.map_or(false, |c_s| c_s.is_dodge()) {
|
||||
0.5
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
collider
|
||||
.map(|c| c.get_z_limits(modifier))
|
||||
.unwrap_or((-0.5 * modifier, 0.5 * modifier))
|
||||
}
|
||||
|
||||
/// This system applies forces and calculates new positions and velocities.
|
||||
pub struct Sys;
|
||||
|
||||
impl<'a> System<'a> for Sys {
|
||||
#[allow(clippy::type_complexity)]
|
||||
type SystemData = (
|
||||
@ -154,37 +169,48 @@ impl<'a> System<'a> for Sys {
|
||||
.collect::<Vec<_>>()
|
||||
{
|
||||
let _ = previous_phys_cache.insert(entity, PreviousPhysCache {
|
||||
velocity: Vec3::zero(),
|
||||
middle: Vec3::zero(),
|
||||
radius: 0.0,
|
||||
velocity_dt: Vec3::zero(),
|
||||
center: Vec3::zero(),
|
||||
collision_boundary: 0.0,
|
||||
scale: 0.0,
|
||||
scaled_radius: 0.0,
|
||||
});
|
||||
}
|
||||
|
||||
//Update PreviousPhysCache
|
||||
for (_, vel, position, mut phys_cache, collider, scale, _, _, _) in (
|
||||
for (_, vel, position, mut phys_cache, collider, scale, cs, _, _, _) in (
|
||||
&entities,
|
||||
&velocities,
|
||||
&positions,
|
||||
&mut previous_phys_cache,
|
||||
colliders.maybe(),
|
||||
scales.maybe(),
|
||||
char_states.maybe(),
|
||||
!&mountings,
|
||||
!&beams,
|
||||
!&shockwaves,
|
||||
)
|
||||
.join()
|
||||
{
|
||||
phys_cache.velocity = vel.0 * dt.0;
|
||||
phys_cache.middle = position.0;
|
||||
let scale = scale.map(|s| s.0).unwrap_or(1.0);
|
||||
let z_limits = calc_z_limit(cs, collider);
|
||||
let z_limits = (z_limits.0 * scale, z_limits.1 * scale);
|
||||
let half_height = (z_limits.1 - z_limits.0) / 2.0;
|
||||
|
||||
let scale_find = scale.map(|s| s.0).unwrap_or(1.0);
|
||||
let radius_find = collider.map(|c| c.get_radius()).unwrap_or(0.5);
|
||||
phys_cache.velocity_dt = vel.0 * dt.0;
|
||||
let entity_center = position.0 + Vec3::new(0.0, z_limits.0 + half_height, 0.0);
|
||||
let flat_radius = collider.map(|c| c.get_radius()).unwrap_or(0.5) * scale;
|
||||
let radius = (flat_radius.powi(2) + half_height.powi(2)).sqrt();
|
||||
|
||||
phys_cache.radius = radius_find * scale_find;
|
||||
phys_cache.scale = scale_find;
|
||||
// Move center to the middle between OLD and OLD+VEL_DT so that we can reduce
|
||||
// the collision_boundary
|
||||
phys_cache.center = entity_center + phys_cache.velocity_dt / 2.0;
|
||||
phys_cache.collision_boundary = radius + (phys_cache.velocity_dt / 2.0).magnitude();
|
||||
phys_cache.scale = scale;
|
||||
phys_cache.scaled_radius = flat_radius;
|
||||
}
|
||||
drop(guard);
|
||||
|
||||
span!(guard, "Apply pushback");
|
||||
let metrics = (
|
||||
&entities,
|
||||
@ -220,14 +246,7 @@ impl<'a> System<'a> for Sys {
|
||||
projectile,
|
||||
char_state_maybe,
|
||||
)| {
|
||||
let modifier = if char_state_maybe.map_or(false, |c_s| c_s.is_dodge()) {
|
||||
0.5
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
let z_limits = collider
|
||||
.map(|c| c.get_z_limits(modifier))
|
||||
.unwrap_or((-0.5 * modifier, 0.5 * modifier));
|
||||
let z_limits = calc_z_limit(char_state_maybe, collider);
|
||||
let mass = mass.map(|m| m.0).unwrap_or(previous_cache.scale);
|
||||
|
||||
// Resets touch_entities in physics
|
||||
@ -264,26 +283,21 @@ impl<'a> System<'a> for Sys {
|
||||
)
|
||||
.join()
|
||||
{
|
||||
let collision_dist = previous_cache.radius + previous_cache_other.radius;
|
||||
let collision_boundary = previous_cache.collision_boundary
|
||||
+ previous_cache_other.collision_boundary;
|
||||
if previous_cache
|
||||
.middle
|
||||
.distance_squared(previous_cache_other.middle)
|
||||
> collision_dist.powi(2)
|
||||
.center
|
||||
.distance_squared(previous_cache_other.center)
|
||||
> collision_boundary.powi(2)
|
||||
|| entity == entity_other
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
let modifier_other =
|
||||
if char_state_other_maybe.map_or(false, |c_s| c_s.is_dodge()) {
|
||||
0.5
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
let collision_dist =
|
||||
previous_cache.scaled_radius + previous_cache_other.scaled_radius;
|
||||
let z_limits_other = calc_z_limit(char_state_other_maybe, collider_other);
|
||||
|
||||
let z_limits_other = collider_other
|
||||
.map(|c| c.get_z_limits(modifier_other))
|
||||
.unwrap_or((-0.5 * modifier_other, 0.5 * modifier_other));
|
||||
let mass_other = mass_other
|
||||
.map(|m| m.0)
|
||||
.unwrap_or(previous_cache_other.scale);
|
||||
@ -296,7 +310,8 @@ impl<'a> System<'a> for Sys {
|
||||
metrics.entity_entity_collision_checks += 1;
|
||||
|
||||
const MIN_COLLISION_DIST: f32 = 0.3;
|
||||
let increments = ((previous_cache.velocity - previous_cache_other.velocity)
|
||||
let increments = ((previous_cache.velocity_dt
|
||||
- previous_cache_other.velocity_dt)
|
||||
.magnitude()
|
||||
/ MIN_COLLISION_DIST)
|
||||
.max(1.0)
|
||||
@ -306,8 +321,8 @@ impl<'a> System<'a> for Sys {
|
||||
|
||||
for i in 0..increments {
|
||||
let factor = i as f32 * step_delta;
|
||||
let pos = pos.0 + previous_cache.velocity * factor;
|
||||
let pos_other = pos_other.0 + previous_cache_other.velocity * factor;
|
||||
let pos = pos.0 + previous_cache.velocity_dt * factor;
|
||||
let pos_other = pos_other.0 + previous_cache_other.velocity_dt * factor;
|
||||
|
||||
let diff = pos.xy() - pos_other.xy();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user