Merge branch 'socksonme/pushback_require_collider' into 'master'

Make the collider component be required for entity pushback

See merge request veloren/veloren!2954
This commit is contained in:
Imbris 2021-11-09 06:11:07 +00:00
commit 79afad626b

View File

@ -2,8 +2,8 @@ use common::{
comp::{
body::ship::figuredata::{VoxelCollider, VOXEL_COLLIDER_MANIFEST},
fluid_dynamics::{Fluid, LiquidKind, Wings},
BeamSegment, Body, CharacterState, Collider, Density, Mass, Mounting, Ori, PhysicsState,
Pos, PosVelOriDefer, PreviousPhysCache, Projectile, Scale, Shockwave, Stats, Sticky, Vel,
Body, CharacterState, Collider, Density, Mass, Mounting, Ori, PhysicsState, Pos,
PosVelOriDefer, PreviousPhysCache, Projectile, Scale, Stats, Sticky, Vel,
},
consts::{AIR_DENSITY, FRIC_GROUND, GRAVITY},
event::{EventBus, ServerEvent},
@ -87,18 +87,13 @@ fn integrate_forces(
vel
}
fn calc_z_limit(
char_state_maybe: Option<&CharacterState>,
collider: Option<&Collider>,
) -> (f32, f32) {
fn calc_z_limit(char_state_maybe: Option<&CharacterState>, collider: &Collider) -> (f32, f32) {
let modifier = if char_state_maybe.map_or(false, |c_s| c_s.is_dodge() || c_s.is_glide()) {
0.5
} else {
1.0
};
collider
.map(|c| c.get_z_limits(modifier))
.unwrap_or((-0.5 * modifier, 0.5 * modifier))
collider.get_z_limits(modifier)
}
/// This system applies forces and calculates new positions and velocities.
@ -118,8 +113,6 @@ pub struct PhysicsRead<'a> {
colliders: ReadStorage<'a, Collider>,
mountings: ReadStorage<'a, Mounting>,
projectiles: ReadStorage<'a, Projectile>,
beams: ReadStorage<'a, BeamSegment>,
shockwaves: ReadStorage<'a, Shockwave>,
char_states: ReadStorage<'a, CharacterState>,
bodies: ReadStorage<'a, Body>,
character_states: ReadStorage<'a, CharacterState>,
@ -172,15 +165,14 @@ impl<'a> PhysicsData<'a> {
// Add PreviousPhysCache for all relevant entities
for entity in (
&self.read.entities,
&self.read.colliders,
&self.write.velocities,
&self.write.positions,
!&self.write.previous_phys_cache,
!&self.read.mountings,
!&self.read.beams,
!&self.read.shockwaves,
)
.join()
.map(|(e, _, _, _, _, _, _)| e)
.map(|(e, _, _, _, _, _)| e)
.collect::<Vec<_>>()
{
let _ = self
@ -200,18 +192,16 @@ impl<'a> PhysicsData<'a> {
}
// Update PreviousPhysCache
for (_, vel, position, ori, mut phys_cache, collider, scale, cs, _, _, _) in (
for (_, vel, position, ori, mut phys_cache, collider, scale, cs, _) in (
&self.read.entities,
&self.write.velocities,
&self.write.positions,
&self.write.orientations,
&mut self.write.previous_phys_cache,
self.read.colliders.maybe(),
&self.read.colliders,
self.read.scales.maybe(),
self.read.char_states.maybe(),
!&self.read.mountings,
!&self.read.beams,
!&self.read.shockwaves,
)
.join()
{
@ -223,7 +213,7 @@ impl<'a> PhysicsData<'a> {
phys_cache.velocity_dt = vel.0 * self.read.dt.0;
let entity_center = position.0 + Vec3::new(0.0, 0.0, z_min + half_height);
let flat_radius = collider.map_or(0.5, Collider::bounding_radius) * scale;
let flat_radius = collider.bounding_radius() * scale;
let radius = (flat_radius.powi(2) + half_height.powi(2)).sqrt();
// Move center to the middle between OLD and OLD+VEL_DT
@ -234,14 +224,14 @@ impl<'a> PhysicsData<'a> {
phys_cache.scaled_radius = flat_radius;
let neighborhood_radius = match collider {
Some(Collider::CapsulePrism { radius, .. }) => radius * scale,
Some(Collider::Voxel { .. } | Collider::Point) | None => flat_radius,
Collider::CapsulePrism { radius, .. } => radius * scale,
Collider::Voxel { .. } | Collider::Point => flat_radius,
};
phys_cache.neighborhood_radius = neighborhood_radius;
let ori = ori.to_quat();
let origins = match collider {
Some(Collider::CapsulePrism { p0, p1, .. }) => {
Collider::CapsulePrism { p0, p1, .. } => {
let a = p1 - p0;
let len = a.magnitude();
// If origins are close enough, our capsule prism is cylinder
@ -275,7 +265,7 @@ impl<'a> PhysicsData<'a> {
Some((p0, p1))
}
},
Some(Collider::Voxel { .. } | Collider::Point) | None => None,
Collider::Voxel { .. } | Collider::Point => None,
};
phys_cache.origins = origins;
phys_cache.ori = ori;
@ -302,15 +292,14 @@ impl<'a> PhysicsData<'a> {
let lg2_large_cell_size = 6;
let radius_cutoff = 8;
let mut spatial_grid = SpatialGrid::new(lg2_cell_size, lg2_large_cell_size, radius_cutoff);
for (entity, pos, phys_cache, _, _, _, _, _) in (
for (entity, pos, phys_cache, _, _, _, _) in (
&read.entities,
&write.positions,
&write.previous_phys_cache,
write.velocities.mask(),
!&read.projectiles, // Not needed because they are skipped in the inner loop below
!&read.mountings,
!&read.beams,
!&read.shockwaves,
read.colliders.mask(),
)
.join()
{
@ -338,7 +327,7 @@ impl<'a> PhysicsData<'a> {
&mut write.velocities,
previous_phys_cache,
&read.masses,
read.colliders.maybe(),
&read.colliders,
!&read.mountings,
read.stickies.maybe(),
&mut write.physics_states,
@ -405,6 +394,7 @@ impl<'a> PhysicsData<'a> {
let pos = positions.get(entity)?;
let previous_cache = previous_phys_cache.get(entity)?;
let mass = read.masses.get(entity)?;
let collider = read.colliders.get(entity)?;
Some((
entity,
@ -412,7 +402,7 @@ impl<'a> PhysicsData<'a> {
pos,
previous_cache,
mass,
read.colliders.get(entity),
collider,
read.char_states.get(entity),
))
})
@ -993,7 +983,7 @@ impl<'a> PhysicsData<'a> {
let path_sphere = {
// TODO: duplicated with maintain_pushback_cache,
// make a common function to call to compute all this info?
let z_limits = calc_z_limit(character_state, Some(collider));
let z_limits = calc_z_limit(character_state, collider);
let z_limits = (z_limits.0 * scale, z_limits.1 * scale);
let half_height = (z_limits.1 - z_limits.0) / 2.0;
@ -1782,8 +1772,8 @@ fn resolve_e2e_collision(
previous_cache_other: &PreviousPhysCache,
z_limits: (f32, f32),
z_limits_other: (f32, f32),
collider: Option<&Collider>,
collider_other: Option<&Collider>,
collider: &Collider,
collider_other: &Collider,
mass: Mass,
mass_other: Mass,
) -> bool {
@ -1855,8 +1845,8 @@ fn resolve_e2e_collision(
&& (!is_sticky || is_mid_air)
&& diff.magnitude_squared() > 0.0
&& !is_projectile
&& !matches!(collider_other, Some(Collider::Voxel { .. }))
&& !matches!(collider, Some(Collider::Voxel { .. }))
&& !matches!(collider_other, Collider::Voxel { .. })
&& !matches!(collider, Collider::Voxel { .. })
{
const ELASTIC_FORCE_COEFFICIENT: f32 = 400.0;
let mass_coefficient = mass_other.0 / (mass.0 + mass_other.0);