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https://gitlab.com/veloren/veloren.git
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Removed block-hopping, fixed collisions
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285cf2f973
commit
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@ -145,18 +145,6 @@ impl<'a> System<'a> for Sys {
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// Movement
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pos.0 += vel.0 * dt.0;
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// Update OnGround component
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if terrain
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.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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&& vel.0.z <= 0.0
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{
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on_grounds.insert(entity, OnGround);
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} else {
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on_grounds.remove(entity);
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}
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// Integrate forces
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// Friction is assumed to be a constant dependent on location
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let friction = 50.0
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@ -170,14 +158,37 @@ impl<'a> System<'a> for Sys {
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// Basic collision with terrain
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// Iterate through nearby blocks, prioritise closer ones
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let near_iter = [0, -1, 1].into_iter()
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.map(move |i| [0, -1, 1].into_iter()
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.map(move |j| [0, 1, -1, 2].into_iter()
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.map(move |k| (*i, *j, *k))))
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let near_iter = [0, -1, 1, -2, 2, 3].into_iter()
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.map(move |k| [0, -1, 1, -2, 2].into_iter()
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.map(move |j| [0, -1, 1, -2, 2].into_iter()
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.map(move |i| (*i, *j, *k))))
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.flatten()
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.flatten();
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/*
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let collision_with = |pos: Vec3<f32>, near_iter| {
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for (i, j, k) in near_iter {
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let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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let this_aabb = Aabb { min: pos + Vec3::new(-0.3, -0.3, 0.0), max: pos + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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if this_aabb.collides_with_aabb(block_aabb) {
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return true;
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}
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}
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false
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};
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*/
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//let collision_above = collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone());
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//let collision_below = collision_with(pos.0 - Vec3::unit_z() * 1.01, near_iter.clone());
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on_grounds.remove(entity);
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pos.0.z -= 0.0001; // To force collision with the floor
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// For every nearby block...
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let mut on_ground = false;
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for (i, j, k) in near_iter {
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let block_pos = pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
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@ -188,30 +199,38 @@ impl<'a> System<'a> for Sys {
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.unwrap_or(false)
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{
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// ...and calculate bounding boxes for both the player's body and the block.
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let this_body_aabb = Aabb { min: pos.0 + Vec3::new(-0.4, -0.4, 1.0), max: pos.0 + Vec3::new(0.4, 0.4, 2.0) };
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let other_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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let this_aabb = Aabb { min: pos.0 + Vec3::new(-0.3, -0.3, 0.0), max: pos.0 + Vec3::new(0.3, 0.3, 1.7) };
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let block_aabb = Aabb { min: block_pos.map(|e| e as f32), max: block_pos.map(|e| e as f32) + 1.0 };
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// If the bounding boxes collide, resolve the collision
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if this_body_aabb.collides_with_aabb(other_aabb) {
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let dir = this_body_aabb.collision_vector_with_aabb(other_aabb);
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if this_aabb.collides_with_aabb(block_aabb) {
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let dir = this_aabb.collision_vector_with_aabb(block_aabb);
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let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
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let resolve_dir = dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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let resolve_dir = -dir.map(|e| if e.abs() == max_axis { e } else { 0.0 });
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pos.0 -= resolve_dir;
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vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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}
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// When the resolution direction is pointing upwards, we must be on the ground
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if resolve_dir.z > 0.0 {
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on_ground = true;
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}
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// Now, calculate a binding box for the player's feet...
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let this_feet_aabb = Aabb { min: pos.0 + Vec3::new(-0.3, -0.3, 0.0), max: pos.0 + Vec3::new(0.3, 0.3, 1.0) };
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// ...if it collides with the block, snap the player to the top of it...
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if this_feet_aabb.collides_with_aabb(other_aabb) {
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pos.0.z -= this_feet_aabb.collision_vector_with_aabb(other_aabb).z;
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vel.0.z = vel.0.z.max(0.0);
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//if resolve_dir.z == 0.0 && !collision_above {
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// pos.0.z += 1.01;
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// break;
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//} else {
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pos.0 += resolve_dir;
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vel.0 = vel.0.map2(resolve_dir, |e, d| if d == 0.0 { e } else { 0.0 });
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//}
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}
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}
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}
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if on_ground {
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on_grounds.insert(entity, OnGround);
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}// else if collision_below && vel.0.z < 0.0 {
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// pos.0.z -= 0.5;
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//}
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}
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}
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}
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