Removed block-hopping, fixed collisions

This commit is contained in:
Joshua Barretto 2019-06-25 19:57:44 +01:00
parent 285cf2f973
commit 7a1359961c

View File

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