diff --git a/common/src/sys/phys.rs b/common/src/sys/phys.rs index 8744899ab4..87fdbfbb02 100644 --- a/common/src/sys/phys.rs +++ b/common/src/sys/phys.rs @@ -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, 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; + //} } } }