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Revert "Exponential interpolation for linear damping"
This reverts commit 94b9f50efa
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94b9f50efa
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8b9a3ae1df
@ -11,14 +11,8 @@ use {
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};
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const GRAVITY: f32 = 9.81 * 4.0;
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// Friction values used for linear damping. They are unitless quantities. The
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// value of these quantities must be between zero and one. They represent the
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// amount an object will slow down within 1/60th of a second. Eg. if the frction
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// is 0.01, and the speed is 1.0, then after 1/60th of a second the speed will
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// be 0.99. after 1 second the speed will be 0.54, which is 0.99 ^ 60.
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const FRIC_GROUND: f32 = 0.125;
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const FRIC_AIR: f32 = 0.0125;
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const FRIC_GROUND: f32 = 0.15;
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const FRIC_AIR: f32 = 0.015;
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// Integrates forces, calculates the new velocity based off of the old velocity
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// dt = delta time
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@ -26,16 +20,10 @@ const FRIC_AIR: f32 = 0.0125;
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// damp = linear damping
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// Friction is a type of damping.
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fn integrate_forces(dt: f32, mut lv: Vec3<f32>, grav: f32, damp: f32) -> Vec3<f32> {
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// this is not linear damping, because it is proportional to the original
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// velocity this "linear" damping in in fact, quite exponential. and thus
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// must be interpolated accordingly
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let linear_damp = if damp < 1.0 {
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(1.0 - damp).powf(dt * 60.0)
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} else {
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0.0
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};
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lv.z = (lv.z - grav * dt).max(-50.0);
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let linear_damp = (1.0 - dt * damp).max(0.0);
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lv * linear_damp
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}
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@ -73,7 +61,7 @@ impl<'a> System<'a> for Sys {
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let mut event_emitter = event_bus.emitter();
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// Apply movement inputs
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for (entity, scale, _b, mut pos, mut vel, _ori) in (
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for (entity, scale, b, mut pos, mut vel, mut ori) in (
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&entities,
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scales.maybe(),
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&bodies,
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@ -86,6 +74,16 @@ impl<'a> System<'a> for Sys {
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let mut physics_state = physics_states.get(entity).cloned().unwrap_or_default();
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let scale = scale.map(|s| s.0).unwrap_or(1.0);
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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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* if physics_state.on_ground {
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FRIC_GROUND
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} else {
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FRIC_AIR
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};
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vel.0 = integrate_forces(dt.0, vel.0, GRAVITY, friction);
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// Basic collision with terrain
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let player_rad = 0.3 * scale; // half-width of the player's AABB
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let player_height = 1.5 * scale;
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@ -99,27 +97,6 @@ impl<'a> System<'a> for Sys {
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.flatten()
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.flatten();
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let old_vel = vel.clone();
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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 = if physics_state.on_ground {
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FRIC_GROUND
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} else {
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FRIC_AIR
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};
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vel.0 = integrate_forces(dt.0, vel.0, GRAVITY, friction);
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// Don't move if we're not in a loaded chunk
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let pos_delta = if terrain
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.get_key(terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
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.is_some()
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{
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// this is an approximation that allows
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(vel.0 + old_vel.0 * 4.0) * dt.0 * 0.2
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} else {
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Vec3::zero()
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};
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// Function for determining whether the player at a specific position collides with the ground
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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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@ -153,6 +130,16 @@ impl<'a> System<'a> for Sys {
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let mut on_ground = false;
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let mut attempts = 0; // Don't loop infinitely here
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// Don't move if we're not in a loaded chunk
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let pos_delta = if terrain
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.get_key(terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
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.is_some()
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{
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vel.0 * dt.0
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} else {
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Vec3::zero()
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};
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// Don't jump too far at once
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let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
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.ceil()
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