mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'better-physics' into 'master'
FPS independent physics See merge request veloren/veloren!168
This commit is contained in:
commit
910eccee82
@ -17,6 +17,16 @@ use crate::{
|
||||
// Basic ECS AI agent system
|
||||
pub struct Sys;
|
||||
|
||||
const HUMANOID_ACCEL: f32 = 100.0;
|
||||
const HUMANOID_SPEED: f32 = 500.0;
|
||||
const HUMANOID_AIR_ACCEL: f32 = 10.0;
|
||||
const HUMANOID_AIR_SPEED: f32 = 100.0;
|
||||
const HUMANOID_JUMP_ACCEL: f32 = 16.0;
|
||||
const GLIDE_ACCEL: f32 = 15.0;
|
||||
const GLIDE_SPEED: f32 = 45.0;
|
||||
// Gravity is 9.81 * 4, so this makes gravity equal to .15
|
||||
const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
|
||||
|
||||
impl<'a> System<'a> for Sys {
|
||||
type SystemData = (
|
||||
Entities<'a>,
|
||||
@ -73,51 +83,39 @@ impl<'a> System<'a> for Sys {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Handle held-down control
|
||||
let on_ground = 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;
|
||||
|
||||
let (gliding, friction) = if on_ground {
|
||||
// TODO: Don't hard-code this.
|
||||
// Apply physics to the player: acceleration and non-linear deceleration.
|
||||
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 200.0;
|
||||
|
||||
if jumps.get(entity).is_some() {
|
||||
vel.0.z += 16.0;
|
||||
jumps.remove(entity);
|
||||
}
|
||||
|
||||
(false, 0.15)
|
||||
let gliding = glides.get(entity).is_some() && vel.0.z < 0.0;
|
||||
let move_dir = if control.move_dir.magnitude() > 1.0 {
|
||||
control.move_dir.normalized()
|
||||
} else {
|
||||
// TODO: Don't hard-code this.
|
||||
// Apply physics to the player: acceleration and non-linear deceleration.
|
||||
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 10.0;
|
||||
|
||||
if glides.get(entity).is_some() && vel.0.z < 0.0 {
|
||||
// TODO: Don't hard-code this.
|
||||
let anti_grav = 9.81 * 3.95 + vel.0.z.powf(2.0) * 0.2;
|
||||
vel.0.z +=
|
||||
dt.0 * anti_grav * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
|
||||
|
||||
(true, 0.008)
|
||||
} else {
|
||||
(false, 0.015)
|
||||
}
|
||||
control.move_dir
|
||||
};
|
||||
|
||||
// Friction
|
||||
vel.0 -= Vec2::broadcast(dt.0)
|
||||
* 50.0
|
||||
* vel.0.map(|e| {
|
||||
(e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5))
|
||||
.min(e.abs() * dt.0 * 50.0)
|
||||
.copysign(e)
|
||||
})
|
||||
* Vec3::new(1.0, 1.0, 0.0);
|
||||
if on_ground {
|
||||
// Move player according to move_dir
|
||||
if vel.0.magnitude() < HUMANOID_SPEED {
|
||||
vel.0 += Vec2::broadcast(dt.0) * move_dir * HUMANOID_ACCEL;
|
||||
}
|
||||
|
||||
// Jump
|
||||
if jumps.get(entity).is_some() && vel.0.z <= 0.0 {
|
||||
vel.0.z = HUMANOID_JUMP_ACCEL;
|
||||
jumps.remove(entity);
|
||||
}
|
||||
} else if gliding && vel.0.magnitude() < GLIDE_SPEED {
|
||||
let anti_grav = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
|
||||
vel.0.z += dt.0 * anti_grav * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
|
||||
vel.0 += Vec2::broadcast(dt.0) * move_dir * GLIDE_ACCEL;
|
||||
} else if vel.0.magnitude() < HUMANOID_AIR_SPEED {
|
||||
vel.0 += Vec2::broadcast(dt.0) * move_dir * HUMANOID_AIR_ACCEL;
|
||||
}
|
||||
|
||||
// Set direction based on velocity
|
||||
if vel.0.magnitude_squared() != 0.0 {
|
||||
ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
|
||||
}
|
||||
|
@ -14,6 +14,29 @@ use vek::*;
|
||||
pub struct Sys;
|
||||
|
||||
const GRAVITY: f32 = 9.81 * 4.0;
|
||||
const FRIC_GROUND: f32 = 0.15;
|
||||
const FRIC_AIR: f32 = 0.015;
|
||||
|
||||
// Integrates forces, calculates the new velocity based off of the old velocity
|
||||
// dt = delta time
|
||||
// lv = linear velocity
|
||||
// damp = linear damping
|
||||
// Friction is a type of damping.
|
||||
fn integrate_forces(dt: f32, mut lv: Vec3<f32>, damp: f32) -> Vec3<f32> {
|
||||
lv.z -= (GRAVITY * dt).max(-50.0);
|
||||
|
||||
let mut linear_damp = 1.0 - dt * damp;
|
||||
|
||||
if linear_damp < 0.0
|
||||
// reached zero in the given time
|
||||
{
|
||||
linear_damp = 0.0;
|
||||
}
|
||||
|
||||
lv *= linear_damp;
|
||||
|
||||
lv
|
||||
}
|
||||
|
||||
impl<'a> System<'a> for Sys {
|
||||
type SystemData = (
|
||||
@ -31,18 +54,19 @@ impl<'a> System<'a> for Sys {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Gravity
|
||||
vel.0.z = (vel.0.z - GRAVITY * dt.0).max(-50.0);
|
||||
let on_ground = 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;
|
||||
|
||||
// Movement
|
||||
pos.0 += vel.0 * dt.0;
|
||||
|
||||
// Don't fall into the void.
|
||||
// TODO: This shouldn't be needed when we have proper physics and chunk loading.
|
||||
if pos.0.z < 0.0 {
|
||||
pos.0.z = 0.0;
|
||||
vel.0.z = 0.0;
|
||||
}
|
||||
// Integrate forces
|
||||
// Friction is assumed to be a constant dependent on location
|
||||
let friction = 50.0 * if on_ground { FRIC_GROUND } else { FRIC_AIR };
|
||||
vel.0 = integrate_forces(dt.0, vel.0, friction);
|
||||
|
||||
// Basic collision with terrain
|
||||
let mut i = 0.0;
|
||||
|
Loading…
Reference in New Issue
Block a user