Improved falling glider physics

Former-commit-id: 752c1291c7d38282312446c5391c2fb4fa7cbf6e
This commit is contained in:
Joshua Barretto 2019-05-16 14:13:28 +01:00
parent bb95f5bf78
commit a0e685c03f

View File

@ -44,7 +44,7 @@ impl<'a> System<'a> for Sys {
let (gliding, friction) = if on_ground {
// TODO: Don't hard-code this
// Apply physics to the player: acceleration and non-linear decceleration
vel.0 += control.move_dir * 4.0;
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 200.0;
if control.jumping {
vel.0.z += 16.0;
@ -54,12 +54,12 @@ impl<'a> System<'a> for Sys {
} else {
// TODO: Don't hard-code this
// Apply physics to the player: acceleration and non-linear decceleration
vel.0 += control.move_dir * 0.2;
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 10.0;
if control.gliding && vel.0.z < 0.0 {
// TODO: Don't hard-code this
let anti_grav = 9.81 * 3.95;
vel.0.z += anti_grav * dt.0 * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
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 {
@ -68,7 +68,7 @@ impl<'a> System<'a> for Sys {
};
// Friction
vel.0 -= vel.0.map(|e| (e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5)).min(e.abs()).copysign(e)) * Vec3::new(1.0, 1.0, 0.0);
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()).copysign(e)) * Vec3::new(1.0, 1.0, 0.0);
if vel.0.magnitude_squared() != 0.0 {
dir.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);