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https://gitlab.com/veloren/veloren.git
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Redefine Ori as a quaternion
This commit is contained in:
parent
2248b5cc2d
commit
a1ff9ab83f
@ -17,6 +17,7 @@ pub mod inventory;
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mod last;
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mod location;
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mod misc;
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pub mod ori;
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mod phys;
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mod player;
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pub mod poise;
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@ -61,9 +62,9 @@ pub use inventory::{
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pub use last::Last;
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pub use location::{Waypoint, WaypointArea};
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pub use misc::Object;
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pub use ori::Ori;
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pub use phys::{
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Collider, ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, PreviousVelDtCache, Scale,
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Sticky, Vel,
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Collider, ForceUpdate, Gravity, Mass, PhysicsState, Pos, PreviousVelDtCache, Scale, Sticky, Vel,
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};
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pub use player::Player;
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pub use poise::{Poise, PoiseChange, PoiseSource, PoiseState};
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175
common/src/comp/ori.rs
Normal file
175
common/src/comp/ori.rs
Normal file
@ -0,0 +1,175 @@
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use crate::util::Dir;
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use serde::{Deserialize, Serialize};
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use specs::Component;
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use specs_idvs::IdvStorage;
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use std::f32::consts::PI;
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use vek::{Quaternion, Vec2, Vec3};
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// Orientation
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[serde(into = "SerdeOri")]
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#[serde(from = "SerdeOri")]
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pub struct Ori(Quaternion<f32>);
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impl Default for Ori {
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/// Returns the default orientation (no rotation; default Dir)
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fn default() -> Self { Self(Quaternion::identity()) }
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}
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impl Ori {
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pub fn new(quat: Quaternion<f32>) -> Self {
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debug_assert!(quat.into_vec4().map(f32::is_finite).reduce_and());
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debug_assert!(quat.into_vec4().is_normalized());
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Self(quat)
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}
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/// Tries to convert into a Dir and then the appropriate rotation
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pub fn from_unnormalized_vec(vec: Vec3<f32>) -> Option<Self> {
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Dir::from_unnormalized(vec).map(Self::from)
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}
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pub fn to_vec(self) -> Vec3<f32> { *self.look_dir() }
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pub fn to_quat(self) -> Quaternion<f32> { self.0 }
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/// Transform the vector from local into global vector space
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pub fn relative_to_world(&self, vec: Vec3<f32>) -> Vec3<f32> { self.0 * vec }
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/// Transform the vector from global into local vector space
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pub fn relative_to_self(&self, vec: Vec3<f32>) -> Vec3<f32> { self.0.inverse() * vec }
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pub fn look_dir(&self) -> Dir { Dir::new(self.0.normalized() * *Dir::default()) }
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pub fn up(&self) -> Dir { self.pitched_up(PI / 2.0).look_dir() }
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pub fn down(&self) -> Dir { self.pitched_down(PI / 2.0).look_dir() }
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pub fn left(&self) -> Dir { self.yawed_left(PI / 2.0).look_dir() }
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pub fn right(&self) -> Dir { self.yawed_right(PI / 2.0).look_dir() }
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pub fn slerp(ori1: Self, ori2: Self, s: f32) -> Self {
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Self(Quaternion::slerp(ori1.0, ori2.0, s).normalized())
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}
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pub fn slerped_towards(self, ori: Ori, s: f32) -> Self { Self::slerp(self, ori, s) }
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/// Multiply rotation quaternion by `q`
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pub fn rotated(self, q: Quaternion<f32>) -> Self { Self((self.0 * q).normalized()) }
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/// Premultiply rotation quaternion by `q`
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pub fn rotated_world(self, q: Quaternion<f32>) -> Self { Self((q * self.0).normalized()) }
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pub fn pitched_up(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_x(angle_radians))
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}
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pub fn pitched_down(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_x(-angle_radians))
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}
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pub fn yawed_left(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_z(angle_radians))
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}
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pub fn yawed_right(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_z(-angle_radians))
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}
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pub fn rolled_left(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_y(-angle_radians))
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}
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pub fn rolled_right(self, angle_radians: f32) -> Self {
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self.rotated(Quaternion::rotation_y(angle_radians))
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}
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/// Returns a version without sideways tilt (roll)
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pub fn uprighted(self) -> Self { self.look_dir().into() }
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fn is_normalized(&self) -> bool { self.0.into_vec4().is_normalized() }
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}
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impl From<Dir> for Ori {
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fn from(dir: Dir) -> Self {
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// rotate horizontally first and then vertically to prevent rolling
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let from = *Dir::default();
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let q1 = (*dir * Vec3::new(1.0, 1.0, 0.0))
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.try_normalized()
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.map(|hv| Quaternion::<f32>::rotation_from_to_3d(from, hv).normalized())
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.unwrap_or_default();
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let q2 = (from + Vec3::new(0.0, 0.0, dir.z))
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.try_normalized()
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.map(|to| Quaternion::<f32>::rotation_from_to_3d(from, to).normalized())
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.unwrap_or_default();
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Self((q1 * q2).normalized())
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}
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}
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impl From<Ori> for Quaternion<f32> {
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fn from(Ori(q): Ori) -> Self { q }
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}
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impl From<Quaternion<f32>> for Ori {
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fn from(quat: Quaternion<f32>) -> Self { Self(quat.normalized()) }
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}
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impl From<vek::quaternion::repr_simd::Quaternion<f32>> for Ori {
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fn from(
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vek::quaternion::repr_simd::Quaternion { x, y, z, w }: vek::quaternion::repr_simd::Quaternion<f32>,
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) -> Self {
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Self(Quaternion { x, y, z, w }.normalized())
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}
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}
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impl From<Ori> for vek::quaternion::repr_simd::Quaternion<f32> {
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fn from(Ori(Quaternion { x, y, z, w }): Ori) -> Self {
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vek::quaternion::repr_simd::Quaternion { x, y, z, w }
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}
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}
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impl From<Ori> for Dir {
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fn from(ori: Ori) -> Self { ori.look_dir() }
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}
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impl From<Ori> for Vec3<f32> {
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fn from(ori: Ori) -> Self { *ori.look_dir() }
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}
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impl From<Ori> for Vec2<f32> {
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fn from(ori: Ori) -> Self { ori.look_dir().xy() }
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}
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// Validate at Deserialization
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#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
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struct SerdeOri(Quaternion<f32>);
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impl From<SerdeOri> for Ori {
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fn from(serde_quat: SerdeOri) -> Self {
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let quat: Quaternion<f32> = serde_quat.0;
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if quat.into_vec4().map(f32::is_nan).reduce_or() {
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tracing::warn!(
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?quat,
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"Deserialized rotation quaternion containing NaNs, replacing with default"
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);
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Default::default()
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} else if !Self(quat).is_normalized() {
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tracing::warn!(
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?quat,
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"Deserialized unnormalized rotation quaternion (magnitude: {}), replacing with \
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default",
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quat.magnitude()
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);
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Default::default()
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} else {
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Self::new(quat)
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}
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}
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}
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impl Into<SerdeOri> for Ori {
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fn into(self) -> SerdeOri { SerdeOri(self.0) }
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}
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impl Component for Ori {
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type Storage = IdvStorage<Self>;
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}
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@ -1,4 +1,4 @@
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use crate::{uid::Uid, util::Dir};
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use crate::uid::Uid;
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use serde::{Deserialize, Serialize};
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use specs::{Component, DerefFlaggedStorage, NullStorage};
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use specs_idvs::IdvStorage;
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@ -20,18 +20,6 @@ impl Component for Vel {
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type Storage = IdvStorage<Self>;
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}
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// Orientation
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#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Ori(pub Dir);
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impl Ori {
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pub fn vec(&self) -> &Vec3<f32> { &*self.0 }
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}
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impl Component for Ori {
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type Storage = IdvStorage<Self>;
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}
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/// Cache of Velocity (of last tick) * dt (of curent tick)
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/// It's updated and read in physics sys to speed up entity<->entity collisions
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/// no need to send it via network
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@ -182,7 +182,7 @@ impl CharacterBehavior for Data {
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update.server_events.push_front(ServerEvent::BeamSegment {
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properties,
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pos,
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ori: Ori(data.inputs.look_dir),
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ori: Ori::from(data.inputs.look_dir),
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});
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update.character = CharacterState::BasicBeam(Data {
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timer: self
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@ -1,5 +1,5 @@
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use crate::{
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comp::{CharacterState, Climb, EnergySource, StateUpdate},
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comp::{CharacterState, Climb, EnergySource, Ori, StateUpdate},
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consts::GRAVITY,
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event::LocalEvent,
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states::behavior::{CharacterBehavior, JoinData},
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@ -64,14 +64,13 @@ impl CharacterBehavior for Data {
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}
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// Set orientation direction based on wall direction
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let ori_dir = Vec2::from(wall_dir);
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// Smooth orientation
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update.ori.0 = Dir::slerp_to_vec3(
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update.ori.0,
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ori_dir.into(),
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if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
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);
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if let Some(ori_dir) = Dir::from_unnormalized(Vec2::from(wall_dir).into()) {
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// Smooth orientation
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update.ori = update.ori.slerped_towards(
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Ori::from(ori_dir),
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if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0,
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);
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};
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// Apply Vertical Climbing Movement
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if update.vel.0.z <= CLIMB_SPEED {
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@ -1,6 +1,6 @@
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use super::utils::handle_climb;
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use crate::{
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comp::{inventory::slot::EquipSlot, CharacterState, StateUpdate},
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comp::{inventory::slot::EquipSlot, CharacterState, Ori, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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util::Dir,
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};
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@ -49,8 +49,10 @@ impl CharacterBehavior for Data {
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};
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// Determine orientation vector from movement direction vector
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let horiz_vel = Vec2::from(update.vel.0);
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update.ori.0 = Dir::slerp_to_vec3(update.ori.0, horiz_vel.into(), 2.0 * data.dt.0);
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let horiz_vel = Vec2::<f32>::from(update.vel.0);
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if let Some(dir) = Dir::from_unnormalized(update.vel.0) {
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update.ori = update.ori.slerped_towards(Ori::from(dir), 2.0 * data.dt.0);
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};
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// Apply Glide antigrav lift
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let horiz_speed_sq = horiz_vel.magnitude_squared();
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@ -188,7 +188,7 @@ pub fn handle_forced_movement(
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* accel
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* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * strength);
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* (data.inputs.move_dir * efficiency + Vec2::from(update.ori) * strength);
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},
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ForcedMovement::Leap {
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vertical,
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@ -231,11 +231,11 @@ pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32)
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} else if !data.inputs.move_dir.is_approx_zero() {
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data.inputs.move_dir
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} else {
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update.ori.0.xy()
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update.ori.into()
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};
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// Smooth orientation
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update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), rate * data.dt.0);
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update.ori = Dir::slerp_to_vec3(update.ori.look_dir(), ori_dir.into(), rate * data.dt.0).into();
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}
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/// Updates components to move player as if theyre swimming
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@ -195,7 +195,7 @@ impl<'a> System<'a> for Sys {
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let mut inputs = &mut controller.inputs;
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// Default to looking in orientation direction (can be overridden below)
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inputs.look_dir = ori.0;
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inputs.look_dir = ori.look_dir();
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const AVG_FOLLOW_DIST: f32 = 6.0;
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const MAX_FOLLOW_DIST: f32 = 12.0;
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@ -149,8 +149,8 @@ impl<'a> System<'a> for Sys {
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let hit = entity != b
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&& !health_b.is_dead
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// Collision shapes
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&& (sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam_segment.angle, pos_b.0, rad_b, height_b)
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|| last_pos_b_maybe.map_or(false, |pos_maybe| {sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam_segment.angle, (pos_maybe.0).0, rad_b, height_b)}));
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&& (sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b)
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|| last_pos_b_maybe.map_or(false, |pos_maybe| {sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, (pos_maybe.0).0, rad_b, height_b)}));
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if hit {
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// See if entities are in the same group
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@ -183,7 +183,7 @@ impl<'a> System<'a> for Sys {
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attacker_info,
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b,
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inventory_b_maybe,
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ori.0,
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ori.look_dir(),
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false,
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1.0,
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|e| server_emitter.emit(e),
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@ -95,10 +95,12 @@ impl<'a> System<'a> for Sys {
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)
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.join()
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{
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let look_dir = *ori.look_dir();
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// 2D versions
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let pos2 = Vec2::from(pos.0);
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let pos_b2 = Vec2::<f32>::from(pos_b.0);
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let ori2 = Vec2::from(*ori.0);
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let ori2 = Vec2::from(look_dir);
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// Scales
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let scale = scale_maybe.map_or(1.0, |s| s.0);
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@ -128,7 +130,7 @@ impl<'a> System<'a> for Sys {
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GroupTarget::OutOfGroup
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};
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
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let attacker_info = Some(AttackerInfo {
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entity,
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@ -8,6 +8,7 @@ use common::{
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resources::DeltaTime,
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span,
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uid::UidAllocator,
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util::Dir,
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GroupTarget,
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};
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use specs::{
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@ -125,7 +126,7 @@ impl<'a> System<'a> for Sys {
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attacker_info,
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target_entity,
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inventories.get(target_entity),
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ori.0,
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ori.look_dir(),
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false,
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1.0,
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|e| server_emitter.emit(e),
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@ -192,9 +193,9 @@ impl<'a> System<'a> for Sys {
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}
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} else if let Some(dir) = velocities
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.get(entity)
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.and_then(|vel| vel.0.try_normalized())
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.and_then(|vel| Dir::from_unnormalized(vel.0))
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{
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ori.0 = dir.into();
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*ori = dir.into();
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}
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if projectile.time_left == Duration::default() {
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@ -104,13 +104,14 @@ impl<'a> System<'a> for Sys {
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let frame_start_dist = (shockwave.speed * (time_since_creation - dt)).max(0.0);
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let frame_end_dist = (shockwave.speed * time_since_creation).max(frame_start_dist);
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let pos2 = Vec2::from(pos.0);
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let look_dir = ori.look_dir();
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// From one frame to the next a shockwave travels over a strip of an arc
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// This is used for collision detection
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let arc_strip = ArcStrip {
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origin: pos2,
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// TODO: make sure this is not Vec2::new(0.0, 0.0)
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dir: ori.0.xy(),
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dir: look_dir.xy(),
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angle: shockwave.angle,
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start: frame_start_dist,
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end: frame_end_dist,
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@ -194,7 +195,7 @@ impl<'a> System<'a> for Sys {
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&& (!shockwave.requires_ground || physics_state_b.on_ground);
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if hit {
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
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let dir = Dir::from_unnormalized(pos_b.0 - pos.0).unwrap_or(look_dir);
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let attacker_info =
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shockwave_owner
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@ -21,7 +21,6 @@ use common::{
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resources::TimeOfDay,
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terrain::{Block, BlockKind, SpriteKind, TerrainChunkSize},
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uid::Uid,
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util::Dir,
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vol::RectVolSize,
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Damage, DamageSource, Explosion, LoadoutBuilder, RadiusEffect,
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};
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@ -1163,18 +1162,23 @@ fn handle_object(
|
||||
server
|
||||
.state
|
||||
.create_object(pos, *obj_type)
|
||||
.with(comp::Ori(
|
||||
// converts player orientation into a 90° rotation for the object by using the
|
||||
// axis with the highest value
|
||||
Dir::from_unnormalized(ori.0.map(|e| {
|
||||
if e.abs() == ori.0.map(|e| e.abs()).reduce_partial_max() {
|
||||
e
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
}))
|
||||
.with(
|
||||
comp::Ori::from_unnormalized_vec(
|
||||
// converts player orientation into a 90° rotation for the object by using
|
||||
// the axis with the highest value
|
||||
{
|
||||
let look_dir = ori.look_dir();
|
||||
look_dir.map(|e| {
|
||||
if e.abs() == look_dir.map(|e| e.abs()).reduce_partial_max() {
|
||||
e
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
})
|
||||
},
|
||||
)
|
||||
.unwrap_or_default(),
|
||||
))
|
||||
)
|
||||
.build();
|
||||
server.notify_client(
|
||||
client,
|
||||
|
@ -503,7 +503,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
for (pos, ori, item) in dropped_items {
|
||||
state
|
||||
.create_object(Default::default(), comp::object::Body::Pouch)
|
||||
.with(comp::Pos(pos.0 + *ori.0 + Vec3::unit_z()))
|
||||
.with(comp::Pos(pos.0 + *ori.look_dir() + Vec3::unit_z()))
|
||||
.with(item)
|
||||
.with(comp::Vel(Vec3::zero()))
|
||||
.build();
|
||||
@ -521,7 +521,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
|
||||
),
|
||||
_ => {
|
||||
vel.0
|
||||
+ *ori.0 * 20.0
|
||||
+ *ori.look_dir() * 20.0
|
||||
+ Vec3::unit_z() * 15.0
|
||||
+ Vec3::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0
|
||||
},
|
||||
|
@ -11,7 +11,6 @@ use common::{
|
||||
},
|
||||
effect::Effect,
|
||||
uid::{Uid, UidAllocator},
|
||||
util::Dir,
|
||||
};
|
||||
use common_net::{
|
||||
msg::{CharacterInfo, PlayerListUpdate, PresenceKind, ServerGeneral},
|
||||
@ -148,15 +147,14 @@ impl StateExt for State {
|
||||
.create_entity_synced()
|
||||
.with(pos)
|
||||
.with(comp::Vel(Vec3::zero()))
|
||||
.with(comp::Ori(Dir::new(
|
||||
Vec3::new(
|
||||
.with(
|
||||
comp::Ori::from_unnormalized_vec(Vec3::new(
|
||||
thread_rng().gen_range(-1.0..1.0),
|
||||
thread_rng().gen_range(-1.0..1.0),
|
||||
0.0,
|
||||
)
|
||||
.try_normalized()
|
||||
))
|
||||
.unwrap_or_default(),
|
||||
)))
|
||||
)
|
||||
.with(comp::Collider::Box {
|
||||
radius: body.radius(),
|
||||
z_min: 0.0,
|
||||
@ -209,7 +207,7 @@ impl StateExt for State {
|
||||
.create_entity_synced()
|
||||
.with(pos)
|
||||
.with(vel)
|
||||
.with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default()))
|
||||
.with(comp::Ori::from_unnormalized_vec(vel.0).unwrap_or_default())
|
||||
.with(comp::Mass(0.0))
|
||||
.with(comp::Collider::Point)
|
||||
.with(body)
|
||||
|
@ -1,4 +1,4 @@
|
||||
use common::util::Dir;
|
||||
use common::comp::Ori;
|
||||
use specs::Component;
|
||||
use specs_idvs::IdvStorage;
|
||||
use vek::*;
|
||||
@ -33,7 +33,7 @@ impl Component for HpFloaterList {
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub struct Interpolated {
|
||||
pub pos: Vec3<f32>,
|
||||
pub ori: Dir,
|
||||
pub ori: Ori,
|
||||
}
|
||||
impl Component for Interpolated {
|
||||
type Storage = IdvStorage<Self>;
|
||||
|
@ -2,7 +2,6 @@ use crate::ecs::comp::Interpolated;
|
||||
use common::{
|
||||
comp::{Ori, Pos, Vel},
|
||||
resources::DeltaTime,
|
||||
util::Dir,
|
||||
};
|
||||
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
|
||||
use tracing::warn;
|
||||
@ -31,16 +30,16 @@ impl<'a> System<'a> for Sys {
|
||||
// Update interpolation values
|
||||
if i.pos.distance_squared(pos.0) < 64.0 * 64.0 {
|
||||
i.pos = Lerp::lerp(i.pos, pos.0 + vel.0 * 0.03, 10.0 * dt.0);
|
||||
i.ori = Dir::slerp(i.ori, ori.0, 5.0 * dt.0);
|
||||
i.ori = Ori::slerp(i.ori, *ori, 5.0 * dt.0);
|
||||
} else {
|
||||
i.pos = pos.0;
|
||||
i.ori = ori.0;
|
||||
i.ori = *ori;
|
||||
}
|
||||
}
|
||||
// Insert interpolation components for entities which don't have them
|
||||
for (entity, pos, ori) in (&entities, &positions, &orientations, !&interpolated)
|
||||
.join()
|
||||
.map(|(e, p, o, _)| (e, p.0, o.0))
|
||||
.map(|(e, p, o, _)| (e, p.0, *o))
|
||||
.collect::<Vec<_>>()
|
||||
{
|
||||
interpolated
|
||||
|
@ -1707,10 +1707,13 @@ impl Hud {
|
||||
.set(self.ids.velocity, ui_widgets);
|
||||
// Player's orientation vector
|
||||
let orientation_text = match debug_info.ori {
|
||||
Some(ori) => format!(
|
||||
"Orientation: ({:.1}, {:.1}, {:.1})",
|
||||
ori.0.x, ori.0.y, ori.0.z,
|
||||
),
|
||||
Some(ori) => {
|
||||
let look_dir = ori.look_dir();
|
||||
format!(
|
||||
"Orientation: ({:.1}, {:.1}, {:.1})",
|
||||
look_dir.x, look_dir.y, look_dir.z,
|
||||
)
|
||||
},
|
||||
None => "Player has no Ori component".to_owned(),
|
||||
};
|
||||
Text::new(&orientation_text)
|
||||
|
@ -584,7 +584,7 @@ impl FigureMgr {
|
||||
.map(|i| {
|
||||
(
|
||||
(anim::vek::Vec3::from(i.pos),),
|
||||
anim::vek::Vec3::from(*i.ori),
|
||||
anim::vek::Vec3::from(i.ori.to_vec()),
|
||||
)
|
||||
})
|
||||
.unwrap_or((
|
||||
|
@ -571,17 +571,12 @@ impl Scene {
|
||||
})
|
||||
.map(|(pos, ori, interpolated, light_anim)| {
|
||||
// Use interpolated values if they are available
|
||||
let (pos, ori) =
|
||||
interpolated.map_or((pos.0, ori.map(|o| o.0)), |i| (i.pos, Some(i.ori)));
|
||||
let rot = {
|
||||
if let Some(o) = ori {
|
||||
Mat3::rotation_z(-o.x.atan2(o.y))
|
||||
} else {
|
||||
Mat3::identity()
|
||||
}
|
||||
};
|
||||
let (pos, rot) = interpolated
|
||||
.map_or((pos.0, ori.copied().unwrap_or_default()), |i| {
|
||||
(i.pos, i.ori)
|
||||
});
|
||||
Light::new(
|
||||
pos + (rot * light_anim.offset),
|
||||
pos + (rot.to_quat() * light_anim.offset),
|
||||
light_anim.col,
|
||||
light_anim.strength,
|
||||
)
|
||||
|
@ -375,7 +375,7 @@ impl ParticleMgr {
|
||||
.join()
|
||||
{
|
||||
if let CharacterState::BasicBeam(b) = character_state {
|
||||
let particle_ori = b.particle_ori.unwrap_or(*ori.vec());
|
||||
let particle_ori = b.particle_ori.unwrap_or_else(|| ori.to_vec());
|
||||
if b.stage_section == StageSection::Cast {
|
||||
if b.static_data.base_hps > 0 {
|
||||
// Emit a light when using healing
|
||||
@ -586,7 +586,8 @@ impl ParticleMgr {
|
||||
|
||||
let radians = shockwave.properties.angle.to_radians();
|
||||
|
||||
let theta = ori.0.y.atan2(ori.0.x);
|
||||
let ori_vec = ori.to_vec();
|
||||
let theta = ori_vec.y.atan2(ori_vec.x);
|
||||
let dtheta = radians / distance;
|
||||
|
||||
let heartbeats = self.scheduler.heartbeats(Duration::from_millis(1));
|
||||
|
Loading…
Reference in New Issue
Block a user