Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics.

This commit is contained in:
Avi Weinstock 2021-03-12 17:14:08 -05:00
parent 40c284fd71
commit aa56166c80
19 changed files with 280 additions and 223 deletions

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@ -224,7 +224,11 @@ impl ChatCommand {
"Temporarily gives a player admin permissions or removes them",
Admin,
),
ChatCommand::Airship => cmd(vec![Float("destination_degrees_ccw_of_east", 90.0, Optional)], "Spawns an airship", Admin),
ChatCommand::Airship => cmd(
vec![Float("destination_degrees_ccw_of_east", 90.0, Optional)],
"Spawns an airship",
Admin,
),
ChatCommand::Alias => cmd(vec![Any("name", Required)], "Change your alias", NoAdmin),
ChatCommand::Ban => cmd(
vec![Any("username", Required), Message(Optional)],

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@ -539,7 +539,13 @@ impl Body {
/// Returns a multiplier representing increased difficulty not accounted for
/// due to AI or not using an actual weapon
// TODO: Match on species
pub fn combat_multiplier(&self) -> f32 { if let Body::Object(_) | Body::Ship(_) = self { 0.0 } else { 1.0 } }
pub fn combat_multiplier(&self) -> f32 {
if let Body::Object(_) | Body::Ship(_) = self {
0.0
} else {
1.0
}
}
pub fn base_poise(&self) -> u32 {
match self {

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@ -78,7 +78,8 @@ pub mod figuredata {
cache: &assets::AssetCache<S>,
_: &str,
) -> Result<Self, assets::Error> {
let manifest: AssetHandle<Ron<ShipCentralSpec>> = AssetExt::load("server.manifests.ship_manifest")?;
let manifest: AssetHandle<Ron<ShipCentralSpec>> =
AssetExt::load("server.manifests.ship_manifest")?;
let mut colliders = HashMap::new();
for (_, spec) in (manifest.read().0).0.iter() {
for bone in [&spec.bone0, &spec.bone1, &spec.bone2].iter() {

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@ -48,8 +48,8 @@ pub use self::{
beam::{Beam, BeamSegment},
body::{
biped_large, biped_small, bird_medium, bird_small, dragon, fish_medium, fish_small, golem,
humanoid, object, quadruped_low, quadruped_medium, quadruped_small, theropod, ship, AllBodies,
Body, BodyData,
humanoid, object, quadruped_low, quadruped_medium, quadruped_small, ship, theropod,
AllBodies, Body, BodyData,
},
buff::{
Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffId, BuffKind, BuffSource, Buffs,

View File

@ -119,7 +119,8 @@ impl PhysicsState {
touch_entities.clear();
*self = Self {
touch_entities,
ground_vel: self.ground_vel, // Preserved, since it's the velocity of the last contact point
ground_vel: self.ground_vel, /* Preserved, since it's the velocity of the last
* contact point */
..Self::default()
}
}

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@ -46,6 +46,7 @@ impl Default for RtSimController {
impl RtSimController {
pub fn reset(&mut self) { *self = Self::default(); }
pub fn with_destination(pos: Vec3<f32>) -> Self {
Self {
travel_to: Some((pos, format!("{:0.1?}", pos))),

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@ -3,7 +3,7 @@ use crate::{
biped_large, biped_small,
inventory::slot::EquipSlot,
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small,
quadruped_low, quadruped_medium, quadruped_small, ship,
skills::Skill,
theropod, ship, Body, CharacterAbility, CharacterState, InputKind, InventoryAction, StateUpdate,
},
@ -193,7 +193,6 @@ pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
&& data.body.can_fly().is_some()
{
fly_move(data, update, efficiency * data.body.can_fly().expect("can_fly is_some right above this"));
} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly().is_some() {
} else {
basic_move(data, update, efficiency);
}

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@ -46,7 +46,12 @@ impl<V, M, A: Access> Dyna<V, M, A> {
}
pub fn map_into<W, F: FnMut(V) -> W>(self, f: F) -> Dyna<W, M, A> {
let Dyna { vox, meta, sz, _phantom } = self;
let Dyna {
vox,
meta,
sz,
_phantom,
} = self;
Dyna {
vox: vox.into_iter().map(f).collect(),
meta,

View File

@ -69,7 +69,7 @@ fn calc_z_limit(
pub struct Sys;
#[derive(SystemData)]
pub struct PhysicsSystemDataRead<'a> {
pub struct PhysicsRead<'a> {
entities: Entities<'a>,
uids: ReadStorage<'a, Uid>,
terrain: ReadExpect<'a, TerrainGrid>,
@ -88,7 +88,7 @@ pub struct PhysicsSystemDataRead<'a> {
}
#[derive(SystemData)]
pub struct PhysicsSystemDataWrite<'a> {
pub struct PhysicsWrite<'a> {
physics_metrics: WriteExpect<'a, PhysicsMetrics>,
physics_states: WriteStorage<'a, PhysicsState>,
positions: WriteStorage<'a, Pos>,
@ -98,26 +98,26 @@ pub struct PhysicsSystemDataWrite<'a> {
}
#[derive(SystemData)]
pub struct PhysicsSystemData<'a> {
r: PhysicsSystemDataRead<'a>,
w: PhysicsSystemDataWrite<'a>,
pub struct PhysicsData<'a> {
read: PhysicsRead<'a>,
write: PhysicsWrite<'a>,
}
impl<'a> PhysicsSystemData<'a> {
impl<'a> PhysicsData<'a> {
/// Add/reset physics state components
fn reset(&mut self) {
span!(guard, "Add/reset physics state components");
for (entity, _, _, _, _) in (
&self.r.entities,
&self.r.colliders,
&self.w.positions,
&self.w.velocities,
&self.w.orientations,
&self.read.entities,
&self.read.colliders,
&self.write.positions,
&self.write.velocities,
&self.write.orientations,
)
.join()
{
let _ = self
.w
.write
.physics_states
.entry(entity)
.map(|e| e.or_insert_with(Default::default));
@ -129,20 +129,20 @@ impl<'a> PhysicsSystemData<'a> {
span!(guard, "Maintain pushback cache");
//Add PreviousPhysCache for all relevant entities
for entity in (
&self.r.entities,
&self.w.velocities,
&self.w.positions,
!&self.w.previous_phys_cache,
!&self.r.mountings,
!&self.r.beams,
!&self.r.shockwaves,
&self.read.entities,
&self.write.velocities,
&self.write.positions,
!&self.write.previous_phys_cache,
!&self.read.mountings,
!&self.read.beams,
!&self.read.shockwaves,
)
.join()
.map(|(e, _, _, _, _, _, _)| e)
.collect::<Vec<_>>()
{
let _ = self
.w
.write
.previous_phys_cache
.insert(entity, PreviousPhysCache {
velocity_dt: Vec3::zero(),
@ -155,16 +155,16 @@ impl<'a> PhysicsSystemData<'a> {
//Update PreviousPhysCache
for (_, vel, position, mut phys_cache, collider, scale, cs, _, _, _) in (
&self.r.entities,
&self.w.velocities,
&self.w.positions,
&mut self.w.previous_phys_cache,
self.r.colliders.maybe(),
self.r.scales.maybe(),
self.r.char_states.maybe(),
!&self.r.mountings,
!&self.r.beams,
!&self.r.shockwaves,
&self.read.entities,
&self.write.velocities,
&self.write.positions,
&mut self.write.previous_phys_cache,
self.read.colliders.maybe(),
self.read.scales.maybe(),
self.read.char_states.maybe(),
!&self.read.mountings,
!&self.read.beams,
!&self.read.shockwaves,
)
.join()
{
@ -173,7 +173,7 @@ impl<'a> PhysicsSystemData<'a> {
let z_limits = (z_limits.0 * scale, z_limits.1 * scale);
let half_height = (z_limits.1 - z_limits.0) / 2.0;
phys_cache.velocity_dt = vel.0 * self.r.dt.0;
phys_cache.velocity_dt = vel.0 * self.read.dt.0;
let entity_center = position.0 + Vec3::new(0.0, z_limits.0 + half_height, 0.0);
let flat_radius = collider.map(|c| c.get_radius()).unwrap_or(0.5) * scale;
let radius = (flat_radius.powi(2) + half_height.powi(2)).sqrt();
@ -191,25 +191,25 @@ impl<'a> PhysicsSystemData<'a> {
fn apply_pushback(&mut self, job: &mut Job<Sys>) {
span!(guard, "Apply pushback");
job.cpu_stats.measure(ParMode::Rayon);
let PhysicsSystemData {
r: ref psdr,
w: ref mut psdw,
let PhysicsData {
ref read,
ref mut write,
} = self;
let (positions, previous_phys_cache) = (&psdw.positions, &psdw.previous_phys_cache);
let (positions, previous_phys_cache) = (&write.positions, &write.previous_phys_cache);
let metrics = (
&psdr.entities,
&read.entities,
positions,
&mut psdw.velocities,
&mut write.velocities,
previous_phys_cache,
psdr.masses.maybe(),
psdr.colliders.maybe(),
!&psdr.mountings,
psdr.stickies.maybe(),
&mut psdw.physics_states,
read.masses.maybe(),
read.colliders.maybe(),
!&read.mountings,
read.stickies.maybe(),
&mut write.physics_states,
// TODO: if we need to avoid collisions for other things consider moving whether it
// should interact into the collider component or into a separate component
psdr.projectiles.maybe(),
psdr.char_states.maybe(),
read.projectiles.maybe(),
read.char_states.maybe(),
)
.par_join()
.filter(|(_, _, _, _, _, _, _, sticky, physics, _, _)| {
@ -259,17 +259,17 @@ impl<'a> PhysicsSystemData<'a> {
_,
char_state_other_maybe,
) in (
&psdr.entities,
&psdr.uids,
&read.entities,
&read.uids,
positions,
previous_phys_cache,
psdr.masses.maybe(),
psdr.colliders.maybe(),
!&psdr.projectiles,
!&psdr.mountings,
!&psdr.beams,
!&psdr.shockwaves,
psdr.char_states.maybe(),
read.masses.maybe(),
read.colliders.maybe(),
!&read.projectiles,
!&read.mountings,
!&read.beams,
!&read.shockwaves,
read.char_states.maybe(),
)
.join()
{
@ -347,7 +347,7 @@ impl<'a> PhysicsSystemData<'a> {
}
// Change velocity
vel.0 += vel_delta * psdr.dt.0;
vel.0 += vel_delta * read.dt.0;
// Metrics
PhysicsMetrics {
@ -362,31 +362,36 @@ impl<'a> PhysicsSystemData<'a> {
entity_entity_collisions: old.entity_entity_collisions
+ new.entity_entity_collisions,
});
psdw.physics_metrics.entity_entity_collision_checks =
write.physics_metrics.entity_entity_collision_checks =
metrics.entity_entity_collision_checks;
psdw.physics_metrics.entity_entity_collisions = metrics.entity_entity_collisions;
write.physics_metrics.entity_entity_collisions = metrics.entity_entity_collisions;
drop(guard);
}
fn handle_movement_and_terrain(&mut self, job: &mut Job<Sys>) {
let PhysicsSystemData {
r: ref psdr,
w: ref mut psdw,
let PhysicsData {
ref read,
ref mut write,
} = self;
// Apply movement inputs
span!(guard, "Apply movement and terrain collision");
let (positions, velocities, previous_phys_cache, orientations) = (&psdw.positions, &psdw.velocities, &psdw.previous_phys_cache, &psdw.orientations);
let (positions, velocities, previous_phys_cache, orientations) = (
&write.positions,
&write.velocities,
&write.previous_phys_cache,
&write.orientations,
);
let (pos_writes, vel_writes, land_on_grounds) = (
&psdr.entities,
psdr.scales.maybe(),
psdr.stickies.maybe(),
&psdr.colliders,
&read.entities,
read.scales.maybe(),
read.stickies.maybe(),
&read.colliders,
positions,
velocities,
orientations,
&mut psdw.physics_states,
&mut write.physics_states,
previous_phys_cache,
!&psdr.mountings,
!&read.mountings,
)
.par_join()
.fold(
@ -401,7 +406,7 @@ impl<'a> PhysicsSystemData<'a> {
vel,
_ori,
mut physics_state,
previous_cache,
_previous_cache,
_,
)| {
// defer the writes of positions to allow an inner loop over terrain-like
@ -436,9 +441,9 @@ impl<'a> PhysicsSystemData<'a> {
} else {
0.0
});
let in_loaded_chunk = psdr
let in_loaded_chunk = read
.terrain
.get_key(psdr.terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
.get_key(read.terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
.is_some();
let downward_force =
if !in_loaded_chunk {
@ -451,22 +456,22 @@ impl<'a> PhysicsSystemData<'a> {
(1.0 - BOUYANCY) * GRAVITY
} else {
GRAVITY
} * psdr.gravities.get(entity).map(|g| g.0).unwrap_or_default();
vel.0 = integrate_forces(psdr.dt.0, vel.0, downward_force, friction);
} * read.gravities.get(entity).map(|g| g.0).unwrap_or_default();
vel.0 = integrate_forces(read.dt.0, vel.0, downward_force, friction);
// Don't move if we're not in a loaded chunk
let pos_delta = if in_loaded_chunk {
// this is an approximation that allows most framerates to
// behave in a similar manner.
let dt_lerp = 0.2;
(vel.0 * dt_lerp + old_vel.0 * (1.0 - dt_lerp)) * psdr.dt.0
(vel.0 * dt_lerp + old_vel.0 * (1.0 - dt_lerp)) * read.dt.0
} else {
Vec3::zero()
};
let was_on_ground = physics_state.on_ground;
match &*collider {
match &collider {
Collider::Voxel { .. } => {
// for now, treat entities with voxel colliders as their bounding
// cylinders for the purposes of colliding them with terrain
@ -477,14 +482,14 @@ impl<'a> PhysicsSystemData<'a> {
let cylinder = (radius, z_min, z_max);
cylinder_voxel_collision(
cylinder,
&*psdr.terrain,
&*read.terrain,
entity,
&mut pos,
pos_delta,
&mut vel,
&mut physics_state,
Vec3::zero(),
&psdr.dt,
&read.dt,
true,
was_on_ground,
|entity, vel| land_on_grounds.push((entity, vel)),
@ -503,35 +508,35 @@ impl<'a> PhysicsSystemData<'a> {
let cylinder = (radius, z_min, z_max);
cylinder_voxel_collision(
cylinder,
&*psdr.terrain,
&*read.terrain,
entity,
&mut pos,
pos_delta,
&mut vel,
&mut physics_state,
Vec3::zero(),
&psdr.dt,
&read.dt,
true,
was_on_ground,
|entity, vel| land_on_grounds.push((entity, vel)),
);
},
Collider::Point => {
let (dist, block) = psdr
let (dist, block) = read
.terrain
.ray(pos.0, pos.0 + pos_delta)
.until(|block: &Block| block.is_filled())
.ignore_error()
.cast();
pos.0 += pos_delta.try_normalized().unwrap_or(Vec3::zero()) * dist;
pos.0 += pos_delta.try_normalized().unwrap_or_else(Vec3::zero) * dist;
// Can't fail since we do ignore_error above
if block.unwrap().is_some() {
let block_center = pos.0.map(|e| e.floor()) + 0.5;
let block_rpos = (pos.0 - block_center)
.try_normalized()
.unwrap_or(Vec3::zero());
.unwrap_or_else(Vec3::zero);
// See whether we're on the top/bottom of a block, or the side
if block_rpos.z.abs()
@ -555,7 +560,7 @@ impl<'a> PhysicsSystemData<'a> {
}
}
physics_state.in_liquid = psdr
physics_state.in_liquid = read
.terrain
.get(pos.0.map(|e| e.floor() as i32))
.ok()
@ -566,35 +571,36 @@ impl<'a> PhysicsSystemData<'a> {
// Collide with terrain-like entities
for (
entity_other,
other,
_other,
pos_other,
vel_other,
previous_cache_other,
mass_other,
_previous_cache_other,
_mass_other,
collider_other,
ori_other,
_,
_,
_,
_,
char_state_other_maybe,
_char_state_other_maybe,
) in (
&psdr.entities,
&psdr.uids,
&read.entities,
&read.uids,
positions,
velocities,
previous_phys_cache,
psdr.masses.maybe(),
&psdr.colliders,
read.masses.maybe(),
&read.colliders,
orientations,
!&psdr.projectiles,
!&psdr.mountings,
!&psdr.beams,
!&psdr.shockwaves,
psdr.char_states.maybe(),
!&read.projectiles,
!&read.mountings,
!&read.beams,
!&read.shockwaves,
read.char_states.maybe(),
)
.join()
{
// TODO: terrain-collider-size aware broadphase
/*let collision_boundary = previous_cache.collision_boundary
+ previous_cache_other.collision_boundary;
if previous_cache
@ -618,7 +624,9 @@ impl<'a> PhysicsSystemData<'a> {
let z_min = z_min * scale;
let z_max = z_max.clamped(1.2, 1.95) * scale;
if let Some(voxel_collider) = VOXEL_COLLIDER_MANIFEST.read().colliders.get(id) {
if let Some(voxel_collider) =
VOXEL_COLLIDER_MANIFEST.read().colliders.get(&*id)
{
let mut physics_state_delta = physics_state.clone();
// deliberately don't use scale yet here, because the 11.0/0.8
// thing is in the comp::Scale for visual reasons
@ -638,10 +646,15 @@ impl<'a> PhysicsSystemData<'a> {
&mut vel,
&mut physics_state_delta,
transform_to.mul_direction(vel_other.0),
&psdr.dt,
&read.dt,
false,
was_on_ground,
|entity, vel| land_on_grounds.push((entity, Vel(transform_from.mul_direction(vel.0)))),
|entity, vel| {
land_on_grounds.push((
entity,
Vel(transform_from.mul_direction(vel.0)),
))
},
);
pos.0 = transform_from.mul_point(pos.0);
@ -659,8 +672,10 @@ impl<'a> PhysicsSystemData<'a> {
physics_state
.touch_entities
.append(&mut physics_state_delta.touch_entities);
physics_state.in_liquid =
match (physics_state.in_liquid, physics_state_delta.in_liquid) {
physics_state.in_liquid = match (
physics_state.in_liquid,
physics_state_delta.in_liquid,
) {
// this match computes `x <|> y <|> liftA2 max x y`
(Some(x), Some(y)) => Some(x.max(y)),
(x @ Some(_), _) => x,
@ -695,7 +710,9 @@ impl<'a> PhysicsSystemData<'a> {
let pos_writes: HashMap<Entity, Pos> = pos_writes.into_iter().collect();
let vel_writes: HashMap<Entity, Vel> = vel_writes.into_iter().collect();
for (entity, pos, vel) in (&psdr.entities, &mut psdw.positions, &mut psdw.velocities).join() {
for (entity, pos, vel) in
(&read.entities, &mut write.positions, &mut write.velocities).join()
{
if let Some(new_pos) = pos_writes.get(&entity) {
*pos = *new_pos;
}
@ -705,7 +722,7 @@ impl<'a> PhysicsSystemData<'a> {
}
}
let mut event_emitter = psdr.event_bus.emitter();
let mut event_emitter = read.event_bus.emitter();
land_on_grounds.into_iter().for_each(|(entity, vel)| {
event_emitter.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
});
@ -713,14 +730,12 @@ impl<'a> PhysicsSystemData<'a> {
}
impl<'a> System<'a> for Sys {
type SystemData = PhysicsSystemData<'a>;
type SystemData = PhysicsData<'a>;
const NAME: &'static str = "phys";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
#[allow(clippy::blocks_in_if_conditions)] // TODO: Pending review in #587
fn run(job: &mut Job<Self>, mut psd: Self::SystemData) {
psd.reset();
@ -744,6 +759,7 @@ impl<'a> System<'a> for Sys {
}
}
#[allow(clippy::too_many_arguments)]
fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
cylinder: (f32, f32, f32),
terrain: &'a T,
@ -919,7 +935,9 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
// When the resolution direction is pointing upwards, we must be on the
// ground
if resolve_dir.z > 0.0 /*&& vel.0.z <= 0.0*/ {
if resolve_dir.z > 0.0
/* && vel.0.z <= 0.0 */
{
on_ground = true;
if !was_on_ground {
@ -958,12 +976,13 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
break;
} else {
// Correct the velocity
vel.0 = vel.0.map2(
resolve_dir,
|e, d| {
if d * e.signum() < 0.0 { if d < 0.0 { d.max(0.0) } else { d.min(0.0) } } else { e }
},
);
vel.0 = vel.0.map2(resolve_dir, |e, d| {
if d * e.signum() < 0.0 {
if d < 0.0 { d.max(0.0) } else { d.min(0.0) }
} else {
e
}
});
pos_delta *= resolve_dir.map(|e| if e != 0.0 { 0.0 } else { 1.0 });
}
@ -1017,7 +1036,8 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
}
if physics_state.on_ground {
vel.0 = ground_vel * 0.0 + (vel.0 - ground_vel * 0.0) * (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
vel.0 = ground_vel * 0.0
+ (vel.0 - ground_vel * 0.0) * (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
physics_state.ground_vel = ground_vel;
}
@ -1054,7 +1074,7 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
&|block| block.is_liquid(),
// The liquid part of a liquid block always extends 1 block high.
&|_block| 1.0,
near_iter.clone(),
near_iter,
radius,
z_min..z_max,
)

View File

@ -459,7 +459,8 @@ impl State {
match event {
LocalEvent::Jump(entity) => {
if let Some(vel) = velocities.get_mut(entity) {
vel.0.z = HUMANOID_JUMP_ACCEL + physics.get(entity).map_or(0.0, |ps| ps.ground_vel.z);
vel.0.z = HUMANOID_JUMP_ACCEL
+ physics.get(entity).map_or(0.0, |ps| ps.ground_vel.z);
}
},
LocalEvent::ApplyImpulse { entity, impulse } => {

View File

@ -998,7 +998,14 @@ fn handle_spawn_airship(
pos.0.z += 50.0;
const DESTINATION_RADIUS: f32 = 2000.0;
let angle = angle.map(|a| a * std::f32::consts::PI / 180.0);
let destination = angle.map(|a| pos.0 + Vec3::new(DESTINATION_RADIUS*a.cos(), DESTINATION_RADIUS*a.sin(), 200.0));
let destination = angle.map(|a| {
pos.0
+ Vec3::new(
DESTINATION_RADIUS * a.cos(),
DESTINATION_RADIUS * a.sin(),
200.0,
)
});
server
.state
.create_ship(pos, comp::ship::Body::DefaultAirship, 1, destination)

View File

@ -129,7 +129,12 @@ pub fn handle_shoot(
return;
};
let vel = *dir * speed + state.ecs().read_storage::<Vel>().get(entity).map_or(Vec3::zero(), |v| v.0);
let vel = *dir * speed
+ state
.ecs()
.read_storage::<Vel>()
.get(entity)
.map_or(Vec3::zero(), |v| v.0);
// Add an outcome
state

View File

@ -28,9 +28,7 @@ impl Entity {
pub fn get_body(&self) -> comp::Body {
match self.rng(PERM_GENUS).gen::<f32>() {
//we want 5% airships, 45% birds, 50% humans
x if x < 0.05 => {
comp::Body::Ship(comp::ship::Body::DefaultAirship)
},
//x if x < 0.05 => comp::Body::Ship(comp::ship::Body::DefaultAirship),
x if x < 0.50 => {
let species = *(&comp::bird_medium::ALL_SPECIES)
.choose(&mut self.rng(PERM_SPECIES))

View File

@ -620,7 +620,7 @@ impl<'a> AgentData<'a> {
controller.inputs.move_z = bearing.z
+ if self.traversal_config.can_fly {
if read_data
let obstacle_ahead = read_data
.terrain
.ray(
self.pos.0 + Vec3::unit_z(),
@ -631,8 +631,8 @@ impl<'a> AgentData<'a> {
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
|| self
.map_or(true, |b| b.is_some());
let ground_too_close = self
.body
.map(|body| {
let height_approx = self.pos.0.y
@ -654,8 +654,9 @@ impl<'a> AgentData<'a> {
.1
.map_or(false, |b| b.is_some())
})
.unwrap_or(false)
{
.unwrap_or(false);
if obstacle_ahead || ground_too_close {
1.0 //fly up when approaching obstacles
} else {
-0.1

View File

@ -51,10 +51,10 @@ pub mod fish_small;
pub mod fixture;
pub mod golem;
pub mod object;
pub mod ship;
pub mod quadruped_low;
pub mod quadruped_medium;
pub mod quadruped_small;
pub mod ship;
pub mod theropod;
pub mod vek;

View File

@ -31,4 +31,3 @@ impl Animation for IdleAnimation {
next
}
}

View File

@ -64,8 +64,5 @@ impl Default for SkeletonAttr {
}
impl<'a> From<&'a Body> for SkeletonAttr {
fn from(_: &'a Body) -> Self {
Self::default()
fn from(_: &'a Body) -> Self { Self::default() }
}
}

View File

@ -13,10 +13,13 @@ use common::{
humanoid::{self, Body, BodyType, EyeColor, Skin, Species},
item::{ItemDef, ModularComponentKind},
object,
ship::{self, figuredata::{ShipSpec, ShipCentralSubSpec}},
quadruped_low::{self, BodyType as QLBodyType, Species as QLSpecies},
quadruped_medium::{self, BodyType as QMBodyType, Species as QMSpecies},
quadruped_small::{self, BodyType as QSBodyType, Species as QSSpecies},
ship::{
self,
figuredata::{ShipCentralSubSpec, ShipSpec},
},
theropod::{self, BodyType as TBodyType, Species as TSpecies},
},
figure::{DynaUnionizer, MatSegment, Material, Segment},
@ -4238,7 +4241,11 @@ impl ShipCentralSpec {
(central, Vec3::from(bone.offset))
}
}*/
fn mesh_ship_bone<K: fmt::Debug+Eq+Hash, V, F: Fn(&V) -> &ShipCentralSubSpec>(map: &HashMap<K, V>, obj: &K, f: F) -> BoneMeshes {
fn mesh_ship_bone<K: fmt::Debug + Eq + Hash, V, F: Fn(&V) -> &ShipCentralSubSpec>(
map: &HashMap<K, V>,
obj: &K,
f: F,
) -> BoneMeshes {
let spec = match map.get(&obj) {
Some(spec) => spec,
None => {
@ -4256,9 +4263,7 @@ impl BodySpec for ship::Body {
type Spec = ShipSpec;
#[allow(unused_variables)]
fn load_spec() -> Result<AssetHandle<Self::Spec>, assets::Error> {
Self::Spec::load("")
}
fn load_spec() -> Result<AssetHandle<Self::Spec>, assets::Error> { Self::Spec::load("") }
fn bone_meshes(
FigureKey { body, .. }: &FigureKey<Self>,
@ -4266,9 +4271,9 @@ impl BodySpec for ship::Body {
) -> [Option<BoneMeshes>; anim::MAX_BONE_COUNT] {
let map = &(spec.central.read().0).0;
[
Some(mesh_ship_bone(map, body, |spec| &spec.bone0,)),
Some(mesh_ship_bone(map, body, |spec| &spec.bone1,)),
Some(mesh_ship_bone(map, body, |spec| &spec.bone2,)),
Some(mesh_ship_bone(map, body, |spec| &spec.bone0)),
Some(mesh_ship_bone(map, body, |spec| &spec.bone1)),
Some(mesh_ship_bone(map, body, |spec| &spec.bone2)),
None,
None,
None,

View File

@ -21,9 +21,9 @@ use anim::{
biped_large::BipedLargeSkeleton, biped_small::BipedSmallSkeleton,
bird_medium::BirdMediumSkeleton, bird_small::BirdSmallSkeleton, character::CharacterSkeleton,
dragon::DragonSkeleton, fish_medium::FishMediumSkeleton, fish_small::FishSmallSkeleton,
golem::GolemSkeleton, object::ObjectSkeleton, ship::ShipSkeleton, quadruped_low::QuadrupedLowSkeleton,
golem::GolemSkeleton, object::ObjectSkeleton, quadruped_low::QuadrupedLowSkeleton,
quadruped_medium::QuadrupedMediumSkeleton, quadruped_small::QuadrupedSmallSkeleton,
theropod::TheropodSkeleton, Animation, Skeleton,
ship::ShipSkeleton, theropod::TheropodSkeleton, Animation, Skeleton,
};
use common::{
comp::{
@ -320,11 +320,7 @@ impl FigureMgrStates {
.iter()
.filter(|(_, c)| c.visible())
.count()
+ self
.ship_states
.iter()
.filter(|(_, c)| c.visible())
.count()
+ self.ship_states.iter().filter(|(_, c)| c.visible()).count()
}
}
@ -792,13 +788,7 @@ impl FigureMgr {
// Standing
(true, false, false) => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::default(),
(
active_tool_kind,
second_tool_kind,
hands,
time,
rel_avg_vel,
),
(active_tool_kind, second_tool_kind, hands, time, rel_avg_vel),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -1406,7 +1396,12 @@ impl FigureMgr {
CharacterState::Equipping { .. } => {
anim::character::EquipAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, rel_vel.magnitude(), time),
(
active_tool_kind,
second_tool_kind,
rel_vel.magnitude(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -1429,7 +1424,12 @@ impl FigureMgr {
if physics.in_liquid.is_some() {
anim::character::SwimWieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, rel_vel.magnitude(), time),
(
active_tool_kind,
second_tool_kind,
rel_vel.magnitude(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -2453,7 +2453,7 @@ impl FigureMgr {
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
@ -3279,7 +3279,7 @@ impl FigureMgr {
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
@ -3513,7 +3513,12 @@ impl FigureMgr {
CharacterState::Equipping { .. } => {
anim::biped_large::EquipAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, rel_vel.magnitude(), time),
(
active_tool_kind,
second_tool_kind,
rel_vel.magnitude(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -3887,7 +3892,7 @@ impl FigureMgr {
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
@ -4071,7 +4076,7 @@ impl FigureMgr {
});
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
@ -4193,13 +4198,14 @@ impl FigureMgr {
scene_data.runtime,
);
let state =
self.states.ship_states.entry(entity).or_insert_with(|| {
FigureState::new(renderer, ShipSkeleton::default())
});
let state = self
.states
.ship_states
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, ShipSkeleton::default()));
// Average velocity relative to the current ground
let rel_avg_vel = state.avg_vel - physics.ground_vel;
let _rel_avg_vel = state.avg_vel - physics.ground_vel;
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
@ -4234,6 +4240,7 @@ impl FigureMgr {
),
};
#[allow(clippy::match_single_binding)]
let target_bones = match &character {
// TODO!
_ => target_base,