This commit is contained in:
Marcel Märtens 2023-03-09 19:07:28 +01:00
parent 9113f66d58
commit c16ca3bfb0

View File

@ -791,9 +791,8 @@ impl<'a> PhysicsData<'a> {
.terrain
.contains_key(read.terrain.pos_key(pos.0.map(|e| e.floor() as i32)));
// Don't move if we're not in a loaded chunk
let pos_delta = if in_loaded_chunk {
vel.0 * read.dt.0
let move_dir = if vel.0.x != 0.0 || vel.0.y != 0.0 {
Vec3::new(vel.0.x, vel.0.y, 0.0).normalized()
} else {
Vec3::zero()
};
@ -815,7 +814,19 @@ impl<'a> PhysicsData<'a> {
// resolves these sort of things well anyway.
// At the very least, we don't do things that result in glitchy
// velocities or entirely broken position snapping.
let mut tgt_pos = pos.0 + pos_delta;
// Don't move if we're not in a loaded chunk
let (tgt_vel, mut tgt_pos) = if in_loaded_chunk {
acc_with_frict_tick(move_dir, vel.0, pos.0, read.dt.0 as f64, FricParams::default())
} else {
(vel.0, pos.0)
};
vel.0 = tgt_vel;
let pos_delta = tgt_pos - pos.0;
let was_on_ground = physics_state.on_ground.is_some();
let block_snap =
@ -1769,20 +1780,6 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
physics_state.skating_active = true;
vel.0 = Vec3::new(new_ground_speed.x, new_ground_speed.y, 0.0);
} else {
let ground_fric = physics_state
.on_ground
.map(|b| b.get_friction())
.unwrap_or(0.0);
let wall_fric = if physics_state.on_wall.is_some() && climbing {
FRIC_GROUND
} else {
0.0
};
let fric = ground_fric.max(wall_fric);
if fric > 0.0 {
vel.0 *= (1.0 - fric.min(1.0) * fric_mod).powf(dt.0 * 60.0);
physics_state.ground_vel = ground_vel;
}
physics_state.skating_active = false;
}
@ -1813,6 +1810,161 @@ fn box_voxel_collision<T: BaseVol<Vox = Block> + ReadVol>(
});
}
#[derive(Clone, Copy)]
struct FricParams {
friction_co: f32,
projected_area: f32,
density: f32,
mass: f32,
max_acc: f32,
}
impl Default for FricParams {
fn default() -> Self {
Self {
friction_co: 0.98_f32,
projected_area: 0.75_f32,
density: 1.225_f32,
mass: 1.0_f32,
max_acc: 9.2_f32, /* on ground the maximum speed you can get by walking is the speed
* of gravity */
}
}
}
impl FricParams {
// https://en.wikipedia.org/wiki/Drag_(physics)
// Todo: old impl was (mass * acc.abs() / (friction_co * projected_area * 0.5 *
// density * mass )).sqrt();
fn v_term(&self, acc: f32) -> f32 {
((2.0 * self.mass * acc.abs()) / (self.density * self.projected_area * self.friction_co))
.sqrt()
}
}
trait MathHelp {
fn coth(&self) -> Self;
fn acoth(&self) -> Self;
}
impl MathHelp for f32 {
// coth(x) = 1/tanh(x)`
fn coth(&self) -> Self { 1.0 / self.tanh() }
// `acoth(x) = atanh(1/x)`
fn acoth(&self) -> Self { (1.0 / self).atanh() }
}
/// ROLLING_FRICTION_FORCE + AIR_FRICTION_FORCE + TILT_FRICT_FORCE + ACCEL_FORCE
/// = TOTAL_FORCE
///
/// TILT_FRICT_FORCE = 0.0
/// TOTAL_FORCE = depends on char = const
/// ACCEL_FORCE = TOTAL_FORCE - ROLLING_FRICTION_FORCE - AIR_FRICTION_FORCE
/// ACCEL = ACCEL_FORCE / MASS
///
/// ROLLING_FRICTION_FORCE => Indepent of vel
/// AIR_FRICTION_FORCE => propotional to vel²
///
/// https://www.energie-lexikon.info/fahrwiderstand.html
/// https://www.energie-lexikon.info/reibung.html
/// https://sciencing.com/calculate-force-friction-6454395.html
/// https://www.leifiphysik.de/mechanik/reibung-und-fortbewegung
fn acc_with_frict_tick(
move_dir: Vec3<f32>,
vel: Vec3<f32>,
pos: Vec3<f32>,
dt: f64,
params: FricParams,
) -> (Vec3<f32>, Vec3<f32>) {
let acc = move_dir * params.max_acc; // btw: cant accelerate faster than gravity on foot
// controller
// I know what you think, wtf, yep: https://math.stackexchange.com/questions/1929436/line-integral-of-force-of-air-resistanc
// basically an integral of the air resistance formula which scales with v^2
// transformed with an ODE.
// terminal velocity equals the maximum velocity that can be reached by acc
// alone
let vel_t = acc.map(|xyz| xyz.signum() * params.v_term(xyz));
// thanks to kilpkonn for figuring this out
// https://en.wikipedia.org/wiki/Drag_(physics)
//
// upper and lower are upper and lower bound for integral
let revert_fak = vel / vel_t;
let (mut pos, mut vel) = (pos, vel);
for i in 0..2 {
let dt = dt as f32;
let (v, p) = {
let acc = acc[i];
let vel = vel[i];
let pos = pos[i];
let vel_t = vel_t[i];
let revert_fak = revert_fak[i];
if acc.abs() < f32::EPSILON {
// https://www.wolframalpha.com/input?i=m%2F%28Cx+%2B+m%2FV%29+dx+integrate
let c = params.density * params.projected_area * params.friction_co;
let lower = params.mass * params.mass.ln() / c;
let upper = params.mass * (c * vel * dt + params.mass).ln() / c;
let pos = pos + (upper - lower);
let vel = params.mass
/ (params.density * params.projected_area * params.friction_co * dt
+ params.mass / vel);
(vel, pos)
} else if revert_fak <= 0.0 {
// Handle passing through 0 differently as the function changes
// https://www.wolframalpha.com/input?i=V*tan%28x*g%2FV+%2B+atan%28v%2FV%29%29+%3D+0+solve+for+x
let dt_to_zero = vel_t * (vel / vel_t).atan() / acc.abs();
if dt_to_zero < dt {
// Step with only part of dt that is left after reaching 0 vel
let lower = vel_t.powi(2) * (vel / vel_t).atan().cos().ln() / acc;
let upper = -vel_t.powi(2)
* (acc * dt_to_zero / vel_t + (vel / vel_t).atan()).cos().ln()
/ acc;
let pos = pos + (upper - lower);
let dt = dt - dt_to_zero;
// https://www.wolframalpha.com/input?i=V+*+tanh%28xg%2FV%29+dx+integrate
// lower bound is 0
let pos = pos + vel_t.powi(2) * (acc * dt / vel_t).cosh().ln() / acc;
let vel = vel_t * (dt * acc / vel_t).tanh();
(vel, pos)
} else {
// https://www.wolframalpha.com/input?i=V+*+tan%28xg%2FV+%2B+atan%28v%2FV%29%29+dx+integrate
let lower = -vel_t.powi(2) * (vel / vel_t).atan().cos().ln() / acc;
let upper =
-vel_t.powi(2) * (acc * dt / vel_t + (vel / vel_t).atan()).cos().ln() / acc;
let pos = pos + (upper - lower);
let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).atan()).tan();
(vel, pos)
}
} else if revert_fak >= 1.0 {
// https://www.wolframalpha.com/input?i=V+*+coth%28xg%2FV+%2B+acoth%28v%2FV%29%29+dx+integrate
let lower = (vel_t.powi(2) * (vel / vel_t).acoth().cosh().ln()
+ (vel / vel_t).acoth().tanh().ln())
/ acc;
let upper = (vel_t.powi(2)
* (acc * dt / vel_t + (vel / vel_t).acoth()).cosh().ln()
+ (acc * dt / vel_t + (vel / vel_t).acoth()).tanh().ln())
/ acc;
let pos = pos + (upper - lower);
let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).acoth()).coth();
(vel, pos)
} else {
// https://www.wolframalpha.com/input?i=V+*+tanh%28xg%2FV+%2B+atanh%28v%2FV%29%29+dx+integrate
let lower = vel_t.powi(2) * ((vel / vel_t).atanh()).cosh().ln() / acc;
let upper =
vel_t.powi(2) * (acc * dt / vel_t + (vel / vel_t).atanh()).cosh().ln() / acc;
let pos = pos + (upper - lower);
let vel = vel_t * (dt * acc / vel_t + (vel / vel_t).atanh()).tanh();
(vel, pos)
}
};
vel[i] = v;
pos[i] = p;
}
(vel, pos)
}
fn voxel_collider_bounding_sphere(
voxel_collider: &VoxelCollider,
pos: &Pos,