Relative velocity collisions

This commit is contained in:
Joshua Barretto 2021-03-12 19:49:20 +00:00
parent 33920f31ac
commit d81671859a

View File

@ -616,7 +616,7 @@ impl<'a> PhysicsSystemData<'a> {
* Mat4::<f32>::translation_3d(voxel_collider.translation);
let transform_to = transform_from.inverted();
pos.0 = transform_to.mul_point(pos.0);
vel.0 = transform_to.mul_direction(vel.0);
vel.0 = transform_to.mul_direction(vel.0 - vel_other.0);
let cylinder = (radius, z_min, z_max);
cylinder_voxel_collision(
cylinder,
@ -634,7 +634,7 @@ impl<'a> PhysicsSystemData<'a> {
);
pos.0 = transform_from.mul_point(pos.0);
vel.0 = transform_from.mul_direction(vel.0);
vel.0 = transform_from.mul_direction(vel.0) + vel_other.0;
// union in the state updates, so that the state isn't just based on
// the most recent terrain that collision was attempted with
@ -908,7 +908,7 @@ 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 {
@ -975,39 +975,41 @@ fn cylinder_voxel_collision<'a, T: BaseVol<Vox = Block> + ReadVol>(
if on_ground {
physics_state.on_ground = true;
vel.0 = ground_vel + (vel.0 - ground_vel) * (1.0 - FRIC_GROUND.min(1.0)).powf(dt.0 * 60.0);
physics_state.ground_vel = ground_vel;
// If the space below us is free, then "snap" to the ground
} else if collision_with(
pos.0 - Vec3::unit_z() * 1.05,
pos.0 - Vec3::unit_z() * 1.1,
&terrain,
block_true,
near_iter.clone(),
radius,
z_range.clone(),
) && vel.0.z < 0.01
) && vel.0.z < 0.1
&& vel.0.z > -1.5
&& was_on_ground
&& !collision_with(
pos.0 - Vec3::unit_z() * 0.05,
&terrain,
|block| block.solid_height() >= (pos.0.z - 0.05).rem_euclid(1.0),
near_iter.clone(),
radius,
z_range.clone(),
)
// && was_on_ground
// && !collision_with(
// pos.0 - Vec3::unit_z() * 0.0,
// &terrain,
// |block| block.solid_height() >= (pos.0.z - 0.1).rem_euclid(1.0),
// near_iter.clone(),
// radius,
// z_range.clone(),
// )
{
let snap_height = terrain
.get(Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.05).map(|e| e.floor() as i32))
.get(Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.1).map(|e| e.floor() as i32))
.ok()
.filter(|block| block.is_solid())
.map(|block| block.solid_height())
.unwrap_or(0.0);
pos.0.z = (pos.0.z - 0.05).floor() + snap_height;
pos.0.z = (pos.0.z - 0.1).floor() + snap_height;
physics_state.on_ground = true;
}
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);
physics_state.ground_vel = ground_vel;
}
let dirs = [
Vec3::unit_x(),
Vec3::unit_y(),