mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'zesterer/phys-fixes' into 'master'
Added Colliders, made projectiles point particles See merge request veloren/veloren!947
This commit is contained in:
commit
dcc20590bf
@ -120,8 +120,7 @@ impl Tool {
|
|||||||
prepare_duration: Duration::from_millis(100),
|
prepare_duration: Duration::from_millis(100),
|
||||||
recover_duration: Duration::from_millis(500),
|
recover_duration: Duration::from_millis(500),
|
||||||
projectile: Projectile {
|
projectile: Projectile {
|
||||||
hit_ground: vec![projectile::Effect::Stick],
|
hit_solid: vec![projectile::Effect::Stick],
|
||||||
hit_wall: vec![projectile::Effect::Stick],
|
|
||||||
hit_entity: vec![
|
hit_entity: vec![
|
||||||
projectile::Effect::Damage(HealthChange {
|
projectile::Effect::Damage(HealthChange {
|
||||||
// TODO: This should not be fixed (?)
|
// TODO: This should not be fixed (?)
|
||||||
@ -162,8 +161,7 @@ impl Tool {
|
|||||||
prepare_duration: Duration::from_millis(0),
|
prepare_duration: Duration::from_millis(0),
|
||||||
recover_duration: Duration::from_millis(200),
|
recover_duration: Duration::from_millis(200),
|
||||||
projectile: Projectile {
|
projectile: Projectile {
|
||||||
hit_ground: vec![projectile::Effect::Vanish],
|
hit_solid: vec![projectile::Effect::Vanish],
|
||||||
hit_wall: vec![projectile::Effect::Vanish],
|
|
||||||
hit_entity: vec![
|
hit_entity: vec![
|
||||||
projectile::Effect::Damage(HealthChange {
|
projectile::Effect::Damage(HealthChange {
|
||||||
// TODO: This should not be fixed (?)
|
// TODO: This should not be fixed (?)
|
||||||
@ -190,11 +188,7 @@ impl Tool {
|
|||||||
prepare_duration: Duration::from_millis(800),
|
prepare_duration: Duration::from_millis(800),
|
||||||
recover_duration: Duration::from_millis(50),
|
recover_duration: Duration::from_millis(50),
|
||||||
projectile: Projectile {
|
projectile: Projectile {
|
||||||
hit_ground: vec![
|
hit_solid: vec![
|
||||||
projectile::Effect::Explode { power: 1.4 },
|
|
||||||
projectile::Effect::Vanish,
|
|
||||||
],
|
|
||||||
hit_wall: vec![
|
|
||||||
projectile::Effect::Explode { power: 1.4 },
|
projectile::Effect::Explode { power: 1.4 },
|
||||||
projectile::Effect::Vanish,
|
projectile::Effect::Vanish,
|
||||||
],
|
],
|
||||||
@ -250,8 +244,7 @@ impl Tool {
|
|||||||
prepare_duration: Duration::from_millis(0),
|
prepare_duration: Duration::from_millis(0),
|
||||||
recover_duration: Duration::from_millis(300),
|
recover_duration: Duration::from_millis(300),
|
||||||
projectile: Projectile {
|
projectile: Projectile {
|
||||||
hit_ground: vec![projectile::Effect::Stick],
|
hit_solid: vec![projectile::Effect::Stick],
|
||||||
hit_wall: vec![projectile::Effect::Stick],
|
|
||||||
hit_entity: vec![projectile::Effect::Stick, projectile::Effect::Possess],
|
hit_entity: vec![projectile::Effect::Stick, projectile::Effect::Possess],
|
||||||
time_left: Duration::from_secs(10),
|
time_left: Duration::from_secs(10),
|
||||||
owner: None,
|
owner: None,
|
||||||
|
@ -35,7 +35,7 @@ pub use inventory::{
|
|||||||
};
|
};
|
||||||
pub use last::Last;
|
pub use last::Last;
|
||||||
pub use location::{Waypoint, WaypointArea};
|
pub use location::{Waypoint, WaypointArea};
|
||||||
pub use phys::{ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
|
pub use phys::{Collider, ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
|
||||||
pub use player::Player;
|
pub use player::Player;
|
||||||
pub use projectile::Projectile;
|
pub use projectile::Projectile;
|
||||||
pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};
|
pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};
|
||||||
|
@ -43,6 +43,17 @@ impl Component for Mass {
|
|||||||
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
|
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Mass
|
||||||
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||||
|
pub enum Collider {
|
||||||
|
Box { radius: f32, z_min: f32, z_max: f32 },
|
||||||
|
Point,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Component for Collider {
|
||||||
|
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
|
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
|
||||||
pub struct Gravity(pub f32);
|
pub struct Gravity(pub f32);
|
||||||
|
|
||||||
@ -61,6 +72,7 @@ impl Component for Sticky {
|
|||||||
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
|
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
|
||||||
pub struct PhysicsState {
|
pub struct PhysicsState {
|
||||||
pub on_ground: bool,
|
pub on_ground: bool,
|
||||||
|
pub on_ceiling: bool,
|
||||||
pub on_wall: Option<Vec3<f32>>,
|
pub on_wall: Option<Vec3<f32>>,
|
||||||
pub touch_entity: Option<Uid>,
|
pub touch_entity: Option<Uid>,
|
||||||
pub in_fluid: bool,
|
pub in_fluid: bool,
|
||||||
|
@ -17,8 +17,7 @@ pub enum Effect {
|
|||||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||||
pub struct Projectile {
|
pub struct Projectile {
|
||||||
// TODO: use SmallVec for these effects
|
// TODO: use SmallVec for these effects
|
||||||
pub hit_ground: Vec<Effect>,
|
pub hit_solid: Vec<Effect>,
|
||||||
pub hit_wall: Vec<Effect>,
|
|
||||||
pub hit_entity: Vec<Effect>,
|
pub hit_entity: Vec<Effect>,
|
||||||
/// Time left until the projectile will despawn
|
/// Time left until the projectile will despawn
|
||||||
pub time_left: Duration,
|
pub time_left: Duration,
|
||||||
@ -28,12 +27,7 @@ pub struct Projectile {
|
|||||||
impl Projectile {
|
impl Projectile {
|
||||||
pub fn set_owner(&mut self, new_owner: Uid) {
|
pub fn set_owner(&mut self, new_owner: Uid) {
|
||||||
self.owner = Some(new_owner);
|
self.owner = Some(new_owner);
|
||||||
for e in self
|
for e in self.hit_solid.iter_mut().chain(self.hit_entity.iter_mut()) {
|
||||||
.hit_ground
|
|
||||||
.iter_mut()
|
|
||||||
.chain(self.hit_wall.iter_mut())
|
|
||||||
.chain(self.hit_entity.iter_mut())
|
|
||||||
{
|
|
||||||
if let Effect::Damage(comp::HealthChange {
|
if let Effect::Damage(comp::HealthChange {
|
||||||
cause: comp::HealthSource::Projectile { owner, .. },
|
cause: comp::HealthSource::Projectile { owner, .. },
|
||||||
..
|
..
|
||||||
|
@ -19,6 +19,7 @@ sum_type! {
|
|||||||
MountState(comp::MountState),
|
MountState(comp::MountState),
|
||||||
Mounting(comp::Mounting),
|
Mounting(comp::Mounting),
|
||||||
Mass(comp::Mass),
|
Mass(comp::Mass),
|
||||||
|
Collider(comp::Collider),
|
||||||
Gravity(comp::Gravity),
|
Gravity(comp::Gravity),
|
||||||
Sticky(comp::Sticky),
|
Sticky(comp::Sticky),
|
||||||
Loadout(comp::Loadout),
|
Loadout(comp::Loadout),
|
||||||
@ -44,6 +45,7 @@ sum_type! {
|
|||||||
MountState(PhantomData<comp::MountState>),
|
MountState(PhantomData<comp::MountState>),
|
||||||
Mounting(PhantomData<comp::Mounting>),
|
Mounting(PhantomData<comp::Mounting>),
|
||||||
Mass(PhantomData<comp::Mass>),
|
Mass(PhantomData<comp::Mass>),
|
||||||
|
Collider(PhantomData<comp::Collider>),
|
||||||
Gravity(PhantomData<comp::Gravity>),
|
Gravity(PhantomData<comp::Gravity>),
|
||||||
Sticky(PhantomData<comp::Sticky>),
|
Sticky(PhantomData<comp::Sticky>),
|
||||||
Loadout(PhantomData<comp::Loadout>),
|
Loadout(PhantomData<comp::Loadout>),
|
||||||
@ -69,6 +71,7 @@ impl sync::CompPacket for EcsCompPacket {
|
|||||||
EcsCompPacket::MountState(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::MountState(comp) => sync::handle_insert(comp, entity, world),
|
||||||
EcsCompPacket::Mounting(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::Mounting(comp) => sync::handle_insert(comp, entity, world),
|
||||||
EcsCompPacket::Mass(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::Mass(comp) => sync::handle_insert(comp, entity, world),
|
||||||
|
EcsCompPacket::Collider(comp) => sync::handle_insert(comp, entity, world),
|
||||||
EcsCompPacket::Gravity(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::Gravity(comp) => sync::handle_insert(comp, entity, world),
|
||||||
EcsCompPacket::Sticky(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::Sticky(comp) => sync::handle_insert(comp, entity, world),
|
||||||
EcsCompPacket::Loadout(comp) => sync::handle_insert(comp, entity, world),
|
EcsCompPacket::Loadout(comp) => sync::handle_insert(comp, entity, world),
|
||||||
@ -92,6 +95,7 @@ impl sync::CompPacket for EcsCompPacket {
|
|||||||
EcsCompPacket::MountState(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::MountState(comp) => sync::handle_modify(comp, entity, world),
|
||||||
EcsCompPacket::Mounting(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::Mounting(comp) => sync::handle_modify(comp, entity, world),
|
||||||
EcsCompPacket::Mass(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::Mass(comp) => sync::handle_modify(comp, entity, world),
|
||||||
|
EcsCompPacket::Collider(comp) => sync::handle_modify(comp, entity, world),
|
||||||
EcsCompPacket::Gravity(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::Gravity(comp) => sync::handle_modify(comp, entity, world),
|
||||||
EcsCompPacket::Sticky(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::Sticky(comp) => sync::handle_modify(comp, entity, world),
|
||||||
EcsCompPacket::Loadout(comp) => sync::handle_modify(comp, entity, world),
|
EcsCompPacket::Loadout(comp) => sync::handle_modify(comp, entity, world),
|
||||||
@ -117,6 +121,7 @@ impl sync::CompPacket for EcsCompPacket {
|
|||||||
EcsCompPhantom::MountState(_) => sync::handle_remove::<comp::MountState>(entity, world),
|
EcsCompPhantom::MountState(_) => sync::handle_remove::<comp::MountState>(entity, world),
|
||||||
EcsCompPhantom::Mounting(_) => sync::handle_remove::<comp::Mounting>(entity, world),
|
EcsCompPhantom::Mounting(_) => sync::handle_remove::<comp::Mounting>(entity, world),
|
||||||
EcsCompPhantom::Mass(_) => sync::handle_remove::<comp::Mass>(entity, world),
|
EcsCompPhantom::Mass(_) => sync::handle_remove::<comp::Mass>(entity, world),
|
||||||
|
EcsCompPhantom::Collider(_) => sync::handle_remove::<comp::Collider>(entity, world),
|
||||||
EcsCompPhantom::Gravity(_) => sync::handle_remove::<comp::Gravity>(entity, world),
|
EcsCompPhantom::Gravity(_) => sync::handle_remove::<comp::Gravity>(entity, world),
|
||||||
EcsCompPhantom::Sticky(_) => sync::handle_remove::<comp::Sticky>(entity, world),
|
EcsCompPhantom::Sticky(_) => sync::handle_remove::<comp::Sticky>(entity, world),
|
||||||
EcsCompPhantom::Loadout(_) => sync::handle_remove::<comp::Loadout>(entity, world),
|
EcsCompPhantom::Loadout(_) => sync::handle_remove::<comp::Loadout>(entity, world),
|
||||||
|
@ -118,6 +118,7 @@ impl State {
|
|||||||
ecs.register::<comp::Mounting>();
|
ecs.register::<comp::Mounting>();
|
||||||
ecs.register::<comp::MountState>();
|
ecs.register::<comp::MountState>();
|
||||||
ecs.register::<comp::Mass>();
|
ecs.register::<comp::Mass>();
|
||||||
|
ecs.register::<comp::Collider>();
|
||||||
ecs.register::<comp::Sticky>();
|
ecs.register::<comp::Sticky>();
|
||||||
ecs.register::<comp::Gravity>();
|
ecs.register::<comp::Gravity>();
|
||||||
ecs.register::<comp::CharacterState>();
|
ecs.register::<comp::CharacterState>();
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
use crate::{
|
use crate::{
|
||||||
comp::{Body, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, Scale, Sticky, Vel},
|
comp::{Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, Scale, Sticky, Vel},
|
||||||
event::{EventBus, ServerEvent},
|
event::{EventBus, ServerEvent},
|
||||||
state::DeltaTime,
|
state::DeltaTime,
|
||||||
sync::Uid,
|
sync::Uid,
|
||||||
@ -47,8 +47,8 @@ impl<'a> System<'a> for Sys {
|
|||||||
ReadStorage<'a, Scale>,
|
ReadStorage<'a, Scale>,
|
||||||
ReadStorage<'a, Sticky>,
|
ReadStorage<'a, Sticky>,
|
||||||
ReadStorage<'a, Mass>,
|
ReadStorage<'a, Mass>,
|
||||||
|
ReadStorage<'a, Collider>,
|
||||||
ReadStorage<'a, Gravity>,
|
ReadStorage<'a, Gravity>,
|
||||||
ReadStorage<'a, Body>,
|
|
||||||
WriteStorage<'a, PhysicsState>,
|
WriteStorage<'a, PhysicsState>,
|
||||||
WriteStorage<'a, Pos>,
|
WriteStorage<'a, Pos>,
|
||||||
WriteStorage<'a, Vel>,
|
WriteStorage<'a, Vel>,
|
||||||
@ -67,8 +67,8 @@ impl<'a> System<'a> for Sys {
|
|||||||
scales,
|
scales,
|
||||||
stickies,
|
stickies,
|
||||||
masses,
|
masses,
|
||||||
|
colliders,
|
||||||
gravities,
|
gravities,
|
||||||
bodies,
|
|
||||||
mut physics_states,
|
mut physics_states,
|
||||||
mut positions,
|
mut positions,
|
||||||
mut velocities,
|
mut velocities,
|
||||||
@ -79,11 +79,11 @@ impl<'a> System<'a> for Sys {
|
|||||||
let mut event_emitter = event_bus.emitter();
|
let mut event_emitter = event_bus.emitter();
|
||||||
|
|
||||||
// Apply movement inputs
|
// Apply movement inputs
|
||||||
for (entity, scale, sticky, _b, mut pos, mut vel, _ori, _) in (
|
for (entity, scale, sticky, collider, mut pos, mut vel, _ori, _) in (
|
||||||
&entities,
|
&entities,
|
||||||
scales.maybe(),
|
scales.maybe(),
|
||||||
stickies.maybe(),
|
stickies.maybe(),
|
||||||
&bodies,
|
&colliders,
|
||||||
&mut positions,
|
&mut positions,
|
||||||
&mut velocities,
|
&mut velocities,
|
||||||
&mut orientations,
|
&mut orientations,
|
||||||
@ -93,30 +93,17 @@ impl<'a> System<'a> for Sys {
|
|||||||
{
|
{
|
||||||
let mut physics_state = physics_states.get(entity).cloned().unwrap_or_default();
|
let mut physics_state = physics_states.get(entity).cloned().unwrap_or_default();
|
||||||
|
|
||||||
if sticky.is_some() && (physics_state.on_wall.is_some() || physics_state.on_ground) {
|
if sticky.is_some()
|
||||||
|
&& (physics_state.on_ground
|
||||||
|
|| physics_state.on_ceiling
|
||||||
|
|| physics_state.on_wall.is_some())
|
||||||
|
{
|
||||||
|
vel.0 = Vec3::zero();
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
let scale = scale.map(|s| s.0).unwrap_or(1.0);
|
let scale = scale.map(|s| s.0).unwrap_or(1.0);
|
||||||
|
|
||||||
// Basic collision with terrain
|
|
||||||
// TODO: rename this, not just the player entity
|
|
||||||
let player_rad = 0.3 * scale; // half-width of the player's AABB
|
|
||||||
let player_height = 1.5 * scale;
|
|
||||||
|
|
||||||
// Probe distances
|
|
||||||
let hdist = player_rad.ceil() as i32;
|
|
||||||
let vdist = player_height.ceil() as i32;
|
|
||||||
// Neighbouring blocks iterator
|
|
||||||
let near_iter = (-hdist..hdist + 1)
|
|
||||||
.map(move |i| {
|
|
||||||
(-hdist..hdist + 1).map(move |j| {
|
|
||||||
(1 - BlockKind::MAX_HEIGHT.ceil() as i32..vdist + 1).map(move |k| (i, j, k))
|
|
||||||
})
|
|
||||||
})
|
|
||||||
.flatten()
|
|
||||||
.flatten();
|
|
||||||
|
|
||||||
let old_vel = *vel;
|
let old_vel = *vel;
|
||||||
// Integrate forces
|
// Integrate forces
|
||||||
// Friction is assumed to be a constant dependent on location
|
// Friction is assumed to be a constant dependent on location
|
||||||
@ -150,216 +137,293 @@ impl<'a> System<'a> for Sys {
|
|||||||
Vec3::zero()
|
Vec3::zero()
|
||||||
};
|
};
|
||||||
|
|
||||||
// Function for determining whether the player at a specific position collides
|
match collider {
|
||||||
// with the ground
|
Collider::Box {
|
||||||
let collision_with = |pos: Vec3<f32>, hit: &dyn Fn(&Block) -> bool, near_iter| {
|
radius,
|
||||||
for (i, j, k) in near_iter {
|
z_min,
|
||||||
let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
|
z_max,
|
||||||
|
} => {
|
||||||
|
// Scale collider
|
||||||
|
let radius = *radius * scale;
|
||||||
|
let z_min = *z_min * scale;
|
||||||
|
let z_max = *z_max * scale;
|
||||||
|
|
||||||
if let Some(block) = terrain.get(block_pos).ok().copied().filter(hit) {
|
// Probe distances
|
||||||
let player_aabb = Aabb {
|
let hdist = radius.ceil() as i32;
|
||||||
min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
|
// Neighbouring blocks iterator
|
||||||
max: pos + Vec3::new(player_rad, player_rad, player_height),
|
let near_iter = (-hdist..hdist + 1)
|
||||||
};
|
.map(move |i| {
|
||||||
let block_aabb = Aabb {
|
(-hdist..hdist + 1).map(move |j| {
|
||||||
min: block_pos.map(|e| e as f32),
|
(1 - BlockKind::MAX_HEIGHT.ceil() as i32 + z_min.floor() as i32
|
||||||
max: block_pos.map(|e| e as f32)
|
..z_max.ceil() as i32 + 1)
|
||||||
+ Vec3::new(1.0, 1.0, block.get_height()),
|
.map(move |k| (i, j, k))
|
||||||
};
|
})
|
||||||
|
})
|
||||||
|
.flatten()
|
||||||
|
.flatten();
|
||||||
|
|
||||||
if player_aabb.collides_with_aabb(block_aabb) {
|
// Function for determining whether the player at a specific position collides
|
||||||
return true;
|
// with the ground
|
||||||
|
let collision_with = |pos: Vec3<f32>,
|
||||||
|
hit: &dyn Fn(&Block) -> bool,
|
||||||
|
near_iter| {
|
||||||
|
for (i, j, k) in near_iter {
|
||||||
|
let block_pos = pos.map(|e| e.floor() as i32) + Vec3::new(i, j, k);
|
||||||
|
|
||||||
|
if let Some(block) = terrain.get(block_pos).ok().copied().filter(hit) {
|
||||||
|
let player_aabb = Aabb {
|
||||||
|
min: pos + Vec3::new(-radius, -radius, z_min),
|
||||||
|
max: pos + Vec3::new(radius, radius, z_max),
|
||||||
|
};
|
||||||
|
let block_aabb = Aabb {
|
||||||
|
min: block_pos.map(|e| e as f32),
|
||||||
|
max: block_pos.map(|e| e as f32)
|
||||||
|
+ Vec3::new(1.0, 1.0, block.get_height()),
|
||||||
|
};
|
||||||
|
|
||||||
|
if player_aabb.collides_with_aabb(block_aabb) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
false
|
||||||
}
|
|
||||||
false
|
|
||||||
};
|
|
||||||
|
|
||||||
let was_on_ground = physics_state.on_ground;
|
|
||||||
physics_state.on_ground = false;
|
|
||||||
|
|
||||||
let mut on_ground = false;
|
|
||||||
let mut attempts = 0; // Don't loop infinitely here
|
|
||||||
|
|
||||||
// Don't jump too far at once
|
|
||||||
let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
|
|
||||||
.ceil()
|
|
||||||
.max(1.0);
|
|
||||||
let old_pos = pos.0;
|
|
||||||
for _ in 0..increments as usize {
|
|
||||||
pos.0 += pos_delta / increments;
|
|
||||||
|
|
||||||
const MAX_ATTEMPTS: usize = 16;
|
|
||||||
|
|
||||||
// While the player is colliding with the terrain...
|
|
||||||
while collision_with(pos.0, &|block| block.is_solid(), near_iter.clone())
|
|
||||||
&& attempts < MAX_ATTEMPTS
|
|
||||||
{
|
|
||||||
// Calculate the player's AABB
|
|
||||||
let player_aabb = Aabb {
|
|
||||||
min: pos.0 + Vec3::new(-player_rad, -player_rad, 0.0),
|
|
||||||
max: pos.0 + Vec3::new(player_rad, player_rad, player_height),
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// Determine the block that we are colliding with most (based on minimum
|
let was_on_ground = physics_state.on_ground;
|
||||||
// collision axis)
|
physics_state.on_ground = false;
|
||||||
let (_block_pos, block_aabb, block_height) = near_iter
|
|
||||||
.clone()
|
let mut on_ground = false;
|
||||||
// Calculate the block's position in world space
|
let mut on_ceiling = false;
|
||||||
.map(|(i, j, k)| pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k))
|
let mut attempts = 0; // Don't loop infinitely here
|
||||||
// Make sure the block is actually solid
|
|
||||||
.filter_map(|block_pos| {
|
// Don't jump too far at once
|
||||||
if let Some(block) = terrain
|
let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
|
||||||
.get(block_pos)
|
.ceil()
|
||||||
.ok()
|
.max(1.0);
|
||||||
.filter(|block| block.is_solid())
|
let old_pos = pos.0;
|
||||||
{
|
for _ in 0..increments as usize {
|
||||||
// Calculate block AABB
|
pos.0 += pos_delta / increments;
|
||||||
Some((
|
|
||||||
block_pos,
|
const MAX_ATTEMPTS: usize = 16;
|
||||||
Aabb {
|
|
||||||
min: block_pos.map(|e| e as f32),
|
// While the player is colliding with the terrain...
|
||||||
max: block_pos.map(|e| e as f32) + Vec3::new(1.0, 1.0, block.get_height()),
|
while collision_with(pos.0, &|block| block.is_solid(), near_iter.clone())
|
||||||
},
|
&& attempts < MAX_ATTEMPTS
|
||||||
block.get_height(),
|
{
|
||||||
))
|
// Calculate the player's AABB
|
||||||
} else {
|
let player_aabb = Aabb {
|
||||||
None
|
min: pos.0 + Vec3::new(-radius, -radius, z_min),
|
||||||
|
max: pos.0 + Vec3::new(radius, radius, z_max),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Determine the block that we are colliding with most (based on minimum
|
||||||
|
// collision axis)
|
||||||
|
let (_block_pos, block_aabb, block_height) = near_iter
|
||||||
|
.clone()
|
||||||
|
// Calculate the block's position in world space
|
||||||
|
.map(|(i, j, k)| pos.0.map(|e| e.floor() as i32) + Vec3::new(i, j, k))
|
||||||
|
// Make sure the block is actually solid
|
||||||
|
.filter_map(|block_pos| {
|
||||||
|
if let Some(block) = terrain
|
||||||
|
.get(block_pos)
|
||||||
|
.ok()
|
||||||
|
.filter(|block| block.is_solid())
|
||||||
|
{
|
||||||
|
// Calculate block AABB
|
||||||
|
Some((
|
||||||
|
block_pos,
|
||||||
|
Aabb {
|
||||||
|
min: block_pos.map(|e| e as f32),
|
||||||
|
max: block_pos.map(|e| e as f32) + Vec3::new(1.0, 1.0, block.get_height()),
|
||||||
|
},
|
||||||
|
block.get_height(),
|
||||||
|
))
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
}
|
||||||
|
})
|
||||||
|
// Determine whether the block's AABB collides with the player's AABB
|
||||||
|
.filter(|(_, block_aabb, _)| block_aabb.collides_with_aabb(player_aabb))
|
||||||
|
// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)
|
||||||
|
.min_by_key(|(_, block_aabb, _)| {
|
||||||
|
((block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5)
|
||||||
|
.map(|e| e.abs())
|
||||||
|
.sum()
|
||||||
|
* 1_000_000.0) as i32
|
||||||
|
})
|
||||||
|
.expect("Collision detected, but no colliding blocks found!");
|
||||||
|
|
||||||
|
// Find the intrusion vector of the collision
|
||||||
|
let dir = player_aabb.collision_vector_with_aabb(block_aabb);
|
||||||
|
|
||||||
|
// Determine an appropriate resolution vector (i.e: the minimum distance
|
||||||
|
// needed to push out of the block)
|
||||||
|
let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
|
||||||
|
let resolve_dir = -dir.map(|e| {
|
||||||
|
if e.abs().to_bits() == max_axis.to_bits() {
|
||||||
|
e
|
||||||
|
} else {
|
||||||
|
0.0
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// When the resolution direction is pointing upwards, we must be on the
|
||||||
|
// ground
|
||||||
|
if resolve_dir.z > 0.0 && vel.0.z <= 0.0 {
|
||||||
|
on_ground = true;
|
||||||
|
|
||||||
|
if !was_on_ground {
|
||||||
|
event_emitter
|
||||||
|
.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
|
||||||
|
}
|
||||||
|
} else if resolve_dir.z < 0.0 && vel.0.z >= 0.0 {
|
||||||
|
on_ceiling = true;
|
||||||
}
|
}
|
||||||
})
|
|
||||||
// Determine whether the block's AABB collides with the player's AABB
|
|
||||||
.filter(|(_, block_aabb, _)| block_aabb.collides_with_aabb(player_aabb))
|
|
||||||
// Find the maximum of the minimum collision axes (this bit is weird, trust me that it works)
|
|
||||||
.min_by_key(|(_, block_aabb, _)| {
|
|
||||||
((block_aabb.center() - player_aabb.center() - Vec3::unit_z() * 0.5)
|
|
||||||
.map(|e| e.abs())
|
|
||||||
.sum()
|
|
||||||
* 1_000_000.0) as i32
|
|
||||||
})
|
|
||||||
.expect("Collision detected, but no colliding blocks found!");
|
|
||||||
|
|
||||||
// Find the intrusion vector of the collision
|
// When the resolution direction is non-vertical, we must be colliding
|
||||||
let dir = player_aabb.collision_vector_with_aabb(block_aabb);
|
// with a wall If the space above is free...
|
||||||
|
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), &|block| block.is_solid(), near_iter.clone())
|
||||||
|
// ...and we're being pushed out horizontally...
|
||||||
|
&& resolve_dir.z == 0.0
|
||||||
|
// ...and the vertical resolution direction is sufficiently great...
|
||||||
|
&& -dir.z > 0.1
|
||||||
|
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
|
||||||
|
&& (vel.0.z <= 0.0 || terrain
|
||||||
|
.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
|
||||||
|
.map(|block| block.is_solid())
|
||||||
|
.unwrap_or(false))
|
||||||
|
// ...and there is a collision with a block beneath our current hitbox...
|
||||||
|
&& collision_with(
|
||||||
|
old_pos + resolve_dir - Vec3::unit_z() * 1.05,
|
||||||
|
&|block| block.is_solid(),
|
||||||
|
near_iter.clone(),
|
||||||
|
)
|
||||||
|
{
|
||||||
|
// ...block-hop!
|
||||||
|
pos.0.z = (pos.0.z + 0.1).floor() + block_height;
|
||||||
|
vel.0.z = 0.0;
|
||||||
|
on_ground = true;
|
||||||
|
break;
|
||||||
|
} else {
|
||||||
|
// Correct the velocity
|
||||||
|
vel.0 = vel.0.map2(resolve_dir, |e, d| {
|
||||||
|
if d * e.signum() < 0.0 { 0.0 } else { e }
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
// Determine an appropriate resolution vector (i.e: the minimum distance needed
|
// Resolve the collision normally
|
||||||
// to push out of the block)
|
pos.0 += resolve_dir;
|
||||||
let max_axis = dir.map(|e| e.abs()).reduce_partial_min();
|
|
||||||
let resolve_dir = -dir.map(|e| {
|
attempts += 1;
|
||||||
if e.abs().to_bits() == max_axis.to_bits() {
|
|
||||||
e
|
|
||||||
} else {
|
|
||||||
0.0
|
|
||||||
}
|
}
|
||||||
});
|
|
||||||
|
|
||||||
// When the resolution direction is pointing upwards, we must be on the ground
|
if attempts == MAX_ATTEMPTS {
|
||||||
if resolve_dir.z > 0.0 && vel.0.z <= 0.0 {
|
pos.0 = old_pos;
|
||||||
on_ground = true;
|
break;
|
||||||
|
|
||||||
if !was_on_ground {
|
|
||||||
event_emitter.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// When the resolution direction is non-vertical, we must be colliding with a
|
if on_ceiling {
|
||||||
// wall If the space above is free...
|
physics_state.on_ceiling = true;
|
||||||
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), &|block| block.is_solid(), near_iter.clone())
|
}
|
||||||
// ...and we're being pushed out horizontally...
|
|
||||||
&& resolve_dir.z == 0.0
|
if on_ground {
|
||||||
// ...and the vertical resolution direction is sufficiently great...
|
physics_state.on_ground = true;
|
||||||
&& -dir.z > 0.1
|
// If the space below us is free, then "snap" to the ground
|
||||||
// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
|
} else if collision_with(
|
||||||
&& (vel.0.z <= 0.0 || terrain
|
pos.0 - Vec3::unit_z() * 1.05,
|
||||||
.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
|
&|block| block.is_solid(),
|
||||||
.map(|block| block.is_solid())
|
near_iter.clone(),
|
||||||
.unwrap_or(false))
|
) && vel.0.z < 0.0
|
||||||
// ...and there is a collision with a block beneath our current hitbox...
|
&& vel.0.z > -1.5
|
||||||
&& collision_with(
|
&& was_on_ground
|
||||||
old_pos + resolve_dir - Vec3::unit_z() * 1.05,
|
&& !collision_with(
|
||||||
&|block| block.is_solid(),
|
pos.0 - Vec3::unit_z() * 0.05,
|
||||||
|
&|block| {
|
||||||
|
block.is_solid()
|
||||||
|
&& block.get_height() >= (pos.0.z - 0.05).rem_euclid(1.0)
|
||||||
|
},
|
||||||
near_iter.clone(),
|
near_iter.clone(),
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
// ...block-hop!
|
let snap_height = terrain
|
||||||
pos.0.z = (pos.0.z + 0.1).floor() + block_height;
|
.get(
|
||||||
vel.0.z = 0.0;
|
Vec3::new(pos.0.x, pos.0.y, pos.0.z - 0.05)
|
||||||
on_ground = true;
|
.map(|e| e.floor() as i32),
|
||||||
break;
|
)
|
||||||
} else {
|
.ok()
|
||||||
// Correct the velocity
|
.filter(|block| block.is_solid())
|
||||||
vel.0 = vel.0.map2(
|
.map(|block| block.get_height())
|
||||||
resolve_dir,
|
.unwrap_or(0.0);
|
||||||
|e, d| if d * e.signum() < 0.0 { 0.0 } else { e },
|
pos.0.z = (pos.0.z - 0.05).floor() + snap_height;
|
||||||
);
|
physics_state.on_ground = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Resolve the collision normally
|
let dirs = [
|
||||||
pos.0 += resolve_dir;
|
Vec3::unit_x(),
|
||||||
|
Vec3::unit_y(),
|
||||||
|
-Vec3::unit_x(),
|
||||||
|
-Vec3::unit_y(),
|
||||||
|
];
|
||||||
|
|
||||||
attempts += 1;
|
if let (wall_dir, true) =
|
||||||
}
|
dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
|
||||||
|
if collision_with(
|
||||||
|
pos.0 + *dir * 0.01,
|
||||||
|
&|block| block.is_solid(),
|
||||||
|
near_iter.clone(),
|
||||||
|
) {
|
||||||
|
(a + dir, true)
|
||||||
|
} else {
|
||||||
|
(a, hit)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
{
|
||||||
|
physics_state.on_wall = Some(wall_dir);
|
||||||
|
} else {
|
||||||
|
physics_state.on_wall = None;
|
||||||
|
}
|
||||||
|
|
||||||
if attempts == MAX_ATTEMPTS {
|
// Figure out if we're in water
|
||||||
pos.0 = old_pos;
|
physics_state.in_fluid =
|
||||||
break;
|
collision_with(pos.0, &|block| block.is_fluid(), near_iter.clone());
|
||||||
}
|
},
|
||||||
|
Collider::Point => {
|
||||||
|
let (dist, block) = terrain.ray(pos.0, pos.0 + pos_delta).ignore_error().cast();
|
||||||
|
|
||||||
|
pos.0 += pos_delta.try_normalized().unwrap_or(Vec3::zero()) * dist;
|
||||||
|
|
||||||
|
// Can't fair 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());
|
||||||
|
|
||||||
|
// See whether we're on the top/bottom of a block, or the side
|
||||||
|
if block_rpos.z.abs()
|
||||||
|
> block_rpos.xy().map(|e| e.abs()).reduce_partial_max()
|
||||||
|
{
|
||||||
|
if block_rpos.z > 0.0 {
|
||||||
|
physics_state.on_ground = true;
|
||||||
|
} else {
|
||||||
|
physics_state.on_ceiling = true;
|
||||||
|
}
|
||||||
|
vel.0.z = 0.0;
|
||||||
|
} else {
|
||||||
|
physics_state.on_wall =
|
||||||
|
Some(if block_rpos.x.abs() > block_rpos.y.abs() {
|
||||||
|
vel.0.x = 0.0;
|
||||||
|
Vec3::unit_x() * -block_rpos.x.signum()
|
||||||
|
} else {
|
||||||
|
vel.0.y = 0.0;
|
||||||
|
Vec3::unit_y() * -block_rpos.y.signum()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
if on_ground {
|
|
||||||
physics_state.on_ground = true;
|
|
||||||
// If the space below us is free, then "snap" to the ground
|
|
||||||
} else if collision_with(
|
|
||||||
pos.0 - Vec3::unit_z() * 1.05,
|
|
||||||
&|block| block.is_solid(),
|
|
||||||
near_iter.clone(),
|
|
||||||
) && vel.0.z < 0.0
|
|
||||||
&& vel.0.z > -1.5
|
|
||||||
&& was_on_ground
|
|
||||||
&& !collision_with(
|
|
||||||
pos.0 - Vec3::unit_z() * 0.05,
|
|
||||||
&|block| {
|
|
||||||
block.is_solid() && block.get_height() >= (pos.0.z - 0.05).rem_euclid(1.0)
|
|
||||||
},
|
|
||||||
near_iter.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))
|
|
||||||
.ok()
|
|
||||||
.filter(|block| block.is_solid())
|
|
||||||
.map(|block| block.get_height())
|
|
||||||
.unwrap_or(0.0);
|
|
||||||
pos.0.z = (pos.0.z - 0.05).floor() + snap_height;
|
|
||||||
physics_state.on_ground = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
let dirs = [
|
|
||||||
Vec3::unit_x(),
|
|
||||||
Vec3::unit_y(),
|
|
||||||
-Vec3::unit_x(),
|
|
||||||
-Vec3::unit_y(),
|
|
||||||
];
|
|
||||||
|
|
||||||
if let (wall_dir, true) = dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
|
|
||||||
if collision_with(
|
|
||||||
pos.0 + *dir * 0.01,
|
|
||||||
&|block| block.is_solid(),
|
|
||||||
near_iter.clone(),
|
|
||||||
) {
|
|
||||||
(a + dir, true)
|
|
||||||
} else {
|
|
||||||
(a, hit)
|
|
||||||
}
|
|
||||||
}) {
|
|
||||||
physics_state.on_wall = Some(wall_dir);
|
|
||||||
} else {
|
|
||||||
physics_state.on_wall = None;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Figure out if we're in water
|
|
||||||
physics_state.in_fluid =
|
|
||||||
collision_with(pos.0, &|block| block.is_fluid(), near_iter.clone());
|
|
||||||
|
|
||||||
let _ = physics_states.insert(entity, physics_state);
|
let _ = physics_states.insert(entity, physics_state);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -369,7 +433,7 @@ impl<'a> System<'a> for Sys {
|
|||||||
scales.maybe(),
|
scales.maybe(),
|
||||||
masses.maybe(),
|
masses.maybe(),
|
||||||
&mut velocities,
|
&mut velocities,
|
||||||
&bodies,
|
&colliders,
|
||||||
!&mountings,
|
!&mountings,
|
||||||
stickies.maybe(),
|
stickies.maybe(),
|
||||||
&mut physics_states,
|
&mut physics_states,
|
||||||
@ -389,7 +453,7 @@ impl<'a> System<'a> for Sys {
|
|||||||
&positions,
|
&positions,
|
||||||
scales.maybe(),
|
scales.maybe(),
|
||||||
masses.maybe(),
|
masses.maybe(),
|
||||||
&bodies,
|
&colliders,
|
||||||
!&mountings,
|
!&mountings,
|
||||||
)
|
)
|
||||||
.join()
|
.join()
|
||||||
|
@ -57,28 +57,9 @@ impl<'a> System<'a> for Sys {
|
|||||||
)
|
)
|
||||||
.join()
|
.join()
|
||||||
{
|
{
|
||||||
// Hit ground
|
// Hit something solid
|
||||||
if physics.on_ground {
|
if physics.on_wall.is_some() || physics.on_ground || physics.on_ceiling {
|
||||||
for effect in projectile.hit_ground.drain(..) {
|
for effect in projectile.hit_solid.drain(..) {
|
||||||
match effect {
|
|
||||||
projectile::Effect::Explode { power } => {
|
|
||||||
server_emitter.emit(ServerEvent::Explosion {
|
|
||||||
pos: pos.0,
|
|
||||||
power,
|
|
||||||
owner: projectile.owner,
|
|
||||||
})
|
|
||||||
},
|
|
||||||
projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
|
|
||||||
entity,
|
|
||||||
cause: HealthSource::World,
|
|
||||||
}),
|
|
||||||
_ => {},
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// Hit wall
|
|
||||||
else if physics.on_wall.is_some() {
|
|
||||||
for effect in projectile.hit_wall.drain(..) {
|
|
||||||
match effect {
|
match effect {
|
||||||
projectile::Effect::Explode { power } => {
|
projectile::Effect::Explode { power } => {
|
||||||
server_emitter.emit(ServerEvent::Explosion {
|
server_emitter.emit(ServerEvent::Explosion {
|
||||||
|
@ -92,11 +92,21 @@ impl StateExt for State {
|
|||||||
.with(pos)
|
.with(pos)
|
||||||
.with(comp::Vel(Vec3::zero()))
|
.with(comp::Vel(Vec3::zero()))
|
||||||
.with(comp::Ori::default())
|
.with(comp::Ori::default())
|
||||||
|
.with(comp::Collider::Box {
|
||||||
|
radius: 0.4,
|
||||||
|
z_min: 0.0,
|
||||||
|
z_max: 1.75,
|
||||||
|
})
|
||||||
.with(comp::Controller::default())
|
.with(comp::Controller::default())
|
||||||
.with(body)
|
.with(body)
|
||||||
.with(stats)
|
.with(stats)
|
||||||
.with(comp::Alignment::Npc)
|
.with(comp::Alignment::Npc)
|
||||||
.with(comp::Energy::new(500))
|
.with(comp::Energy::new(500))
|
||||||
|
.with(comp::Collider::Box {
|
||||||
|
radius: 0.4,
|
||||||
|
z_min: 0.0,
|
||||||
|
z_max: 1.75,
|
||||||
|
})
|
||||||
.with(comp::Gravity(1.0))
|
.with(comp::Gravity(1.0))
|
||||||
.with(comp::CharacterState::default())
|
.with(comp::CharacterState::default())
|
||||||
.with(loadout)
|
.with(loadout)
|
||||||
@ -111,6 +121,11 @@ impl StateExt for State {
|
|||||||
.with(comp::Ori::default())
|
.with(comp::Ori::default())
|
||||||
.with(comp::Body::Object(object))
|
.with(comp::Body::Object(object))
|
||||||
.with(comp::Mass(100.0))
|
.with(comp::Mass(100.0))
|
||||||
|
.with(comp::Collider::Box {
|
||||||
|
radius: 0.4,
|
||||||
|
z_min: 0.0,
|
||||||
|
z_max: 0.9,
|
||||||
|
})
|
||||||
.with(comp::Gravity(1.0))
|
.with(comp::Gravity(1.0))
|
||||||
//.with(comp::LightEmitter::default())
|
//.with(comp::LightEmitter::default())
|
||||||
}
|
}
|
||||||
@ -129,6 +144,7 @@ impl StateExt for State {
|
|||||||
.with(vel)
|
.with(vel)
|
||||||
.with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default()))
|
.with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default()))
|
||||||
.with(comp::Mass(0.0))
|
.with(comp::Mass(0.0))
|
||||||
|
.with(comp::Collider::Point)
|
||||||
.with(body)
|
.with(body)
|
||||||
.with(projectile)
|
.with(projectile)
|
||||||
.with(comp::Sticky)
|
.with(comp::Sticky)
|
||||||
@ -154,6 +170,11 @@ impl StateExt for State {
|
|||||||
self.write_component(entity, comp::Pos(spawn_point));
|
self.write_component(entity, comp::Pos(spawn_point));
|
||||||
self.write_component(entity, comp::Vel(Vec3::zero()));
|
self.write_component(entity, comp::Vel(Vec3::zero()));
|
||||||
self.write_component(entity, comp::Ori::default());
|
self.write_component(entity, comp::Ori::default());
|
||||||
|
self.write_component(entity, comp::Collider::Box {
|
||||||
|
radius: 0.4,
|
||||||
|
z_min: 0.0,
|
||||||
|
z_max: 1.75,
|
||||||
|
});
|
||||||
self.write_component(entity, comp::Gravity(1.0));
|
self.write_component(entity, comp::Gravity(1.0));
|
||||||
self.write_component(entity, comp::CharacterState::default());
|
self.write_component(entity, comp::CharacterState::default());
|
||||||
self.write_component(entity, comp::Alignment::Owned(entity));
|
self.write_component(entity, comp::Alignment::Owned(entity));
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
use super::SysTimer;
|
use super::SysTimer;
|
||||||
use common::{
|
use common::{
|
||||||
comp::{
|
comp::{
|
||||||
Body, CanBuild, CharacterState, Energy, Gravity, Item, LightEmitter, Loadout, Mass,
|
Body, CanBuild, CharacterState, Collider, Energy, Gravity, Item, LightEmitter, Loadout,
|
||||||
MountState, Mounting, Ori, Player, Pos, Scale, Stats, Sticky, Vel,
|
Mass, MountState, Mounting, Ori, Player, Pos, Scale, Stats, Sticky, Vel,
|
||||||
},
|
},
|
||||||
msg::EcsCompPacket,
|
msg::EcsCompPacket,
|
||||||
sync::{CompSyncPackage, EntityPackage, EntitySyncPackage, Uid, UpdateTracker, WorldSyncExt},
|
sync::{CompSyncPackage, EntityPackage, EntitySyncPackage, Uid, UpdateTracker, WorldSyncExt},
|
||||||
@ -49,6 +49,7 @@ pub struct TrackedComps<'a> {
|
|||||||
pub mounting: ReadStorage<'a, Mounting>,
|
pub mounting: ReadStorage<'a, Mounting>,
|
||||||
pub mount_state: ReadStorage<'a, MountState>,
|
pub mount_state: ReadStorage<'a, MountState>,
|
||||||
pub mass: ReadStorage<'a, Mass>,
|
pub mass: ReadStorage<'a, Mass>,
|
||||||
|
pub collider: ReadStorage<'a, Collider>,
|
||||||
pub sticky: ReadStorage<'a, Sticky>,
|
pub sticky: ReadStorage<'a, Sticky>,
|
||||||
pub gravity: ReadStorage<'a, Gravity>,
|
pub gravity: ReadStorage<'a, Gravity>,
|
||||||
pub loadout: ReadStorage<'a, Loadout>,
|
pub loadout: ReadStorage<'a, Loadout>,
|
||||||
@ -104,6 +105,10 @@ impl<'a> TrackedComps<'a> {
|
|||||||
.cloned()
|
.cloned()
|
||||||
.map(|c| comps.push(c.into()));
|
.map(|c| comps.push(c.into()));
|
||||||
self.mass.get(entity).copied().map(|c| comps.push(c.into()));
|
self.mass.get(entity).copied().map(|c| comps.push(c.into()));
|
||||||
|
self.collider
|
||||||
|
.get(entity)
|
||||||
|
.copied()
|
||||||
|
.map(|c| comps.push(c.into()));
|
||||||
self.sticky
|
self.sticky
|
||||||
.get(entity)
|
.get(entity)
|
||||||
.copied()
|
.copied()
|
||||||
@ -142,6 +147,7 @@ pub struct ReadTrackers<'a> {
|
|||||||
pub mounting: ReadExpect<'a, UpdateTracker<Mounting>>,
|
pub mounting: ReadExpect<'a, UpdateTracker<Mounting>>,
|
||||||
pub mount_state: ReadExpect<'a, UpdateTracker<MountState>>,
|
pub mount_state: ReadExpect<'a, UpdateTracker<MountState>>,
|
||||||
pub mass: ReadExpect<'a, UpdateTracker<Mass>>,
|
pub mass: ReadExpect<'a, UpdateTracker<Mass>>,
|
||||||
|
pub collider: ReadExpect<'a, UpdateTracker<Collider>>,
|
||||||
pub sticky: ReadExpect<'a, UpdateTracker<Sticky>>,
|
pub sticky: ReadExpect<'a, UpdateTracker<Sticky>>,
|
||||||
pub gravity: ReadExpect<'a, UpdateTracker<Gravity>>,
|
pub gravity: ReadExpect<'a, UpdateTracker<Gravity>>,
|
||||||
pub loadout: ReadExpect<'a, UpdateTracker<Loadout>>,
|
pub loadout: ReadExpect<'a, UpdateTracker<Loadout>>,
|
||||||
@ -173,6 +179,7 @@ impl<'a> ReadTrackers<'a> {
|
|||||||
.with_component(&comps.uid, &*self.mounting, &comps.mounting, filter)
|
.with_component(&comps.uid, &*self.mounting, &comps.mounting, filter)
|
||||||
.with_component(&comps.uid, &*self.mount_state, &comps.mount_state, filter)
|
.with_component(&comps.uid, &*self.mount_state, &comps.mount_state, filter)
|
||||||
.with_component(&comps.uid, &*self.mass, &comps.mass, filter)
|
.with_component(&comps.uid, &*self.mass, &comps.mass, filter)
|
||||||
|
.with_component(&comps.uid, &*self.collider, &comps.collider, filter)
|
||||||
.with_component(&comps.uid, &*self.sticky, &comps.sticky, filter)
|
.with_component(&comps.uid, &*self.sticky, &comps.sticky, filter)
|
||||||
.with_component(&comps.uid, &*self.gravity, &comps.gravity, filter)
|
.with_component(&comps.uid, &*self.gravity, &comps.gravity, filter)
|
||||||
.with_component(&comps.uid, &*self.loadout, &comps.loadout, filter)
|
.with_component(&comps.uid, &*self.loadout, &comps.loadout, filter)
|
||||||
@ -201,6 +208,7 @@ pub struct WriteTrackers<'a> {
|
|||||||
mounting: WriteExpect<'a, UpdateTracker<Mounting>>,
|
mounting: WriteExpect<'a, UpdateTracker<Mounting>>,
|
||||||
mount_state: WriteExpect<'a, UpdateTracker<MountState>>,
|
mount_state: WriteExpect<'a, UpdateTracker<MountState>>,
|
||||||
mass: WriteExpect<'a, UpdateTracker<Mass>>,
|
mass: WriteExpect<'a, UpdateTracker<Mass>>,
|
||||||
|
collider: WriteExpect<'a, UpdateTracker<Collider>>,
|
||||||
sticky: WriteExpect<'a, UpdateTracker<Sticky>>,
|
sticky: WriteExpect<'a, UpdateTracker<Sticky>>,
|
||||||
gravity: WriteExpect<'a, UpdateTracker<Gravity>>,
|
gravity: WriteExpect<'a, UpdateTracker<Gravity>>,
|
||||||
loadout: WriteExpect<'a, UpdateTracker<Loadout>>,
|
loadout: WriteExpect<'a, UpdateTracker<Loadout>>,
|
||||||
@ -221,6 +229,7 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
|
|||||||
trackers.mounting.record_changes(&comps.mounting);
|
trackers.mounting.record_changes(&comps.mounting);
|
||||||
trackers.mount_state.record_changes(&comps.mount_state);
|
trackers.mount_state.record_changes(&comps.mount_state);
|
||||||
trackers.mass.record_changes(&comps.mass);
|
trackers.mass.record_changes(&comps.mass);
|
||||||
|
trackers.collider.record_changes(&comps.collider);
|
||||||
trackers.sticky.record_changes(&comps.sticky);
|
trackers.sticky.record_changes(&comps.sticky);
|
||||||
trackers.gravity.record_changes(&comps.gravity);
|
trackers.gravity.record_changes(&comps.gravity);
|
||||||
trackers.loadout.record_changes(&comps.loadout);
|
trackers.loadout.record_changes(&comps.loadout);
|
||||||
@ -242,6 +251,7 @@ pub fn register_trackers(world: &mut World) {
|
|||||||
world.register_tracker::<Mounting>();
|
world.register_tracker::<Mounting>();
|
||||||
world.register_tracker::<MountState>();
|
world.register_tracker::<MountState>();
|
||||||
world.register_tracker::<Mass>();
|
world.register_tracker::<Mass>();
|
||||||
|
world.register_tracker::<Collider>();
|
||||||
world.register_tracker::<Sticky>();
|
world.register_tracker::<Sticky>();
|
||||||
world.register_tracker::<Gravity>();
|
world.register_tracker::<Gravity>();
|
||||||
world.register_tracker::<Loadout>();
|
world.register_tracker::<Loadout>();
|
||||||
|
@ -88,6 +88,7 @@ fn maps_idle() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -111,6 +112,7 @@ fn maps_run_with_sufficient_velocity() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -134,6 +136,7 @@ fn does_not_map_run_with_insufficient_velocity() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -157,6 +160,7 @@ fn does_not_map_run_with_sufficient_velocity_but_not_on_ground() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: false,
|
on_ground: false,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -183,6 +187,7 @@ fn maps_roll() {
|
|||||||
}),
|
}),
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -206,6 +211,7 @@ fn maps_land_on_ground_to_run() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -229,6 +235,7 @@ fn maps_glider_open() {
|
|||||||
&CharacterState::Glide {},
|
&CharacterState::Glide {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: false,
|
on_ground: false,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -252,6 +259,7 @@ fn maps_glide() {
|
|||||||
&CharacterState::Glide {},
|
&CharacterState::Glide {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: false,
|
on_ground: false,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -275,6 +283,7 @@ fn maps_glider_close_when_closing_mid_flight() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: false,
|
on_ground: false,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -299,6 +308,7 @@ fn maps_glider_close_when_landing() {
|
|||||||
&CharacterState::Idle {},
|
&CharacterState::Idle {},
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -335,6 +345,7 @@ fn maps_wield_while_equipping() {
|
|||||||
}),
|
}),
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -369,6 +380,7 @@ fn maps_unwield() {
|
|||||||
&CharacterState::default(),
|
&CharacterState::default(),
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
@ -391,6 +403,7 @@ fn maps_quadrupeds_running() {
|
|||||||
let result = MovementEventMapper::map_non_humanoid_movement_event(
|
let result = MovementEventMapper::map_non_humanoid_movement_event(
|
||||||
&PhysicsState {
|
&PhysicsState {
|
||||||
on_ground: true,
|
on_ground: true,
|
||||||
|
on_ceiling: false,
|
||||||
on_wall: None,
|
on_wall: None,
|
||||||
touch_entity: None,
|
touch_entity: None,
|
||||||
in_fluid: false,
|
in_fluid: false,
|
||||||
|
Loading…
Reference in New Issue
Block a user