Add CollisionShape, move friction calculations to phys

Former-commit-id: 3723a8f74bc2854aaa98357e2d0b51a1668d9030
This commit is contained in:
Louis Pearson 2019-05-23 08:03:21 -06:00
parent afc5199b63
commit e2d96cc7e0
2 changed files with 41 additions and 35 deletions

View File

@ -17,6 +17,14 @@ use crate::{
// Basic ECS AI agent system
pub struct Sys;
const HUMANOID_ACCEL: f32 = 100.0;
const HUMANOID_SPEED: f32 = 500.0;
const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.0;
const GLIDE_ACCEL: f32 = 25.0;
const GLIDE_SPEED: f32 = 200.0;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
@ -73,51 +81,34 @@ impl<'a> System<'a> for Sys {
continue;
}
// Handle held-down control
let on_ground = terrain
.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
.map(|vox| !vox.is_empty())
.unwrap_or(false)
&& vel.0.z <= 0.0;
let (gliding, friction) = if on_ground {
// TODO: Don't hard-code this.
// Apply physics to the player: acceleration and non-linear deceleration.
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 200.0;
let gliding = glides.get(entity).is_some() && vel.0.z < 0.0;
if jumps.get(entity).is_some() {
vel.0.z += 16.0;
if on_ground {
// Move player according to move_dir
if vel.0.magnitude() < HUMANOID_SPEED {
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * HUMANOID_ACCEL;
}
// Jump
if jumps.get(entity).is_some() && vel.0.z <= 0.0 {
vel.0.z = HUMANOID_JUMP_ACCEL;
jumps.remove(entity);
}
} else if gliding && vel.0.magnitude() < GLIDE_SPEED {
let anti_grav = 9.81 * 3.95 + vel.0.z.powf(2.0) * 0.2;
vel.0.z += dt.0 * anti_grav * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * GLIDE_ACCEL;
} else if vel.0.magnitude() < HUMANOID_AIR_SPEED {
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * HUMANOID_AIR_ACCEL;
}
(false, 0.15)
} else {
// TODO: Don't hard-code this.
// Apply physics to the player: acceleration and non-linear deceleration.
vel.0 += Vec2::broadcast(dt.0) * control.move_dir * 10.0;
if glides.get(entity).is_some() && vel.0.z < 0.0 {
// TODO: Don't hard-code this.
let anti_grav = 9.81 * 3.95 + vel.0.z.powf(2.0) * 0.2;
vel.0.z +=
dt.0 * anti_grav * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
(true, 0.008)
} else {
(false, 0.015)
}
};
// Friction
vel.0 -= Vec2::broadcast(dt.0)
* 50.0
* vel.0.map(|e| {
(e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5))
.min(e.abs() * dt.0 * 50.0)
.copysign(e)
})
* Vec3::new(1.0, 1.0, 0.0);
// Set direction based on velocity
if vel.0.magnitude_squared() != 0.0 {
ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
}

View File

@ -31,6 +31,21 @@ impl<'a> System<'a> for Sys {
continue;
}
// Handle held-down control
let on_ground = terrain
.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
.map(|vox| !vox.is_empty())
.unwrap_or(false)
&& vel.0.z <= 0.0;
// Friction
// Will never make the character go backwards since it is interpolating towards 0
let friction = if on_ground { 0.15 } else { 0.015 };
let mul = 50.0;
let z = vel.0.z;
vel.0 = Vec3::lerp(vel.0, Vec3::new(0.0, 0.0, 0.0), friction * dt.0 * mul);
vel.0.z = z;
// Gravity
vel.0.z = (vel.0.z - GRAVITY * dt.0).max(-50.0);