Merge branch 'zesterer/small-fixes' into 'master'

More small fixes

See merge request veloren/veloren!271
This commit is contained in:
Joshua Barretto 2019-06-30 22:52:21 +00:00
commit e4dc145f17

View File

@ -14,7 +14,7 @@ const HUMANOID_ACCEL: f32 = 70.0;
const HUMANOID_SPEED: f32 = 120.0;
const HUMANOID_AIR_ACCEL: f32 = 10.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_JUMP_ACCEL: f32 = 17.0;
const HUMANOID_JUMP_ACCEL: f32 = 16.5;
const ROLL_ACCEL: f32 = 120.0;
const ROLL_SPEED: f32 = 550.0;
const GLIDE_ACCEL: f32 = 15.0;
@ -140,8 +140,12 @@ impl<'a> System<'a> for Sys {
}
// Set direction based on velocity
if vel.0.magnitude_squared() > 0.1 {
ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
10.0 * dt.0,
);
}
// Integrate forces
@ -191,17 +195,26 @@ impl<'a> System<'a> for Sys {
let was_on_ground = a.on_ground;
on_grounds.remove(entity); // Assume we're in the air - unless we can prove otherwise
pos.0.z -= 0.0001; // To force collision with the floor
let mut on_ground = false;
let mut attempts = 0; // Don't loop infinitely here
// Don't move if we're not in a loaded chunk
let pos_delta = if terrain
.get_key(terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
.is_some()
{
vel.0 * dt.0
} else {
Vec3::zero()
};
// Don't jump too far at once
let increments = ((vel.0 * dt.0).map(|e| e.abs()).reduce_partial_max() / 0.3)
let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
.ceil()
.max(1.0);
for _ in 0..increments as usize {
pos.0 += vel.0 * dt.0 / increments;
pos.0 += pos_delta / increments;
// While the player is colliding with the terrain...
while collision_with(pos.0, near_iter.clone()) && attempts < 32 {
@ -240,7 +253,7 @@ impl<'a> System<'a> for Sys {
((player_aabb.collision_vector_with_aabb(*block_aabb) / vel.0)
.map(|e| e.abs())
.reduce_partial_min()
* 1000.0) as i32
* 1_000_000.0) as i32
})
.expect("Collision detected, but no colliding blocks found!");
@ -259,8 +272,14 @@ impl<'a> System<'a> for Sys {
// When the resolution direction is non-vertical, we must be colliding with a wall
// If the space above is free...
if !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
// ...and we're being pushed out horizontally...
&& resolve_dir.z == 0.0
&& vel.0.z <= 0.0
// ...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()).map(|e| e.floor() as i32))
.map(|vox| !vox.is_empty())
.unwrap_or(false))
// ...and there is a collision with a block beneath our current hitbox...
&& collision_with(
pos.0 + resolve_dir - Vec3::unit_z() * 1.05,
near_iter.clone(),