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Merge branch 'zesterer/small-fixes' into 'master'
More small fixes See merge request veloren/veloren!271
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commit
e4dc145f17
@ -14,7 +14,7 @@ const HUMANOID_ACCEL: f32 = 70.0;
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const HUMANOID_SPEED: f32 = 120.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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const HUMANOID_JUMP_ACCEL: f32 = 17.0;
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const HUMANOID_JUMP_ACCEL: f32 = 16.5;
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const ROLL_ACCEL: f32 = 120.0;
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const ROLL_SPEED: f32 = 550.0;
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const GLIDE_ACCEL: f32 = 15.0;
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@ -140,8 +140,12 @@ impl<'a> System<'a> for Sys {
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}
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// Set direction based on velocity
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if vel.0.magnitude_squared() > 0.1 {
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ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
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if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
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ori.0 = Lerp::lerp(
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ori.0,
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vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),
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10.0 * dt.0,
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);
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}
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// Integrate forces
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@ -191,17 +195,26 @@ impl<'a> System<'a> for Sys {
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let was_on_ground = a.on_ground;
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on_grounds.remove(entity); // Assume we're in the air - unless we can prove otherwise
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pos.0.z -= 0.0001; // To force collision with the floor
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let mut on_ground = false;
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let mut attempts = 0; // Don't loop infinitely here
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// Don't move if we're not in a loaded chunk
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let pos_delta = if terrain
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.get_key(terrain.pos_key(pos.0.map(|e| e.floor() as i32)))
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.is_some()
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{
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vel.0 * dt.0
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} else {
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Vec3::zero()
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};
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// Don't jump too far at once
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let increments = ((vel.0 * dt.0).map(|e| e.abs()).reduce_partial_max() / 0.3)
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let increments = (pos_delta.map(|e| e.abs()).reduce_partial_max() / 0.3)
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.ceil()
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.max(1.0);
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for _ in 0..increments as usize {
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pos.0 += vel.0 * dt.0 / increments;
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pos.0 += pos_delta / increments;
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// While the player is colliding with the terrain...
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while collision_with(pos.0, near_iter.clone()) && attempts < 32 {
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@ -240,7 +253,7 @@ impl<'a> System<'a> for Sys {
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((player_aabb.collision_vector_with_aabb(*block_aabb) / vel.0)
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.map(|e| e.abs())
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.reduce_partial_min()
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* 1000.0) as i32
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* 1_000_000.0) as i32
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})
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.expect("Collision detected, but no colliding blocks found!");
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@ -259,8 +272,14 @@ impl<'a> System<'a> for Sys {
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// When the resolution direction is non-vertical, we must be colliding with a wall
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// If the space above is free...
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if !collision_with(pos.0 + Vec3::unit_z() * 1.1, near_iter.clone())
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// ...and we're being pushed out horizontally...
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&& resolve_dir.z == 0.0
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&& vel.0.z <= 0.0
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// ...and we're falling/standing OR there is a block *directly* beneath our current origin (note: not hitbox)...
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&& (vel.0.z <= 0.0 || terrain
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.get((pos.0 - Vec3::unit_z()).map(|e| e.floor() as i32))
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.map(|vox| !vox.is_empty())
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.unwrap_or(false))
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// ...and there is a collision with a block beneath our current hitbox...
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&& collision_with(
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pos.0 + resolve_dir - Vec3::unit_z() * 1.05,
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near_iter.clone(),
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