Added Colliders, made projectiles point particles

This commit is contained in:
Joshua Barretto 2020-04-26 15:37:13 +01:00
parent 6d7cb8654d
commit eb23b0b2bd
7 changed files with 311 additions and 216 deletions

View File

@ -35,7 +35,7 @@ pub use inventory::{
};
pub use last::Last;
pub use location::{Waypoint, WaypointArea};
pub use phys::{ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
pub use phys::{ForceUpdate, Gravity, Mass, Collider, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
pub use player::Player;
pub use projectile::Projectile;
pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};

View File

@ -43,6 +43,21 @@ impl Component for Mass {
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)]
pub struct Gravity(pub f32);
@ -61,6 +76,7 @@ impl Component for Sticky {
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct PhysicsState {
pub on_ground: bool,
pub on_ceiling: bool,
pub on_wall: Option<Vec3<f32>>,
pub touch_entity: Option<Uid>,
pub in_fluid: bool,

View File

@ -19,6 +19,7 @@ sum_type! {
MountState(comp::MountState),
Mounting(comp::Mounting),
Mass(comp::Mass),
Collider(comp::Collider),
Gravity(comp::Gravity),
Sticky(comp::Sticky),
Loadout(comp::Loadout),
@ -44,6 +45,7 @@ sum_type! {
MountState(PhantomData<comp::MountState>),
Mounting(PhantomData<comp::Mounting>),
Mass(PhantomData<comp::Mass>),
Collider(PhantomData<comp::Collider>),
Gravity(PhantomData<comp::Gravity>),
Sticky(PhantomData<comp::Sticky>),
Loadout(PhantomData<comp::Loadout>),
@ -69,6 +71,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPacket::MountState(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::Collider(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::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::Mounting(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::Sticky(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::Mounting(_) => sync::handle_remove::<comp::Mounting>(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::Sticky(_) => sync::handle_remove::<comp::Sticky>(entity, world),
EcsCompPhantom::Loadout(_) => sync::handle_remove::<comp::Loadout>(entity, world),

View File

@ -118,6 +118,7 @@ impl State {
ecs.register::<comp::Mounting>();
ecs.register::<comp::MountState>();
ecs.register::<comp::Mass>();
ecs.register::<comp::Collider>();
ecs.register::<comp::Sticky>();
ecs.register::<comp::Gravity>();
ecs.register::<comp::CharacterState>();

View File

@ -1,5 +1,5 @@
use crate::{
comp::{Body, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, Scale, Sticky, Vel},
comp::{Gravity, Mass, Collider, Mounting, Ori, PhysicsState, Pos, Scale, Sticky, Vel},
event::{EventBus, ServerEvent},
state::DeltaTime,
sync::Uid,
@ -47,8 +47,8 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, Scale>,
ReadStorage<'a, Sticky>,
ReadStorage<'a, Mass>,
ReadStorage<'a, Collider>,
ReadStorage<'a, Gravity>,
ReadStorage<'a, Body>,
WriteStorage<'a, PhysicsState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
@ -67,8 +67,8 @@ impl<'a> System<'a> for Sys {
scales,
stickies,
masses,
colliders,
gravities,
bodies,
mut physics_states,
mut positions,
mut velocities,
@ -79,11 +79,11 @@ impl<'a> System<'a> for Sys {
let mut event_emitter = event_bus.emitter();
// 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,
scales.maybe(),
stickies.maybe(),
&bodies,
&colliders,
&mut positions,
&mut velocities,
&mut orientations,
@ -93,30 +93,12 @@ impl<'a> System<'a> for Sys {
{
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_wall.is_some()) {
continue;
}
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;
// Integrate forces
// Friction is assumed to be a constant dependent on location
@ -150,216 +132,276 @@ impl<'a> System<'a> for Sys {
Vec3::zero()
};
// Function for determining whether the player at a specific position collides
// 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);
match collider {
Collider::Box { radius, z_min, 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) {
let player_aabb = Aabb {
min: pos + Vec3::new(-player_rad, -player_rad, 0.0),
max: pos + Vec3::new(player_rad, player_rad, player_height),
};
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()),
};
// Probe distances
let hdist = radius.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 + z_min.floor() as i32..z_max.ceil() as i32 + 1).map(move |k| (i, j, k))
})
})
.flatten()
.flatten();
if player_aabb.collides_with_aabb(block_aabb) {
return true;
// Function for determining whether the player at a specific position collides
// 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
};
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),
false
};
// 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
let was_on_ground = physics_state.on_ground;
physics_state.on_ground = false;
let mut on_ground = false;
let mut on_ceiling = 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(-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
let dir = player_aabb.collision_vector_with_aabb(block_aabb);
// When the resolution direction is non-vertical, we must be colliding 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
// 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
// Resolve the collision normally
pos.0 += resolve_dir;
attempts += 1;
}
});
// 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 });
if attempts == MAX_ATTEMPTS {
pos.0 = old_pos;
break;
}
}
// When the resolution direction is non-vertical, we must be colliding 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(),
if on_ceiling {
physics_state.on_ceiling = true;
}
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(),
)
{
// ...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 },
);
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;
}
// Resolve the collision normally
pos.0 += resolve_dir;
let dirs = [
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 {
pos.0 = old_pos;
break;
}
// Figure out if we're in water
physics_state.in_fluid =
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;
if block.unwrap().is_some() { // Can't fail
if sticky.is_some() {
vel.0 = Vec3::zero();
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;
}
} else {
physics_state.on_wall = Some(if block_rpos.x.abs() > block_rpos.y.abs() {
Vec3::unit_x() * -block_rpos.x.signum()
} else {
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);
}
@ -369,7 +411,7 @@ impl<'a> System<'a> for Sys {
scales.maybe(),
masses.maybe(),
&mut velocities,
&bodies,
&colliders,
!&mountings,
stickies.maybe(),
&mut physics_states,
@ -389,7 +431,7 @@ impl<'a> System<'a> for Sys {
&positions,
scales.maybe(),
masses.maybe(),
&bodies,
&colliders,
!&mountings,
)
.join()

View File

@ -92,11 +92,21 @@ impl StateExt for State {
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori::default())
.with(comp::Collider::Box {
radius: 0.4,
z_min: 0.0,
z_max: 1.75,
})
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::Alignment::Npc)
.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::CharacterState::default())
.with(loadout)
@ -111,6 +121,11 @@ impl StateExt for State {
.with(comp::Ori::default())
.with(comp::Body::Object(object))
.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::LightEmitter::default())
}
@ -129,6 +144,7 @@ impl StateExt for State {
.with(vel)
.with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default()))
.with(comp::Mass(0.0))
.with(comp::Collider::Point)
.with(body)
.with(projectile)
.with(comp::Sticky)
@ -154,6 +170,11 @@ impl StateExt for State {
self.write_component(entity, comp::Pos(spawn_point));
self.write_component(entity, comp::Vel(Vec3::zero()));
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::CharacterState::default());
self.write_component(entity, comp::Alignment::Owned(entity));

View File

@ -1,7 +1,7 @@
use super::SysTimer;
use common::{
comp::{
Body, CanBuild, CharacterState, Energy, Gravity, Item, LightEmitter, Loadout, Mass,
Body, CanBuild, CharacterState, Energy, Gravity, Item, LightEmitter, Loadout, Mass, Collider,
MountState, Mounting, Ori, Player, Pos, Scale, Stats, Sticky, Vel,
},
msg::EcsCompPacket,
@ -49,6 +49,7 @@ pub struct TrackedComps<'a> {
pub mounting: ReadStorage<'a, Mounting>,
pub mount_state: ReadStorage<'a, MountState>,
pub mass: ReadStorage<'a, Mass>,
pub collider: ReadStorage<'a, Collider>,
pub sticky: ReadStorage<'a, Sticky>,
pub gravity: ReadStorage<'a, Gravity>,
pub loadout: ReadStorage<'a, Loadout>,
@ -104,6 +105,10 @@ impl<'a> TrackedComps<'a> {
.cloned()
.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
.get(entity)
.copied()
@ -142,6 +147,7 @@ pub struct ReadTrackers<'a> {
pub mounting: ReadExpect<'a, UpdateTracker<Mounting>>,
pub mount_state: ReadExpect<'a, UpdateTracker<MountState>>,
pub mass: ReadExpect<'a, UpdateTracker<Mass>>,
pub collider: ReadExpect<'a, UpdateTracker<Collider>>,
pub sticky: ReadExpect<'a, UpdateTracker<Sticky>>,
pub gravity: ReadExpect<'a, UpdateTracker<Gravity>>,
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.mount_state, &comps.mount_state, 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.gravity, &comps.gravity, filter)
.with_component(&comps.uid, &*self.loadout, &comps.loadout, filter)
@ -201,6 +208,7 @@ pub struct WriteTrackers<'a> {
mounting: WriteExpect<'a, UpdateTracker<Mounting>>,
mount_state: WriteExpect<'a, UpdateTracker<MountState>>,
mass: WriteExpect<'a, UpdateTracker<Mass>>,
collider: WriteExpect<'a, UpdateTracker<Collider>>,
sticky: WriteExpect<'a, UpdateTracker<Sticky>>,
gravity: WriteExpect<'a, UpdateTracker<Gravity>>,
loadout: WriteExpect<'a, UpdateTracker<Loadout>>,
@ -221,6 +229,7 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
trackers.mounting.record_changes(&comps.mounting);
trackers.mount_state.record_changes(&comps.mount_state);
trackers.mass.record_changes(&comps.mass);
trackers.collider.record_changes(&comps.collider);
trackers.sticky.record_changes(&comps.sticky);
trackers.gravity.record_changes(&comps.gravity);
trackers.loadout.record_changes(&comps.loadout);
@ -242,6 +251,7 @@ pub fn register_trackers(world: &mut World) {
world.register_tracker::<Mounting>();
world.register_tracker::<MountState>();
world.register_tracker::<Mass>();
world.register_tracker::<Collider>();
world.register_tracker::<Sticky>();
world.register_tracker::<Gravity>();
world.register_tracker::<Loadout>();