Made entities rotate smoothly with airships, fixed rotation speeds

This commit is contained in:
Joshua Barretto 2021-03-13 22:17:53 +00:00 committed by Avi Weinstock
parent e232a2e473
commit f6c6319952
3 changed files with 36 additions and 8 deletions

View File

@ -33,6 +33,7 @@ pub struct PreviousPhysCache {
pub collision_boundary: f32,
pub scale: f32,
pub scaled_radius: f32,
pub ori: Quaternion<f32>,
}
impl Component for PreviousPhysCache {

View File

@ -170,7 +170,7 @@ impl Body {
quadruped_low::Species::Lavadrake => 4.0,
_ => 6.0,
},
Body::Ship(_) => 0.5,
Body::Ship(_) => 0.175,
}
}
@ -300,7 +300,11 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth:
}
* efficiency;
handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
handle_orientation(
data,
update,
data.body.base_ori_rate() * if data.physics.on_ground { 0.5 } else { 0.1 },
);
// Swim
update.vel.0.z = (update.vel.0.z
@ -330,7 +334,7 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
* BASE_FLIGHT_ACCEL
* efficiency;
handle_orientation(data, update, 1.0);
handle_orientation(data, update, data.body.base_ori_rate());
}
/// Checks if an input related to an attack is held. If one is, moves entity

View File

@ -151,6 +151,7 @@ impl<'a> PhysicsData<'a> {
collision_boundary: 0.0,
scale: 0.0,
scaled_radius: 0.0,
ori: Quaternion::identity(),
});
}
@ -620,7 +621,7 @@ impl<'a> PhysicsData<'a> {
_other,
pos_other,
vel_other,
_previous_cache_other,
previous_cache_other,
_mass_other,
collider_other,
ori_other,
@ -678,6 +679,9 @@ impl<'a> PhysicsData<'a> {
// thing is in the comp::Scale for visual reasons
let mut cpos = *pos;
let wpos = cpos.0;
// TODO: Cache the matrices here to avoid recomputing
let transform_from =
Mat4::<f32>::translation_3d(pos_other.0 - wpos)
* Mat4::from(ori_other.0)
@ -685,8 +689,21 @@ impl<'a> PhysicsData<'a> {
let transform_to = transform_from.inverted();
let ori_from = Mat4::from(ori_other.0);
let ori_to = ori_from.inverted();
// The velocity of the collider, taking into account orientation.
let wpos_rel = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(ori_other.0)
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.inverted()
.mul_point(wpos);
let wpos_last = (Mat4::<f32>::translation_3d(pos_other.0)
* Mat4::from(previous_cache_other.ori)
* Mat4::<f32>::translation_3d(voxel_collider.translation))
.mul_point(wpos_rel);
let vel_other = vel_other.0 + (wpos - wpos_last) / read.dt.0;
cpos.0 = transform_to.mul_point(Vec3::zero());
vel.0 = ori_to.mul_direction(vel.0 - vel_other.0);
vel.0 = ori_to.mul_direction(vel.0 - vel_other);
let cylinder = (radius, z_min, z_max);
cylinder_voxel_collision(
cylinder,
@ -696,7 +713,7 @@ impl<'a> PhysicsData<'a> {
transform_to.mul_point(tgt_pos - wpos),
&mut vel,
&mut physics_state_delta,
ori_to.mul_direction(vel_other.0),
ori_to.mul_direction(vel_other),
&read.dt,
was_on_ground,
block_snap,
@ -707,13 +724,13 @@ impl<'a> PhysicsData<'a> {
);
cpos.0 = transform_from.mul_point(cpos.0) + wpos;
vel.0 = ori_from.mul_direction(vel.0) + vel_other.0;
vel.0 = ori_from.mul_direction(vel.0) + vel_other;
tgt_pos = cpos.0;
// union in the state updates, so that the state isn't just based on
// the most recent terrain that collision was attempted with
if physics_state_delta.on_ground {
physics_state.ground_vel = vel_other.0;
physics_state.ground_vel = vel_other;
}
physics_state.on_ground |= physics_state_delta.on_ground;
physics_state.on_ceiling |= physics_state_delta.on_ceiling;
@ -776,6 +793,12 @@ impl<'a> PhysicsData<'a> {
}
}
for (ori, previous_phys_cache) in
(&write.orientations, &mut write.previous_phys_cache).join()
{
previous_phys_cache.ori = ori.0;
}
let mut event_emitter = read.event_bus.emitter();
land_on_grounds.into_iter().for_each(|(entity, vel)| {
event_emitter.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });