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https://gitlab.com/veloren/veloren.git
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Made entities rotate smoothly with airships, fixed rotation speeds
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e232a2e473
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@ -33,6 +33,7 @@ pub struct PreviousPhysCache {
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pub collision_boundary: f32,
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pub scale: f32,
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pub scaled_radius: f32,
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pub ori: Quaternion<f32>,
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}
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impl Component for PreviousPhysCache {
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@ -170,7 +170,7 @@ impl Body {
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quadruped_low::Species::Lavadrake => 4.0,
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_ => 6.0,
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},
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Body::Ship(_) => 0.5,
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Body::Ship(_) => 0.175,
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}
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}
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@ -300,7 +300,11 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth:
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}
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* efficiency;
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
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handle_orientation(
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data,
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update,
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data.body.base_ori_rate() * if data.physics.on_ground { 0.5 } else { 0.1 },
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);
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// Swim
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update.vel.0.z = (update.vel.0.z
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@ -330,7 +334,7 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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* BASE_FLIGHT_ACCEL
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* efficiency;
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handle_orientation(data, update, 1.0);
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handle_orientation(data, update, data.body.base_ori_rate());
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}
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/// Checks if an input related to an attack is held. If one is, moves entity
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@ -151,6 +151,7 @@ impl<'a> PhysicsData<'a> {
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collision_boundary: 0.0,
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scale: 0.0,
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scaled_radius: 0.0,
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ori: Quaternion::identity(),
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});
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}
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@ -620,7 +621,7 @@ impl<'a> PhysicsData<'a> {
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_other,
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pos_other,
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vel_other,
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_previous_cache_other,
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previous_cache_other,
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_mass_other,
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collider_other,
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ori_other,
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@ -678,6 +679,9 @@ impl<'a> PhysicsData<'a> {
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// thing is in the comp::Scale for visual reasons
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let mut cpos = *pos;
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let wpos = cpos.0;
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// TODO: Cache the matrices here to avoid recomputing
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let transform_from =
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Mat4::<f32>::translation_3d(pos_other.0 - wpos)
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* Mat4::from(ori_other.0)
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@ -685,8 +689,21 @@ impl<'a> PhysicsData<'a> {
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let transform_to = transform_from.inverted();
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let ori_from = Mat4::from(ori_other.0);
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let ori_to = ori_from.inverted();
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// The velocity of the collider, taking into account orientation.
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let wpos_rel = (Mat4::<f32>::translation_3d(pos_other.0)
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* Mat4::from(ori_other.0)
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* Mat4::<f32>::translation_3d(voxel_collider.translation))
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.inverted()
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.mul_point(wpos);
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let wpos_last = (Mat4::<f32>::translation_3d(pos_other.0)
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* Mat4::from(previous_cache_other.ori)
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* Mat4::<f32>::translation_3d(voxel_collider.translation))
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.mul_point(wpos_rel);
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let vel_other = vel_other.0 + (wpos - wpos_last) / read.dt.0;
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cpos.0 = transform_to.mul_point(Vec3::zero());
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vel.0 = ori_to.mul_direction(vel.0 - vel_other.0);
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vel.0 = ori_to.mul_direction(vel.0 - vel_other);
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let cylinder = (radius, z_min, z_max);
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cylinder_voxel_collision(
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cylinder,
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@ -696,7 +713,7 @@ impl<'a> PhysicsData<'a> {
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transform_to.mul_point(tgt_pos - wpos),
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&mut vel,
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&mut physics_state_delta,
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ori_to.mul_direction(vel_other.0),
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ori_to.mul_direction(vel_other),
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&read.dt,
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was_on_ground,
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block_snap,
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@ -707,13 +724,13 @@ impl<'a> PhysicsData<'a> {
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);
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cpos.0 = transform_from.mul_point(cpos.0) + wpos;
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vel.0 = ori_from.mul_direction(vel.0) + vel_other.0;
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vel.0 = ori_from.mul_direction(vel.0) + vel_other;
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tgt_pos = cpos.0;
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// union in the state updates, so that the state isn't just based on
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// the most recent terrain that collision was attempted with
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if physics_state_delta.on_ground {
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physics_state.ground_vel = vel_other.0;
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physics_state.ground_vel = vel_other;
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}
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physics_state.on_ground |= physics_state_delta.on_ground;
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physics_state.on_ceiling |= physics_state_delta.on_ceiling;
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@ -776,6 +793,12 @@ impl<'a> PhysicsData<'a> {
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}
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}
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for (ori, previous_phys_cache) in
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(&write.orientations, &mut write.previous_phys_cache).join()
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{
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previous_phys_cache.ori = ori.0;
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}
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let mut event_emitter = read.event_bus.emitter();
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land_on_grounds.into_iter().for_each(|(entity, vel)| {
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event_emitter.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
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