use super::{Fluid, Ori}; use crate::{ comp::body::ship::figuredata::VoxelCollider, consts::WATER_DENSITY, terrain::Block, uid::Uid, }; use hashbrown::HashSet; use serde::{Deserialize, Serialize}; use specs::{Component, DerefFlaggedStorage, NullStorage}; use specs_idvs::IdvStorage; use std::sync::Arc; use vek::*; /// Position #[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct Pos(pub Vec3); impl Component for Pos { // TODO: why not regular vec storage???? // TODO: component occupancy metrics type Storage = IdvStorage; } /// Velocity #[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct Vel(pub Vec3); impl Vel { pub fn zero() -> Self { Vel(Vec3::zero()) } } impl Component for Vel { // TODO: why not regular vec storage???? type Storage = IdvStorage; } /// Used to defer writes to Pos/Vel in nested join loops #[derive(Copy, Clone, Debug)] pub struct PosVelOriDefer { pub pos: Option, pub vel: Option, pub ori: Option, } impl Component for PosVelOriDefer { // TODO: why not regular vec storage???? type Storage = IdvStorage; } /// Cache of Velocity (of last tick) * dt (of curent tick) /// It's updated and read in physics sys to speed up entity<->entity collisions /// no need to send it via network #[derive(Copy, Clone, Default, Debug, PartialEq)] pub struct PreviousPhysCache { pub velocity_dt: Vec3, /// Center of bounding sphere that encompasses the entity along its path for /// this tick pub center: Vec3, /// Calculates a Sphere over the Entity for quick boundary checking pub collision_boundary: f32, pub scale: f32, /// Approximate radius of cylinder of collider. pub scaled_radius: f32, /// Radius of stadium of collider. pub neighborhood_radius: f32, /// relative p0 and p1 of collider's statium, None if cylinder. pub origins: Option<(Vec2, Vec2)>, pub pos: Option, pub ori: Quaternion, } impl Component for PreviousPhysCache { // TODO: why not regular vec storage???? type Storage = IdvStorage; } // Scale #[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct Scale(pub f32); impl Component for Scale { type Storage = DerefFlaggedStorage>; } // Mass #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Mass(pub f32); impl Default for Mass { fn default() -> Mass { Mass(1.0) } } impl Component for Mass { type Storage = DerefFlaggedStorage>; } /// The average density (specific mass) of an entity. /// Units used for reference is kg/m³ #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Density(pub f32); impl Default for Density { fn default() -> Density { Density(WATER_DENSITY) } } impl Component for Density { type Storage = DerefFlaggedStorage>; } // Collider #[derive(Clone, Debug, Serialize, Deserialize)] pub enum Collider { /// A volume based on an existing voxel asset. // TODO: pass the map from ids -> voxel data to get_radius // and get_z_limits to compute a bounding cylinder. Voxel { id: String, }, /// A mutable volume. Volume(Arc), /// Capsule prism with line segment from p0 to p1 CapsulePrism { p0: Vec2, p1: Vec2, radius: f32, z_min: f32, z_max: f32, }, Point, } impl Collider { pub fn is_voxel(&self) -> bool { matches!(self, Collider::Voxel { .. } | Collider::Volume(_)) } pub fn bounding_radius(&self) -> f32 { match self { Collider::Voxel { .. } | Collider::Volume(_) => 1.0, Collider::CapsulePrism { radius, p0, p1, .. } => { let a = p0.distance(*p1); a / 2.0 + *radius }, Collider::Point => 0.0, } } pub fn get_height(&self) -> f32 { let (z_min, z_max) = self.get_z_limits(1.0); z_max - z_min } pub fn get_z_limits(&self, modifier: f32) -> (f32, f32) { match self { Collider::Voxel { .. } | Collider::Volume(_) => (0.0, 1.0), Collider::CapsulePrism { z_min, z_max, .. } => (*z_min * modifier, *z_max * modifier), Collider::Point => (0.0, 0.0), } } } impl Component for Collider { type Storage = DerefFlaggedStorage>; } #[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct Sticky; impl Component for Sticky { type Storage = DerefFlaggedStorage>; } #[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct Immovable; impl Component for Immovable { type Storage = DerefFlaggedStorage>; } // PhysicsState #[derive(Clone, Default, Debug, PartialEq, Serialize, Deserialize)] pub struct PhysicsState { pub on_ground: Option, pub on_ceiling: bool, pub on_wall: Option>, pub touch_entities: HashSet, pub in_fluid: Option, pub ground_vel: Vec3, } impl PhysicsState { pub fn reset(&mut self) { // Avoid allocation overhead! let mut touch_entities = std::mem::take(&mut self.touch_entities); touch_entities.clear(); *self = Self { touch_entities, ground_vel: self.ground_vel, /* Preserved, since it's the velocity of the last * contact point */ ..Self::default() } } pub fn on_surface(&self) -> Option> { self.on_ground .map(|_| -Vec3::unit_z()) .or_else(|| self.on_ceiling.then_some(Vec3::unit_z())) .or(self.on_wall) } pub fn in_liquid(&self) -> Option { self.in_fluid.and_then(|fluid| fluid.depth()) } } impl Component for PhysicsState { type Storage = IdvStorage; } /// Used to forcefully update the position, velocity, and orientation of the /// client #[derive(Copy, Clone, Debug, Default, PartialEq, Serialize, Deserialize)] pub struct ForceUpdate; impl Component for ForceUpdate { type Storage = NullStorage; }