use crate::{ comp::{ phys::{Ori, Pos, Vel}, Gliding, Jumping, MoveDir, OnGround, Stats, }, state::DeltaTime, terrain::TerrainMap, vol::{ReadVol, Vox}, }; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use vek::*; const GRAVITY: f32 = 9.81 * 4.0; const FRIC_GROUND: f32 = 0.15; const FRIC_AIR: f32 = 0.015; const HUMANOID_ACCEL: f32 = 100.0; const HUMANOID_SPEED: f32 = 500.0; const HUMANOID_AIR_ACCEL: f32 = 10.0; const HUMANOID_AIR_SPEED: f32 = 100.0; const HUMANOID_JUMP_ACCEL: f32 = 16.0; const GLIDE_ACCEL: f32 = 15.0; const GLIDE_SPEED: f32 = 45.0; // Gravity is 9.81 * 4, so this makes gravity equal to .15 const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95; // Integrates forces, calculates the new velocity based off of the old velocity // dt = delta time // lv = linear velocity // damp = linear damping // Friction is a type of damping. fn integrate_forces(dt: f32, mut lv: Vec3, damp: f32) -> Vec3 { lv.z -= (GRAVITY * dt).max(-50.0); let mut linear_damp = 1.0 - dt * damp; if linear_damp < 0.0 // reached zero in the given time { linear_damp = 0.0; } lv *= linear_damp; lv } /// This system applies forces and calculates new positions and velocities. pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, ReadExpect<'a, TerrainMap>, Read<'a, DeltaTime>, WriteStorage<'a, OnGround>, WriteStorage<'a, Pos>, WriteStorage<'a, Vel>, WriteStorage<'a, Ori>, ReadStorage<'a, MoveDir>, ReadStorage<'a, Jumping>, ReadStorage<'a, Gliding>, WriteStorage<'a, Stats>, ); fn run( &mut self, ( entities, terrain, dt, mut on_grounds, mut positions, mut velocities, mut orientations, move_dirs, jumpings, glidings, stats, ): Self::SystemData, ) { // Apply movement inputs for (entity, mut pos, mut vel, mut ori, mut on_ground, move_dir, jumping, gliding, stats) in ( &entities, &mut positions, &mut velocities, &mut orientations, on_grounds.maybe(), move_dirs.maybe(), jumpings.maybe(), glidings.maybe(), &stats, ) .join() { // Disable while dead TODO: Replace with client states? if stats.is_dead { continue; } // Move player according to move_dir if let Some(move_dir) = move_dir { vel.0 += Vec2::broadcast(dt.0) * move_dir.0 * match (on_ground.is_some(), gliding.is_some()) { (true, false) if vel.0.magnitude() < HUMANOID_SPEED => HUMANOID_ACCEL, (false, true) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL, (false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => { HUMANOID_AIR_ACCEL } _ => 0.0, }; } // Jump if jumping.is_some() { vel.0.z = HUMANOID_JUMP_ACCEL; } // Glide if gliding.is_some() && vel.0.magnitude() < GLIDE_SPEED && vel.0.z < 0.0 { let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2; vel.0.z += dt.0 * lift * Vec2::::from(vel.0 * 0.15).magnitude().min(1.0); } // Set direction based on velocity if vel.0.magnitude_squared() != 0.0 { ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0); } // Movement pos.0 += vel.0 * dt.0; // Update OnGround component if terrain .get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32)) .map(|vox| !vox.is_empty()) .unwrap_or(false) && vel.0.z <= 0.0 { on_ground = Some(&OnGround); } else { on_ground = None; } // Integrate forces // Friction is assumed to be a constant dependent on location let friction = 50.0 * if on_ground.is_some() { FRIC_GROUND } else { FRIC_AIR }; vel.0 = integrate_forces(dt.0, vel.0, friction); // Basic collision with terrain let mut i = 0.0; while terrain .get(pos.0.map(|e| e.floor() as i32)) .map(|vox| !vox.is_empty()) .unwrap_or(false) && i < 6000.0 * dt.0 { pos.0.z += 0.0025; vel.0.z = 0.0; i += 1.0; } } } }