veloren/common/src/comp/phys.rs
2022-02-28 19:20:37 +00:00

222 lines
6.2 KiB
Rust

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<f32>);
impl Component for Pos {
// TODO: why not regular vec storage????
// TODO: component occupancy metrics
type Storage = IdvStorage<Self>;
}
/// Velocity
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct Vel(pub Vec3<f32>);
impl Vel {
pub fn zero() -> Self { Vel(Vec3::zero()) }
}
impl Component for Vel {
// TODO: why not regular vec storage????
type Storage = IdvStorage<Self>;
}
/// Used to defer writes to Pos/Vel in nested join loops
#[derive(Copy, Clone, Debug)]
pub struct PosVelOriDefer {
pub pos: Option<Pos>,
pub vel: Option<Vel>,
pub ori: Option<Ori>,
}
impl Component for PosVelOriDefer {
// TODO: why not regular vec storage????
type Storage = IdvStorage<Self>;
}
/// 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<f32>,
/// Center of bounding sphere that encompasses the entity along its path for
/// this tick
pub center: Vec3<f32>,
/// 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<f32>, Vec2<f32>)>,
pub pos: Option<Pos>,
pub ori: Quaternion<f32>,
}
impl Component for PreviousPhysCache {
// TODO: why not regular vec storage????
type Storage = IdvStorage<Self>;
}
// Scale
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct Scale(pub f32);
impl Component for Scale {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
// 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<Self, IdvStorage<Self>>;
}
/// 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<Self, IdvStorage<Self>>;
}
// 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<VoxelCollider>),
/// Capsule prism with line segment from p0 to p1
CapsulePrism {
p0: Vec2<f32>,
p1: Vec2<f32>,
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<Self, IdvStorage<Self>>;
}
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct Sticky;
impl Component for Sticky {
type Storage = DerefFlaggedStorage<Self, NullStorage<Self>>;
}
#[derive(Copy, Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct Immovable;
impl Component for Immovable {
type Storage = DerefFlaggedStorage<Self, NullStorage<Self>>;
}
// PhysicsState
#[derive(Clone, Default, Debug, PartialEq, Serialize, Deserialize)]
pub struct PhysicsState {
pub on_ground: Option<Block>,
pub on_ceiling: bool,
pub on_wall: Option<Vec3<f32>>,
pub touch_entities: HashSet<Uid>,
pub in_fluid: Option<Fluid>,
pub ground_vel: Vec3<f32>,
}
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<Vec3<f32>> {
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<f32> { self.in_fluid.and_then(|fluid| fluid.depth()) }
}
impl Component for PhysicsState {
type Storage = IdvStorage<Self>;
}
/// 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<Self>;
}