mirror of
https://gitlab.com/veloren/veloren.git
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184 lines
5.6 KiB
Rust
184 lines
5.6 KiB
Rust
use crate::{
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comp::{Gliding, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel},
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state::DeltaTime,
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terrain::TerrainMap,
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vol::{ReadVol, Vox},
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};
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use vek::*;
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const GRAVITY: f32 = 9.81 * 4.0;
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const FRIC_GROUND: f32 = 0.15;
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const FRIC_AIR: f32 = 0.015;
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const HUMANOID_ACCEL: f32 = 100.0;
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const HUMANOID_SPEED: f32 = 500.0;
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const HUMANOID_AIR_ACCEL: f32 = 10.0;
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const HUMANOID_AIR_SPEED: f32 = 100.0;
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const HUMANOID_JUMP_ACCEL: f32 = 16.0;
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const ROLL_ACCEL: f32 = 200.0;
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const ROLL_SPEED: f32 = 800.0;
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const GLIDE_ACCEL: f32 = 15.0;
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const GLIDE_SPEED: f32 = 45.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15
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const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95;
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// Integrates forces, calculates the new velocity based off of the old velocity
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// dt = delta time
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// lv = linear velocity
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// damp = linear damping
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// Friction is a type of damping.
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fn integrate_forces(dt: f32, mut lv: Vec3<f32>, damp: f32) -> Vec3<f32> {
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lv.z -= (GRAVITY * dt).max(-50.0);
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let mut linear_damp = 1.0 - dt * damp;
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if linear_damp < 0.0
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// reached zero in the given time
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{
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linear_damp = 0.0;
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}
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lv *= linear_damp;
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lv
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}
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/// This system applies forces and calculates new positions and velocities.
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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ReadExpect<'a, TerrainMap>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, MoveDir>,
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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ReadStorage<'a, Stats>,
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WriteStorage<'a, Rolling>,
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WriteStorage<'a, OnGround>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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);
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fn run(
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&mut self,
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(
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entities,
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terrain,
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dt,
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move_dirs,
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jumpings,
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glidings,
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stats,
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mut rollings,
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mut on_grounds,
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mut positions,
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mut velocities,
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mut orientations,
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): Self::SystemData,
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) {
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// Apply movement inputs
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for (entity, stats, move_dir, jumping, gliding, mut pos, mut vel, mut ori) in (
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&entities,
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&stats,
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move_dirs.maybe(),
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jumpings.maybe(),
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glidings.maybe(),
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&mut positions,
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&mut velocities,
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&mut orientations,
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)
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.join()
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{
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// Disable while dead TODO: Replace with client states?
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if stats.is_dead {
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continue;
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}
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// Move player according to move_dir
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if let Some(move_dir) = move_dir {
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vel.0 += Vec2::broadcast(dt.0)
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* move_dir.0
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* match (
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on_grounds.get(entity).is_some(),
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glidings.get(entity).is_some(),
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rollings.get(entity).is_some(),
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) {
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(true, false, false) if vel.0.magnitude() < HUMANOID_SPEED => {
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HUMANOID_ACCEL
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}
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(false, true, false) if vel.0.magnitude() < GLIDE_SPEED => GLIDE_ACCEL,
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(false, false, false) if vel.0.magnitude() < HUMANOID_AIR_SPEED => {
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HUMANOID_AIR_ACCEL
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}
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(true, false, true) if vel.0.magnitude() < ROLL_SPEED => ROLL_ACCEL,
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_ => 0.0,
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};
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}
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// Jump
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if jumping.is_some() {
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vel.0.z = HUMANOID_JUMP_ACCEL;
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}
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// Glide
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if gliding.is_some() && vel.0.magnitude() < GLIDE_SPEED && vel.0.z < 0.0 {
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let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2;
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vel.0.z += dt.0 * lift * Vec2::<f32>::from(vel.0 * 0.15).magnitude().min(1.0);
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}
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if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) {
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*time += dt.0;
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if *time > 0.7 {
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rollings.remove(entity);
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}
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}
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// Set direction based on velocity
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if vel.0.magnitude_squared() != 0.0 {
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ori.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
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}
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// Movement
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pos.0 += vel.0 * dt.0;
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// Update OnGround component
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if terrain
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.get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32))
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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&& vel.0.z <= 0.0
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{
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on_grounds.insert(entity, OnGround);
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} else {
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on_grounds.remove(entity);
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}
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// Integrate forces
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// Friction is assumed to be a constant dependent on location
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let friction = 50.0
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* if on_grounds.get(entity).is_some() {
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FRIC_GROUND
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} else {
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FRIC_AIR
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};
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vel.0 = integrate_forces(dt.0, vel.0, friction);
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// Basic collision with terrain
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let mut i = 0.0;
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while terrain
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.get(pos.0.map(|e| e.floor() as i32))
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.map(|vox| !vox.is_empty())
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.unwrap_or(false)
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&& i < 6000.0 * dt.0
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{
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pos.0.z += 0.0025;
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vel.0.z = 0.0;
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i += 1.0;
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}
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}
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}
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}
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