cyber_rider/src/physics.rs
Joe Ardent 483dc3f864 Refactor done, still works.
Mostly resisted the urge to add or change functionality. Checks clean and should have the foundation
for real game-focused devel going forward.
2022-01-12 00:22:20 -08:00

161 lines
3.9 KiB
Rust

use bevy::prelude::*;
use heron::prelude::*;
use crate::{geometry::CyberBike, input::InputState};
/// Mouse sensitivity and movement speed
pub struct MovementSettings {
pub sensitivity: f32,
pub accel: f32,
pub drag: f32,
pub gravity: f32,
}
impl Default for MovementSettings {
fn default() -> Self {
Self {
sensitivity: 1.0,
accel: 40.,
drag: 0.0005,
gravity: 10.0,
}
}
}
#[derive(Component, Default)]
pub(crate) struct PlayerState {
pub velocity: Vec3,
pub colliding: bool,
}
fn falling_cat(time: Res<Time>, mut bike_query: Query<(&mut Transform, &CyberBike)>) {
let dt = time.delta_seconds();
let (mut bike_xform, _) = bike_query.single_mut();
let up = bike_xform.translation.normalize();
let cam_up = bike_xform.up();
let cos = up.dot(cam_up);
let theta = cos.acos();
let rate = if !theta.is_normal() {
0.0
} else if theta.is_sign_negative() {
-0.4
} else {
0.4
} * dt;
let angle = if rate.is_sign_negative() {
rate.max(theta)
} else {
rate.min(theta)
};
let rot = Quat::from_axis_angle(cam_up.cross(up).normalize(), angle);
if rot.is_finite() && theta.abs() > 0.0085 {
bike_xform.rotate(rot);
}
}
fn apply_velocity(
time: Res<Time>,
mut bike_query: Query<(&mut Transform, &PlayerState, &CyberBike)>,
) {
let dt = time.delta_seconds();
let (mut bike_xform, player_state, _) = bike_query.single_mut();
if player_state.velocity.is_finite() {
bike_xform.translation += player_state.velocity * dt;
}
}
fn update_player_vel(
time: Res<Time>,
settings: Res<MovementSettings>,
input: Res<InputState>,
mut query: Query<(&Transform, &mut PlayerState, &CyberBike)>,
) {
let dt = time.delta_seconds();
let (xform, mut pstate, _) = query.single_mut();
// first gravity
let down = -xform.translation.normalize();
let dvel = down * settings.gravity * dt;
let mut vel = if pstate.velocity.is_finite() {
pstate.velocity + dvel
} else {
dvel
};
// thrust or brake
let accel = xform.forward() * input.throttle * dt * settings.accel;
if pstate.velocity.is_finite() {
vel += accel;
} else {
vel = accel;
}
// brake
if input.brake {
let s = vel.length_squared();
if s < 0.05 {
vel = Vec3::ZERO;
} else {
vel -= vel.normalize() * settings.accel * dt;
}
}
// drag
let v2 = vel.length_squared().min(100_000.0);
if v2 < 0.05 {
vel = Vec3::ZERO;
} else {
let drag = vel * settings.drag * v2 * dt;
vel -= drag;
}
pstate.velocity = vel;
}
fn collision_detection(
mut events: EventReader<CollisionEvent>,
mut query: Query<&mut PlayerState>,
) {
let mut pstate = query.single_mut();
for event in events.iter() {
if let CollisionEvent::Started(_, _) = event {
pstate.colliding = true;
} else {
pstate.colliding = false;
}
}
}
fn collision_reaction(mut query: Query<(&mut PlayerState, &Transform)>) {
let (mut pstate, xform) = query.single_mut();
let down = -xform.translation.normalize();
// now see if we're currently colliding
if pstate.colliding {
let vel = pstate.velocity;
let dvel = down * vel.dot(down) * 1.02;
pstate.velocity -= dvel;
}
}
pub struct CyberPhysicsPlugin;
impl Plugin for CyberPhysicsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<PlayerState>()
.init_resource::<MovementSettings>()
.add_plugin(PhysicsPlugin::default())
.add_system(collision_detection)
.add_system(collision_reaction)
.add_system(falling_cat)
.add_system(update_player_vel)
.add_system(apply_velocity);
}
}